Co-Op Maze Heist
A real-time cooperative game inspired by Magic Maze. Help the four heroes find their items and escape — without talking, except in brief, hard-earned windows.
How it works
- 1–8 players cooperatively control 4 heroes: Barbarian (yellow), Mage (purple), Elf (green), Dwarf (orange).
- Each player gets an Action card limiting which actions they may take on any hero (move N/E/S/W, escalator, vortex, explore).
- Move actions slide a hero in one direction until a wall, the board edge, or another hero stops it. WASD step one cell; click a highlighted square to slide further.
- Phase 1: get all 4 heroes onto their matching-color Item squares at the same time to trigger the theft. Phase 2: each hero escapes through its matching Exit.
- No talking. Chat unlocks only when a hero flips the Sand Timer, and locks again on the next action.
The four heroes
Barbarian (Yellow)
The fighter. In scenarios 6+, only the Barbarian can disable Security Cameras.
The fighter. In scenarios 6+, only the Barbarian can disable Security Cameras.
Mage (Purple)
The wizard. In scenarios 5+, only the Mage triggers Crystal Balls (two-tile exploration).
The wizard. In scenarios 5+, only the Mage triggers Crystal Balls (two-tile exploration).
Elf (Green)
The ranger. In scenarios 4+, communication unlocks while the Elf explores a new tile.
The ranger. In scenarios 4+, communication unlocks while the Elf explores a new tile.
Dwarf (Orange)
The miner. In scenarios 4+, only the Dwarf can slip through orange wall-passages.
The miner. In scenarios 4+, only the Dwarf can slip through orange wall-passages.
Square types — a key to the icons
Start
The 4 central squares of the starting tile. At the beginning of the game, the four heroes are placed randomly on these.
The 4 central squares of the starting tile. At the beginning of the game, the four heroes are placed randomly on these.
Item / Treasure chest (colored, one per hero)
When all four heroes stand on their matching-color Item squares simultaneously, the theft is triggered — the heroes pick up their loot, the alarm goes off, and Phase 2 begins. Each hero has a chest in its own color: yellow, purple, green, orange.
When all four heroes stand on their matching-color Item squares simultaneously, the theft is triggered — the heroes pick up their loot, the alarm goes off, and Phase 2 begins. Each hero has a chest in its own color: yellow, purple, green, orange.
Exit (colored)
Doorway-with-arrow. Available only after the theft. Each hero must escape through the Exit of its own color.
Doorway-with-arrow. Available only after the theft. Each hero must escape through the Exit of its own color.
Vortex (colored)
The Vortex action teleports any hero, from anywhere on the board, to any matching-color vortex. Permanently disabled the moment the theft happens.
The Vortex action teleports any hero, from anywhere on the board, to any matching-color vortex. Permanently disabled the moment the theft happens.
Escalator
Two paired squares on a tile. The Escalator action jumps a hero between them; the color of the hero doesn't matter.
Two paired squares on a tile. The Escalator action jumps a hero between them; the color of the hero doesn't matter.
Explore door (colored, on tile edges)
A door-shaped opening on the edge of a 4×4 tile. When the matching-color hero stands on it, the player with the Explore action may place the next tile through that door. Used doors are removed once explored. All heroes can walk through the door cell — the color only gates who can trigger exploration.
A door-shaped opening on the edge of a 4×4 tile. When the matching-color hero stands on it, the player with the Explore action may place the next tile through that door. Used doors are removed once explored. All heroes can walk through the door cell — the color only gates who can trigger exploration.
Sand Timer square (one-use)
Stepping onto an unused Sand-Timer square physically flips the timer: the elapsed sand is now the remaining sand. Can give more or less time depending on when you flip it. Also unlocks chat until the next action.
Stepping onto an unused Sand-Timer square physically flips the timer: the elapsed sand is now the remaining sand. Can give more or less time depending on when you flip it. Also unlocks chat until the next action.
Crystal Ball (Mage-only, scenarios 5+)
When the Mage stands on an unused Crystal Ball and triggers Explore, the player may place up to two tiles. Used balls are marked Out-of-Order.
When the Mage stands on an unused Crystal Ball and triggers Explore, the player may place up to two tiles. Used balls are marked Out-of-Order.
Security Camera (scenarios 6+)
When two or more cameras are revealed and active, no hero may step on a Sand-Timer square. The Barbarian disables one by stepping on it.
When two or more cameras are revealed and active, no hero may step on a Sand-Timer square. The Barbarian disables one by stepping on it.
Dwarf Passage (scenarios 4+)
An orange one-way passage in a wall. Only the Dwarf can slip through — all other heroes are blocked.
An orange one-way passage in a wall. Only the Dwarf can slip through — all other heroes are blocked.
Out-of-Order marker
A grey overlay placed on a Sand-Timer, Crystal-Ball, or Camera square that has already been used. The square's ability cannot be triggered again.
A grey overlay placed on a Sand-Timer, Crystal-Ball, or Camera square that has already been used. The square's ability cannot be triggered again.
Walls and openings
Bold white lines between squares are walls — heroes cannot move through them. Some tiles are mostly open; others are restrictive (narrow corridors, plus-shapes, hallways, two-room divides, inner pillars).
Bold white lines between squares are walls — heroes cannot move through them. Some tiles are mostly open; others are restrictive (narrow corridors, plus-shapes, hallways, two-room divides, inner pillars).