Temple Twist
Temple Twist Rulebook
Table of Contents
Table of Contents
Components
- 1 3D temple
- 1 die (your backpack)
- 8 variable walls
- 5 fixed walls
- 13 room cards
- 3 door cards
- 12 start action cards
- 28 further action cards
- 2 equipment tokens: "Communicate" (Kommunizieren) and "Swap card" (Karte tauschen), one of each
- 1 torch token
- 1 "No entry" token (Zutritt verboten)
- 3 door tokens
- 1 slime monster "Schleimi"
- 14 challenge cards
- 6 number chips
- For the expeditions: 16 joker tokens, 1 additional equipment token "Activate die" (Würfel aktivieren), and 20 expedition cards
Before the First Game
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Punch all parts out of the punch boards. Parts marked with a trash can symbol are not needed.
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Assemble the 3D temple and the 3D slime monster:
Step 1: Join the side walls. Fit the side walls together into a frame. The symbols and colours show you which tab goes into which slot. The symbols must always point inward.
Step 2: Attach the frame to the front. Insert the frame into one of the two temple boards. Again, pay attention to matching symbols and colours. The symbols must always be on the inside.
Step 3: Insert the fixed inner walls. Insert the two fixed inner walls into the black-and-yellow marked slots in the temple board. For the pink-and-blue wall, make sure the pink side faces the pink area and the blue side faces the blue area.
Step 4: Complete the temple. Place the second temple board on top of the frame. Again, make sure the symbols and colours match and the symbols face inward. Check that all tabs have clicked into place, including those of the inner walls.
Step 5: Assemble the slime monster. Join the two slime monster pieces so that a complete face is formed. Schleimi is ready!
From now on you can keep the temple and Schleimi assembled in the box.
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Fold the divider once in the middle. Then fold the tabs outward. Place the divider in the box so that you can store the material better after playing.
The Base Game
Setup
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Place the temple in the middle of the table so that one of the 3 doors points down. Is this your first game? Then the pink door points down. Sit opposite each other so that everyone can look well into the temple.
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Place the die in the room whose door points down. It is your backpack and marks your current location in the temple.
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Insert 5 variable walls at random into the slots provided in the temple. Is this your first game? Insert the walls as shown in the example.
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Set aside the remaining 3 variable walls. You do not need the fixed walls for now; put them into the supply.
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Shuffle the room cards and place them as a face-down stack. Reveal 2 cards.
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Shuffle the door cards and reveal 1 of them.
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Shuffle the 12 start cards and deal them out as evenly as possible among the players. Shuffle the remaining action cards and place them as a face-down stack in the supply.
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Place the equipment tokens "Swap card" and "Communicate" ready. You do not need the equipment token "Activate die" yet; put it into the box.
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Place the torch token ready.
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Shuffle the challenge cards and place them as a face-down stack in the supply.
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Place the number chips, the "No entry" token, the door tokens and Schleimi in the supply.
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Leave some space for the discard pile.
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You do not need the expedition cards or the joker tokens yet; put them back in the box.
Setup example for 4 players is shown in the rulebook diagram.
Goal and Idea of the Game
You play together against the game. Your goal is to explore the revealed rooms and then leave the temple through the revealed door, before your hand cards run out, because your hand cards are the energy you have to explore the temple. The order in which you explore the rooms is up to you.
The die (your backpack, which you always carry) marks your location in the temple. You move the die by using your action cards to turn the temple or to build and remove walls. You may never touch the die with your hands.
You may not talk about your action cards. You may, however, discuss together which rooms you want to explore and when.
If the die is in one of the revealed rooms at the end of a turn, you have explored that room.
Once you have explored all revealed rooms, you must reach the door shown on the revealed door card. To complete the round successfully, the die must lie in the room with this door, and the door must point down (so that you could walk out).
How to Play
Whoever last visited a ruin begins and places the torch token in front of them. On your turn, you must play 1 action card.
Playing an action card: Choose 1 card from your hand and play it face up on the discard pile. Then carry out the corresponding action.
The following action cards exist:
- Turn 1x: Turn the temple 1x to the right or to the left.
- Turn 2x: Turn the temple 2x to the right or to the left. You may change direction while doing so (for example, turn 1x to the left and then 1x to the right).
- Turn any number of times: Turn the temple as many times as you like in the same direction.
- Build or remove 1 wall: Build 1 variable wall into the temple, or remove 1 from the temple.
- Build or remove 2 walls: Build 2 variable walls into the temple, or remove 2 from the temple.
- Move 1 wall: Remove 1 variable wall from the temple and build it back in at the same or at another location.
Always turn the temple by its side edge. If you remove a wall from the temple, simply pull it straight backwards.
There are also fixed walls in the temple. These cannot be changed. You can recognise them by the yellow-and-black marking with skulls.
If you cannot or do not want to carry out the action, you may forgo the action. You must still discard the card.
If an action card shows 2 bars (on the "Turn 2x" and "Build or remove 2 walls" cards), you do not have to use every option on the card. For example, you may turn only 1x and let the rest of the action lapse.
Important: Pay close attention to which cards you play or discard. You do not draw a replacement card!
Things do not always go as planned. Especially when the die falls from a great height, it can bounce somewhere else. If you want to control the die better, you need to place more walls.
Additional action: "Use equipment tokens". You also have 2 equipment tokens, which you may use during your turn either before or after playing a card:
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Swap card: Show the others the card you want to swap. Whoever wants to swap a card with you raises their hand. Then you decide with whom you swap your card. Turn the "Swap card" token face down. For this round it is no longer available to you.
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Communicate: Take the "Communicate" token in order to tell the others one of the following:
- "I can only turn the temple with my cards from now on."
- "I can only build, remove or move walls with my cards from now on."
You may use the token several times during the round, so it can pass back and forth between you.
Checking Your Position
At the end of your turn it is checked whether a room has been explored. A room counts as explored if the die lies in that room at the end of the turn. Then turn the corresponding room card over to its reverse side.
If you are not sure whether the die lies in the room, push a wall into the temple to check. If this can be done without moving the die, the room is explored.
Then the next person clockwise takes their turn.
End of the Round
A round can end in 3 ways:
- You have explored all revealed rooms and then navigated the die to the revealed door that points down. Congratulations, you have successfully completed the round!
- The person whose turn it is cannot play an action card. Then you have unfortunately not managed this round. But do not lose heart, just try again! For your new attempt, you receive as a group 2 additional action cards from the supply, which are dealt out among you in addition to the start cards.
- If you turn the temple so wildly that walls or even the die fall out of the temple, you have likewise not managed the round.
Starting a New Round
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From the 2nd round onward, the die always starts where it ended the previous round. (If you did not complete the previous round, that location does not have to be a room with a door.) Variable walls that are still in the temple stay in the temple; set aside the rest.
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Otherwise, set up the game as described on page 3.
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From now on you can make the game a little harder:
- Instead of revealing only 2 room cards, you may reveal more.
- You may also play with the challenge cards.
For each additional room card and each challenge card, you receive as a group 2 additional action cards from the supply. Deal all additional action cards out evenly among you. Each person may hold at most 6 action cards (including start cards) in hand. If action cards are left over, place them as a draw stack next to the revealed room cards. If there are still cards on the draw stack at the end of your turn, you draw back up to 6 cards.
Example: You reveal 4 room cards and 1 challenge card. For the 2 additional room cards you receive 4 additional action cards; for the challenge card you receive 2 more. So you deal the 12 start cards plus 6 additional action cards out as evenly as possible among you.
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Pass the torch token clockwise to the next person.
Now the new round can begin!
Note: The supply is not the draw stack!
Challenge Cards
Explanations for the challenge cards:
- Locked down (Abgesperrt): During the game you may not build, remove or move fixed walls.
- All in the green (Alles im grünen Bereich): "Facing down" means that the lower edge of the door is standing on the table.
- No entry (Betreten verboten): If the die falls through this room or stays there, you have failed.
- Management matter (Chefsache): no additional rules.
- The cursed stone (Der verfluchte Stein): no additional rules.
- Secret mission (Geheimauftrag): Anyone may explore the secret room during their turn. After each turn, the person holding the torch checks whether the secret room has been explored. If it has, they set the room card aside.
- Always in order (Immer schön der Reihe nach): Place 1 number chip above each room card, from left to right in ascending order.
- Now it gets going (Jetzt geht's rund): If several challenge cards are out, the following order applies: 1. Turn the temple automatically. 2. If applicable, let Schleimi slip through 1 variable wall. 3. Check whether a room has been explored.
- Light at the end of the tunnel (Licht am Ende des Tunnels): see "All in the green".
- Rosy prospects (Rosige Aussichten): see "All in the green".
- Poor visibility (Schlechte Sicht): If you combine "Poor visibility" with "Special missions", then only 2 people may each reveal 1 room card. Only once these are fulfilled may the next 2 room cards be revealed, and so on.
You can also explore the temple on your own.
The Expedition Variant
Setup
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Set up the game as described on page 3.
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Take the equipment token "Activate die" (Würfel aktivieren) and place it ready.
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Turn the joker tokens to their reverse side (so that the cookie side faces up), shuffle them and place them in the supply.
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Place the expedition cards ready. You no longer need the challenge cards for this variant; put them back in the box.
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Reveal the 1st expedition card. Reveal as many room cards as the expedition card specifies.
Now the dice symbols come into play!
How to Play
The game is played over several expeditions. In each expedition you try, as in the base game, to explore the revealed rooms and then reach the revealed door. The rules of the base game apply with the following change: instead of challenge cards you play with the expedition cards. The expedition card specifies the number of room cards revealed for each expedition (round). You do not receive additional action cards for extra room cards; instead you must earn action cards with the help of the die.
From now on you also receive the equipment token "Activate die".
You may use this token once per expedition to activate the die. To do so, navigate the die into the Chamber of Fate (the room with the clover window). Choose 1 of the two die faces that are visible through the clover windows on the front and back of the temple. Use that die effect. Then turn the token over to its reverse side. You cannot use it again in this expedition.
If the die is not oriented so that only 2 die effects are visible, nudge it into position with your finger.
Dice Effects
The six faces of the die offer the following effects:
- Draw 2 joker tokens: Draw 2 joker tokens from the supply and lay them face up ready.
- Draw 3 new cards: Draw 3 new cards from the supply. Deal them out among you.
- Draw 4 new cards: Draw 4 new cards from the supply. Deal them out among you.
- Take back a played card: Each of you takes 1 already played card back into your hand (if possible). The person with the torch begins. You may choose the card you take.
- All exits: For this expedition you may use all exits.
Jokers you do not use in the current expedition you may take into the next expedition. Cards you newly receive will be dealt out among you in the next expedition, in addition to the start cards.
As a reminder: you may not hold more than 6 cards in hand. Remaining action cards are placed as a draw stack. Cards you receive through the die may also be placed on the draw stack.
Joker Tokens
- Instead of the action of the played card, you may carry out any action you like.
- Carry out the action of the played card twice. The second play is like a new turn.
- Mark 1 revealed room. This room no longer needs to be explored. To do so, remove 2 of your action cards and return them to the supply.
You may use jokers in addition during your turn. Put used jokers back in the box. If no jokers remain in the supply, take all jokers out of the box and refill the supply.
Now start with Expedition 1. Have fun!
Tip box: visit the room with the clover to receive additional cards or new jokers!
End of an Expedition
An expedition ends like a round in the base game. Remember: if you fail, you receive 2 new action cards.
Preparing the Next Expedition
- Shuffle the 12 start cards, together with any action cards collected in previous expeditions, and deal them out as evenly as possible among you. Unused jokers remain available to you for the new expedition.
- Place all equipment tokens ready again.
- Shuffle the room cards and the door cards. Reveal 1 door card.
- Pass the torch token to the next person.
- Draw the next expedition card and set up the game accordingly.
Observe the additional rules of the new expedition, and off you go!
Tip box: Want to save the current state of your expeditions and continue the game later? Simply take a photo of the temple and note down your cards and unused jokers.
Pro Variant
You can also play the base game with the equipment token "Activate die" (see page 7). To do so, place the joker tokens ready in the supply. Note: for additional room or challenge cards you then receive no action cards. New action cards must be earned by activating the die. If you fail, you receive no additional action cards.
True pros use the side of the die that is visible to the person whose turn it is.
Overview of Actions and Effects
Joker tokens
- Carry out any one card action.
- Carry out the action of a card twice.
- Mark 1 room that does not have to be explored. To do so, return 2 of your action cards to the supply.
Card actions
- Build or remove one wall.
- Build or remove two walls.
- Remove one wall and then build it back in.
- Turn the temple 1x in any direction.
- Turn the temple 2x in any direction.
- Turn the temple as many times as you like in the same direction.
Equipment tokens
- Communicate: 1. "I can only turn the temple with my cards from now on." 2. "I can only build, remove or move walls with my cards from now on."
- Swap card: Show the card you want to swap. Whoever wants to swap raises their hand. Then you decide with whom you swap. Turn the token over.
- Activate die: If the die is in the Chamber of Fate, you may activate it. Choose one of the two visible die faces, use its effect, and turn the token over.
Die effects
- Draw 2 joker tokens.
- Draw 3 new cards from the supply.
- Draw 4 new cards from the supply.
- Each of you takes back 1 already played card into your hand (if possible).
- For this expedition you may use all exits.