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Escape: The Curse of the Temple

#113294BGG ↗

2012 · 1-5 players · 10min · weight 1.48 · 17,558 ratings

v2 v3

BGG raw

ID
113294
Name
Escape: The Curse of the Temple
Year
2012
Rank
464
Min players
1
Max players
5
Playing time
10
Min playtime
10
Max playtime
10
Avg weight
1.4781
Num weights
709
Bayes avg
6.75131
Average
6.95065
Users rated
17558
Num owned
22184
Wanting
445
Wishing
4193
Num comments
3760
Fetched at
Sat Apr 25 2026 16:15:57 GMT+0000 (Coordinated Universal Time)
Mechanisms (12)
Cooperative GameDice RollingElapsed Real Time EndingGrid MovementModular BoardPhysical RemovalPush Your LuckRe-rolling and LockingReal-TimeRoll / Spin and MoveSolo / Solitaire GameTile Placement
Categories (6)
Action / DexterityAdventureDiceElectronicExplorationReal-time
Description (2447 chars)

Escape: The Curse of the Temple is a cooperative game in which players must escape (yes...) from a temple (yes...) which is cursed (yes...) before the temple collapses and kills one or more explorers, thereby causing everyone to lose. The initial game board consists of a row of three square tiles, each showing a combination of two symbols, say, two green adventurers or one green adventurer and one blue key in one corner of the tile. All of the explorers start in the center tile – the safe room – and each player starts with a hand of five dice. 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. When a player escapes, he gives one die to a player of his choice. If all players escape before the third countdown, everyone wins; if not, everyone loses, no matter how many players did escape. Escape: The Curse of the Temple includes two expansion modules that can be used individually or together. With the "Treasures" module, some rooms contain treasure, and when you reveal such a room, you place a face-down treasure chest on the tile. Roll the symbols on that chest tile, and you claim the treasure for use later: a key lets you teleport anywhere, a path lets you connect two rooms that otherwise have no door between them, and a medic kit heals all players instantly (putting black dice back into play). With the "Curses" module, some tiles "curse" players by forcing them to place one hand on their head, keep mute during play, or otherwise do what you wouldn't want to do while escaping a temple!

LLM v2 (wide)

Core verb
roll dice, move, unlock
Decision shape
probabilistic
Reward schedule
immediate
Aesthetics
["Challenge", "Sensation", "Fellowship"]
Core loop pitch
Real-time, all players roll five dice nonstop to reveal rooms, gather gems, and escape before the soundtrack ends.
Translation difficulty
Hard
Difficulty reason
Real-time co-op shouting is the joy; solo digital strips the fellowship aesthetic. A digital port was Kickstarted then cancelled.
Direct digital port
Port kind
Closest loop translation
none yet
Primitive tags
["realtime_dice_chucking", "soundtrack_timer_pressure", "cooperative_unlock_negotiation", "die_lock_curse", "frantic_simultaneous_play"]
Confidence
0.7
Extracted at
Mon Apr 27 2026 11:40:03 GMT+0000 (Coordinated Universal Time)
Raw v2 JSON (917 chars)
{
  "game_id": 113294,
  "name": "Escape: The Curse of the Temple",
  "core_verb": "roll dice, move, unlock",
  "decision_shape": "probabilistic",
  "reward_schedule": "immediate",
  "aesthetics": [
    "Challenge",
    "Sensation",
    "Fellowship"
  ],
  "core_loop_pitch": "Real-time, all players roll five dice nonstop to reveal rooms, gather gems, and escape before the soundtrack ends.",
  "mobile_translation_difficulty": "Hard",
  "translation_difficulty_reason": "Real-time co-op shouting is the joy; solo digital strips the fellowship aesthetic. A digital port was Kickstarted then cancelled.",
  "direct_digital_port": null,
  "direct_digital_port_kind": null,
  "closest_loop_translation": "none yet",
  "primitive_tags": [
    "realtime_dice_chucking",
    "soundtrack_timer_pressure",
    "cooperative_unlock_negotiation",
    "die_lock_curse",
    "frantic_simultaneous_play"
  ],
  "confidence": 0.7
}

LLM v3 (deep)

Not yet enriched at v3 (deep pass).