Escape: Queenie Box
Escape: Queenie Box Rulebook
Table of Contents
Table of Contents
Queenie 11: The Cursed Gems
Base game required to play. The rules of the base game remain unchanged.
Game Components
- 6 Cursed gem tiles
- 6 Gem location tiles
Changes During Set-Up
Shuffle the cursed gem tiles and randomly give each player one tile to place in front of them face up.
Shuffle the gem location tiles face down and stack them next to the draw pile.
Changes During Sequence of Play
Players may not escape the temple as long as they have the cursed gem tile in front of them.
Each time a chamber where you can activate only one gem is discovered, players draw the top gem location tile and place it face down in the middle of the chamber.
When a player enters a chamber with a gem location tile, they may roll 2 key symbols and look at the tile:
If this tile matches their cursed gem tile, they have found the location of their cursed gem. They place the cursed gem and gem location tiles back in the box and can now try to escape the temple.
If the tiles don't match, the player can describe the location tile (without showing it) to give a hint to other players. They then place the location tile face down in the same chamber.
Queenie 12: Slide
Base game required to play. The rules of the base game remain unchanged.
Game Component and Changes During Set-Up
- 1 Slide chamber
- 1 Debris chamber
- 1 Cyclops curse
After you have placed 2 randomly drawn chamber tiles next to the starting tile, shuffle the new chambers with the rest of the chambers.
Shuffle the new curse with the rest of the curses and place them as a stack next to the draw pile.
New Chamber "Slide"
If this chamber is discovered by a player, he has to place his adventurer immediately into this chamber.
Once discovered, every player can enter the chamber through the stairway without rolling any symbols.
To enter the chamber through the other entrance a player has to roll 3 torch symbols.
New Chamber "Debris"
In order to discover this chamber a player has to roll 2 adventurers as well as a key and a torch symbol.
New Curse "Cyclops"
You have to place one hand before one of your eyes and keep it there until this curse is lifted.
Queenie 13: Map
Base game required to play. The rules of the base game remain unchanged.
Game Component and Changes During Set-Up
- 1 Map chamber
After you have placed 2 randomly drawn chamber tiles next to the starting tile, shuffle the new chamber with the rest of the chambers.
New Chamber "Map"
Once discovered, a player inside the map chamber can roll 2 torch symbols to place his adventurer in any other already discovered chamber of his choice.
Queenie 14: Wishing Well
Base game required to play. The rules of the base game remain unchanged.
Game Component and Changes During Set-Up
- 1 Wishing well chamber
After you have placed 2 randomly drawn chamber tiles next to the starting tile, shuffle the new chamber with the rest of the chambers.
New Chamber "Wishing well"
Once discovered, a player inside the wishing well chamber can roll 2 key symbols to draw one treasure tile, get rid of a curse he has in front of him, or reclaim a die he has lost. To use the wishing well again, the player has to leave the chamber and reenter it.
Queenie 15: New Quest Chambers
Base game required to play. The rules of the base game remain unchanged.
New Components
- 3 Quest chambers (1x riddle chamber, 1x ascension chamber, 1x guardian chamber)
- 4 Statue tokens
- 6 Guardian tokens
- 3 Quest markers
Changes During Set-Up
After randomly drawing two chambers and placing them next to the starting chamber, proceed as follows:
Shuffle the 3 quest chambers face down and then draw 1, 2 or 3 of them depending on how difficult you want your adventure to be. Add them to the draw pile, placing the unused chambers back in the box. Then, add as many quest markers to the gem depot as the number of quests chambers added to the game.
If the riddle chamber is in play, shuffle the 4 statue tokens and place them face down next to the gem depot.
Proceed with the normal set-up by taking 4 chambers, mixing them along with the exit tile, then placing them at the bottom of the draw pile.
Note: If you own the Quest expansion, you may add the quest chambers to the chambers from the expansion for more variability.
Changes During Sequence of Play
Quest Chambers
The quest chambers present the players with a task that has to be fulfilled in order to escape. When a quest chamber is completed, one quest marker is removed from the gem depot. As long as at least one quest marker is on the gem depot, the players cannot escape.
Riddle Chamber
Once the chamber is revealed, place one statue token, face down, on each of the 4 spaces.
In order to complete this task the players must reveal the statue tokens in the same order as indicated on the wall (blue, red, yellow, then green).
Players inside the chamber may reveal a statue token once they roll the icons shown in front of a face down statue tile. If the revealed token matches the color of the next statue that should be revealed it remains face up. If it is out of order, all face up statue tokens are turned back down and must be revealed again.
Once all 4 statue tokens are revealed in the correct order, the task is completed.
Example: The player rolls and starts by revealing the tile above the adventurer & torch symbol. It is a blue statute—which matches the relief on the chamber wall—so he continues and reveals the tile above the adventurer and key symbol. This one is green when red was needed. So he has to flip back the tiles and start all over again.
Ascension Chamber
In order to complete this task players have to climb the steps in the chamber all the way to the top.
The icons on the steps must be rolled by one player in order to advance their adventurer to the next step. (Other players can only help by contributing golden masks.) Players must ascend from the bottom to the top step and may not skip a step.
Once a player reaches a step, all other players may join them on that step (they do not need to roll the icons). Once a step is reached, players may re-roll their dice in order to move to the next step.
As soon as one player reaches the top step the task is completed.
Example: Two players are working together to ascend the stairs. The blue player had rolled three torch icons for the first step and "helped" the red player up, who then rolled 4 adventurer icons for the second step. Now the blue player rolls the three key icons necessary to climb up to the third step. After this the red player will have to roll three torch icons to take the last step and complete the quest.
Guardian Chamber
Once the chamber is revealed as many guardian tokens as players participating in the game are placed inside the chamber.
Players inside the chamber can pick up one guardian token each by rolling 2 adventurer icons. When picked up the token is placed in front of the player and one die is placed on it. The die cannot be rolled until the token is discarded.
In order to complete the task the players have to pick up the guardian tokens in the chamber and transport them to any one of the 4 gem chambers with 3 gem icons in the temple. When they reach a gem chamber having a guardian token in front of them, they can discard the token and get their die back.
The players must transport the guardian tokens to these gem chambers. It does not matter if they are taken to the same or different gem chambers.
Queenie 16: New Traps
Base game required to play. The rules of the base game remain unchanged.
New Components
- 3 Trap chambers (1x quicksand chamber, 1x lava chamber, 1x beast chamber)
- 2 Gate tokens
Changes During Set-Up
After randomly drawing two chambers and placing them next to the starting chamber, proceed as follows:
Add the 3 trap chambers to the draw pile and place the 2 gate tokens next to the gem depot.
Proceed with the normal set-up by taking 4 chambers, mixing them along with the exit tile, then placing them at the bottom of the draw pile.
Note: If you own the Traps expansion, you can add the trap chambers to the chambers from the expansion for more variability.
Changes During Sequence of Play
Trap Chambers
When a player discovers a trap chamber they immediately place their adventurer inside the chamber. All trap chambers have different negative effects:
Quicksand Chamber
The player discovering the chamber places their adventurer figure in the middle of the quicksand. The player then rolls their dice exactly 4 times, trying to roll 4 torch icons.
If the player manages to roll 4 torches, they are freed and can proceed with normal play.
If the player fails to roll 4 torches, other players must come to rescue them by moving to the chamber and rolling 4 torches.
Note: Helping players may roll their dice as often as need be in order to get the necessary 4 torch icons.
Lava Chamber
The player discovering the chamber places their adventurer figure in the middle of the chamber and cannot leave the chamber until they alone roll 4 key symbols, after which the figure is placed outside the lava. Other players can assist by moving to the chamber and contributing golden masks (only).
In addition, as soon as the chamber is discovered, place one gate token each on the entrances of the starting chamber. Players are not allowed to enter or leave the starting chamber as long as the entrance is blocked by a gate. A gate can be removed by players in the chambers sharing an entrance with the gate token. Three key icons have to be rolled to discard a gate token.
Beast Chamber
The player discovering the chamber places their adventurer on the first space in front of the sleeping beast. Now, they must find the exit very quietly…
No other player may enter the beast chamber. The player inside the chamber can only roll one die at a time trying to roll the icons needed to advance to the chamber exit one space at a time. When he reaches the last space he has managed to escape the beast and places his adventurer in the adjacent chamber.
If all his dice show black masks, he has to discard a die and place it back into the game box and can then place his adventurer in the adjacent chamber.