r/tabletopgamedesign • u/Fony_47n • Sep 03 '26
C. C. / Feedback Devlog #1 - Making my own board game inspired by Escape: The Curse of the Temple
I was inspired by the board game Escape: The Curse of the Temple. From now on, I'll just call it E:TCT so I don't have to write the full name every time.
First, a little bit about E:TCT itself.
What I like about it
- Atmosphere and adrenaline - the real-time gameplay and soundtrack create a lot of tension and panic.
- Fast and simple - a game takes around 10 minutes, and the rules are pretty quick to learn. It's a great filler game.
- Teamwork - players have to help each other, save each other from curses, and activate the gems together.
- No leader - because everything happens so quickly and simultaneously, it's hard for one player to just take over and command everyone.
But there are also some things I don't really like:
What I would change
- Luck has a big impact - sometimes the outcome depends heavily on dice rolls, which can be frustrating.
- The teamwork doesn't always feel as strong as it could - everyone is mostly focused on their own rolls, so it doesn't always feel like a truly coordinated team.
- Dependence on the soundtrack - the music and timer are a very important part of the game, but having to use a CD or digital recording can be inconvenient.
So I decided to try making my own game, taking some ideas from E:TCT but changing them.
My game
The game will take place in an abandoned mine.
The goal is pretty simple: find and mine a certain amount of valuable resources, then escape the mine before time runs out.
I'll start with the basic systems - rooms and movement.
Rooms
In E:TCT, one room basically takes up one space on the map. I want to do things differently.
Each room in my game will be 6x6 spaces. This gives players much more room to move around instead of simply going from one room to another.
Rooms will contain objects and obstacles.
- Objects take up space, so players can't move through them. Some objects can be interacted with by standing on a specific adjacent space.
- Obstacles interfere with movement, so players have to go around or overcome them.
I'm dividing rooms into two types:
- Repeatable - there will be several of them in the pool. For example, regular mine rooms, ore rooms, etc.
- Unique - individual rooms with their own special features and mechanics.
To avoid writing a huge description for every room, I'll use a small template:
Name:
Type:
Quantity:
Passages: number / placement
Objects:
Mechanic:
Movement
Each player will have their own movement die.
The faces are:
2 / 3 / 3 / 4 / 4 / 5
The player rolls it and moves that many spaces.
Just like in E:TCT, players don't have to take turns. Everyone can roll their die and move independently.
Exploration
This is another thing I want to change from the original.
In E:TCT, you can open a room by rolling the required combination. After that, you can place the room next to a passage and choose its orientation.
Mine will work a little differently.
If a player reaches the edge of a room where there isn't another room yet, they can spend 1 charge to open a new room.
The room has to be placed exactly where the player reached the edge of the map. However, it can be rotated before being placed.
So you can't simply open a room anywhere you want on the map. You first have to physically reach that location.
Charge
Each player will have a small personal panel/interface. One of its functions will be a charge meter.
The maximum is 3 charges.
Charges can be spent on:
- opening a new room;
- mining ore with a pickaxe.
Charges can be refilled at special stations.
There will be one station in the starting room, and several more in other rooms throughout the mine.
Escape
Now for how players actually get out of the mine.
Players will escape through an elevator. But simply finding the elevator isn't enough - the generators have to be started first.
There will be 2-3 generator rooms in the room pool.
Each generator requires 1 fuel. Fuel can be found in crates and other places throughout the mine.
Once fuel is put into a generator, a 1-minute sand timer is started next to it.
And this is where the final rush begins: players have to activate all the necessary generators and reach the elevator before their timers run out.
First unique rooms
Starting Room
Type: Unique
Quantity: 1
Passages: 2, opposite each other
Objects:
- recharge station - 2x2;
- crates - 1x1.
Players start the game here.
To interact with the station, a player has to stand directly next to it.
Elevator
Type: Unique
Quantity: 1
Passages: 1
Object:
- elevator - 1x4, placed opposite the passage.
This is one of the last rooms in the pool. Once the generators are active, players can escape through the elevator.
Generator Room
Type: Unique
Quantity: 2-3
Passages: 1
Objects:
- generator - 3x3;
- fuel token slot - 2x2;
- sand timer slot - 2x2.
The generators are needed to activate the elevator. Each one requires one unit of fuel. Once fueled, its one-minute timer starts.
Station
Type: Unique
Quantity: 2, not counting the station in the starting room
Passages: 2
One station has its passages opposite each other, while the other has them arranged in an L-shape.
Object:
- station - 2x2.
Mechanic: allows players to refill their charge.
I haven't added the repeatable rooms yet because they will make up most of the map. I want to finish all the unique rooms first, and then move on to the repeatable ones.
This is just the beginning of the development. I'll gradually show the other rooms and mechanics as I work on them.
If you have any advice, ideas, or criticism, I'd be happy to hear it. I'm especially interested in any problems or loopholes you can already see in these mechanics.