Labyrinth (paper-and-pencil game)

Example of Labyrinth game map

Labyrinth (or Terra Incognita) is a logical game played with pencil (or pen) and paper by three or more participants. One participant, known as the "game master" or "game leader", designs the labyrinth map, sets the game rules, and announces results of every move. The other players attempt to traverse the labyrinth, trying to reveal the labyrinth design and achieve the objective (usually, it consists of finding the treasure and exiting the labyrinth with it).

This game was created in Soviet Union, most likely in the 1970s. It was quite popular among high school students and in some colleges and university around the country.

Game setting

At least two players and the game master (three people altogether) are required. For beginners that might be enough but for advanced players it is recommended to have at least three players. Having more than five players (six people) is not advisable (but possible).

Each participant should have a notepad or notebook, preferably with graphed paper (as a matter of fact, using graphed paper is highly recommended), and a pen or a pencil (pencil with a soft eraser is recommended).

Usually, when there are N participants they play a series of N games where they take turns serving as game masters (one game each). The set of rules is agreed upon before the series and should not be changed between the games.

Basic Rules

Game objective

Game ends when there is only one of the players left alive, or when one of the players exits labyrinth with the Treasure(s).

Each player should keep track of everyone's movements and directives/requests, trying to recreate the labyrinth structure in his/her own notepad. Good understanding of logic, planar (two-dimensional) geometry and orientation would certainly be a big advantage when a player tries to "glue" together pieces of the labyrinth from smaller maps of their own and other players' trajectories.

Labyrinth structure

Beginning of the game

After learning the labyrinth parameters each player (in secret) tells the game master the cell where he wants his/her marker to be placed at the beginning of the game. One common variation - game master places the players' markers randomly so the players do not know their initial positions.

After this the game master makes announcements about type of cells where each player is located, and if necessary informs players whether their markers have been automatically moved or affected in any other way.

Each player is equipped with starting kit (arsenal) which contains a specific set of weapons. Example: one grenade, five bullets and a knife. Variations are possible (absence of knife etc).

Game flow

Players make their moves in turn. They can:

They can also

Any combination of the weapon use directives can be used together with any type of step request.

When a marker's step part of the request/directive is given the game master tries to move the marker in the requested direction. Then the game master announces the result. The result could be

If step is impossible then what happens next is defined by the agreed upon set of rules. Under "relaxed" step rule the player is allowed to try again until his marker finally moves. Under "restricted" step rule he can only make one step request and then it is the next player's turn.

The consequences of the step:

If a player carries Treasure and he is wounded, Treasure stays in that cell until it is picked up. If a player was wounded while he was in the River then Treasure starts flowing down the River (two cells after every move) and stops at the River end until it is picked up.

The game master's objective is to create a labyrinth which has the following qualities

Rule modifications

Game of Labyrinth can be very easily modified in many ways. Most common modifications are:

Rules classification and advice

One of the most common attempts at rule sets classification is done according to the following (expandable) system:

Beginners should start with the following set of rules

BASIC
G1-S1-F1-V1-T1-A1-H1-W1-O1

and then move on to

BASIC-W
G1-S1-F1-V1-T1-A2-H2-W5-O1

Advanced beginners should consider switching to G2, F2 or F3, H3 and/or H4, W2/W6, O2 or O3. Change to S2 does not really change complexity too much, but using this option will likely make the matches last longer.

More advanced users should go with something like

CLASSIC
G2-S1-F3-V1-T2-A2-H2-W57-O2

and then if so desired proceed to

CLASSIC-X
G2-S2-F4-V3-T3-A5-H34-W67-O24

The more complicated is the set of rules chosen, the greater (and more taxing) is the responsibility of the game master. The game master must keep track of all moves, of various parameters like the state of weaponry and arsenals, of location(s) of treasure and SWKs, health of the players and everything else that can have any bearing on the game flow. Of course, it is possible to create all sorts of superbly exotic and complicated rules (something along the lines of G2-S2-F5-V4-T3-A5-H34-W3789-O134567) but that can end up in a huge mess when some players do not remember nor understand all the rules, where the game master loses track of some parameters or creatures or rebuilt walls. This is not a "shoot'em up" or an RPG - what this game is really about is the ability of the players to use logic and basic geometry to piece together one large map from several smaller portions.

At the same time the player also needs to somehow determine what level of knowledge the other players possess because it will most likely affect player's own strategy to find a treasure or to eliminate competitors. For instance, if player A knows where another player B is located then A could make a move with intention to kill B after A's next step. With that move A might temporarily expose his/her position to B and if B has had already calculated A's position then B will be able to shoot first. Other similar considerations are possible as well.

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