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Escape: The Curse of the Temple – Queenie 16: New Traps thumbnail

Escape: The Curse of the Temple – Queenie 16: New Traps

Expansion for Escape: The Curse of the Temple

Escape: The Curse of the Temple – Queenie 16: New Traps Rulebook

Table of Contents

Table of Contents

  • Queenie 16: New Traps
    • New Components
    • Changes During Set-Up
    • Changes During Sequence of Play
      • Trap 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.