Master Labyrinth: Rules

Contents
  1 game board
34 maze tiles
21 numbered tokens (numbered 1 to 20 and 25)
  4 playing figures
12 magic wands
21 secret formula cards

Object of the game
Deep in the musty catacombs of an ancient ruined castle, the fabled aMAZEing Labyrinth is hidden. Here, in the labyrinth’s ever shifting corridors, wizards wonder in search of the magic ingredients they need for their spells.

You’ve got a secret magic formula that will make you the Master Magician. But can you get the ingredients you need? Other wizards will be racing to get them too!

There are 21 magic items in the labyrinth but they can only be picked up in numerical order. The wizard who gets to item number 1 first may keep it, then all the wizards race for number two.

On every turn the labyrinth shifts, opening up some passages and closing others. Beware – it’s easy to get lost in the twisting corridors! But if you can get the ingredients you need – and keep the other wizards from getting theirs – you can score the most points and become the Master Magician.

Setting Up
Mix up the maze tiles, then put them face up, at random on the game board. (They go in the rows between the tiles that are attached to the board.) When you’re done you’ll have exactly one tile left over.

Choose a playing figure and put it on the starting space of the same colour.

Turn the numbered tokens face down on the table and mix them up well. Then place one token, still face down, on each tile on the board, except for the tiles around the edge and the starting spaces. Once you’ve put all the tokens on the board, turn them face up.

Shuffle the 21 secret formula cards and deal one to each player. (Don’t show your cards to the others!) Put the rest of the cards away; you won’t need them.

Finally, give each player three magic wands. Now you’re ready to start playing.

Here’s a stylized diagram of the board: the gray squares represent the fixed tiles, the white represent the maze tiles. The coloured circles represent the starting positions of the wooden wizard tokens and the circles with a cross in them represent the starting position of the numbered tokens.

Playing
The youngest player goes first.

You start every turn by shifting the labyrinth. (We’ll explain how later). You must do this on every turn.

Now you may move your figure through the maze. (But you don’t have to if you’d rather stay where you are.) You can move as far as you want and even change direction as part of your move. But you can only travel along connecting corridors: you cannot go through walls, or jump to a corridor that doesn’t connect.

Finally if you land on the right token, you can take it.

Tokens have to be picked up in numerical order. A numbered token cannot be taken until all the lower ones are gone, so the wizards race for token number one first. Once someone gets it they race for token number two and so on. Note: the last token, the mistletoe, has the number 25.

On your turn you can do three things:

  1. Shift the maze (you must do this);
  2. move your playing figure (if you want to), then;
  3. take the token you land on (if it’s the next one in order).

Shifting the labyrinth
Around the board there are twelve triangles. These triangles point to the rows of the labyrinth that can be shifted. (The other rows cannot be shifted because some tiles are attached to the board.)

To shift the labyrinth, take the extra maze tile and push it face up into the maze at one of the triangles. As you push, the whole row of tiles will slide over, and the tile at the other end of the row will be pushed out of the maze. Don’t push too far; stop pushing when the tiles are lined up evenly. Notice how some of the corridors are now connected in a different way.

The tile you pushed out is now the extra tile that the next player will use on his or her turn.

You may push the extra tile into any one of the twelve triangles, with one exception; you may not push it back into the spot it just came from.

Sometimes there will be a playing piece or token (or both) on the tile that gets pushed out of the maze. If that happens, put it on the tile on the opposite side of the board. (That is, on the tile you just pushed into the maze.)

More about moving
You can go past other players when you’re moving through the maze. You can even end your turn on the same space as others players.

If you decide to move on your turn, you must end up on a different tile than one you started on. You cannot just move in a circle and end up on the same tile you were on before.

If you want to, you can stop on a tile with a token on it, even if you can’t pick it up.

Remember, you don’t have to move your playing piece on your turn if you don’t want to.

More about tokens
The tokens must be picked up in numerical order. You cannot pick up number two until somebody has picked up number one, and you cannot pick up number three until someone has picked up number two, and so on.

When you get a token place it face up in front of you on the table so that everybody can see it.

You can take a token even if another player is on that token. For example, the player before you gets token number four. Now it’s your turn. If you can reach token number five, you can take it, even if another player is already there.

You can only get a token by making a move, not by just standing still. For example, someone gets token number eight. Now it’s your turn and you’re already on the tile where token number nine is. To get the token you’d have to move to another tile, then move back on your next turn.

(You could take number nine in this example, if you took an extra turn: see magic wands.)

The ingredients in your own secret formula are worth extra points to you, so try especially hard to get those tokens. The last token, the mistletoe, is also worth extra points. See scoring.

The Magic Wands
Just like in a fairy tale, in this game you get three wishes. Use them wisely!

At the start of the game you get three magic wands. On any turn, you can give up one of your wands, put it back in the box, and take an extra turn.

You can only use the magic wands on your own turns, and only one wand per turn. If you have any left over at the end of the game they’ll be worth three points each.

Want to make a deal?
Suppose a player – let’s call him Merlin – cannot see any good move to make on his turn. Another player – let’s call her Miranda – can offer Merlin advice...at a price! "What will you offer me for a good tip?" Miranda asks. Merlin may offer one of his tokens, or even one of his magic wands. If Miranda likes what Merlin offers, she explains the move.

Now he decide whether or not to make the move Miranda showed him. If he doesn’t make that move, he doesn’t have to pay her anything. But if he does make the move she showed him, he must pay her what he promised.

Scoring
The game is over when the last token – the mistletoe numbered 25 - is picked up. Now everyone counts his or her points.

  1. Every token is worth the number of points on it.
  2. Every token that is part of your secret formula is worth an extra 20 points.
  3. Every unused wand is worth 3 points.

The player with the most points is the Master Wizard and the winner of the game.

 

 

Home page Home

This site is created and maintained by: Carl-Gustaf Samuelsson