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Escape: The Curse of the Temple – Queenie 16: New Traps
Escape: The Curse of the Temple – Queenie 16: New Traps
by Queen Games (2019)
Player Count
1 to 5

Player Ages
8+

Playing Time
10 minutes
Categories
  • Dice
  • Exploration
  • Adventure
  • Real-time
  • Expansion for Base-game
  • Mechanisms
  • Tile Placement
  • Modular Board
  • Cooperative Play
  • Dice Rolling
  • Family
  • Crowdfunding: Kickstarter
  • Queen Games Escape Series
  • Rating: 7.28/10 from 10 users

    Description

    Escape: New Traps - Quicksand, Beast and Lava chambers

    The Quicksand chamber (Trap)

    When this trap is revealed, the player's adventurer is placed in the middle of the quicksand. They now only have a limited number of rolls to try and free themselves from impending doom. They can roll a maximum of 4 times and try to collect 4 torches to escape the quicksand. If they fail, they are stuck and cannot roll their dice again, until other players enter the chamber and roll the 4 torches to help them escape.

    The Beast chamber (Trap)

    You screech to a halt as you enter the room, trying to will your heart to beat more quietly, for in the corner, peacefully sleeping, lies a terrible beast.

    To Escape the Beast Chamber, you will need to do something unique to the game—move slowly. You must roll only one die at a time, progressing your adventurer to the next symbol on the path as you roll it. If you roll a Black Mask symbol, set the die aside and use another one. If all your dice ever show Black Mask's, discard one die back to the game box and exit the chamber. Otherwise, when you roll the final symbol, you may exit the chamber and continue back on your frantic journey.

    The Lava chamber (Trap)

    The Lava Chamber presents a double challenge! When a player discovers the lava chamber, their adventurer is immediately placed in the pillar in the middle of the crater of lava. In order to Escape, they will have to roll 4 keys, with other players being able to help by contributing gold masks only. In addition, a gate token is placed across each entrance of the starting chamber, which must be removed by rolling the indicated symbols before players can use that entrance again.

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