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Escape: The Curse of the Temple» Forums » Variants

Subject: Turn-based variant rss

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Glenn Dudley
United States
Westbrook
Maine
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A couple people posted in the past about interest in a turn-based variant. I too was interested in a less stressful variant for those in our group who were less enamored with the ticking clock approach. Here's what we have come up with.

It has only been tested with 3 players and the target of 30 turns is simply based on the standard Pathfinder ACG blessing deck rather than a careful evaluation of game balancing. We have never successfully escaped but we have come close (31 turns) on one occasion. In that game the escape tile ended up being the first tile of the bottom five which helped us immensely.

Call them turns or rounds, it's up to you. Each turn (with an arbitrary target of 30) everyone rolls their dice. Golden masks may be rerolled along with one other die (except Black masks). The reroll may occur at any time during the turn. If the player shares a chamber with another player they may loan the Golden mask to the other player. That player then rerolls one of their dice, using the results of both dice (the loaned Golden mask and their die), returning one die to the first player at the end of the turn (this means the player cannot lock both dice - see below).

Black masks cancel one die. If a Golden mask is rolled it must be cancelled first. If there are more Black masks than free dice then a locked die (see below) must be returned to the player's hand for each Black mask in excess.

The player may lock any unused, non-mask die for use in a future turn. Locked dice may remain locked through multiple turns. Black masks may cause a locked die to be returned to the player's hand (see above).

Players may take multiple actions during their turn. For example: a player rolls three Adventurers, one Key and one Torch. The player may discover a chamber using two Adventurers then enter the chamber using one Adventurer and the Key (assuming those are the tile's icons) and, finally, lock the Torch (assuming the player has entered a gem chamber and torches are required to activate the gem).

The fun for us is figuring out how best to allocate our dice each turn. It makes the game more thoughtful than with the hurried approach and our group likes that. As always, mileage may vary.

That, in a nutshell, is it. We play until everyone escapes and then compare how many turns it took us to previous plays. If you are really competitive (we're not) then that may not be satisfying for you. In that case just play to a certain turn count and win or lose.
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David Cheng
Hong Kong
Ma On Shan
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Nice! Did you count how long the time for a 30-turn game? I think it's a good alternative if a full game is less than 45 minutes.
 
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