Everything here is free. Use it first. If it helps, pay what it was worth.
ARCADE GAME 10 · TEMPLE CHAMPIONSHIP

TREASURE TEMPLE™
TEMPLE CHAMPIONSHIP

A complete whole-class temple adventure with automatic chamber reveals, relic scoring, guardian wards, expedition winners and a final treasure draw.

THE CLASSROOM MOMENT: Six expeditions choose chambers, uncover relics, survive traps, earn Temple Tokens and enter a final treasure-room draw.
Treasure Temple™
GAME COVERTeacher-facing overview
K-6grades
10-22 minutesrun time
Noneequipment
Temple adventuregame style
Why this exists

The problem is real.
So is the Fix.

The six-chamber structure gives the class one shared decision at a time, turning choices into a visible expedition instead of a long teacher-led discussion.

THE PROBLEM

You have time to fill, but not time to invent a game.

Six expeditions choose chambers, uncover relics, survive traps, earn Temple Tokens and enter a final treasure-room draw.

THE FIX

Let the screen handle the mechanics.

A complete whole-class temple adventure with automatic chamber reveals, relic scoring, guardian wards, expedition winners and a final treasure draw.

“A narrative theme creates buy-in without extra materials.”
What actually happens

Open it. Run it.
Get on with the day.

The exact flow below comes from the actual game instructions.

01 · STEP 1

STEP 1

Choose Scouting Trip, Temple Adventure or Legendary Expedition.

02 · STEP 2

STEP 2

Students select a colour chamber.

03 · STEP 3

STEP 3

Chambers reveal relics, hidden passages, wards, traps or empty rooms.

Teacher resources

Use it your way.
Keep the source handy.

These files are teacher-facing supports. The classroom launch remains separate and ad-free.

PRINTABLE SUPPORT

6 Team Colour Cards

Reusable printable cards for Pink, Teal, Gold, Green, Purple and Orange — handy for games that use shared team colours or classroom zones.

Open colour cards ↗
Run it well

Six chambers work because the choice is visible and the rules stay stable.

Treasure Temple turns whole-class questions or challenges into a chamber-and-relic format. Students get the excitement of choosing a path while the teacher keeps the operating structure consistent from round to round.

Make the question the work

The temple is the wrapper. Keep the actual prompt visible long enough for students to think before the chamber reveal becomes the focus.

Rotate who chooses

If one student controls every chamber decision, the rest of the class becomes an audience. Use teams, table turns or quick class votes.

Keep relics meaningful but simple

The reveal should be satisfying without adding a second rule system. The class should understand what happened in one glance.

Use the same six-colour logic

Stable colour coding helps students know where choices live and reduces explanation when the game returns later.

Classroom side

The next click
runs the Fix.

The next route is the actual full-screen browser game. No ads, no Stripe and no marketplace layer.