Instruction Set

Instruction Set DIY Game Files Description Video




You are an archeologist and your escapades have led you to The Labyrinth of Life, but you are not alone! Be the first one to collect the necessary artifacts to complete your ancient cell totem and make it out of the labyrinth alive! Otherwise, you’ll end up like that guy…


  • 1 Playing Board
  • 1 Die
  • 10 Colored Player Tokens: Black, Blue, Brown, Green, Orange, Pink, Purple, Red, White, & Yellow
  • 12 Room Tiles
  • 12 Cell Recipe Cards
  • 60 Artifact Cards
  • 48 Action Cards & 24 Trigger Cards



Players begin by organizing the artifact cards into similar sets and then placing them on the areas labeled “Artifact Card” around the board. For the last “Artifact card” space, draw one artifact card from each of the sets and place them in that position.


The Cell Recipe, Action and Trigger Decks are then shuffled and each deck is placed on any side of the board.


Players then take turns randomly selecting one of the 12 room tiles and placing them inside the board’s marked positions starting with position number 1 and progressing through to position number 9. As each tile is placed on the board, its marked path must connect to at least one of the existing path points on the board or on an adjacent tile.


Each player then blindly selects a player token from the token bag and places their token on its corresponding colored starting point on the edge of the board. This position is that player’s home base {fig. 1}.


Players draw cell cards from the deck, and then roll the die for first move, highest roll starts the game and play then progresses from this player in a clockwise rotation around the table.



The goal of the game is for players to collect the artifacts assigned on their cell cards in order to build a complete cell. This is done by exploring the labyrinth, uncovering and collecting the necessary artifacts. A player who has successfully collected the artifact cards must then return to their home base in order to declare a completed cell and win the game.


The board and its room tiles are marked clearly with brick pathways through the labyrinth. Each brick on a pathway represents a step, and players roll the die to determine how many steps they may take in a turn. There are four rules involved with player movement:

  • Players must move the total number of steps dictated by their roll.
  • Players may only move horizontally or vertically on these pathways, they may not cut corners by moving diagonally.
  • Players may not double back on their route in a given turn except when encountering a dead end. If a player encounters a dead end they must finish out their roll by backtracking in the direction that they came from.
  • Players may pass one another, but may not occupy the same brick. When one player lands on another player’s token, that token is sent back to its home base.


Each room tile has its own corresponding artifacts that represents particular elements of a cell. Players move through the labyrinth uncovering artifacts and adding the corresponding artifact cards to their hand. While exploring the labyrinth each room will also have actions (which can be used to help an explorer along their journey, grant them access to secret passages or to thwart an opponent’s progress) and triggers (which alter the nature of the labyrinth changing its paths in order to confound the explorers within.


While moving through the Labyrinth, players may encounter a variety of symbols. Most represent artifacts as pictured here {fig. 4}, when landed on players collect a cell from the deck next to the corresponding symbol. But there are two other symbols that players may encounter:


An action symbol provides the player with the opportunity to draw an action card from the action deck for immediate use or for use later in the game. These allow for a variety of actions that can be used at the player’s whim to thwart an opponent, assist an ally, or otherwise be used to the player’s own advantage.


Stepping on a trigger symbol causes the player to pick up a trigger card and reveal an immediate change in the labrynth. Sometimes these changes are dramatic and can be both devastating as well as empowering to players in the game, sometimes they are more subtle to the game play {fig. 5}.

For an explaination of what each action and trigger card does refer to the gloassary.


Players may choose to forge alliances in the game and trade artifacts or come to one another’s aid by using action cards when opportunities arise. However, Players may trade artifacts only when occupying the same room tile.


The Game ends when a player is able to return to their home base to declare and reveal a completed cell. A player who successfully does so is declared the winner.


Action Cards:

  • REVEAL /// This card portrays one of the artifact symbols, and may be used instead of rolling a die at the beginning of one’s turn in order to move that player’s token to the room tile with the artifact symbol designated on this card. The player places their token on the artifact brick and collects a card from the corresponding deck. If an opponent currently occupies that brick, the opponent’s token is returned to their home base.
  • CONFUSE /// Allows a player to spin any room tile on the board other than the one they are occupying in any direction. This action can be played at any time during the game. Pieces on the targeted room tile remain in their position. Access to surrounding tiles is altered by this event, and so potential access to other rooms is changed.
  • REPOSITION /// A player may take this action in the midst of their turn to rotate the current room tile they occupy up to a full rotation. Players tokens occupying the tile remain in place as with the confuse action.
  • ADDITIONAL STEP /// This action can be played after the die has been rolled to add designated step(s) to a player’s movement according to the number written on the action card.
  • STEP BACK /// This action can be played after the die has been rolled to subtract a step(s) from a player’s movement according to the number written on the action card.
  • THWART /// This card can block any other action card – nullifying the action. Can be played at any time in the game.
  • QUICK THINKING /// This card can block any trigger event – nullifying the event. Can be played at any time in the game to assist oneself or others.

Trigger Cards:

  • QUARTER ROTATION CLOCKWISE /// Current room moves clockwise one quarter of a rotation. Tokens on the tile remain in place.
  • QUARTER ROTATION COUNTER-CLOCKWISE /// Current room moves counter-clockwise one quarter of a rotation. Tokens on the tile remain in place.
  • HALF ROTATION /// Current room moves half of a rotation.
  • FROZEN IN PLACE /// Each player in the current room is frozen in place and misses their next turn as they defrost
  • HOLE IN POCKET /// An artifact slips from the player’s grasp and is lost. In this case an opponent takes a random card from the players artifact hand and returns it to its deck on the artifact table.
  • TRAP DOOR /// Player is transported to the room tile with the artifact symbol designated on this card. Player places their token on the artifact brick and collects a card from the corresponding deck. If another opponent currently occupies that brick, the opponent is transported to the original trigger brick but without an additional trigger taking place.
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fig. 1 /// Playing Board fully assembled

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fig. 2 /// Cell Recipe Cards

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fig. 3 /// Action and Trigger Deck

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fig. 4 /// Example Artifact

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fig. 5 /// Trigger Symbol