All of the explorers start in the center tile — the safe room — and each player starts with a hand of 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.
Escape is played in real-time, with all players rolling dice and taking actions simultaneously. You must roll the right symbols to enter a room, and if you're at an open doorway, you can roll to reveal the next tile in the stack and add it to that doorway. Some rooms contain combinations of red and blue symbols, and if you possibly working with other players in the same room roll enough red or blue symbols, you "discover" magic gems, moving them from a separate gem depot onto that tile.
The real-time aspect is enforced by a soundtrack to 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, they lose one of their dice. 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. The CD, which provides the game's soundtrack, is printed with the box cover art and comes with its own cardboard sleeve. Everything looks great and is built to last. Despite tiles being well-handled and dice going flying all over the place, the game shows absolutely no signs of wear and tear. Clearly, with a game that only lasts 10 minutes, you need a rapid set up. Simply grab the chamber tiles, remove the starting chamber, exit chamber and gem depot and then shuffle the rest to create a draw pile.
Then take the top two chamber tiles from that pile and place them either side of the starting chamber, with the stairway entrance graphic on those tiles aligned with the door graphics on the starting chamber. Next, grab the top four chamber tiles from the draw pile and shuffle them together with the exit tile.
Place these five tiles at the bottom of the draw pile. Next, place the requisite number of gems on the gem depot tile. This number depends on your player count and desired difficulty level. Place two additional gems next to the chamber more on these later. Then, grab an adventurer meeple and place them on the starting chamber tile. Next, grab a player token the same colour as your meeple and five dice.
Then shuffle up the curse cards and the treasure tiles and place them to the side of the playing area. In order to do this, you need to discover the exit chamber, enter it. Then each player needs to roll a number of key tokens on their dice equal to the number of gems left in the gem depot plus one. Clearly, the fewer gems left in the depot, the easier it is to escape. After all, you only have five dice each.
Everyone starts in the entrance chamber. Each die has five different symbols on it — two adventurers, one key, one torch, one black mask and one golden mask. For example, to discover a new chamber i. Certain chambers have magic gem icons. Next to each gem icon is a combination of dice symbols — usually four keys or four torches. Take one gem from the gem depot and place it in the chamber.
In addition, there are four special gem chambers. If other players are in the same chamber as you, you can all contribute dice towards that total. To break the curse, you need to roll a golden mask on one of your other dice. In fact, a golden mask can unlock up to two dice cursed with a black mask. Overall, there are three countdowns — signalled by the sound of a gong.
The first two gongs indicate that you need to get back to the entrance chamber. The final gong signals that the temple is about to collapse. These make the game harder. When you discover not enter a curse chamber, you need to pick the top curse card from the draw pile. This will give you some type of handicap — from forcing you to put one of your dice to one side, to trapping you in your current chamber or forcing you to put one hand on top of your head really! To break this curse, you need to roll the three-symbol combination on the curse card.
If you discover a chamber with a treasure symbol, you take the top treasure card from the draw pile and place it face down in the chamber.
If you enter that chamber and roll two keys on your dice, you can claim that treasure. After all, an adventurer who is unable to talk or who must roll his dice with one hand stuck on top of his head will have a tough time working with his team! Broadly, they've been managing their Brians. New video review! Detective: City of Angels has submerged Quinns in crimes right up to his nips, and it's the most fun he's had in ages. New podcast! Dinosaur World! Floating Floors!
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