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	<title>Game: Krumble</title>
	<link>http://www.boardgamegeek.com/boardgame/21734</link>
	<language>en-us</language>
	<lastBuildDate>Wed, 03 Dec 2008 00:49:36 -0600</lastBuildDate>
	<pubDate>Wed, 03 Dec 2008 00:49:36 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Rules Question</title>
	<description>When you become a ghost where do you start, cause it says you place to persons playing piece on their card, but how do you get back in the temple because you need to be on the same space as another player to suck energy out of them?&lt;br&gt;&lt;br&gt;&lt;br&gt;Also the collapsing die roll is that based on explorers or players?&lt;br&gt;&lt;br&gt;&lt;br&gt;Also what happens if you can't pay for an obstacle that lands on you?&lt;br&gt;Thanks</description>
	<link>http://www.boardgamegeek.com/article/1594737#1594737</link>
	<pubDate>2007-07-08T07:32:12+00:00</pubDate>
	<dc:creator>gf_ripper</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic220673_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/220673</link>
	<pubDate>2007-06-14T20:34:45+00:00</pubDate>
	<dc:creator>Artax</dc:creator>
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	<title>Thread: Re: TVB - 3P - Any concept of a game krumbles with the temple.</title>
	<description>I completely agree with your assessment.  I had high hopes for the game after reading Tom Vasel's review, and made an appointment to play the game during the Spiel in Essen.  I was VERY disappointed, and found the decisions very obvious and the game quite flat.  </description>
	<link>http://www.boardgamegeek.com/article/1375955#1375955</link>
	<pubDate>2007-03-07T14:21:40+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: TVB - 3P - Any concept of a game krumbles with the temple.</title>
	<description>After finishing Mr. Jack, Sabrina was sitting by the table and wanted to join in for a 3 player game.  Reaching once again into the Essen goodie box, we pulled out Tenki's game &quot;Krumble&quot;.  This game had been sold as a thematic crawl through a crumbling temple as players attempt to flee with goods.  Any players caught in the &quot;krumble&quot; are not eliminated, but turned into ghosts to hinder the other players.  Sounds great, but in actuality.....&lt;br&gt;&lt;br&gt;Each player has a character that starts with 6 points each in &quot;strength&quot;, &quot;agility&quot;, and &quot;knowledge&quot;.  These are represented as coloured bits (nicely differentiated by shape as well as colour).  Moving through the temple will require various amounts of both.  But graphically, movement through the temple is no more complex than moving through tiles in Tikal - each &quot;door&quot; has 1 to 3 icons on it of a single colour.  Therefore, while the traits are called &quot;strength&quot;, one is just paying &quot;red cubes&quot;.  No graphics, no differences differentiate one ability from another.&lt;br&gt;&lt;br&gt;A player has a hand of &quot;temple tiles&quot; that are graphically no more than a square with coloured costs at the exit sides.  On a turn, a player will draw an additional tile and then play a tile to the tiles on the table representing the temple.  As a result, the hand of temple tiles remains fixed.  As player move through the temple, they will be spending this points, so might need to stop and &quot;recover&quot; or gain bits back.  If a player wishes to recover, they will draw two tiles.  One is placed in the temple (as always) and another is discarded (gaining the player the bits shown on the tile, but never to exceed  6 of any one colour.)&lt;br&gt;&lt;br&gt;As players advance into the temple, the tiles furthest from the players will start to crumble.  After a few crumbles, it will start to collapse, resulting in an accelerating destruction of the temple as the game progresses. While the temple is collapsing behind them, players are racing towards exits (in hand, so can be played like a temple tile) to leave the temple.  Anyone caught in the collapse will turn into a ghost.  Ghosts will move through the temple and attempt to steal skills from the other players.  The game will end with no one is left alive (ghosts can't exit, so might remain) inside the temple.  The winner will be the player with the most &quot;skill points&quot; at game's end.  So in theory, one is balancing moving forward (spending skill) with recovering (gaining skill back) while avoiding the hazards of the temple.&lt;br&gt;&lt;br&gt;With the rules explained, we set up the game and proceeded to move on.  Our choices each turn seemed very simple.  Low cost paths were available and there was very little interference between the players.  The path options are related to the luck of the draw (even with a 5 tile hand) and again didn't seem all that compelling.  The choices were obvious.  While the temple collapsed behind us, no one was threatened with being turned into a ghost.  As a result, we all escaped the temple and tallied the points.&lt;br&gt;&lt;br&gt;Sabrina had 18, Dave had 16, Rich had 15, but gained 3 more for taking an idol out of the temple for 18 also.  And that was it.  The rules read as if the game is full of theme and choice, but instead it was very flat.  Perhaps this is a game that is more enjoyable with more players so that the player interaction increases.  I had expected a Diamont press-your-luck game with more mechanisms to make the game a bit more interesting, but in the end all three of us felt the game was very flat.  I did reread the rules to see if we missed anything, but found nothing.  &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1375623#1375623</link>
	<pubDate>2007-03-07T06:03:44+00:00</pubDate>
	<dc:creator>RPardoe</dc:creator>
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	<title>Thread: Re: Mistakes in the published English rules</title>
	<description>From reading the English rules and the reviews about Krumble, I have this question.  Can two explorers start in the same tile at the initial start of the game?  If there are only 5 tiles in a six player game it seems that two would have to start on the same tile.  The English rules say no more than two explorers per tile at the start of the game, but the reviews say only on explorer per tile.  Which is correct?&lt;br&gt;Thanks&lt;br&gt;SteadyTeddy</description>
	<link>http://www.boardgamegeek.com/article/1288686#1288686</link>
	<pubDate>2007-01-21T04:15:31+00:00</pubDate>
	<dc:creator>SteadyTeddy</dc:creator>
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	<title>Thread: Re: Mistakes in the published English rules</title>
	<description>A couple of additional unclear items - one of which I think I understand.&lt;br&gt;&lt;br&gt;p.21 &lt;b&gt;Obstacles on Temple Tile with Explorers&lt;/b&gt;&lt;br&gt;If the explorer fails the die roll, but doesn't have the necessary skill points to pay for the obstacle...what happens?&lt;br&gt;&lt;br&gt;p.22 &lt;b&gt;Temple Collapse&lt;/b&gt;&lt;i&gt;The paragraphs that starts &quot;5 to 6 explorers&quot; but then transitions to &quot;3 to 4 players&quot;:&lt;/i&gt;&lt;br&gt;I believe the intention is that the collapse is set by the number of explorers (not ghosts) still in the temple, not the number of players in the game.  Therefore as players exit (or become ghosts), the temple collapses faster.&lt;br&gt;&lt;br&gt;Finally - unless I miss it, I assume that more than one explorer can occupy the same temple tile (other than during initial set-up).  And I assume that one explorer can in fact have both idols.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1283805#1283805</link>
	<pubDate>2007-01-18T18:08:52+00:00</pubDate>
	<dc:creator>RPardoe</dc:creator>
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	<title>Thread: Re: SNAP Review -  Review after playing one game of Krumble</title>
	<description>Have played this game again, with four once more.  This time I played agressively trying to get idols and placing traps whenever I had the opportunity.  The other players reciprocated in kind.&lt;br&gt;&lt;br&gt;The game did play better, &quot;working&quot; this time, but I still found it uninspiring.  Players seemed to be eliminated by being unlucky with the 1 and 2 dice roll landing depending on where they were in the turn order, and we still had to wait for ages while the last player rested.&lt;br&gt;&lt;br&gt;This is going on the trade pile.</description>
	<link>http://www.boardgamegeek.com/article/1171177#1171177</link>
	<pubDate>2006-11-13T15:59:39+00:00</pubDate>
	<dc:creator>ColdFinger</dc:creator>
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	<title>Thread: US Availability</title>
	<description>Funagain has this one listed as being available in the future.  Anybody know if any other US retailers are going to pick this one up?</description>
	<link>http://www.boardgamegeek.com/article/1156570#1156570</link>
	<pubDate>2006-11-03T23:43:00+00:00</pubDate>
	<dc:creator>barneshome</dc:creator>
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	<title>Image</title>
	<description>
		Essen 2006 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic157109_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/157109</link>
	<pubDate>2006-10-27T09:29:13+00:00</pubDate>
	<dc:creator>Gonzaga</dc:creator>
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	<title>Image</title>
	<description>
		Makro shot (Essen 2006) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic156326_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/156326</link>
	<pubDate>2006-10-25T12:28:18+00:00</pubDate>
	<dc:creator>Gonzaga</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Essen 2006 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic156327_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/156327</link>
	<pubDate>2006-10-25T12:27:00+00:00</pubDate>
	<dc:creator>Gonzaga</dc:creator>
</item><item>
	<title>Thread: Re: SNAP Review -  Review after playing one game of Krumble</title>
	<description>Your game sounds like it worked though, the temple crumbling came into it and more than one player died.  It sounds like your game was played more negatively, maybe that's what made the difference.  I have to admit I was expecting a light filler with theme and atmosphere and not so much skill so this sounds more promising.</description>
	<link>http://www.boardgamegeek.com/article/1140026#1140026</link>
	<pubDate>2006-10-25T08:47:11+00:00</pubDate>
	<dc:creator>ColdFinger</dc:creator>
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	<title>Thread: Re: SNAP Review -  Review after playing one game of Krumble</title>
	<description>We played the game in Essen at the fair. In our game with three players I had a good head start. I just put my tiles next to me and went the cheapest way, the temple behind me starting to crumble soon. The other players tried to slow me down by placing traps in my way. This didn't stop me, though. The costs for the doors and the traps together were so high, that I got access to both of the idols. That made it very easy to cope with the traps. After some rounds the first player, and soon after that, the second player died (there was some luck involved). Now I played the exit tile, but both ghosts were stealing my cubes now. That way I couldn't reach the exit tile and finally also died. The first ghost won.&lt;br&gt;&lt;br&gt;I wasn't too happy about the game. There was a lot of luck involved and the ghosts were very powerful. I couldn't do anything against them. Should I have escaped before they died? Maybe just bringing them into trouble and then escaping? It's hard to say after just one game.&lt;br&gt;&lt;br&gt;It seems to be a light filler game with a lot of theme and atmosphere, but also some flaws (or deeper tactics??)&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1140022#1140022</link>
	<pubDate>2006-10-25T08:41:09+00:00</pubDate>
	<dc:creator>silk</dc:creator>
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	<title>Thread: Mistakes in the published English rules</title>
	<description>&lt;i&gt;Firstly I have to say that I have not yet played this game.  But I have read the rules and because certain statements in them puzzled me I referred back to the Italian (assuming that because the game was invented and published by Italians, these would be the correct version).  I discovered there were a number of mistakes in the English translation and I list them below.&lt;/i&gt;&lt;br&gt;&lt;br&gt;p.19 &lt;b&gt;Preparation&lt;/b&gt;   &lt;i&gt;A line has been missed out.   You should add&lt;/i&gt;:&lt;br&gt;Each player is given an Exit Tile.  Any unused Exit Tiles are put back in the box.&lt;br&gt;&lt;i&gt;Then the line that tells you to “Place the 4 Krumble Counters . . .” should read&lt;/i&gt;:&lt;br&gt;Place the 3 Krumble Counters.&lt;br&gt;&lt;br&gt;p.21 &lt;b&gt;Exit&lt;/b&gt;  &lt;i&gt;The line that says “When an Explorer is on Exit Tile he can choose to have a Movement Turn to get into the car” should read&lt;/i&gt;:&lt;br&gt;When an Explorer is on an Exit Tile he can only exit to the Car on his Movement Turn.&lt;br&gt;&lt;br&gt;p.23 &lt;b&gt;Idols&lt;/b&gt;  &lt;i&gt;The paragraph that says “Until an explorer possesses an idol he can spend the skill points that are on the idol board . . ..” should read&lt;/i&gt;:&lt;br&gt;Every time an Explorer is in possession of an Idol he can, starting with the following Movement Turn, pay the ‘exit cost’ of a Tile either from his own stock or from those on the corresponding Idol board, or a mixture of the two.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1139459#1139459</link>
	<pubDate>2006-10-24T23:48:41+00:00</pubDate>
	<dc:creator>Carver</dc:creator>
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	<title>Thread: SNAP Review -  Review after playing one game of Krumble</title>
	<description>Disclaimer: This review is written after one playing, it's quite possible that we read the rules wrong, or I've missed long term aspects of this game. Also everything in this review is my own personal opinion and yours may differ.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Introduction&lt;/b&gt;&lt;br&gt;&lt;br&gt;Krumble is a game set inside an ancient temple deep in the rainforest.  A group of adventurers has just discovered some ancient magical idols, but - alas, as they go to grab the idols some kind of trap mechanism is set off, and they realise that the temple is collapsing and must escape.  I picked up my copy of the game from the Tenki games stand at Essen 2006.&lt;br&gt;&lt;br&gt;The box for Krumble is regular game size, it's ever so slightly smaller in width and length to Puerto Rico, but slightly deeper, so easy to fit on the shelf amongst your other games.  The box clearly shows flags for the 5 different languages whose languages are supported in the rules, and on the side specifies 3-6 players, 8+, and that the game takes 45 minutes.&lt;br&gt;&lt;br&gt;Opening up the box a good portion of the space is taken up by a large insert, but this is relatively intelligent in design with good size compartments to hold each of the types of pieces together.  In addition to the game components there was a large and a small ziplock bag included.&lt;br&gt;&lt;br&gt;There are 6 character boards representing different players - each with an image of the character alive on one side, and as a ghost on the other.  There is 1 car board, where characters escape to when they exit the temple, a board representing the idol strengths, and then temple tiles (divided into 54 temple tiles, 6 exit tiles, and 12 obstacle tiles).  In addition there are two idols, and 6 character pieces with a plastic stand to wedge them in so that they stand up (seemed quite hard to do without wrecking the base of the character/idol, perhaps a bit too thin? but then this only needs doing once).  In addition there are 3 krumble markers, a last player marker, a single 6 sided die, and 108 counters: blue cylinders; red cubes; and yellow triangular prisms.  It's an interesting touch that the counters are all different shapes.&lt;br&gt;&lt;br&gt;The general playing tiles are a little on the thin side, the counters are fine and sturdy, the graphics for the temple tiles seemed a bit dull and drab to me.&lt;br&gt;&lt;br&gt;When we started playing this in the Essen hotel, someone nearby actually came over and said that the rules were badly translated from the Italian into their language (I think it was German), and difficult to follow.  What there is in the English rules is I think relatively clearly written (except for an odd error with the templating where the general setup appears to be part of the 5/6 player setup - there is no space between the two).  However there are some ambiguities, and these are not covered by the rules particularly clearly.  In particular, the &quot;crumbling&quot; of the temple which is a major part of the game is not accompanied by an illustration to make the process clearer.&lt;br&gt;&lt;br&gt;The rules are all in one booklet, and languages covered are Italian, Spanish, English, French, and German.&lt;br&gt;&lt;br&gt;This review is based on a single 4 player game.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Gameplay&lt;/b&gt;&lt;br&gt;Each player chooses a character, and takes six counters of each of the colours, representing the starting skill in 3 different characteristics.  These skills can never go above 6, and they all start at 6 when the game begins.&lt;br&gt;Each player is given one exit tile, the others are returned to the box.&lt;br&gt;&lt;br&gt;Initially a row of 4 temple tiles (5 for 5-6) is placed across the table so that the opposite corners touch each other, think of a row of diamonds.  Next a row of 1 more temple tiles is placed just above so that they interlock, and then a row of the same length as the original row is placed just above.  This is the starting area.  &lt;br&gt;&lt;br&gt;Temple tiles always have two empty sides, and two which have coloured symbols matching the counters on them.  The coloured symbols are always placed the same way around on the tiles, and the side they are on is the direction of travel.  This means that to move away from the starting area the player will have to move through one of the two doorways which have the symbols on it.&lt;br&gt;&lt;br&gt;Each player chooses one of the tiles at the back of this setup, and places their explorer marker on one of them, two explorers or more may not start on the same tile.&lt;br&gt;&lt;br&gt;The obstacle tiles are mixed in with the remaining temple tiles, and these are all stacked together so they can be taken by the players.  Each player draws 4 of the mixed tiles at random.  This, with their exit tile is their starting hand.&lt;br&gt;&lt;br&gt;&lt;br&gt;The game is played in turns, in each turn a player may either:&lt;br&gt;&lt;br&gt;Move: Firstly a tile is drawn from the shuffled stack, and then the player chooses a tile from their hand to place.&lt;br&gt;Then they either move forward one square, in which case they must pay the number of counters marked on the doorway they have passed through (between 1 and 3 of any one colour), and then they move their player piece to the new room&lt;br&gt;or move backwards one square, which is free, and tbh not usually a good idea.&lt;br&gt;&lt;br&gt;or&lt;br&gt;&lt;br&gt;Rest: They draw 2 temple tiles, place one from their hand, and then discard one from their hand regaining energy equal to the symbols shown on the tile they discard (eg if there was a temple tile with a single red, and a double blue, they would regain one red and two blue skill points).&lt;br&gt;&lt;br&gt;Obstacle tiles may be played as well as temple tiles - they may either be played on a square with one or more explorers on - in which case they immediately need to make a saving throw, and if they can't, they must pay the obstacle price, or on a temple tile, in which case that square will cost the extra price of the obstacle to enter, in addition to the normal exit price from the previous tile (the obstacle counter is then removed).&lt;br&gt;&lt;br&gt;Moving from an exit to the car takes one turns movement.&lt;br&gt;&lt;br&gt;If a player pays a 3 point exit price to move, or moves into a room with an obstacle in, then they may take one of the two idols, initially from the reserve, and them from another player.  When they do this, they also move one of the skill points they just paid onto the idol they didn't take.&lt;br&gt;&lt;br&gt;Idols are a second source of skill points (they start with one of each, and gradually accrue them during the game).  You can spend skill points from an idol you are carrying instead of from your own reserve when paying the exit cost from a tile.&lt;br&gt;&lt;br&gt;When the last player has their turn, they pass the last player marker to the person on their right, and then take another turn.&lt;br&gt;&lt;br&gt;Now, the temple is crumbling, and if at the end of a players turn there are 3 rows of tiles behind them, then the row which is 3 tiles back crumbles - all the tiles are removed, and any players on those tiles die and turn into ghosts (immediately removing either 9 skill points during the first 3 crumbles, or 3 skill points when the crumble counters are gone).  Ghosts can move around without paying costs and leech skill points from players who are still alive, but they cannot escape.  In theory a ghost with enough skill points can still win.&lt;br&gt;&lt;br&gt;The first three times this crumbling occurs, a crumble counter is discarded.  After the third time, the temple starts to collapse.  Before this point, players may not play their exit tiles, but now they can.  In addition, after every players turn they roll the dice, depending on the number of players this may cause the furthest back row of the temple to collapse.  Ghosts and escaped explorers do not roll the dice.&lt;br&gt;&lt;br&gt;Players escaping to the car have a slim chance of gaining 1 skill counter back by rolling a die.  The game is won when all live explorers have escaped the temple, and the player, or ghost, with the most skill points wins - ties are won by live player, then by the first to escape.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Our Game&lt;/b&gt;&lt;br&gt;Normally I'd just go into thoughts from the players at this stage, but I can't do it for this game, because I need to explain something first.  The thing I need to explain is that for whatever reason, either we misunderstood one bit of the ambiguous rules, or the game doesn't play well with 4, or we weren't playing as the game has been playtested, anyway: the game did not work.&lt;br&gt;&lt;br&gt;What happened was as follows: In each players turn, they placed a cheap tile next to themselves and moved in that direction, sometimes clumping, sometimes not.  After 5 rounds we'd spent around 10 of the skill tokens, with no rests, and the third crumble occurred because we'd moved so fast.  At this point everyone had a couple of tiles comfort zone, and were far forward on the board.  Believing that the crumble would occur quickly, two players placed exit tiles next to themselves and escaped to the car.  At this point, because with four players there's only a 1 in 3 chance of the temple crumbling per move/rest, the two remaining players could just stay there and rest, with only a little bit of danger of the temple crumbling underfoot right at the end.  Explorers outside in the car had much less luck regaining their skill points, so the two who stayed in the temple scored best.&lt;br&gt;&lt;br&gt;If anyone out there has any comments as to why the game didn't work for us please do let me know!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Thoughts from the players&lt;/b&gt;&lt;br&gt;&lt;br&gt;Game seems flawed based on the one playing, the imagery and gameplay interior of the temple is a bit dull and unexciting and although the game setting has a lot of flavour this doesn't really make it into the game itself.&lt;br&gt;&lt;br&gt;&lt;i&gt;Was hoping for more from it, seemed rather dull; Possibly because we got a rule wrong but I can't see one!&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Conclusion&lt;/b&gt;&lt;br&gt;&lt;br&gt;Great idea for a game setting, but it just didn't seem to work for our play.  Maybe it needs six players?</description>
	<link>http://www.boardgamegeek.com/article/1138323#1138323</link>
	<pubDate>2006-10-24T14:31:00+00:00</pubDate>
	<dc:creator>ColdFinger</dc:creator>
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	<title>Thread: [Review] Krumble</title>
	<description>	One of the most memorable scenes from any movie is Indiana Jones in his first movie hurtling out of the temple as it collapses all around him, running for his life.  That scene is not unique to Mr. Jones, however, as Miss Croft and others have often found themselves in similar circumstances – as evidenced in many TV shows and B movies.  When I heard that the theme of Krumble! (TenkiGames, 2006 – Piero Cioni) was that of getting out of a temple before it collapsed, I was reminded of the many times I had watched heroes do the same; and as cheesy as it might be, I like those scenes! The artwork looked great, and the theme sounded fun; so I dove right in.&lt;br&gt;&lt;br&gt;	And then I played again, and again; because it was simply just a very fun game.  Yes, there are elements of a “take that” game, and it’s possible for a character to die; but the game also has some really great things going for it.  &lt;font color='#FF0000'&gt;It has a terrific theme, a short playing time, fast gameplay, terrific components, and a way for a player who has died to annoy other players and even win!&lt;/font&gt;  But of all of these, the thing that most sold me on the game was the theme – I actually felt the pressure as my character ran ahead of the falling rocks.&lt;br&gt;&lt;br&gt;	Each player takes a character card and token of their choice (the characters have generic names but are most definitely parodies of famous explorers, such as Indiana Jones).  Each character card has three sides with a symbol on it (red square – strength, yellow triangles – knowledge, and blue circles – agility).  Players take six wooden blocks of each color/shape and place them adjacent to the matching side of the character card.  A pile of temple tiles is shuffled, and a random temple is formed of three rows of tiles, placed in a checkered format.  Each temple tile has two entrances and two exits, and tiles must always be placed so that each entrance is paired with an exit.  Each player is given an “exit” tile and then four more random tiles from the shuffle pile of tiles that contains Temple and Obstacle Tiles.  Four Krumble counters are placed on the table as well as twelve obstacle counters.  A car tile is placed next to an idol board (with two idol figures placed on each half of it as well as a counter of each skill type.)  Players take turns placing their figures in the first row of tiles, and one player is chosen to go first, with the last player receiving one of the “Krumble” counters.&lt;br&gt;&lt;br&gt;	On a player’s turn, they must either take a “Movement” turn, or a “Rest” turn.  When moving, a player must draw the top temple tile and add it to their hand.  They must then legally play one of their temple tiles (or obstacle tiles) on the table.  Legal temple tiles must have at least one entrance connected to an exit from another tile.  The player then moves their explorer one space, by going through one of the two exits on their tile to the adjoining tile.  Each exit has a “price” that must be paid, from one to three tokens in one of the three types.  For example, to go out one door on a tile might cause a player to pay one red square, while the other door costs three blue circles.  If a player cannot pay the amount to move, then they cannot use that door.&lt;br&gt;&lt;br&gt;	Obstacle tiles are played either directly on a tile where one or more opponents reside, or attached to an exit.  These traps, when played on an opponent(s), cause that opponent to roll a six-sided die, which must be lower then the number of symbols (up to three) shown on the tile.  If they fail, they must immediately discard that many counters.  A trap played on a door simply adds to the exit cost of that door, but the trap counter is removed after one explorer “pays” for it.&lt;br&gt;&lt;br&gt;	When “resting”, a player draws two tiles.  They then place one of the tiles down legally, whether obstacle or room; and then discard a tile.  The player adds skill counters to their card equal to those shown on the discarded tile but can never go over six in any of the three abilities.  The player’s turn is over; they cannot move when resting.&lt;br&gt;&lt;br&gt;	Whenever a player moves through a trap, or when they pay a price of three counters when going through a door, they may take one of the two idols – even from another player.  They must place one of the counters they used on the half of the tile that matches the OTHER idol.  As long as a player has an idol, they may use one of the skill counters on the matching tile whenever they go through a door or trap.&lt;br&gt;&lt;br&gt;	After moving, a player must check to see if there is a row that is three rows behind him.  If such a row exists, it is immediately destroyed.  Any players who happen to be there are killed and become ghosts, flipping their tile over to the ghost side.  After the first three crumbles occur (which are counted using the Krumble counters), the temple starts collapsing.  Crumbles must still be checked, but players also must roll a die after every turn, whether they move or not.  On a roll of “1” (possibly “2” and “3”, depending on the number of players), the back row of the temple collapses.&lt;br&gt;&lt;br&gt;	Once the temple starts collapsing, players are allowed to place their exit tiles.  When a player is in an exit tile, they may move from that spot to the car on their turn and are effectively finished.  For the remainder of the game, on their turn, they simply pick one of their stats and roll a die.  If they roll HIGHER than the amount they currently have, they may add one counter of that type to their card (maximum is still six of each type).  Ghosts move around and attempt to suck ability counters from living explorers and cannot lay tiles or cause the temple to collapse.&lt;br&gt;&lt;br&gt;	After all players have taken the turn, the last player hands their token to the player on their right and takes another turn, allowing the last player to go twice in a row.&lt;br&gt;&lt;br&gt;	As soon as all explorers are dead and/or have reached the car, the game is over.  The player, living or dead, with the highest total of ability tokens is the winner.  In case of ties, living players beat ghosts, and the first player to the car breaks ties.  &lt;br&gt;&lt;br&gt;Some comments on the game…&lt;br&gt;&lt;br&gt;1.)  Components:  As with all Tenki games, the components are really top notch.  I especially enjoyed the ability tokens.  Instead of different colored cubes, the blue ones were cylinders, and the yellow ones were triangular prisms – making for a visual treat, and helping easily differentiate between them.  The artwork is fantastic, especially the “ghost” side of each explorer’s card.  The tiles are thick and fit together to make a thematic looking temple, and the trap pictures could easily come from many an adventure movie.  Everything fits snugly in a custom plastic insert in a great looking, sturdy box.&lt;br&gt;&lt;br&gt;2.)  Rules:  The rulebook is made up of several languages, with seven of the full-color pages devoted to English.  There were spots that I could tell the rules had been translated, but for the most part everything was clear, and there were many examples and illustrations.  When teaching the game, I often have to simply show how the game works; it’s easier than explaining it.  The game is simple, but easier to see than hear.  Fortunately, the theme works well in this regard, and it makes perfect sense what everyone is doing.&lt;br&gt;&lt;br&gt;3.)  Theme:  As an abstract game, I would have no interest in Krumble, but I can say with certainty that this is no “pasted on” theme, but rather one in which the theme drives the game.  Shouting slogans from various adventure shows and pleading for the temple to collapse on one’s opponents is a good sign, and it happens a lot during the game.  The different colored blocks are a bit abstract, but the traps help flesh them out a bit.&lt;br&gt;&lt;br&gt;4.)  Time and Players:  A game usually lasts just about thirty minutes, and that’s with six players!  I find that the game is more enjoyable with more players, although a player is much more apt to become a ghost with a larger group.  Turns are fairly quick and easy – there are decisions to make, but it’s usually about whether a player should stay or run.&lt;br&gt;&lt;br&gt;5.)  Strategy:  As I just stated, there’s really not a lot of thought that goes in the game.  Run fast, and only stop to rest when necessary.  The biggest decision, for most players, will be when to actually exit the temple.  Once you leave, it’s difficult to increase your stats – you simply roll the die and hope.  At the same time, players will eventually push all their stats to six while waiting in the card, so players fooling around in the temple have to keep an eye on that, while also making sure they don’t get crushed while waiting.  I have seen a few games in which one player managed to increase all their stats to six (using the idols effectively, etc.), and escape moments before the temple collapses – but I’ve seen just as often these greedy players turn into ghosts.  I haven’t yet encountered a game where everyone has turned into ghosts, but we did play one in which only one player survived.&lt;br&gt;&lt;br&gt;6.)  Elimination and Fun Factor:  Becoming a ghost is a crippling blow, as it basically takes a player out of the running (I have yet to see one win).  However, it’s still possible for the ghost to win, so a player doesn’t have to quit when they are killed.  Besides, it’s fun, both mechanically and in a thematic way, to go around and annoy the other players as they head for the exit.  Being alive is fun, but a ghost is just as enjoyable – there’s not elimination.  Stealing the idol from an opponent is also entertaining; because more often than not, a player with the idol will win, being able to fly through the dungeon much more quickly.&lt;br&gt;&lt;br&gt;	On the whole, I thoroughly enjoyed this game, mostly for its theme, but also because it was very lighthearted and fun.  Teenagers enjoy the idea of becoming ghosts and tormenting their opponents, and who can resist the joy of being the person to trigger the wall collapse on their friends?  I’m not sure that the winner of the game is the person with the best strategy, or the person who made the wisest moves.  In fact, players can gang up on a person in a way, causing them to have a more difficult time – or even causing them to die.  But since a win as a ghost is possible, no one is ever out; and it gives the player an added enjoyment of bugging the other players.  &lt;font color='#FF0000'&gt;Krumble is all about fun and is a breath of fresh air in a game market saturated with tired themes.&lt;/font&gt;&lt;br&gt;&lt;br&gt;Tom Vasel&lt;br&gt;“Real men play board games”&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.thedicetower.com&quot; rel=&quot;nofollow&quot;&gt;www.thedicetower.com&lt;/A&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1123030#1123030</link>
	<pubDate>2006-10-13T14:26:37+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
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	<title>Image</title>
	<description>
		Krumble game at Club TreEmme (Modena) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic152202_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/152202</link>
	<pubDate>2006-10-12T15:55:08+00:00</pubDate>
	<dc:creator>liga</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		One of the characters &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic152204_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/152204</link>
	<pubDate>2006-10-12T15:45:42+00:00</pubDate>
	<dc:creator>liga</dc:creator>
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	<title>Image</title>
	<description>
		a close up &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic152203_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/152203</link>
	<pubDate>2006-10-12T15:45:24+00:00</pubDate>
	<dc:creator>liga</dc:creator>
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	<title>Thread: My first impression</title>
	<description>Here is my first impression of the game, originally posted on &lt;A target='_blank' href=&quot;http://www.boardgamenews.com&quot; rel=&quot;nofollow&quot;&gt;www.boardgamenews.com&lt;/A&gt;&lt;br&gt;&lt;br&gt;Game Played: Prototype (with final art and pieces and near final rules)&lt;br&gt;Number of Plays: 1 (6 Player Game)&lt;br&gt;&lt;br&gt;Here is my first impression about Krumble!, an easy to learn but not banal game. I have played it only once so I’ll try to describe the game more than giving opinions.&lt;br&gt;&lt;br&gt;The game is about an archeologist trying to escape from a collapsing old dungeon. The one that is able to escape in the best condition is the winner.&lt;br&gt;&lt;br&gt;Every player gets a character card and 18 cubes, 6 for each of 3 colors (blue=agility, red=strength and yellow=knowledge).  During the game you will spend cubes moving in the dungeon or getting into trouble; you regain cubes by resting. When you finally exit from the dungeon (if you are able to do so!) you will score as many point as cubes you have left, plus some bonuses for idols you will be able to collect during the escape.&lt;br&gt;&lt;br&gt;The board is a modular one with square tiles (like Carcassonne). Every tile has 2 entrances and 2 exits: each exit has 1 to 3 symbols (red, blue or yellow). After building up the initial board, each player gets 1 exit tile and 4 random tiles. The rest of the tiles are piled up covered.&lt;br&gt;&lt;br&gt;During his turn a player can rest or move. If you move you get 1 new tile, place one on the board and move your character. If you resting you get 2 new tiles, one is placed on the board and another is discarded getting back as many cubes as symbols on the tile.&lt;br&gt;&lt;br&gt;Moving is very simple: you have to pay as many cubes as the symbols on the exit you will use if you go ahead, nothing if you go back. If you are 4 tiles away from the entrance, you have to remove (krumble!) the tile that is 4 square away from you and all the other in the same position. You quickly understand how important is to run quickly and the trouble you get in if you rest too much! If a character is on a collapsing square he will die and come back in play as a ghost, trying to catch and damage live characters still in the dungeon. After 4 collapses the dungeon start to krumble! At the end of each player movement there is a random chance of a new collapse ... and the probability increase when there are less players alive in the dungeon! As soon as the dungeon starts to krumble (after 4 collapses) players can start to play the exit tiles instead of normal ones.&lt;br&gt;When you reach an exit tile, in the next turn you can leave the dungeon.&lt;br&gt;&lt;br&gt;Moving in the dungeon you can also try to get one of the 2 idols. Every time you make a move using 3 or more cubes, you get one idol and place 1 victory point on the other one. In that way the idols shift from one player to another one during the game, increasing in value.  As soon as a player with an idol exits the dungeon with an idol he gets it permanently and will score 2 points for it plus all the extra points on the idol.&lt;br&gt;&lt;br&gt;The game ends when there are no live characters in the dungeon and the winner is the one with most points.&lt;br&gt;&lt;br&gt;A dead character (ghost) could also win but is not so easy. Some tiles are not maps tiles but events that you can play on the map or on other characters.&lt;br&gt;&lt;br&gt;The game runs well and quick and you get the feeling of the collapsing dungeon and the need to hurry. In the final collapse it gets quicker and quicker and is not easy to escape from the dungeon. We had 6 players and only two reached the exit (both with an idol). I have played once and the game seems to me simple enough to be easy to explain and fun to play but you need to think and use strategy to win.&lt;br&gt;&lt;br&gt;The materials and the graphics are really nice indeed. &lt;br&gt;&lt;br&gt;good play!&lt;br&gt;Liga</description>
	<link>http://www.boardgamegeek.com/article/1121208#1121208</link>
	<pubDate>2006-10-12T15:15:24+00:00</pubDate>
	<dc:creator>liga</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic149323_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/149323</link>
	<pubDate>2006-09-29T12:42:48+00:00</pubDate>
	<dc:creator>Malorick</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic149322_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/149322</link>
	<pubDate>2006-09-29T12:42:37+00:00</pubDate>
	<dc:creator>Malorick</dc:creator>
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