Idol Hands

Five temples, twenty-one idols, one torch. Get in, get it, get out.

About this game

A raider, a maze of corridors and stair-cut halls, and a torch that is already burning down. Each temple hides an idol. Find it, lift it, and carry it back to the door you came in by — because taking it off the plinth wakes the place up. Do it quickly: the clock is the score. Your torch is the only light in the building, and it does not last. Braziers on the walls will relight it, but you have to reach them, and everything past the flame is black. Every hazard down here has an answer, and the answer is always something you can see or carry. Alligators lie under the water with two yellow eyes showing before they come up — wade while they are down, or throw bait to hold one under. Dart vents glow just before they fire, so you can time the gap, or jam one for good with a stone. Boulders come the instant you step into their run, and the alcove cut into the wall is the one thing that will save you. Some flagstones are false, and the whip reveals every trap next to you. Spiders will not come near firelight and come straight for you when it fades. Snakes hold a tile until bait moves them along. Each site keeps its own collection. Take every idol out of one and it is marked cleared, and the end-of-run board shows exactly what you have and what is still down there. Progress saves after every idol, so a site can be left half-robbed and picked up later.

#maze#traps#treasure#exploration#collection

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