Box front · source
What this is
In Escape: The Curse of the Temple, players run as fast as they can to return the cursed gems before the temple traps they forever. 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. All of the explorers start in the center tile – the safe room – and each player starts with a hand of five dice.
At a glance
- Players
- 1–6
- Listed play time
- 10 minutes
- Minimum age
- 8 and up
- First published
- 2012
- Designer
- Kristian Amundsen Østby
- Photographs
- 1
How players rate Escape: The Curse of the Temple
Every dimension is rated on its own. The left column judges the game and higher is better; the right column describes it, where neither end of the scale is the good end.
Every dimension
15 measures. Some judge the game; the rest simply describe it.
How good it is
Judgements, rated out of 10. Higher is better.
- Longevity and replayability5.8/10
- Ease of teach4.2/10
- Gateway friendliness5.1/10
- Component quality6.8/10
- Table presence6.5/10
- Travel friendliness5.5/10
What it's like
Descriptions, not verdicts. Neither end is better.
- Player interactionModerate6.1SolitaireConstant
- CutthroatnessGentle4.4FriendlyRuthless
- Role of luckBalanced6.1Chance-drivenPlayer-driven
- Theme integrationPresent5.6Pasted onWoven in
- Rules complexityHeavy3.6LightHeavy
- Decision complexityModerate3.2SimpleDemanding
- Language dependencyMinimal2.3No textText-heavy
- Table spaceKitchen table5.1Lap trayTwo tables
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Rules & files
Rulebooks, FAQs and reference sheetsNo rulebook is available for this game yet. The Almanac only hosts documents a publisher has authorised, so nothing is offered here until that permission exists.
Box & shelf
Box dimensions are not recorded for this edition yet. Once a publisher supplies them, or an owner measures them, this shows shelf volume, spine width and how many copies fit in a 33 cm cube.