Social deduction game · Game 344 of 388 ♦
Temple Gold
Everyone swears they're an honest adventurer – but somebody wants you to open the chamber with the fire trap.
- Players
- 3–10
- Duration
- 15 min
- Age
- 8+
- Difficulty
- easy
- Cards
- 52 cards (+ 1 joker with 10 players), plus 11 role cards from a second deck
- Skill – Luck
- SkillLuck
- Everyone for themselves – Lots of interaction
- Everyone for themselvesLots of interaction
- Simple – Complex
- SimpleComplex
- Quick – Long
- QuickLong
Mood livelylearned in 5 minutes
Collections: Games for three · Games for four · Games for five · Games for six or more · Games for kids · Two decks · No score pad needed · Only here · New & untested
untested Not yet playtested: this is our own design or adaptation. The rules may still change – if you play it, tell us how it went: simon@howto.cards
Full rules
Overview
Temple Gold is a short party game of hidden roles, bluffing and a little luck. Most players are adventurers who want to find all the gold in an old temple. A few are secretly guardians who want to keep it hidden. Every player gets a few face-down chamber cards – gold, empty chambers or fire traps – and knows what they hold, but not which card is which. One after another, players open a chamber in front of somebody else. Everyone may talk, advise, claim and lie about what they hold.
The adventurers win as soon as the last gold is found. The guardians win if all fire traps are opened, or if the gold isn't found within four rounds.
A shorter cousin of Werewolf: no moderator, nobody is out, and a game takes about a quarter of an hour.
- Players: 3–10; best with 5–8.
- You need: one standard 52-card deck for the chambers (with 10 players also one joker), and 11 cards from a second deck as role cards – ideally one with a different back, so the two never get mixed up. A coin or any small object serves as the key.
Temple Gold is our own adaptation for an ordinary deck, inspired by Timebomb (Yūsuke Satō, 2014), known in Germany as Tempel des Schreckens. The names and texts are our own; the rules follow the German edition, except that playing cards replace the role and chamber cards and, with 10 players, a joker makes up the one missing empty chamber. It has not been playtested yet.
The cards
Role cards (from the second deck): a red card means you are an adventurer, a black card means you are a guardian. Take 7 red and 4 black cards; their ranks don't matter.
Chamber cards (from the first deck):
| Cards | Chamber |
|---|---|
| J, Q, K | Gold |
| 2–10 | Empty chamber |
| A | Fire trap |
Within each kind the ranks and suits don't matter: a 3♣ is just as empty as a 10♥.
Setup
- Pick the cards for your number of players from this table:
| Players | Red roles | Black roles | Empty (2–10) | Gold (J Q K) | Traps (A) |
|---|---|---|---|---|---|
| 3 | 2 | 2 | 8 | 5 | 2 |
| 4 | 3 | 2 | 12 | 6 | 2 |
| 5 | 3 | 2 | 16 | 7 | 2 |
| 6 | 4 | 2 | 20 | 8 | 2 |
| 7 | 5 | 3 | 26 | 7 | 2 |
| 8 | 6 | 3 | 30 | 8 | 2 |
| 9 | 6 | 3 | 34 | 9 | 2 |
| 10 | 7 | 4 | 36 + joker | 10 | 3 |
With 10 players there are only 36 number cards, so the joker is the 37th empty chamber. Everything else goes back in the box.
- Deal the roles. Shuffle the role cards and deal one face down to each player. Look at yours secretly and put it face down in front of you. With 3, 4, 7, 8 or 10 players there is one role card too many: put it back in the box unseen. So nobody knows exactly how many guardians are at the table.
- Deal the chambers. Shuffle the chamber cards and deal 5 face down to each player. Look at your five cards secretly, then shuffle them face down and lay them out in a row in front of you. Now you know what you have, but not where it lies.
- The youngest player takes the key and starts.
Your role card stays secret until the game is over – you may never show it. Everything else you may say, true or false.
Playing a round
Talk first. Once everybody has laid out their chambers, players usually say what they are and what they hold: "I'm an adventurer, I've got two gold and no trap." Adventurers want the gold to be found, so they tell the truth – mostly. Guardians pretend to be adventurers and try to lure the others to their empty chambers and fire traps.
Open a chamber. The player with the key chooses one face-down chamber card of another player (never one of their own), puts the key next to it and turns it face up. Everybody may give advice, but the key holder alone decides.
- Gold or empty: put the card face up in the middle, sorted into a gold pile and an empty pile, so everyone can see how many have been found.
- Fire trap: put it face up in the middle too. If it was the last fire trap, the guardians win at once.
Pass the key. The player whose chamber was just opened takes the key and opens the next chamber – again one of somebody else's.
End of a round. A round ends when as many chambers have been opened as there are players (5 cards with 5 players). It doesn't matter whose chambers they were. Then:
- Gather up all face-down chamber cards and shuffle them. The opened cards stay in the middle.
- Deal them out evenly: everybody now gets one card fewer than last round – 4 in round 2, 3 in round 3, 2 in round 4.
- Look at your cards, shuffle them face down and lay them out again.
- The player who holds the key starts the new round.
Example: 4 players, 20 chamber cards: 6 gold, 12 empty, 2 traps. Anna, Ben, Carla and Dan each get five. Anna has the key and says: "Adventurer, one gold, no trap." Ben: "Two gold here." Carla: "Two gold, but also a trap – careful." Dan is a guardian with four empty chambers and a trap, but says: "Adventurer! Three gold." That makes eight gold claimed – but there are only six in the game, so somebody is lying. Anna opens one of Dan's cards: empty. Now Dan has the key. He opens one of Carla's cards, hoping for her trap – but it's gold. "Great, one gold already!" he says, hiding his annoyance. Carla takes the key …
Winning the game
The game ends at once when:
- the last gold is opened – the adventurers win;
- the last fire trap is opened – the guardians win;
- round 4 ends and gold is still hidden – the guardians win.
Then everybody turns their role card face up. All players of the winning side win together.
Nobody is ever out: every player stays in the game until the end. If there are fewer openings left than gold cards still hidden, the adventurers can no longer win – you may stop and give the guardians the win.
Tips for beginners
- Count the claims. Everybody knows how many gold cards and traps are in the game. If the claims add up to more gold than there is, someone is lying.
- As an adventurer: the truth is your best tool. Say exactly what you have and watch who contradicts it.
- As a guardian: claim gold when you hold empty chambers – every empty chamber opened wastes one of the adventurers' chances. Don't overdo it: claiming too much gold gets you caught.
- Who opens whom? A guardian with the key often picks a player who claims a trap, "just to be safe". Watch who does that.
Variants
All optional – agree before you start.
- One trap (as in the first edition): for 3–8 players. Use only one fire trap (an Ace), as many gold cards as there are players, and four times the number of players minus one empty chambers (e.g. 5 players: 5 gold, 19 empty, 1 trap). Roles: 3–5 players 3 red + 2 black, 6 players 4 red + 2 black, 7–8 players 5 red + 3 black; the leftover role cards go back in the box unseen. The guardians win if the trap is opened or the gold isn't found in four rounds.
- No second deck: write "A" (adventurer) and "G" (guardian) on slips of paper and fold them – they work just as well as role cards.
Background & history
- Family: Social deduction game (hidden teams, bluffing)
- Origin: Adaptation written for this site (2026), inspired by Timebomb (Yūsuke Satō, Japan 2014)
- Also known as: –
- Related games: Tempel des Schreckens, Timebomb, Don't Mess with Cthulhu, Werewolf, Intrigue
Temple Gold is not a traditional game: it was written for this site so that you can play a Timebomb-style game with ordinary cards. The mechanics follow the German edition, Tempel des Schreckens – adventurers and guardians dealt from a set with one card too many at some player counts, five hidden chambers each that you look at and then shuffle, the key that passes to the player whose chamber was opened, a round of as many openings as there are players, one card fewer each round and four rounds in all. The card counts per player number are those of the German edition. The names, the texts and the deck mapping are our own. If you enjoy Temple Gold, the original with its illustrated cards is well worth buying.
Timebomb was designed by the Japanese designer Yūsuke Satō and published in 2014 by New Board Game Party in Japan. In it, Sherlock Holmes's team tries to cut the defusing wires of a bomb that Moriarty's team wants to set off – one bomb card among many harmless wires. According to the German Wikipedia, a multilingual edition followed in 2015 and a French edition from IELLO in 2016; the same year Indie Boards & Cards published it with a Cthulhu theme as Don't Mess with Cthulhu. Schmidt Spiele brought out the temple version, Tempel des Schreckens, at the Essen games fair in 2016. It was on the Spiel des Jahres recommendation list in 2017 and came fifth in the À la carte card game award the same year.
The temple version has up to three fire traps instead of the single bomb, and up to ten players instead of eight. The single-trap rules of Timebomb are given as a variant on this page.
Our mapping: the face cards are the gold, the number cards the empty chambers and the Aces the fire traps; the roles come from a second deck, red for the adventurers and black for the guardians.