Escape Spielregel US
Escape Spielregel US
Escape Spielregel US
Adventurer
Starting
chamber
Exit
Gem chamber
x2
Key
Torch
Black
mask
Golden
mask
Gem chamber
x2
25 magic gems
1 Rule book
1 Supplement for the 2 modules Curses and Treasures
1 Supplement for the expansion The Sand of Fortune
blocking the exit. The sooner they find the exit chamber
and the more magic gems they activate, the easier it will
be for them to escape.
Watch out, though, as twice during the game a gong
will sound throughout the temple heralding a countdown. Hurry back to the starting chamber as only this
location is guaranteed to be safe. Fail to make it back in
time, and you lose one of your precious dice. Be sure to
coordinate your actions and look out for one another as
some tasks can be completed only collectively. Whats
more, even if only one player fails to escape the temple
in time, all of you have lost the game!
1. You will need the 6 main chambers and the 13 basic chambers (that is, all the chambers without the purple mask
and/or treasure icon). Set aside the starting chamber and exit. Mix the remaining chamber tiles face down, then
stack them as a draw pile. Place the starting chamber in the center of the playing area, then place 2 randomly drawn
chamber tiles next to it, as shown in the illustration below. Finally, take the top 4 tiles of the draw pile, shuffle them
together with the exit tile, then place them on the bottom of the draw pile.
Exception: If you are playing alone or with a second player, insert the exit tile in the middle of the draw pile.
2. Use the chart at right to determine how many magic gems to place into the gem
depot.
Starting chamber
Gem depot
3. Each player selects his color, then takes 5 dice as well as the appropriately
colored adventurer figure and adventurer token. All players place their figure on the
starting chamber and keep their token in front of them. This will help you to identify
your fellow players quickly.
Exception: If you are playing alone, take 7 dice instead of 5.
The CD contains an audio introduction to the game (in 3 languages) and 2 versions of a ten-minute soundtrack. The audio
introduction provides a summary of Escape, and we suggest you listen to it before your first game. When playing the game,
choose the version of the soundtrack at random or select the one that you prefer. Your soundtrack choice will not affect the
length of the game as the playing time on both is identical. For your first game, we recommend track 1.
Alternatively, you can download the soundtrack from the website www.escape-queen-games.com and listen to it on any device of your
choice. Place all components not needed for the basic game back in the game box.
2
Entrance
Magic gem
icon
Entrance
Stairway
entrance
Example: Ani has rolled a golden mask and may now add her two
dice with the black masks to her next roll.
Example: Ani (red) has rolled one golden and one black mask.
Because Frank (blue) is also in this chamber and worse off, she
decides to let him use the golden mask. On his next roll, Frank rolls
all five of his dice, while Ani can roll only four.
Note: With each golden mask, you can help only one other
player. Helping one another this way does not change ownership
of the dice!
Example: Ani has rolled two black masks and must place both dice
aside. For the time being, she has only three dice left to roll.
The actions
After a player has performed one action, he must re-roll
all dice used for this action.
Using various dice combinations, the players may perform different actions.
1. Enter a chamber
2. Discover a new chamber
3. Activate magic gems
4. Escape
5. Provoke a turn of fate
A player may put aside any dice not used for an action
and use them for a later action.
At any time, a player may re-roll any dice he set aside
previously (other than black masks, which can be used
again only with the help of a golden mask).
Open
assage
p
Blocked
entrance
Entrance
Example: Frank may enter only the chamber shown on top because
the left entrance is blocked by a wall and there is no adjoining
chamber at the right entrance at least not yet.
Example: Frank has rolled his dice and uses the two adventurer
icons to enter the next chamber.
2. Discover a chamber
A player inside a chamber with one or more unblocked
entrances that dont already connect to other chambers
may discover a new chamber.
Entrance
Open
assage
p
Entrance
Open
p
assage
Example: Frank uses two adventurer icons and connects the stairway entrance of the top chamber from the draw pile to one of the
entrances of his current chamber.
Example: Ani (red) and Frank (blue) together have rolled 7 keys
and decide to activate 2 magic gems. They place 2 gems from the
depot on the corresponding gem icon inside their chamber.
If at least one of a
chambers gems has been
activated, no adventurer
may activate any further
gems inside this chamber.
Example: Two of this chambers
gems have been activated, so
players cannot activate any more
gems here.
Example: Frank has rolled 4 torch icons and activates the magic
gem inside his current chamber. He removes one gem from the depot
and places it inside the chamber.
4. Escape
A player can escape only if he is inside the exit chamber.
In order to escape, a player must roll as many keys as
the number of gems in the gem depot plus one. Each
player must roll the required number of key icons by
himself!
Exit chamber
Example: Frank has rolled the 3 keys required and thus can escape
from the temple.
Example: Frank has managed to escape and gives one of his dice to
Ani (red), who can use it immediately.
The soundtrack
During the soundtrack, you will hear 3 countdowns. The first
starts with the bang of a gong and ends with a door being slammed. The second countdown starts with two bangs of a gong
and ends with a door being s lammed. These two countdowns
indicate that you need to rush back to the starting chamber. Any
adventurer who doesnt make it to the starting chamber before
the door slams shut loses one of his dice for the rest of the game.
Return any such lost dice to the game box. After the door slams
shut, you can continue to explore the temple, proceeding from
the chamber where youre currently located. The third countdown starts with three bangs of a gong and ends with the sound Example: Ani (red) came close but failed to make it into the starting
chamber before the door slammed shut. Thus, she must play with one
of the temple collapsing; this signals the end of the game after
less die for the remainder of the game. (If Ani doesnt make it back to the
starting chamber in the second countdown, she will lose a second die.)
exactly 10 minutes.
The game ends after 10 minutes that is, at the end of the
third countdown. If any adventurer is inside the temple when
it collapses, then all players have lost the game!