Description from the publisher:
After being stripped of all their possessions, a mage, a warrior, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the equipment necessary for their next adventure. They agree to map out the labyrinth in its entirety first, then find each individual’s favorite store, and then locate the exit. In order to evade the surveillance of the guards who eyed their arrival suspiciously, all four will pull off their heists simultaneously, then dash to the exit. That's the plan anyway…but can they pull it off?
Magic Maze is a real-time, cooperative game. Each player can control any hero in order to make that hero perform a very specific action, to which the other players do not have access: Move north, explore a new area, ride an escalator… All this requires rigorous cooperation between the players in order to succeed at moving the heroes prudently. However, you are allowed to communicate only for short periods during the game; the rest of the time, you must play without giving any visual or audio cues to each other. If all of the heroes succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen a very specific item, then everyone wins together.
At the start of the game, you have only three minutes in which to take actions. Hourglass spaces you encounter along the way give you more time. If the sand timer ever completely runs out, all players lose the game: Your loitering has aroused suspicion, and the mall security guards nab you!
- Unique, nerve-wracking cooperative experience
- Fun for families and new players due to its accessible concepts
- Very replayable with multiple scenarios and layouts
- Can be stressful for players who dislike strict non-verbal cues
- Mistakes can feel punitive if time pressure peaks
- teamwork, non-verbal coordination, and speed
- A busy shopping mall where you steal loot without speaking
- frantic, playful, and relentlessly cooperative
- Pandemic
- The Resistance
- Stockpile
Mechanics (from transcript analysis)
- cooperative real-time play — Players move pieces in sync to guide characters to the exits under a timer, with no talking.
- directional control — Each player individually controls a path direction for a subset of characters, requiring careful collaboration.
- role-free teamwork — Players must communicate non-verbally and coordinate across a shared objective.
Video topics + discussion points
Quotes (from this video)
- In Sheriff of Nottingham you have to work out when your friends are lying to you and Try to smuggle goods past each other.
- The twist is everyone plans their actions before anything happens
- In Colt Express you're vying to be the best outlaw in the West by running around this 3d train Robbing passengers and shooting each other.
- The island is sinking into the ocean
- We’re so in sync that we finish each other's Dignitas applications
- Pandemic is the best dickhead you'll ever meet.
References (from this video)
- Has quirky mechanism
- Cooperative exploration
- Fantasy dungeon
- Abstract
Mechanics (from transcript analysis)
- cooperative gameplay — All cooperating with quirky mechanic
Video topics + discussion points
Quotes (from this video)
- It wasn't just the hundred sort of best designed games this was the hundred games that I feel that I'm particularly sort of connected to
- The games that have a place in my heart really games that I've got a lot of nostalgia for
- It felt a bit like doing a roll and write game but without all of the sort of convenience
- I wish I still had castles of burgundy and notre dame
- The main thing that got in the way for me was all the iconography
- I do use board games as an escape from screens and technology
- I really like the production of cockroach poker
- I found it was a game where I could see the ending coming and then someone would just go and there we go we've got another 20 minutes now
- It feels like something other than a board game
- The decisions you make in the game are very very slight
- Right up my alley
- I do really like push your luck
- That's my favorite game
- Abyss is my second favorite game
- I love pekka pig
- I just think it's ugly
References (from this video)
- Highly frantic, works well with groups
- Innovative silent coordination
- Strong real-time co-op design
- Can be chaotic or overwhelming
- Some players dislike real-time pressure
- silent, cooperative real-time puzzle
- shopping mall
- frantic, team-driven
- Escape Curse of the Temple
Mechanics (from transcript analysis)
- Real-time cooperative play — Players work together under time pressure; no speaking allowed.
- Role-based movement restrictions — Each player has limits on how they can move heroes to reach exits.
- Silent communication — Clues are conveyed through actions and tokens rather than speech.
Video topics + discussion points
Quotes (from this video)
- this is one of those very simple little games where I played it and I thought I wish I'd thought of that
- Accessible everybody can understand it
- it's the best real-time cooperative game that I've played
References (from this video)
- Great for noisy environments
- Frantic and engaging
- Works with 6 players
- Doesn't require clear communication
- Can create frustration between players
- Requires gesture interpretation
- Cooperative silent navigation
- Shopping mall
- Frantic cooperative
Mechanics (from transcript analysis)
- Cooperative — Players work together
- Gesture communication — Tap wooden token to signal
- real-time — Playing against the clock
- Silent communication — Cannot speak to each other
Video topics + discussion points
Quotes (from this video)
- a series of videos where I take a bunch of different possible scenarios some of them provided by you the viewers and I shuffle them up into a deck of cards I reveal a scenario and roll a dice to see how many players I've got
- I got in lots of trouble last time for using the word dice as a singular so we'll be sticking with die as long as I remember today
- everything economic uh that I really really love seems to cap out at five players
- I can't imagine how long it would take so I think that would probably ruin ruin game
- frankly I played that with uh two players once and we gave up after about seven hours
- there's some good ones but most games before 1995 would ruin game night if you tried to play them today
- you're not allowed to speak to each other and you're playing against the time so it's very frantic
- the only way you're able to communicate is by tapping this wooden token to say look I need you to do something
- I think Mysterium would fall apart if they didn't speak the language and that's odd isn't it because it does isn't a game that has any text in it
- I think a terrible idea there's not that much interaction and the game gets longer with each player that you add
- I don't understand the people who put down a big you know they stick down Scythe in front of kids or boast about the fact their four-year-old can play sides
- there's no reason to be playing um Snakes and Ladders or or Candyland I would say not that Candyland is a big thing in the UK
References (from this video)
- Chaotic
- Fun
- Stressful in a good way
- Cooperative Heist
- Shopping Mall
Mechanics (from transcript analysis)
- real-time cooperative movement — Players can only move characters in specific directions without verbal communication
Video topics + discussion points
Quotes (from this video)
References (from this video)
- dynamic, fast-paced teamwork
- great for new players and families
- cooperative real-time shopping mall puzzle
- Captain Sonar
- Hanabi
Mechanics (from transcript analysis)
- real-time cooperation — players move pawns in sync to reach goals
Video topics + discussion points
Quotes (from this video)
- I guarantee that 90 of the games here I think you will enjoy
- this shelf is like this any game you pull out you know you can immediately play even if you don't remember all the rules
- I want it as well
- you have to move with the culture next to the wine I think he's a fan of me
- two players two player versus games exactly
References (from this video)
- highly social and participatory
- great for teaching non-verbal teamwork
- can be chaotic; requires good group dynamics
- cooperative puzzle with non-verbal communication
- non-specific, abstract heist
- playful, emergent teamwork
- Forbidden Island
- Pandemic
Mechanics (from transcript analysis)
- multi-piece control and symbol-driven play — players move multiple pawns with limited, non-direct control
- non-verbal coordination — communication is minimized; players infer others' intentions
Video topics + discussion points
Quotes (from this video)
- pure cooperative where everybody wins or loses together
- we're in this together it's okay you know i'm not working against you
- macro level adventure
- this is the gloomhaven that should have been the first gloomhaven to come out now
References (from this video)
- intense, fast-paced teamwork
- high energy for groups
- cooperative real-time puzzle solving
- Fantasy mall heist
- fast-paced, chaotic teamwork
Mechanics (from transcript analysis)
- no talking — players cannot verbally communicate to coordinate
- real-time cooperation — play proceeds in real-time with a timer
Video topics + discussion points
Quotes (from this video)
- there are many different paths to happiness and nothing's necessarily the right or wrong answer
- the dice are weighted towards being negative
- this game tells a story unlike any other board game I've ever played
- you can't talk to each other during this game
- it's a simple clean auction game which you just come to expect from Ronnie comitia
References (from this video)
- high energy and teamwork
- great crowd-pleaser for groups
- chaos may overwhelm some groups
- real-time cooperative puzzle solving
- shopping mall pursuit
- procedural
Mechanics (from transcript analysis)
- real-time cooperative movement — players move in real time with shared control and limited turn actions, requiring tight coordination
Video topics + discussion points
Quotes (from this video)
- it's very important that kids and grown-ups enjoy it
- you either lose together or win together
- menara would be a great unique option for this
- one guy is a quick polyomino speed game ... it's a bit thinky
- the avengers robin hood is a storytelling adventure game
- it's a story game where you are pirates and try to fulfill your destiny
- you can play magic maze... it's a real-time experience
- don't blame the kid if you lose
References (from this video)
- cooperative and accessible for groups
- cooperative stealth / silent play
- team-based, puzzle-like
Mechanics (from transcript analysis)
- cooperative play — teams must work together with limited communication
Video topics + discussion points
Quotes (from this video)
- this was such a great entry immediate so easy to pick up and enjoy and it had all the core aspects of modern gaming that i love
- kickstarter has changed quite a lot
- the channel takes up all of my time and i worry about releasing quality content for my audience
- libitalia is the only game that i've played and i know that i love and i don't have that
- i'm ruthless i tend to get rid of them as soon as i don't want them anymore
- the big lebowski is a favorite of mine
References (from this video)
- Creates unique puzzles through constraints
- Encourages cooperative teamwork
- Mysterium
- Deception Murder in Hong Kong
Mechanics (from transcript analysis)
- limited communication — players coordinate in real time without speaking to complete objective; communication is nonverbal
Video topics + discussion points
Quotes (from this video)
- i absolutely love cockroach poker
- the big moments and the big swings are quite satisfying
- i find these games hilarious
- i really like the game huh or hein
- watching the value of things change
- the moment when that tower collapses it's exciting
References (from this video)
- cooperation under time pressure
- cooperative real-time scenario in a shopping mall
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Magic Maze for sure.
- Indulgence. Easy. Indulgence is a great trick taking game.
- Oh, Castle of Mad King Ludwig
- Number two, Magic Maze
- Cuz it still is just one of the greatest social deduction games of all time in my personal opinion.
- This is like one of my favorite trivia games of all time, especially if we're talking about just take it to a bar with some friends and play it while you're sitting around eating, chitchatting, drinking. Great game.
References (from this video)
- Fresh, innovative mechanism
- Huge engagement with cooperative play
- Rigid communication rules can frustrate some players
- teamwork and chaos without talking
- cooperative real-time dungeon exploration
- playful, frantic
Mechanics (from transcript analysis)
- clock stoppage for strategy chat — Players can later briefly pause the clock to discuss, then resume.
- cooperative real-time movement — Players move pieces under strict directional rules without speaking; time pressure adds tension.
Video topics + discussion points
Quotes (from this video)
- the brave action is bigger but you might not get it if someone else also takes it
- the witch's theme delivering potions works very well
- rules are really simple, uh the game is attractive and it's a game that you can really sort of you feel like you could master
- it's the best trivia game that i know
- the production is fantastic, the pieces are really high quality
- you are not allowed to speak to each other
- the cubes are the most magnificent component
- i created doodle rush
References (from this video)
- Intense, teamwork-driven puzzle
- Fast-paced and fun when players gel
- Innovative real-time coordination feel
- Steep learning curve for new players
- Can feel chaotic without good communication
- cooperative heist, teamwork under time pressure
- Mall; cooperative theft in a shopping center
- real-time puzzle-solving with no talking
Mechanics (from transcript analysis)
- Movement/actions on a shared map — Team must coordinate to cover all tasks before the clock runs out.
- Real-time cooperative play — Players move pawns and collect items under a shared clock with limited communication.
- Silent play rule — Communication is minimized to increase tension and challenge.
Video topics + discussion points
Quotes (from this video)
- there's going to be 13 questions
- if nobody can figure it out we can ask for a hint and then we can get half a point
- it's magic maze
- stone age
- it's your game in what game humans are bad and spirit island
- there are raccoons there
- root
- it's sushi go
References (from this video)
- Intensely collaborative
- No-talking mechanic
- High tension
- Real-time elements can be stressful
- Cooperative robbery
- Shopping mall
- Real-time cooperative
Mechanics (from transcript analysis)
- Cooperative movement — Players can only move characters in specific directions without talking
Video topics + discussion points
Quotes (from this video)
- you really really have to work together
- it's depressingly accurate
- the game gives you a lot of freedom
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's quirky and it's different.
- It's the best one that's out there.
- In 20 years there will be so many better board games with virtual reality, but right now it's the best one that's out there.
- One map and you're racing to finish.
- This is a romantic comedy in a board game.
- Magic Maze is my number one game of 2017.
References (from this video)
- great for party/game nights
- fast and tense interaction
- can be chaotic
- dependence on group coordination
- teamwork and stealth
- cooperative fantasy mall heist
- light, cooperative puzzle
- Code Names
- The Crew
- Wavelength
Mechanics (from transcript analysis)
- cooperative real-time — Players act in real-time with limited communication to achieve a shared objective.
Video topics + discussion points
Quotes (from this video)
- gloomhaven well everybody knows that right
- pandemic season one is a cooperative game
- it's the crew
- code names
- magic maze
- the correct answer is sheriff of Nottingham
- subscribe like and comment on this video
- time stories isn't it but time stories isn't as well so one point for you
- you don't know board games
- Terraforming Mars
References (from this video)
- streamlined teamwork under pressure
- hard to pause and check rules mid-play; can be stressful
Mechanics (from transcript analysis)
- Real-time cooperative play — players act simultaneously, racing to find treasures and exit.
Video topics + discussion points
Quotes (from this video)
- positional drafting is one really clever way of reducing the number of available choices
- you've got limited choices which is great because it means you're not going to sit there for ages thinking about all these options
- catch-up mechanism is essential in any game really
- i really enjoy real-time mechanism when it works and when it's simple when i understand what's going on
References (from this video)
- Innovative real-time cooperative mechanics requiring tight teamwork
- Non-verbal coordination and shared responsibility foster strong group dynamics
- Accessible to new players with quick teaching and scalable difficulty via variants
- Short playtime (~12 minutes) enables quick sessions and rapid replays
- Aesthetically pleasing shopping mall artwork that fits the theme
- Tension arises from coordination, not relentless dice rolling, offering a different kind of suspense
- Replayability is high due to variants and evolving play scenarios
- Best with four players; at two or three players one player may perform multiple actions, reducing challenge
- Small group configurations can lessen strategic depth and tension
- Box design and logo can feel cheesy; backdrop is stark white, not universally appealing
- No ambient soundtrack or audio tension; relies on table dynamics to create atmosphere
- Cooperative heist/puzzle where players guide adventurers to color-coded doors while revealing new sections of the mall
- Shopping mall in a modern city where four adventurers must re-equip and retrieve items before a countdown ends
- Analytical and instructional with emphasis on teamwork, reading intentions, and non-verbal cues
- Escape Curse of the Temple
Mechanics (from transcript analysis)
- Color-coded doors and board progression — Advancing adventurers to matching color doors reveals new sections of the mall and unlocks additional areas to explore.
- Comparison-aware design — While unique, the game is contextualized against other co-ops (e.g., Escape) to highlight distinct pacing and focus on teamwork rather than dice luck.
- Dual-action dynamics (teleport and escalators) — Some actions involve teleporting to a vortex or moving adventurers up/down escalators, increasing the multi-layered decision space.
- Non-verbal communication with limited cues — Discussing is restricted; players can only stare at the board and, during a timer flip, have a controlled moment to plan together.
- Real-time indirect movement control — Players do not move a single character themselves; each person controls the direction of movement, forcing continuous coordination.
- Rule variants and progressive difficulty — The rulebook includes optional rules that scale difficulty and keep replayability high across sessions.
- Special abilities and varied adventurers — Adventurers have unique abilities (e.g., dwarf, etc.) that affect movement or interaction with the board, adding depth and strategy.
- Time management and pacing — A three-minute timer drives tension; mismanaging time costs the team, while efficient planning advances progress.
- Timer-driven action swap — Flipping the timer swaps the directions each adventurer will face, creating new constraints and requiring quick recalibration.
Video topics + discussion points
Quotes (from this video)
- magic maze is a real-time Cooperative
- it's a clever concept that has everyone working together at all times
- the timer your problem it runs for 3 minutes
- when you flip the timer you all SWAP actions you now have a new direction that you control
- you can see the end coming you can see the timer and you know how long it will take you to finish
- Magic maze doesn't have that fun frustration in a game with five or more players
- if you've always hated Escape for its stress levels then this could be the solution for you
- it reminds me of Escape Curse of the Temple
References (from this video)
Mechanics (from transcript analysis)
- cooperative real-time play — players move restricted by movement rules, with a timer and limited communication.
- deck-based timer modifiers — tension is generated by a deck that can alter the pace and odd rules mid-game.
Video topics + discussion points
Quotes (from this video)
- I like the simple progression that you see in the game of Agricola in solitaire mode.
- there's a lot of room there for creativity and innovation.
- one thing that I found is really fun in a solitaire game is if there is a little bit of an element of story.
References (from this video)
- Excellent for larger groups and families
- Fast, energetic, highly replayable
- Can be chaotic in some groups
- Requires clear communication and setup
- cooperative real-time puzzle solving
- Shopping mall heist theme
Mechanics (from transcript analysis)
- Real-time cooperative play — Players act simultaneously in a timer-driven scenario to achieve common goals.
- Role/positioning puzzle solving — Players coordinate actions to move through a maze-like environment.
Video topics + discussion points
Quotes (from this video)
- not all board games are perfect for all situations but some are
- we're all on the same submarine and we're all trying to get treasure as much as possible
- it's a very simple dice rolling treasure collecting game
- it's the perfect pick for this task
- Quacks of Kwellingberg is basically a bag building game or pool building the game
- it's not fully luck based i mean people listening oh it's just fully locked based or what are you suggesting no it isn't
- deep sea adventure small box not a party game
- canopy this could be perfect fit for both of you
- my husband only wants to play romicoop i think i'm doomed