Escape: The Curse of the Temple
Escape The Curse of the Temple is een uniek spel. Er zit een CD in de doos met een spannend muziekje. Dat duurt 10 minuten. In die 10 minuten moeten alle spelers uit een doolhof zien te ontsnappen. Dat lukt alleen als je elkaar helpt. Alle spelers spelen tegelijk en na 10 minuten weet je of je allemaal hebt gewonnen of verloren. Na 12 minuten ben je begonnen aan je tweede potje….De spelers zitten opgesloten in een vervloekte tempel. Je kunt alleen naar een volgend vertrek als je de juiste dobbelcombinatie gooit. Alle spelers gooien zo snel mogelijk met hun eigen dobbelstenen om die combinaties te gooien en zo de uitgang van de tempel te vinden.
- Deze editie is in het Nederlands.
- Geschikt voor 1 - 5 spelers.
- Je bent ongeveer 10 min. aan het spelen.
- Vanaf 8 jaar is dit spel te spelen.
Escape: The Curse of the Temple
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Escape The Curse of the Temple is een uniek spel. Er zit een CD in de doos met een spannend muziekje. Dat duurt 10 minuten. In die 10 minuten moeten alle spelers uit een doolhof zien te ontsnappen. Dat lukt alleen als je elkaar helpt. Alle spelers spelen tegelijk en na 10 minuten weet je of je allemaal hebt gewonnen of verloren. Na 12 minuten ben je begonnen aan je tweede potje….De spelers zitten opgesloten in een vervloekte tempel. Je kunt alleen naar een volgend vertrek als je de juiste dobbelcombinatie gooit. Alle spelers gooien zo snel mogelijk met hun eigen dobbelstenen om die combinaties te gooien en zo de uitgang van de tempel te vinden.
Naam | Escape: The Curse of the Temple |
---|---|
EAN | 4010350609019 |
Taal | Nederlands |
Aantal spelers | 1 - 5 |
Speeltijd | 10 min. |
Minimale leeftijd | 8 jaar |
Uitgever | Queen Games |
Escape: The Curse of the Temple uitbreidingen
Escape Expansion 1: Illusions
Escape: Illusions includes two new modules for the Escape base game that can be used individually or mixed with any other available modules.The "Illusion Chambers" module consists of six chamber tiles that replace the tiles with only one magic gem in the basic game. After players return to the starting chamber during the game – something they must do twice in order to avoid losing a die – all illusion chambers in play are removed and returned to the bottom of the tile deck. Hopefully you already completed your business in any section of the temple now disconnected from the rest!The "Special Chambers" module consists of six new chamber tiles divided as follows: Three linked chamber tiles that allow you to activate magic gems thereby making it easier for the adventurers to escape the temple – but the gems can be activated only if players are in two separate such chambers at the same time. Two double chamber tiles that consist of a front and back room with access to the back room being available only if you add tiles to the temple and snake around to the back. Why do you want to reach this room? More opportunities to activate magic gems and ease your way out of the temple. One treasure chamber tile containing a chalice that adventurers must bear to the exit tile. If they fail to do so they lose the game – even if they otherwise would all escape!Components for a sixth player are included as well as two copies each of one new curse card ("Soul Exchange") and one new treasure tile ("Large Torch").
Escape Expansion 3: Traps
Escape: Traps is the third boxed expansion for Escape: The Curse of the Temple and like the previous Illusions and Quests expansions Traps contains two modules that can be used individually or in combination with any other expansions for the game.Trap Chambers: There are 5 different chambers to choose from and 2 3 or 4 will get mixed into the draw pile during setup. When a Trap Chamber gets drawn that player puts their adventurer immediately on that tile. Each one has a different effect:Moving Platform (x1)- The chamber gets moved around the board clockwise (without changing the orientation) until it finds a new resting position connected to an empty doorway with that orientation. If none exists that player has to wait until one shows up.Invocation Chamber (x1)- Place all adventurers (including yourself) in the chamber and now must start exploring from there. After discovery a player can roll 3 keys to use this effect at another time.Cliff (x2)- The player cannot leave this chamber until they roll either 3 keys or 3 torches (depending on the tile). After this is done the adventurer gets put on the brick area and can leave as normal. Fellow adventurers can enter the room but can only contribute golden masks.Slide Trap (x1)- The player cannot return via the slanted entrance and must leave through the other entrances.Time Chambers: 8 Chambers with 2 3 or 4 getting mixed into the draw pile. When drawn you put the certain sand timer on the first time icon. Once that time runs out it gets flipped over onto the next time icon. Either certain tasks must be fulfilled or actions can't be done during the duration of the sand timer.Prohibition Chambers (x4)- Uses the green sand timer. Certain actions cannot be performed (activating gems using golden masks exploring new chambers entering the starting chamber)Sacrifice Chamber (x1)- Uses the blue timer. Each player must put one die in the chamber. Now they have 1 minute to rush to that chamber and retrieve their die or else they lose it.Torch Chamber (x1)- Uses the blue timer. Players have to go to the chamber and roll 7 torches or else 2 players lose 1 die.Lava Chambers (x2)- Uses the blue timer. Players have to fulfill 3 tasks to avoid punishment. If not all 3 get completed before the minute is over the punishment next to the task gets triggered (add 3/2/1 gems to the depot)