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Queen Games "Escape: The Curse of the Temple" Design Contest! Expired.
Chaddyboy
United States
Olathe
Kansas
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Queen Games is looking for some new ideas for Escape: The Curse of the Temple, and thought it would be fun to turn to the BoardGameGeek community for ideas. So, here's your chance to get your idea published in a future expansion or promo!


WHATblankTOblankDO

1) Dream up a new idea for a new Room, Curse, or Treasure.
2) Post the idea as a new Geeklist item. Be sure to specify if you idea is for a room, curse, or treasure, and come up with a title for your idea. Only one idea per Geeklist item please, so that people may easily thumb/discuss ideas!
3) Maximum of 5 entries per user.


winners

There will be 10 winners in this contest. The winners will be decided by Queen Games, the designer of Escape, (Kristian Amundsen Østby), and BGG staff. Each winner will each receive a stack of 4 games from Queen Games: German Railways, Locomotive Werks, Edo, and Maharani. Note that being in the 10 winners does not guarantee your idea will be published.

Depending on the number of entries, it may take up to 45 days to publish the results of this contest, as all entries will be read and possibly tested before the winners announcement is made.


getTINGblankpublished

Additionally, Queen Games may decide to publish any number of ideas submitted! They might decide that none of the ideas are publishable (being in the 10 winners does not guarantee publication), or they might decide to publish 50 of them! If your design is published, you will receive:

1) Your name in the rule book of that expansion or promo
2) Honorary customer status for 1 year from Queen Games. This means you will get one free copy of every game Queen Games publishes within 12 months from the date the contest started.
3) A pass to BGG.CON (does not include hotel or air fare, just the con pass).


fineblankprint

You may only create 5 entries in this contest, for a maximum of 5 chances to win. The contest is open to all BoardGameGeek.com members who have entered valid and verifiable information upon registration, including name and email address.

All submissions become property of Queen Games in case they get published. Queen Games will hold the rights for the final decision of which idea(s) to publish.
The timing of publication is solely at the discretion of Queen Games.

Employees, agents, and family members of Queen Games, BoardGameGeek, or their affiliates, manufacturers, sales representatives, subsidiaries or parent companies, advertising/sales promotion agencies, and the immediate families of each are not eligible to participate in the Contest and shall be ineligible for any prize covered herein. Entrants acknowledge that Queen Games and BoardGameGeek are not liable for reimbursement of any prize or consideration other than the prizes listed above. Residents of jurisdictions where this type of Contest is prohibited by law or subject to registration are ineligible to participate in the Contest and shall be ineligible for any prize covered herein. No purchase or online access fee is necessary.

Winners will be notified by email or geekmail within 45 days of the contest end. The prizes will be sent as soon as the games become available.

Users in bad standing due to unresolved trade, marketplace, or exchange issues are ineligible to enter. Any entrant found to have violated any of these contest rules will be disqualified.

By entering this contest you acknowledge that you agree to the above rules.
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576. Board Game: The Three Musketeers: The Queen's Pendants [Average Rating:6.78 Overall Rank:2205]
Scott Payne
United States
Manchester
Tennessee
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Musketeers Room - All for One and One for All
When you enter this room you are not allowed to leave until at least one of your fellow players enters this room as well. While you wait immediately begin rolling all of your dice and each time you get any four alike you set aside a gem. You must roll all five of your dice each time you roll. Once you get three gems wait until at least one of your opponents enters the room. Now you may place two gems on the special spot for gems on this tile and return the other one. If two other players join you in the room you may place all three gems on the spot. Special Condition: If no one joins you, you may leave one gem on the spot, return the other two and now leave. The only way that you may leave if you are not joined by others is to roll until you have gotten three gems, but you may only leave one of them.
 
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577. Board Game: Mojo [Average Rating:0.00 Unranked]
Rob Faulconer
United States
Portland
Oregon
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Name: Elixir of Mojo

Type: Treasure

A player who has acquired the elixir may discard it at any time to drink it. Once drunk, the player may take a 6th die to use until the next time they are forced to take a curse. Upon drawing a curse the player chooses a die to be removed from the game.
 
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578. Board Game: Escape: The Curse of the Temple [Average Rating:7.15 Overall Rank:305]
the great scott gamer
United States
Idaho
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Room
Minotaur room
When entering room
You encounter a
Minotaur with
2 gems for his eyes.
the minotaur follows
You until you lead him
To the pit or an illusion
Room all the while not
Rolling 3 black masks or
More or you draw a curse
Card for a max of two curses.
Once in the pit or illusion
Room roll three torches to
Destroy minotaur
 
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579. Board Game: Escape: The Curse of the Temple [Average Rating:7.15 Overall Rank:305]
the great scott gamer
United States
Idaho
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Curse
Petrified
Player must roll
Dice with clenced fist
Until three torches
Are rolled.
 
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580. Board Game: Key Whiz [Average Rating:0.00 Unranked]
Rob Faulconer
United States
Portland
Oregon
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Name: Too Many Keys!!!

Type: Curse

Once acquired, the cursed player must roll one more key than is required by a room to gain access to it. For example, if a room requires a man and a key to enter, the cursed player must roll a man and two keys. At the exit, any player still holding this curse must also roll one more key than is required by other players in order to escape from the temple.

Cure: 3 torches
 
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581. Board Game: When Darkness Comes [Average Rating:5.58 Overall Rank:9014]
When Darkness comes

Curse: Moving to another room needs an additional torch.
The curse can only be lifted by another player (who lights the torch again).
 
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582. Board Game: Body Link [Average Rating:0.00 Unranked]
Siamese twins

Curse: The cursed player has to play with one hand on another players shoulder till the curse is lifted.
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583. Board Game: Escape: The Curse of the Temple [Average Rating:7.15 Overall Rank:305]
Leave me alone!

Curse: The cursed player may not be in a room with another player. If the cursed player is in a room with another player, the cursed player must do everything to get out of the room (rolling all available dice). He may not lift the curse, unless he is alone.
 
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584. Board Game: Admiral Ackbar "It's a TRAP!" GAME [Average Rating:4.01 Overall Rank:11452]
Troy
United States
Los Osos
California
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Type: Treasure
Title: It's a trap!


Description: When this treasure tile is drawn, you have sprung a trap while trying to open the chest. The tile acts as a slab that comes down on one of the open doors in the room (the player's choice) blocking the way forward.

In easy play, the player immediately draws another treasure tile.

In medium play, the player must reroll one of the keys used to open the chest, if they roll a key, they recieve the treasure.

In hard play, the chest is still not opened.
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585. Board Game: Through The Mud and The Blood [Average Rating:7.29 Unranked]
Troy
United States
Los Osos
California
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Type: Curse
Title: Slowed

Description:
When a player is cursed with 'Slowed', they can only reroll three dice at a time. To release the curse, the player must use three adventurers to lift the curse.

In single player, the player can reroll four dice at a time and requires four adventurers to lift the curse.
 
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586. Board Game: War of the Ring [Average Rating:6.54 Overall Rank:1932]
Troy
United States
Los Osos
California
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Type: Curse
Title: The Ring

Description:
The player finds a precious, cursed ring. While the player is cursed with the ring, they may not contribute to activating other gems since they are too obsessed with their new posession.

In order to break the curse, the player must roll 5 of a kind. When this is accomplished, the gem in the ring is activated. Take one gem from the gem depot and place it on The Ring.

1 
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587. Board Game: Treasure Chest [Average Rating:7.30 Unranked] [Average Rating:7.30 Unranked] [Average Rating:7.30 Unranked]
Troy
United States
Los Osos
California
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Type: Room
Title: Treasure Chest

Description:
This room contains a special treasure chest with a puzzle on the front. To open the chest, one player (only one) may attempt to open it. To unlock the chest, they must roll one of each symbol. When they do, the chest is unlocked and the hidden gem inside is activated.

To enter the room, an adventurer and key must be rolled. The room is also a curse room.
 
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588. Board Game: Spirit [Average Rating:4.82 Unranked]
Lucas Townsend
United States
Edenton
North Carolina
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Haunting Spirit

Type: Curse
Quantity of curses: 3

Each time you use dice to explore a room, move into a room, unlock gems, or unlock a treasure, you must turn one of the dice used to do one of the above actions to a black mask before rolling the other dice.

To remove the curse: 3 Gold Masks



Playtesting notes: A friend of mine came up with this idea yesterday, and we played a few games with this curse (we put a sticky note on the curses we didn't use (Soul Swap x2, Really Cursed x1)) He wanted to add a small penalty for doing things, and make it a tough choice to cure: Do I want to unlock these black masks now to do what I want, or do I want to cure the curse so I don't have to later? The curse is easy to implement, and we found that it makes it more cooperative (and more fun/hectic ) because you can help the cursed player by unlocking his masks while he tries to get his own gold masks to get rid of the curse. We had a lot of fun with this one and playtested it a bunch, so it's not an unbalanced idea.
 
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589. Board Game: Tools Of The Trade [Average Rating:0.00 Unranked]
Lucas Townsend
United States
Edenton
North Carolina
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Adventurer's Bag

Type:Treasure

This chest had a powerful magic lock on it-It adds some power to the barrier to escape the temple. However, inside you find some ancient -but durable- tools inside the chest: torches, a shovel, some keys, sun god relics- everything an adventurer would need!

Place a gem from the supply into the gem depot. Then add a dice (either lost by players due to the gong or from the box) to your set of dice.

 
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590. Board Game: Hex Dice [Average Rating:6.71 Unranked]
Daniel Larsen
Norway
Bergen
Unspecified
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Type : Dice

Curse : Swap dice with the new, showing 3 black masks, and double symbols of torch, key and running man on the others.
 
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591. Board Game: Escape: The Curse of the Temple [Average Rating:7.15 Overall Rank:305]
Peter
Brazil
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Type: Treasure
Title: Whip
Description:
Adventurer x2; You can pull a player from an adjacent room to yours.
Adventurer x3; You can pass through a room to another adjacent room without activating any of its effects.
Keep the card in front you until the end of the game.
(Indiana Jones!)
 
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592. Board Game: Escape: The Curse of the Temple [Average Rating:7.15 Overall Rank:305]
Peter
Brazil
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Type: Treasure
Title: Gem pouch
Description:
At the cost of one die, the player may take up to 3 gems from the treasure room and put on top of this card.
Keep the card in front you until the end of the game.
The player may choose not to get rid of his die, if that's the case discard gem pouch.
(He must leave one of his tools behind to carry all those nice gems!)
 
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593. Board Game: Escape: The Curse of the Temple [Average Rating:7.15 Overall Rank:305]
Peter
Brazil
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Type: Room
Title: Tremor Chamber
Description:
Whenever a player passes through this room, everyone must change seats on the table.
The players can only go back to rolling their dice when they get to their new seats!
This room can have treasures, curses and gems as any other room in the game.
(The old temple trembles as the adventurers try to find their way out!)
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594. Board Game: Escape: The Curse of the Temple [Average Rating:7.15 Overall Rank:305]
Peter
Brazil
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Type: Curse
Title: Dizzy
Description:
You can't touch your dice!
Other players are allowed to roll your dice for you, but you get to choose wich actions to take with the dice results.
3 Golden masks to lift the curse.
(You can't think straight after a concusion! Watch your head next time!)
 
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595. Board Game: Escape: The Curse of the Temple [Average Rating:7.15 Overall Rank:305]
Peter
Brazil
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Type: Room
Title: Quicksand
Description:
Every time a player rolls his dice in this room, he must set one die aside. (Black masks counts as a normal die and can be set aside as well)
Whenever a player rolls 2 adventurers he can get all his dice back or return all the dice to another player.
This room can have treasures, curses and gems as any other room in the game.
(Stuck in the sand, the adventurer can only hope someone will hear his call for help.)
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596. Board Game: Rebound Ramp It Up [Average Rating:4.00 Unranked]
Quentin (just call me Q) Antrim
United States
Fort Collins
Colorado
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Type: Chamber
Name: Ramp Chamber

I see this chamber as replacing any number up to 4 of the original "3 gem icon chambers".

As far as the gem icons, this room works the same way. However, this room is at the top of a steep ramp. In fact, all entrances to this room are at the top of a steep ramp. Because of the added difficulty in getting into the room, in addition to the normal two green adventurers, two red torches must also be rolled.

Exiting the chamber and entering a connecting chamber is easy. Since you are sliding down the ramp into the next chamber, there is no game chnge. Note that this increases the difficulty of entering these gem chambers, thus increasing the difficulty of the game, without increasing mechanical complexity of the chamber. Since you are ideally trying to activate two or three gems, the added difficulty in getting into the chamber also delays other players getting into the room to help. And if you have to go through one of these rooms to get back to the starting chamber, well, it's just that much more difficult.

A variant could also be to have one or two of these 4 chambers to need the 2 green adventurers as well as 2 black masks to enter the chamber. This adds a litte more degree of difficulty in having to deal with the black masks while also trying to get the necessary dice for the gems, or to even pass through.
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597. Board Game: Web of Gold [Average Rating:5.73 Overall Rank:8282]
Quentin (just call me Q) Antrim
United States
Fort Collins
Colorado
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Type: Chamber
Name: Web Chamber

I see this chamber as replacing any number up to 4 of the original "3 gem icon chambers".

As far as the gem icons, this room works the same way. However, this room is full of webs that must be destroyed before the gems can be activated or anybody can leave the chamber. The graphics on the tile would indicate the webs in some fashion, but another token could also be placed on the room to show that it currently has webs. Conversely, maybe a token is added to the room to show that it has been cleared of webs. Whichever works better in actual playtesting.

Four torch icons must be rolled in order to burn out all of the webs from this chamber. This can be done by a single person or cooperatively by multiple people. Once all the webs are burned out, then the player(s) could proceed to activate gems and/or leave the chamber.

I think this chamber adds a nice thematic touch to the game, while increasing the difficulty of activating gems and/or leaving the chamber. Thus the difficulty of the game is increased, without increasing mechanical complexity of the chamber. Adding or removing some sort of web token is about the same as adding treasure tokens to treasure rooms in the basic game.
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598. Board Game: Finders Keepers [Average Rating:4.07 Unranked]
Quentin (just call me Q) Antrim
United States
Fort Collins
Colorado
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Type: Curse
Name: Finders Keepers

When you receive this curse, you must take a die from the player on your left. That player has apparently lost one of his "tools" and must now play short. However, you have found a tool laying around. Good for you. You could continue to play this way the rest of the game, with you having an advantage and the player on your left at a disadvantage. Or, you could roll four gold masks (no help from anybody else), to lift the curse and hand a die back to the player on the left. You have lost one of your tools and the other player found it again. The decision to make is when to attempt to lift the curse. Maybe it is better for you to have the extra die for awhile, depending upon what room you are in. But maybe the time comes when the other player really needs that die in order to get out of the temple, or some other bind they are in. Maybe then you should lift the curse...
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599. Board Game: Tight Squeeze [Average Rating:5.00 Unranked]
Quentin (just call me Q) Antrim
United States
Fort Collins
Colorado
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Type: Chamber
Name: Tight Squeeze

This chamber is more of a "crack in the rock" than a roomy, chamber. In actuality, players must squeeze through a narrow passage, so narrow that players cannot pass by each other. As such, the players must enter and exit in exact order.

This chamber replaces any number up to 4 of the original "3 gem icon chambers".

As far as the gem icons, this chamber works the same way. However, the entrances/exits to this chamber are narrow. Maybe these tiles have the normal three doorways, but it could also have two doorways, or even be a deadend, for increased complexity. The entrance corridos to this room contain four spaces for the players to put their meeples on as they enter the room, thus establishing the order of players that entered each entrance. Once in the room, they can proceed to activate the gem icons normally. But upon, trying to exit the room, if they are going to exit the room through the same way they come in, they must exit in reverse order. Last in, first out. Other players stuck behind the player currently rolling to get out, cannot roll any dice other than to take care of black curse dice. Once a player is out, the next player in order can attempt to get out. If a player is going to go out another doorway, he moves his meeple to the next free spot closest the door for that exit, and then proceeds to roll to discover a chamber and/or enter another chamber, or waits in queue for somebody already in line before them.

Note that this increases the difficulty of exiting these gem chambers (that you are going to go into, despite knowing that it will be a tight fit), by potentially creating a lot of delay in a game in which time is everything. These new chambers do add a little bit of mechanical complexity to the game, but I still think it's simple enough to work. Heaven forbid if it's time for a group of you to race back to the starting chamber, but the path back leads through one of these chambers.

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600. Board Game: Go to the Head of the Class [Average Rating:4.55 Overall Rank:12031]
Quentin (just call me Q) Antrim
United States
Fort Collins
Colorado
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Type: Curse
Name: Start Over

This curse creates an overwhelming need for you to seek the safety of the starting chamber. You must proceed to roll the dice and return to the starting chamber, just as if you were doing so because of the first or second gong.

Variations on how to lift the curse:
1) None. The curse is lifted when you return to the start chamber.
2) Choose to lose a die rather than make the trip back to the start.
3) Roll four (maybe five) keys.

The first variation can be a deadly, time-consuming curse that you just have to deal with.

If the curse is implemented with one of the other variations, then you have decisions to make as to whether to just go back to the beginning, or attempt to lift the curse. The decision would be affected by how close to the beginning you are, how unlucky you are rolling, how close to the end of the game you are, etc.
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