The Maze of Games Returns to Kickstarter With Some Epic New Twists!

Less than a month ago, we wrote a blog post about The Maze of Games, an interactive puzzle novel first published in 2014, designed by Mike Selinker of Lone Shark Games.

After four years, an intrepid team of puzzlers had finally conquered all five labyrinths in the story and freed the Quaice siblings from the clutches of the diabolical Gatekeeper and his many puzzly challenges.

Naturally, some assumed that the adventure was over.

But not yet, my friends.

Today, Mike and the team at Lone Shark Games are launching a Kickstarter campaign to expand the universe of The Maze of Games like never before!

And in honor of Pi Day, they’re launching it at 3/14, 1:59 PM Eastern!

For the first time, in one collection, you can collect the entire world of The Maze of Games, plus some brand-new features!

In addition to The Maze of Games book (hardcover, PDF, and audiobook), The Theseus Guide to the Final Maze (softcover and PDF), a new updated version of The Maze Map poster, The Maze of Games Soundtrack, AND the EP Songs in the Key of Maze, you can add:

  • a new audiobook version of The Theseus Guide to the Final Maze
  • a new audio puzzle suite, The Gatekeeper’s Variety Hour
  • a new answer guide, The Keymaster’s Tome, written by The Maze of Games characters Samuel and Colleen Quaice (PDF or softcover)

It’s the most complete version of The Maze of Games ever offered: The Maze of Games Omnibus.

And yet, there’s still more.

You can now experience The Maze of Games in an immersive new way: in one of the Gatekeeper’s escape rooms in Seattle!

Yes, as we first reported back in September 2017, A Curiouser Heart, the first of four escape rooms designed in the world of The Maze of Games, is now open and awaiting the bravest and puzzliest minds, thanks to Epic Team Adventures!

And one of the perks of The Maze of Games Omnibus Kickstarter campaign is a discounted booking for this escape room experience! How cool is that?

But if you can’t get to Seattle, guess what? You’re not excluded from a proper puzzling experience. There’s a Maze of Games challenge awaiting you on the Internet as well.

As part of this Kickstarter campaign, author Mike Selinker and developer Gaby Weidling ventured into The Maze of Games themselves, and now they’re trapped. And only you can save them.

During the campaign, there will be daily puzzles — available through the Kickstarter campaign page, the Lone Shark Games Twitter account and at several puzzly events happening nationwide (including the American Crossword Puzzle Tournament) — and if you solve them all, you can help free Mike and Gaby from The Maze of Games!

That’s right, you can be a puzzly hero from the comfort of your own home!

Check out the Kickstarter campaign page for full details on The Maze of Games Omnibus, the Escape Room for “A Curiouser Heart”, and the ongoing puzzle hunt to save Mike and Gaby!

No matter how you participate, you’re bound to have a marvelous puzzly experience!


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Kickstarter Roundup!

Oh yes, it’s that time again.

For years now, crowdfunding platforms like Kickstarter and Indiegogo have been hotbeds of innovative puzzle and game design, and I’m always happy to spread the word about worthy projects that I think will delight and intrigue my fellow PuzzleNationers.

So let’s take a look at some projects that are currently seeking funding and see if any pique your interest!


The first is Peter Gordon’s Fireball Newsflash Crosswords.

Culturally timely clues and entries are a hallmark of this marvelous variation on Gordon’s long-running Fireball Crosswords brand, and you can be guaranteed that each Fireball Newsflash Crossword grid will be well-constructed and cleverly clued.

With twenty puzzles sent to you by email — one every two to three weeks — you’ll always have some terrific puzzling to look forward to.

Gordon has a knack for melding flowing grid design with sharp, topical entry words, and much of the time, you’ll not only be impressed by how much material makes it into the grid, but by what major and minor events you’ve missed recently! Gordon’s history of topnotch puzzles is all the incentive you need to contribute.

He’s already at one-third of his target goal, and he only launched a few days ago. I suspect Peter’s got another successful project on his hands here.

For the roleplaying-game enthusiasts out there, our second offering is right up your alley: Treacherous Traps.

Designed for the 5th edition of Dungeons & Dragons — but easily adapted for all sorts of other RPG systems — Treacherous Traps offers obstacles and surprises for players of any experience level.

Whether you’re selecting one of the specially tailored decks or the hardcover book containing all 250(!) traps, you’re sure to find plenty of devious ammunition to toss at your players.

Treacherous Traps has blown way past its original goal, but there’s still plenty of time to get in on the ground floor of some fun and crafty additions to any roleplaying campaign.

For our third and final offering today, we’ve got a new board game with ancient ties.

Enso Koi is a strategy game where each player tries to capture their opponents’ koi fish while protecting their own. As players navigate the pond, seize and maneuver stones, and eliminate the rival fish, they’ll have to devise tactics while playing both offense and defense.

A mix of piece-capturing games like chess and territory-control games like Risk, Enso Koi offers an elegant new take on classic board game tropes.

It’s about a third of the way funded already, and for a first-timer on Kickstarter, that’s pretty impressive!


Have any of these games hooked you? Let us know which ones you’re supporting in the comments section below! And if there are any campaigns you’re supporting that we missed, let us know!

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Kickstarter Roundup: Ad Quest!

A well-designed board game can make nearly any endeavor a fun and engaging gameplay experience.

Sure, there are games where you endure monstrous onslaughts (Castle Panic!, Dead of Winter), cure outbreaks (Pandemic), escape dungeons (Welcome to the Dungeon, Escape: The Curse of the Temple), and conquer rival civilizations (Small World, Risk).

But there are also games where you manage a farm (Agricola), grow bamboo (Takenoko), run a newspaper (Penny Press), or build a stained glass window (Sagrada). Your goal doesn’t have to be earth-shaking to be worthwhile and engrossing.

And there’s a game currently seeking funding on Kickstarter that fits the latter pattern. You might not be slaying dragons or toppling empires, but you will definitely be in for the fight of your life.

The game is called Ad Quest, and I think you should give it a look.

Ad Quest places you in the shoes of an advertising creative team. You’ll conceive your ideas, deal with clients, test your ad, produce it, and polish it until it’s a shining example of your work, fit for your portfolio.

Designed with a razor-sharp wit and a potent dose of cynicism, Ad Quest creates a challenging and entertaining gauntlet for you and your fellow players to run, peppered with obstacles like focus groups, rogue clients, and celebrity meltdowns.

The game board is sleek, the cards are wonderfully designed, and the game strikes an elegant balance between real-world frustrations and clever design, ensuring that you’ll be kept on your toes throughout the entire game.

You can check out the Kickstarter campaign here, and be sure to follow the Ad Quest Instagram account for more details, pictures, and behind the scenes glimpses into the game and design process. Additional details can also be found at adquestgame.com.

I think creators Adam Samara and Michael Camarra have a real winner on their hands here.


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Turn Your Smartphone Into a Rubik-Solving Sidekick?

I just can’t resist a bit of Rubik’s Cube news.

We’ve covered Rubik’s Cubes a lot on this blog. We’ve seen them solved underwater, while being juggled, during a skydive, and one move at a time by strangers on a world tour. And yes, we’ve seen them solved in increasing faster times, both by humans and machines.

The human record hovers around the five-second mark, while the machine record stands at .38 seconds, which is brain-meltingly fast.

Now there’s a new tool on the market to up your Rubik-solving game like never before. It’s called GoCube, and it’s on Kickstarter right now.

GoCube is a Rubik’s-inspired twisty puzzle that is Bluetooth-enabled in order to interact with a phone or tablet. It offers real-time updates on your solving progress — which corresponds to areas of the physical cube that light up — as well as carrying a whole host of other features.

You can use it as a training tool to teach you the tricks of the solving trade, whether you’re just learning how to solve a twisty puzzle or you have aspirations of being a speed-solver.

GoCube’s connectivity even allows you to compete in head-to-head solves with other users. Plus you can use the cube as a controller for mini-games, in dexterity challenges, and more.

This seems like an impressive step forward for twisty puzzles. Although the price tag is pretty hefty — the basic Kickstarter package starts at $69 (although the creators claim it will retail for $119) — the campaign has already blown past its initial goal of $25,000. It currently sits at over $400,000 in Kickstarter-backed funds with over a month to go.

Puzzles continue to grow and adapt to the modern technological revolution in unexpected and fascinating ways. I can’t wait to see what tech-savvy puzzlers cook up next.


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Streets of Steel: An Early Look at a Kickstarter Campaign to Follow!

We’ve covered many interesting and ambitious Kickstarter and Indiegogo campaigns over the years, each with their puzzly goals and aspirations. Some reinvent an old classic, while others forge a new path by creating a unique solving experience.

The subject of today’s post is doing a little of both. Enjoy as we delve into the world of Streets of Steel!

Streets of Steel endeavors to capture the spirit of ’80s 8-bit Nintendo fighting classics like Streets of Rage or River City Ransom, all while creating an engrossing play experience built around cooperative combat.

As a huge fan of games like this (particularly the Double Dragon franchise, which has a similar gameplay style), I was immediately intrigued by the idea of translating the side-scrolling video game experience to the tabletop realm.

Check out this intro from the Kickstarter page for the game:

Steel City has fallen into disarray. You and your crew must clean up the streets in this 1-4 player SideScrollin Co-Op boardgame

A generation ago, Steel City was a shining beacon of cooperation, peace and prosperity. Neighbors cleaned up after their dogs. Graffiti rarely used offensive language. PTA meeting attendance was high. Then, the Disaster struck. Now, Steel City is a mere shadow of its former glory. Roving bands of thugs terrorize honest citizens. Evil corporations dump toxic waste in the street. PTA meeting attendance is low.

Tired and fed up, a few brave Steel City heroes have banded together to stem the tide of carnage. YOU are one of those heroes. YOU will clean up these STREETS OF STEEL.

The campaign has already reached its funding goal, and now supporters continue pushing the total higher, reaching several stretch goals that increase the quality of game pieces and add new mechanics to the gameplay itself. (And there’s still time to become a backer!)

I reached out to creator Ryan Lesser, and he was kind enough to answer a few questions about the early development days of Streets of Steel.

When asked about how Streets of Steel came to be:

I was thinking of other ways, besides my first board game High Heavens, to bring a combat-heavy tabletop game experience to non-hardcore gamers. Randomness and dice rolling are both pretty much non existent in High Heavens, so I figured I would go heavy on that.

I also wanted to make a cooperative game, where High Heavens is competitive. Those two goals had my mind crunching, looking for cool gameplay that could support that. Pretty quickly, I thought to bring the beat ’em up video game genre to the tabletop.

When asked how the development process (both in game design and Kickstarter launch) was different from his previous game, the thoroughly enjoyable mythology-fueled player-vs-player game, High Heavens:

In a lot of ways the dev was similar, but specifically, the co-op play was very different. Instead of creating a tight but expandable experience that pits players against each other, every decision that I made for SOS was to bring them together as a team. Every single new idea, move, power, etc that was generated, had to serve the purpose of team play.

I also designed this one, not alone, but with a partner-in-crime. Matt Moore and I have been working together since about 2006, when I hired him as an Artist at Harmonix. Since then, he has become an Art Director himself at other companies but all the while we have both played, and jammed on ideas for board games. This time I formalized things and he came on board to help me finish the game. He spent a large amount of his time on SOS crafting the Baddie Behavior Deck… our AI system that tells the game what to do against the players.

Another big difference is that instead of leaning heavily on ancient mythology, as in High Heavens, I wanted to invent my own, new IP based on all of the inputs I had during the 80s. It was sort of my Weird Science, but instead of trying to make a human, I wanted to make a board game. In SOS, you can see not only my own inventions, but lots of influences from movies, TV, music, comics and of course, video games.

He definitely nailed that aesthetic. Each player controls a different hero, each one a pastiche of fighting game characters and ’80s movie tropes. Average Joe, for instance, definitely wouldn’t have looked out of place as a member of Cobra Kai, or among the Warriors as they battled their way across town. And yet, for video game fans, there’s no denying the resemblance to Ken from Street Fighter.

Mayor Van Dammage, on the other hand, is every cop-movie authority figure joke simultaneously. He’s the exasperated police chief, the partner with one day until retirement, and the cigar-chomping rogue cop on a mission, all at once. And with a name strongly reminiscent of one of the hokiest tough guys in film history, every player will find something recognizable with him.

Plus the bad guys are topnotch. Check out this quick Instagram clip of Ryan getting the Boss Mutie’s expression just right (in a ghastly way, of course):

As a co-op game, players must work together, combining their skills, wits, and items acquired in the game in order to stop the bad guys and save Steel City. All co-op games rely on strong problem-solving, strategic thinking, and careful resource-management, which just happen to be three skills that puzzlers have in spades.

And I suspect this game will give puzzlers and fighters a challenge well worth their time.

I hope you enjoyed this little glimpse behind the curtain for Streets of Steel. There’s still time to back it on Kickstarter and contribute to the game’s production and success! Click here for all the details!

And be sure to check out their Kickstarter Live broadcast on Friday around 11am EST!

Thank you to Ryan Lesser for not only taking the time out to talk to us, but for opening up the archives to show us some of the development process for the game! Here’s hoping Streets of Steel reaches even greater heights of success before the campaign is through!


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5 Questions with Christina Aimerito of Girls’ Game Shelf!

Welcome to 5 Questions, our recurring interview series where we reach out to puzzle constructors, game designers, writers, filmmakers, musicians, artists, and puzzle enthusiasts from all walks of life!

It’s all about exploring the vast and intriguing puzzle community by talking to those who make puzzles and those who enjoy them! (Click here to check out previous editions of 5 Questions!)

And I’m excited to welcome Christina Aimerito as our latest 5 Questions interviewee!

Christina pulls double duty as both the creator and host of Girls’ Game Shelf, a YouTube series all about board games and card games. As the host, Christina introduces the game and explains the rules before she and a rotating panel of female players put the game to the test.

It’s the perfect one-two punch to learn about new games and classics alike, as you get the one-on-one how-to at the start, followed by a strong sense of what the actual gameplay looks and feels like. Couple that with insights from the other players, and you’ve got a recipe for a terrific show that highlights the best of both games and communal play.

Christina was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!


5 Questions for Christina Aimerito

1. How did you get started with games?

I played games when I was younger, but the normal fare: Taboo, Scattergories, Stratego, MasterMind, and other classics. I’ve always had a fondness for games. But I started playing more modern games a little later in life. My husband wanted to get me into it, so he introduced me to Dominion, which was a pretty wise choice. I’ve always liked collecting things and had never played a deck-building game before. So yeah, that got me hooked and opened the door to the world of board games.

2. What, in your estimation, makes for a great gaming experience? What separates a good two-player game from a good group game?

I enjoy games the most when there’s a good mix of strategy and conversation. A good two-player game and a group game still require those elements for me since I play games to interact with people.

The difference for me in two-player vs. large group games is more of a personal one. When I play a 2-player game, it’s usually to play with folks who are competitive and like strategy games. But in the group I play with, we have a pretty big variety of gamers. Some of them enjoy RPGs, some like heavy strategy, and often we have a newcomer to the table.

[Image courtesy of Geek and Sundry.]

The unifying element I’ve found is a game that forces people to interact with others during their turn. Games that lead people into analysis paralysis aren’t ever as exciting, and when there’s a group game we like to keep the energy up. Social deduction games, or games like Cosmic Encounter or Sheriff of Nottingham, are great because they involve everyone around the table.

3. You have a film background and a theater background. How do those aspects of your experience contribute to the process of making GGS, either in terms of production or in terms of being an on-camera personality?

Those aspects absolutely help me behind the scenes. In fact my background in film and theatre are what led me to create the series. I wanted to create a show so that I could get back in that creator headspace. I’m happy when I make things. Choosing a show about board games was a no-brainer because it was marrying the two things I loved most.

While my experience helped me off-camera in terms of producing, editing, and crafting the episodes, it surprisingly didn’t help me one bit in front of the camera. Playing a character is VERY different than being yourself. It was a terrifying experience for me at first. The whole first season I think I was just learning how to be comfortable with being myself instead of “getting it right.”

4. What’s next for Girls’ Game Shelf?

Well, we just started a podcast, so that’s the new baby right now. If that goes well, I’m very eager to start working on an RPG series with the girls. Whatever the case, Girls’ Game Shelf will certainly continue to make the original series, and hopefully down the line we’ll have the means to release more than one episode per month.

5. If you could give the readers, writers, aspiring YouTubers/podcasters, and game fans in the audience one piece of advice, what would it be?

For me, the first and most important thing is to be a good listener. Putting your voice out there takes guts, but listening takes discipline. It separates the good content from the stuff that feels heavy handed or forced. Truly listen to your peers, people you agree with, and people you disagree with in regards to the content you’re creating. This is part of doing your due diligence, but it’s also part of being a strong voice and a good host. I am constantly working on this for myself. Luckily, playing board games is usually a good training ground for it.

And secondly, be completely yourself. THAT is what people want to see. And if you’re trying to be anything but that, it will be so obvious. If you’re going to be podcasting or YouTubing, and feel anxious about this, then I highly recommend recording yourself in a few private episodes, just so you can gain that comfort before you share your voice with the world.


A huge thank you to Christina for her time. Be sure to check out Girls’ Game Shelf on YouTube, and to keep up on all things GGS on Twitter. To support this terrific show, you can check out the GGS Patreon page, which is loaded with bonus content, raffles, and more!

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You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!