Boardgames

Escape: The Curse of the Temple – Expansion 3: Traps

Add trap chambers and timed emergencies to your frantic 10-minute temple escape, with shifting rooms, blocked actions, and urgent team tasks.

10
minutes

1 - 5
player(s)

Medium Light

Escape: The Curse of the Temple – Expansion 3: Traps board game cover

About this expansion

Escape: The Curse of the Temple – Expansion 3: Traps is a boxed expansion for 1–5 players with a 10-minute play time, adding two modules that can be used separately or combined with other expansions.

The Trap Chambers module introduces five different chambers. During setup, mix two, three, or four into the draw pile. When one appears, the player immediately places their adventurer on it and resolves its distinctive effect.

  • Moving Platform: Move the chamber clockwise until it finds a connected resting position with the correct orientation.
  • Invocation Chamber: Place every adventurer in the chamber and begin exploring from there; later, three keys can activate its effect again.
  • Cliff: Escape only by rolling three keys or three torches, depending on the tile. Other adventurers may enter and contribute golden masks.
  • Slide Trap: The adventurer cannot return through the slanted entrance and must use another exit.

The Time Chambers module adds eight chambers, with two, three, or four shuffled into the draw pile. Each one uses a specified sand timer placed on its first time icon. When the timer runs out, it advances to the next icon, creating restrictions, deadlines, or tasks that must be completed.

Prohibition Chambers use the green timer to block actions such as activating gems, using golden masks, exploring new chambers, or entering the starting chamber. The blue-timer Sacrifice Chamber requires each player to leave one die there and retrieve it within one minute, while the Torch Chamber demands seven torches or causes two players to lose a die.

Lava Chambers set three tasks with escalating consequences: any unfinished tasks trigger their listed punishment, adding three, two, or one gems to the depot. In Escape: Traps, every new chamber can change the route, the rules, or the pressure of the race.