In 1897, Colleen and Samuel Quaice discovered a mysterious book in the Upper Wolverhampton Bibliotheque. As soon as the two siblings opened the book, the skeletal Gatekeeper emerged and pulled the pair into The Maze of Games. In 2014, readers discovered copies of The Maze of Games, documenting the sibling’s passage through that labyrinth. Readers were tasked with squaring off against each of the puzzles the Quaices faced along the way, with every solve unlocking the next page of the story. This “interactive puzzle novel” format added a welcome twist to the gamebook genre without infringing on the litigious Choose Your Own Adventure franchise’s intellectual property.
After four long years, the first group of readers successfully completed The Maze of Games‘ puzzles, finally freeing the Quaice siblings and unlocking one final Maze of Games Kickstarter campaign, The Maze of Games Omnibus and Escape Room Experience. The campaign allows backers to obtain an in-universe answer key, as well as a chance to buy in for the full experience, with components including a soundtrack composed by Austin Wintory, an audiobook narrated by Wil Wheaton, a radio show, and even a Maze of Games themed escape room in Seattle.
How Exactly Does The Maze of Games Work?
The Maze of Games prologue starts off like a traditional book, with a brief introduction to the Quaices and their plight. Once the pair encounter the Gatekeeper, they are charged with solving an initial puzzle to gain entry to the Castle Maze. The Maze of Games is themed around a deck of cards, with each suit representing a “chapter” of the story.
With standard Choose Your Own Adventure novels, players are given multiple choices. However, The Maze of Games only has one correct pathway through its pages, determined by the four mazes contained within. Figuring the optimal path through each maze will provide each chapter’s intended reading (and solving) order, with each suit getting increasingly difficult.
Even readers tackling the book alone should be able to make it through the initial Castle Maze of Diamonds…it’s the Cloud Maze of Spades and its final meta-puzzle that had readers confounded for the past four years. Lone Shark Games even released The Theseus Guide to the Final Maze, a chapbook that offered hints to see Colleen and Samuel through to the finish with yet another series of puzzles. And while audio-inclined readers couldn’t solve the Maze of Games audiobook, Wil Wheaton’s acting quickly made the audio edition my preferred way of experiencing the story, showing off an impressive range as he embodies the host of helpful (and somewhat less-than helpful) characters the siblings encounter along the way. Conveniently, the audiobook comes in “solved” and “unsolved” ordering, so listeners can appreciate the narrative in the style of their choosing.
The Maze of Games wiki has hints for every puzzle (including the final challenge) to nudge readers on to the solutions should they find themselves stuck. What Lone Shark Games’ 2019 Maze of Games Kickstarter campaign is adding to the mix is The Keymaster’s Tome, a reproduction of the journal the Quaice siblings might have used to navigate The Maze of Games, with “answers, conversations, and tidbits hand-written in the margins”. The campaign also introduces an audio recording of The Theseus Guide to the Final Maze and a radio play, The Gatekeeper’s Variety Hour, featuring both musical and puzzle guests.
The Maze of Games: Now a Physical Escape Room?
Readers of the newest edition of Puzzlecraft may already be familiar with the concept of a Maze of Games-themed escape room, as Gaby Weidling used the idea to illustrate the process of escape room development in the book. Lone Shark Games partnered with Epic Team Adventures to transform that idea into a reality, with a themed escape room in Seattle that opens up…today, March 14th. The room’s construction is a bit atypical for escape rooms, with four different rooms all making use of the same space. As with all Maze of Games productions with an audio component, Wil Wheaton is reprising his role to narrate the escape room.
All backers who contribute $15 or more will receive a $35 discount code for the room in which Selinker and Weidling find themselves trapped. Which brings us to the Kickstarter campaign.