This is a documentation for Board Game Arena: play board games online !

Gamehelpescapethecurseofthetemple: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
(Created page with "== Summary and object of the game == Escape is a real-time board game. Instead of playing the game in rounds, each player rolls his five dice as quickly and as often as he can...")
 
Line 7: Line 7:
== The actions ==  
== The actions ==  


Enter a chamber - A player may enter a chamber only if its entrance is
1. Enter a chamber - A player may enter a chamber only if its entrance is not blocked. In order to enter a chamber, the player must roll the icons shown in a red frame inside the new chamber.
not blocked. In order to enter a chamber, the player must roll the
2. Discover a new chamber - A player inside a chamber with one or more unblocked entrances that don’t already connect to other chambers may discover a new chamber.  A player must roll two adventurer icons in order to draw one new chamber from the draw pile  
icons shown in a red frame inside the new chamber.
3. Activate magic gems - A player inside a chamber containing one or more magic gem icons must roll the required number of
2. Discover a new chamber - A player inside a chamber with one or more unblocked
torch or key icons in order to activate the number of magic gems shown. After a gem has been successfully activated. Several adventurers inside a chamber containing one or more magic gem icons may join forces in order to obtain the required number of key or torch icons. If at least one of a chamber’s gems has been activated, no adventurer may activate any further gems inside this chamber.
entrances that don’t already connect to other chambers.  A player must roll two adventurer icons in order to draw one new chamber from the draw pile  
3. Activate magic gems - A player inside a chamber containing one or more
magic gem icons must roll the required number of
torch or key icons in order to activate the number of
magic gems shown. After a gem has been successfully
activated, take a gem from the gem depot and place it
on the appropriate gem icon. Several adventurers inside a chamber containing one
or more magic gem icons may join forces in order to
obtain the required number of key or torch icons. If at least one of a
chamber’s gems has been
activated, no adventurer
may activate any further
gems inside this chamber.
4. Escape - A player can escape only if he is inside the exit chamber. In order to escape, a player must roll as many keys as
4. Escape - A player can escape only if he is inside the exit chamber. In order to escape, a player must roll as many keys as
the number of gems in the gem depot plus one. Each
the number of gems in the gem depot plus one. Each player must roll the required number of key icons by himself! After a player has escaped, he no longer needs all of his tools, so he can give one of his dice to any adventurer still inside the temple. This adventurer may use the die immediately.
player must roll the required number of key icons by
himself! After a player has escaped, he no longer needs all of his
tools, so he can give one of his dice to any adventurer
still inside the temple. This adventurer may use the die
immediately.


5. Provoke a turn of fate -If there are too many accursed dice in play, players may transfer one of the two gems lying next to the depot to the
5. Provoke a turn of fate -If there are too many accursed dice in play, players may transfer one of the two gems lying next to the depot to the

Revision as of 18:27, 2 November 2022

Summary and object of the game

Escape is a real-time board game. Instead of playing the game in rounds, each player rolls his five dice as quickly and as often as he can without waiting for his teammates! Players have only ten minutes to escape from the collapsing temple. Every second you delay brings you a step closer to being entombed. While searching for the exit, the players will discover new chambers – but they’ll need the right combination of adventurer, key and torch icons to enter and explore gems these chambers. Some chambers contain magic gems, and players must use their dice to activate as many as many gems as possible in order to break the curse blocking the exit. The sooner they find the exit chamber and the more magic gems they activate, the easier it will be for them to escape.

Watch out, though, as twice during the game a gong will sound throughout the temple heralding a countdown. Hurry back to the starting chamber as only this location is guaranteed to be safe. Fail to make it back in time, and you lose one of your precious dice. Be sure to coordinate your actions and look out for one another as some tasks can be completed only collectively. What's more, even if only one player fails to escape the temple in time, all of you have lost the game!

The actions

1. Enter a chamber - A player may enter a chamber only if its entrance is not blocked. In order to enter a chamber, the player must roll the icons shown in a red frame inside the new chamber. 2. Discover a new chamber - A player inside a chamber with one or more unblocked entrances that don’t already connect to other chambers may discover a new chamber. A player must roll two adventurer icons in order to draw one new chamber from the draw pile 3. Activate magic gems - A player inside a chamber containing one or more magic gem icons must roll the required number of torch or key icons in order to activate the number of magic gems shown. After a gem has been successfully activated. Several adventurers inside a chamber containing one or more magic gem icons may join forces in order to obtain the required number of key or torch icons. If at least one of a chamber’s gems has been activated, no adventurer may activate any further gems inside this chamber. 4. Escape - A player can escape only if he is inside the exit chamber. In order to escape, a player must roll as many keys as the number of gems in the gem depot plus one. Each player must roll the required number of key icons by himself! After a player has escaped, he no longer needs all of his tools, so he can give one of his dice to any adventurer still inside the temple. This adventurer may use the die immediately.

5. Provoke a turn of fate -If there are too many accursed dice in play, players may transfer one of the two gems lying next to the depot to the depot. Then, all adventurers may re-roll all of their accursed dice (black masks). Players must reach this decision unanimously! A turn of fate can be provoked only twice during the course of the game.

End of the game

The game ends after 10 minutes – that is, at the end of the third countdown. If any adventurer is inside the temple when it collapses, then all players have lost the game!

Variants

Experts: 3 additional magic gems. Professionals: 6 additional magic gems

when you include one or both of the following modules. Module 1: Curses Module 2: Treasures