Maze

Maze Craze Bounty Hunter

From the publisher's website:

"Be a Bounty Hunter and try to hunt down and capture the world’s most wanted Fugitive! You must navigate your own game piece 'blindly' through a maze of obstacles, to locate and capture the Fugitive. You may use clues and a 'Mapping Tablet' to move your game pieces through the unique maze game boards. Once you have located the Fugitive you must take him to the Scales of Justice to win the game. The portable game case comes with 28 unique mazes, 2 mapping tablets, 2 pencils, and instructions."

Related to:

Maze Craze Spy Guys
Maze Craze Backstage Pass

Circular Reasoning

Circular Reasoning is an abstract strategy game developed by two students at the University of Texas at Dallas, Tomer Braff and Edward Stevenson, under the name "Giant Shoulder Productions". After being featured at IndieCade 2014, Circular Reasoning was then picked up by Ad Magic and is now being published under Breaking Games.

The board consists of a goal in the center and three concentric tracks of 16 spaces each. Each track has a gate to the next level, but the gates rotate around the board according to the number of tokens found in each level.

Each player gets a square, a triangle, and a circle, which move four, three, or two spaces respectively. In addition to racing toward the center, tokens can be used to block other tokens from using the gates to advance. Because of this, players must predict and work around their opponents moves to secure victory.

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.