Game Design
Group game #2
Game Designers:
Wenchao Lou Jackson Bell
Kevin Liang Yiheng Song
Sara Stabley
Welcome To The Maze
(Updated 5.8.18)
2 teams
2 players to a team
Objects:
1 game board
4 6x6 labyrinth grids
4 player tokens (blue, red, yellow, black)
1 red die (movement)
2 blue dice (obstacles and sabotages)
Each team gets:
1 key (green) (Labyrinth token 1)
1 treasure chest (white) (Labyrinth token 2)
10 obstacle markers (red)
5 resource markers (yellow)
2 sabotage markers (blue)
How to Win:
The first team to obtain both labyrinth tokens and get both its team members to the
exit wins the game.
Procedure 4.0:
Players are divided into two teams. Team A designs the labyrinth that Team B will be
trying to escape from and vice versa.
Choose your teammate. Together you will create a maze for your opponent.
For obvious reasons, make sure the opposing team doesn’t see your construction of
the labyrinth.
1.) Each player will be given a 6x6 section of the maze that they are responsible for
creating. You may collaborate with teammate or you can create it on your own.
2. ) Lay out the pathways through your section of the labyrinth. You may utilize as
much or as little of the grid squares as you like. Your collective team pathway must
connect at least once to the central corridors. It also must connect to the entrance
(aka you can’t leave your opponent stranded at the start).
You can make dead ends if desired. In fact, we encourage it.
3.) Now that you’ve created your pathway, it’s time to lay down the obstacles. Place no
more than 10 obstacles per team on your pathway - including central corridors.
Obstacles are designed to delay your opponent however you are also subject to your
own obstacles should you encounter them.
4.) Now lay down your sabotages. Place no less than 2 sabotages per team on your
pathway - including central corridors. Sabotages are designed to delay your own
team so place them carefully.
5.) Next, place your resource tokens. These are meant to aid your opponent so you’ll
want to hide these well. You must place no less than 3 resource tokens throughout
your team’s section of the maze.
6.) Finally, hide your labyrinth tokens (the key and the treasure chest). You may place
them anywhere within your side of the map. Hide them carefully - you want to make it
as difficult as possible to find them.
7.) Time to cover up your labyrinth. Using blank tiles, cover all of your pathways
including the central corridors.
8.) Play begins with the person who rolls the die the highest. Play then continues in a
clockwise fashion.
Rules 4.0:
As stated before, when creating your maze you must include:
no more than 10 obstacles
no less than 2 sabotages
no less than three resources
a key and a treasure chest.
The exit is always the center tile at the heart of the two intersecting central corridors.
The entrance(s) are any outer corner square. Players can choose to start at the same
or separate corner(s).
You team’s maze must connect both entrances with your pathway and connect at least
once with one of the central corridors.
You may place obstacles, resources, sabotages and labyrinth tokens on the same
space however you may only have one of each on any one space.
You may place obstacles, resources, sabotages and labyrinth tokens anywhere on the
board - including central corridors - except on the entrance and exit spaces.
You cannot place pathways on the central corridors - they themselves are already
pathways.
Players can move in any direction. Quantity of movement is determined by a die roll.
When moving through unknown territory (unflipped spaces), the player has to flip
each ground unit to see if it’s a dead end or a pathway.
If a player encounters a dead end, they may backtrack if they have enough moves left
in the die roll.
LABYRINTH TOKENS:
Each team member can only carry one labyrinth token. One team member can
physically find both but they may only carry one.
You may cross into your own maze if you’d like but you cannot collect the labyrinth
tokens from the maze you created.
OBSTACLE SPACES:
When you encounter an obstacle, stop and roll the blue die. If you roll a 1-6, you lose
the encounter. If you roll a 7-12, you have defeated the obstacle and may continue
with your move (if you have any moves left).
Once an obstacle is cleared by a single player, it is removed from the board and no
longer active for any subsequent encounters.
An obstacle cannot be passed by any player until it is cleared. If you do not clear the
obstacle, your turn has ended and you are stuck until your next turn.
Obstacles are nondiscriminatory - if you run into an obstacle your team placed, you
still must defeat it in order to pass.
SABOTAGE SPACES:
When you encounter a sabotage space, shout “SABOTAGE!” at your opponents. Your
opponents must immediately stop playing. Each opponent gets a blue die - they must
both roll until they get doubles. Only then can they continue play. (Remember to keep
playing while your opponent’s are stuck!)
The first team to collect both labyrinth tokens and get BOTH of its members out of
the labyrinth wins.