Thank goodness for Escape: The Curse of the Temple, which will allow you to test the strength of your relationships before you face a real life-or-death crisis. But is this an adventure worth taking? Find out below!
How It Works
Escape: The Curse of the Temple is a real-time cooperative dice-rolling game for 1-5 players that plays in exactly ten minutes. (The game comes with a soundtrack that acts as a timekeeper.) The goal of the game is to escape (...) the curse of the temple (...). As Escape is a cooperative game, players win only if all players have escaped before the temple crashes down. Players weaken the curse by activating magic gems throughout the temple, which makes escaping easier to do.
A player's tools: an adventurer pawn, five custom dice, and a button in case, in the hustle and bustle of escaping, players forget their identities. |
When the voice says, "Escape," players roll their dice--simultaneously and as frequently as they want--in order to accomplish tasks in the temple. Players may set dice aside for later use, but when a die is used for any task, it must be rerolled. The tasks players must accomplish include:
- Discovering rooms (by rolling two green running man symbols)
- Entering rooms (by rolling the two-dice combination on the new tile)
- Activating gems (by rolling the combination specified on the chamber)
- Aiding fellow adventurers (if in the same room, players can combine their efforts to activate gems or to free up accursed dice with golden mask symbols)
- Escaping the temple (if in the exit chamber)
At around the three-minute mark and the six-minute mark, players will hear a gong on the soundtrack. This means players must make it back to the starting chamber before they hear the sound of a door slamming shut. If the door is shut and a player is not in the main chamber, that player loses one die for the remainder of the game.
The gem depot. The more gems are on the depot, the harder it will be for players to escape. |
(The game also includes two optional expansion modules, curses and treasures, which add a little complexity and make the adventure more difficult. The game comes with a sand timer as well if players can't or don't want to use the soundtrack. The playtime remains ten minutes.)
The optional expansion modules, curses and treasures. |
@FarmerLenny's take:
Escape: The Curse of the Temple is chaotic. It's simple. It's also one of the most fun board gaming experiences I've had.
Part of what makes Escape so great is the attention paid to its components. Wow, these are fantastic components! The dice are custom engraved, which is a nice touch. While they're a smidge smaller than I'd like, the engraving more than makes up for it. The chamber tiles, curses, and treasures are all on sturdy cardboard, and the art of the game is evocative. It (and the adventurer pawns) sets the tone for an experience not unlike the Indiana Jones movies (which is a huge plus for me).
Further aiding in the tone department is the soundtrack included with the game. The game also comes with a sand timer, but I can't imagine playing this game without the soundtrack. Not only does it keep players from going over the ten-minute time limit, it also includes music and other thematic sounds to build tension. (The soundtrack comes with options, though: if you prefer minimal background noise, there's a track for that.) Escape is a decent game in its own right, but it's the attention paid to the components and soundtrack that push it over the top.
The game comes with twenty-five custom etched dice and five cool-looking adventurer pawns, along with the other components. |
I also like the real-time cooperative aspect of Escape. One of the main drawbacks of cooperative games that you'll hear is the alpha player problem, where one player dictates to other players what they should do, and the game is essentially single player. Escape mostly eliminates this problem by making the game fast and hectic. Players don't have much time to focus on other players: all players are playing at the same time, so they must focus on their own part to play in the game. But the game still is cooperative. Players only win if all players escape the temple, so it's in players' best interest to help their teammates. If a player has only accursed dice faces showing, it's not uncommon for other players to run back and help them (and for that player to bark for help). And all players benefit when gems are activated (it makes it easier to escape!), so lending a helping hand in the gem rooms is an obvious good move.
The starting chamber. Which route should we take? |
And I like the game for this simplicity. The concepts are easy to teach, so players can jump in and contribute right away. I like that cooperative games usually allow for this anyway, since more experienced players can take the lead, but in Escape, players know what they need to do and can do it right out of the box. With Pandemic, for example, players often don't know at the outset what the best course of action is. Should I try to contain outbreaks? Should I build research stations? Should I discard precious cards to fly to another part of the world? It doesn't take long for these decisions to make sense, but it does usually require some guidance. Escape, on the other hand, has a very concrete goal--escape!--and a very simple means of achieving it--roll these dice as fast as you can!
So close! In the exit chamber with only three gems on the depot. ROLL! |
If there's anything to be said against Escape, it's that the game is a little on the easy side. The two-player game is very easy, and while the game gets progressively harder the more players are at the table, it doesn't take too many plays for teams to coalesce and figure the game out.
This could be a crippling defect for a game like Escape (especially given its already gimmicky/novelty premise), but there are several ways to help this problem right out of the box. First, the game comes with more gems than are required for the basic game. Thus, players may increase the difficulty by adding gems to the gem depot. (Believe me: this goes a long way toward making the game harder.) The game also comes with two expansion modules--curses and treasures. Curses require players to do wacky things until the curse is lifted (for example, play with one hand stuck to their forehead, not talk, or lose forever dice that fall off the table--which would have been devastating for my niece and nephew). A cursed player is usually not completely incapacitated, but even so, it takes time to swat a gnat, and there is precious little time in Escape already. My wife and I have found an ideal difficulty setting for us through a combination of gems and curses, and we still have more gems available if we need to make the game harder still. I like that Escape is customizable to the group because it allows a broad spectrum of players to enjoy the experience. (I assume the ability to customize will only increase through expansions.)
Everything that comes in the box, save the rulebook. |
Pros:
Novel gameplay
This game has atmosphere to spare
Simple mechanics allow anyone to play while customizable modules tailor the game to your group
Fun, fun, fun
Cons:
Expensive for such a short game
Game may not stand the test of time
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