About this project
"If I ever see the sun again, I will never, ever, go back underground. I keep hearing the warnings over and over again…”don’t go in there.” “The last expedition never made it back out.” ... “The temple is cursed.”
You and your colleagues are adventurers that have found a temple full of precious gems. Unfortunately taking the gems has triggered the wrath of an ancient Idol curse that wants to seal you in the temple forever! Provisions and oxygen are limited. You and your fellow adventurers must fight the fear and panic overwhelming you so that you can locate and follow the path out of the temple.
The Mayan Calendar is a two sided board on which players must activate gems in a certain order to put calendar tiles onto the calendar track - or face the consequences!
The calendar board with 9 spaces is placed to one side of the table (the reverse side of the calendar board has only 6 spaces, and is used when playing an easy game or if using less than 9 gems). The spaces on the track have alternating symbols: Sun, Moon, Star. Whenever you discover a room with a gem spot, place one calendar tile FACE UP in that chamber. When you activate a gem in a chamber with a calendar tile, you may put the calendar tile on the next vacant space on the calendar board provided the symbol on the tile and the space matches. If it doesn't match, put the tile next to the calendar track.
On the calendar track there are two bars: If, at the end of the first countdown, the players have not reached the first bar (or, at the end of the second countdown they have not reached the second bar), all players must place one of their dice onto the calendar board. This die can be retrieved if the player visits the calendar chamber.
To leave the temple, the players must have reached one of the last four spaces on the calendar track. If they are on the 8th space, they need 1 extra key to use the exit - on the 7th space they need 2 extra keys, and on the 6th space they need 3 extra keys.
“Superstition”, I said. “Curses aren’t real” I said. “The last expedition were a bunch of amateurs. I am a professional with the latest tools and toys” I said. Newsflash – you get lost in the dark and your “latest toys” aren't working, it doesn’t matter how many degrees or pedigrees you have. Lost is lost. And I am trying really hard not to think… gone is gone!
Escape: The Curse of the Temple is a real-time, cooperative game in which all players must escape from a temple after awakening an ancient curse. Players navigate through the temple by rolling dice and matching symbols to rooms, thereby gaining entry and visibility into adjacent rooms. So the temple "map" randomly unfolds as you explore further...every game is different! But as you explore, don't wander too far! All players must find the exit before the curse seals the adventurers in forever! The real-time aspect is enhanced by a soundtrack that can be played during the game. At certain points, a countdown starts, and if players aren't back in the safe room when time is up, "lost" players lose one of their dice.
5 dice for each player
The initial layout consists of a row of three square tiles. Each tile shows a combination of two symbols, for example two green adventurers or one green adventurer and one blue key in one corner of the tile. All of the explorers start in the center tile – the safe room – and each player starts with five dice. Each die has five symbols:
- A cursed mask – this die is set aside when rolled.
- A golden mask – each such symbol counteracts two cursed masks, either your own or those of another explorer in the same room.
- A red torch or blue key – these are used to enter rooms, access treasure, or activate gems.
- A green adventurer, which appears twice on the die – you need these to move from room to room, and to activate some gems.
Once the exit tile is revealed, players can attempt to escape the temple by moving to that tile, then rolling a number of blue dice equal to the magic gems that haven't been removed from the gem depot. Thus, the more gems you find, the easier it is to escape the temple. When a player escapes, he gives one die to a player of his choice. If all players escape before the third countdown, everyone wins; if not, everyone loses, no matter how many players did escape.
The base game of Escape: The Curse of the Temple includes two expansion modules that can be used individually or together. With the "Treasures" module, some rooms contain treasure, and when you reveal such a room, you place a face-down treasure chest on the tile. Roll the symbols on that chest tile, and you claim the treasure for use later: a key lets you teleport anywhere, a path lets you connect two rooms that otherwise have no door between them, and a medic kit heals all players instantly (putting black dice back into play). With the "Curses" module, some tiles "curse" players by forcing them to place one hand on their head, keep mute during play, or otherwise do what you wouldn't want to do while escaping a temple!
Treasure and Curse icons
Escape - Illusions (Expansion 1) contains two new modules: "Illusion Chambers" and "Special Chambers", confronting the trapped adventurers with new challenges. Illusion chambers vanish at the end of the first and second countdown. This may result in gaps within the temple, so in order to continue exploring, those gaps must be filled by discovering new chambers. But even then, the new chambers might not connect to old areas, so you better make sure your explorations there are done! Also included are linked chambers, double chambers and the treasure chamber. Linked chambers contain gems which can only be activated simultaneously, when there’s an adventurer in each chamber. To reach the magic gems in a double chamber, adventurers must create a path to its rear entrance. The treasure chamber contains a massive golden chalice that needs to be recovered before the temple collapses. Escape: Illusions also comes with a new curse, a new treasure and material for a sixth player.
Illusion Tile and Special Chambers
Escape - Quest contains another two modules which can be combined with the basic game and any other expansions. The module "Quest Chambers" contains five new chambers, each of which confronts the players with a new task they must master before they can escape from the cursed temple. The module "Characters" introduces six different characters for the players to choose from, each of which comes with two unique abilities. After choosing their characters the players have to decide whether they pick their character's permanent or the activatable ability, which is even more powerful but has to be used more sparingly.
"Had to ditch the tools and supplies. Stopped working as soon as I entered the first treasure room. That should have been the warning… how can this much treasure still be here? Grave robbers should have ransacked this temple long ago. But in my haste I did not make the connection. Staring at an emerald the size of a man’s fist will do that to you. And right now… I would give 100 emeralds just to see the sun again. Something is happening, and I cannot figure it out. It is almost as if the walls are moving. My rational mind tells me that this can’t be happening. But the reality is I am lost and time is running out. Only have a few more minutes to escape."
Escape 3rd Expansion - Traps
The retail edition of the 3rd Escape Expansion will have two modules. As a thank you for ordering the 3rd expansion as part of this campaign, 2 additional trap rooms will be included as well as the mini module personal items (these will not be part of the retail edition). The personal items add a new twist to the journey. Each player has a personal item they must retrieve before leaving the temple. The items are distributed face down in various locations throughout the temple. When a player enters a room with a personal item, he or she can look at it, but if it is not their item they have to return it where they found it (don't take my lucky whip!!!). Expected delivery of the 3rd expansion in March 2015.
Stretch rewards are based upon the number of backers who have pledged for the base game or higher.
The Chaos Room - The Chaos Room is a new Quest tile that players can choose if they are using the Quests expansion. For the Chaos Room quest to be completed, every adventurer has to be in the room at the same time and draw one curse each to complete the challenge.
Mind Control (curse) - When you are suffering from the curse Mind Control, you continue to roll dice as you would normally, but you are unable (not allowed) to move your own adventurer, another player must do that for you.
Portal (treasure) - The Portal is a new treasure that permits you to move your adventurer through a wall (allowing you to move from one room into another).
The Mirage Room - When the Mirage Room tile is revealed, it replaces the starting room tile (and the starting tile is placed where the Mirage Room would have gone). This moves the safe haven quite suddenly...this could be a good thing or a bad thing!
The Trickster (character) - The Trickster is a new character that has two new abilities: The permanent ability is that the Trickster can physically change dice with another player. The 1 shot ability is that the Trickster can change as many dice as you like with one other player anywhere in the temple.
Pitfall (curse) - When an adventurer is hit by the curse Pitfall, he/she is immediately returned to the starting room.
Clone (treasure) - The Clone is a new one time use treasure that allows the player to double the icon count on every die (so if one of your dice has three torches, it would count as six torches).
The Gear Room - For the Gear room, players must roll two keys to slide one row of chamber tiles one space in one direction. (You have to move every tile).
Mammut - Stretch reward eligible backers will receive Kristian's Mammut! Here is the game page on BGG - http://www.boardgamegeek.com/boardgame/95613/mammut
The Snake Pit (room) - Once the Snake Pit is discovered, place a snake token with each player in their chamber (so two players in one chamber would have TWO snakes...uggghhhh!!!!!). Players cannot move outside of their current room until they have rolled 2 torches for each snake in their respective chamber(s). They have to fight the mother snake inside the snake pit with 5 torches.
Magical Bond (curse) - Players must hold hands with another player the whole time the curse is active.
Short-cut (treasure) - When players discover a new room, instead of randomly exploring, the players can go through the whole deck and choose any tile to place and then reshuffle the remaining tiles and put them back.
The Dungeon (room) - Players cannot get back through the entrance, just through the other exit.
Void Runner (character) - The Void Runner is a new character and his/her permanent ability is that the Void Runner can take another adventurer and go through any open doorway and enter somewhere else through an open doorway The one shot ability is to take every adventurer in the same chamber with the Void Runner and enter all together through an open exit.
Weakest Link (curse) - If the player does not get back to the safe room at the end of the first and second countdown, everyone loses the game. You cannot get rid of this curse.
Freeze Time (treasure) - Players can pause the timer/soundtrack and discuss what to do next, (no dice rolling when time is frozen). Once the discussion is over, hit play and start rolling again.
Narrow Passage (room) - The narrow passage has 4 entries; roll 3 torches to get in, 3 torches to activate a gem and a treasure.
!!!Please note!!! Backers should add the respective shipping charges to their pledges. If shipping is not included this may cause a delay in shipping. Thank you for your help with this. :-)
United States, Germany, NL, and BE
Shipping is Free.
Canada, European Union, Norway, Switzerland, and Ukraine
$15 for shipping and handling charges.
Due to the high customs charges and delivery challenges we no longer ship to Brazil. We apologize for this inconvenience.
ALL OTHER COUNTRIES
Please add $60 for shipping and handling charges.
All shipping charges are per shipment.
We have a new release policy for Kickstarter releases. Games will be released once they are available in their particular region. The games will first be available in the EU. North America will be 6-8 weeks after that and for backers everywhere else it will be 8-10 weeks from the EU launch. All additional costs that may occur because of custom duty or local charges are the backers responsibility.
Risks and challenges
Escape Big Box is the third game in our Big Box series to appear on Kickstarter and the previous two (Fresco and Kingdom Builder) have been very well received. We are very excited about this campaign because Escape in particular lends itself to fun stretch rewards so we are taking full advantage of that and working closely with the designer to bring exciting and engaging new elements to the Kickstarter backers.
For Escape Big Box, there are different European manufacturers involved in the production process (for example the dice are manufactured and painted by hand and in England) and this requires our ongoing attention to ensure that we hit our production release schedule. Even with our best efforts, sometimes circumstances beyond our control happen. For example Fresco Big Box is ready to ship, but due to a stretch of bad weather in the US, shipping has been delayed three weeks as we wait for an available container.
From our previous projects what remains to be shipped is the new expansion characters for Dark, Darker, Darkest and that looks to be a May/June release. Fresco Big Box is almost finished (surveys have been sent) and Tortuga (surveys sent) is on track for a May release. Greed is scheduled for June, Kingdom Builder Big Box and Dragon Valley are scheduled for August.
Due to shipping time (ocean transit, customs, rail/truck, and final delivery), our release policy for Kickstarter releases is that games will be released in the EU when they are available. North America will be 6-8 weeks after that and for backers everywhere else it will be 8-10 weeks from the EU launch.
For any customer service questions (kickstarter or others) please email firstname.lastname@example.org.Learn about accountability on Kickstarter
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