The Fantasy-Themed Non-Verbal Cooperative Board Game

The Fantasy-Themed Non-Verbal Cooperative Board Game

Jason (GameGobble): Magic Maze is played in real-time and is constrained by a timer. Participants need to coordinate their actions but cannot communicate in conventional ways. All of this creates urgency and tension. What would you say are the key attributes of players that do well in your game?

Kasper (designer): Getting good at this game is about learning to ask “what can I do?” instead of focusing on what other players should do.

It’s also about assuming that the other players have good reasons to do what they do. When they move in a direction that surprises you, instead of thinking “what an idiot!” and undoing their move, you should think “why do they want to move in that direction? What have I overlooked?”

That’s why I sometimes joke that this game will make you a better person 🙂

Deduction, Bluffing, and Manipulating Your Way to Victory

Deduction, Bluffing, and Manipulating Your Way to Victory

Jason (GameGobble): Players may be able to deduct the intentions of others, but the game is designed to keep full knowledge of everyone’s hidden roles until the very end. Was this effect difficult to achieve? What were some of the design challenges and how did you overcome them?

Bruno (game designer): A design challenge we faced was to introduce catch-up systems. In the first version of the game, a player who had accumulated a lot of points was almost sure to win and the game was just about joining their team. The Assassin rule (giving secret negative points), the mutual cancellation of identical characters and the hippie rule all address this same issue.