Maze

Web of Gold

The players are adventurers seeking gold in an abandoned mine. Each ventures into the mine equipped with a lantern (with a limited amount of oil). The outer ring of hexes can be searched for additional equipment (torches, oil to refuel the lamp, mushrooms...) whilst the inner hexes are where the gold is to be found. First player to bring back six gold nuggets wins. Or,if all adventurers are killed, the player whose spider has scored the most kills wins...
Finding gold isn't as easy as it seems; the richest hexes (smack in the mine's center, of course) only yield gold on a 4+ (on a d6); using the lantern gives a +1.
Where it gets really fun is with the mine's other denizens: each player controls, in addition to his adventurer, a spider that hops from rock column to rock column (the pivot points where hexes meet; the board is 3D so this works really well) spinning webs --little cardboard barriers that slide into place between rock pillars. Adventurers "attack" the webs when they try to step through and could stay tangled (the adventurer pieces are slotted so they can be put on top of the web they're stuck in). Whilst thus caught, spiders can try to bite them --four bites and you're eliminated! The lantern is very useful in such a case as its light scares the spiders away.
The spiders can co-operate to build stronger webs, and it isn't unusual for one spider to strengthen the web an adventurer is caught in so another spider has a better chance of biting him.
All in all, a very enjoyable game. Works best with the full set of six players.

Magic Labyrinth

The little magician apprentices have lost some magic objects inside of the master’s maze. Now they try to collect them before the Master notices anything. However, in the maze there are invisible walls and only one of the missing objects is revealed at a time. So they have to make their way through the maze by means of a good memory and lots of skill.

Each player moves their magician over the board while trying not to bump the labyrinth below. Each magician is joined with a magnetic ball so if you hit a wall the ball drops and you have to start all over again.

Sidibaba

In Sidibaba, players take on the role of Sidibaba and his friends who are searching for hidden treasure in a cave. One of the players (the moderator and also the Leader of the thieves) has a map of the maze and helps guide the other players by providing visions (using tiles) of what lies in front of Sidibaba and his friends, such as a corridor with branching tunnels. After discussion amongst themselves, the other players must decide which way to take, and which of their special powers to use to move along the track; if they cannot agree, then they must vote.

Unfortunately for the Sidibaba and his friends, the Leader of the thieves (the game moderator) knows that Sidibaba and his friends are in his cave and are after his treasure. Sidibaba and his friends win if they manage to get the treasure and get out of the cave before their oil lamps go out. The leader of the thieves wins if Sidibaba and his friends don't get out of the caves in time, or when he manages to catch Sidibaba and his friends when they don't have a spare oil lamp left. As a result, each camp has its own objectives and its own mode of operation.

Sidibaba is a real-time game in which players have a limited amount of time to negotiate or else they'll watch their torches go out one by one, eventually leaving them lost in the dark.

Sidibaba was originally designed as Theseus, with the players trying to outwit the Minotaur in its maze.

Quoridor

The abstract strategy game Quoridor is surprisingly deep for its simple rules. The object of the game is to advance your pawn to the opposite edge of the board. On your turn you may either move your pawn or place a wall. You may hinder your opponent with wall placement, but not completely block him off. Meanwhile, he is trying to do the same to you. The first pawn to reach the opposite side wins.

Reimplements:

Pinko Pallino

Reimplemented by:

Quoridor Kid

Drakon (3rd Edition)

The old dragon Drakon has captured a brave band of adventurers who have sneaked into her lair to steal her gold. But rather than eat them immediately, Drakon has decided to make it a game: Greed shall set one of the adventurers free. She sends the frightened adventurers into her magical, mad vaulted chambers, and the first one to collect ten gold from Drakon’s maze gets to go free. The rest get to be lunch.

Each turn, players must choose one of two options: (1) place a tile from their hand onto the board, expanding the dungeon; or (2) move their Hero to an adjacent tile. Many of the dungeon tiles have an icon that allows players entering that space to take a special action (for example, taking a piece of gold from the dragon's hoard, stealing gold from another player, or destroying a tile that is already in play).

This is the third edition of Drakon, and includes the following updates:

plastic miniatures are used for the heroes and the Drakon
new tiles are larger (measuring 2.5 by 2.5 inches) and have all new artwork
tiles include a combination of rooms from Drakon (second edition) and Drakon Expansion 1
new rules, variants, and player aids are provided
each gold piece now has a value between 1 and 3

In the basic game, the first player to earn 10 gold wins the game. Some variants provide different winning conditions.

Game last between 20 and 60 minutes.