How to Play Magic Maze: Maximum Security

2Tomatoes Games, Broadway Toys LTD, Dude Games · Board game · 2017
1–8 · best 4 Solo 1–24 min Weight 2.1/5
8.7 rating Ludopedia
7.5 rating BGG

What do you want to do now

Ask questions about the game

Ask anything about Magic Maze: Maximum Security: rules, setup, components, complexity, price, or whether it fits your group.

New conversation 0/1200
Example questions
Game page Prices, ratings and our review
Rules manual Official PDF file

Step by step

Objective of the Game

In Magic Maze: Maximum Security, players are trying to guide their Hero pawns through a mall that is now patrolled by Guards and other security measures. The expansion introduces new stressful elements, but also "stress relievers" to help players. The ultimate goal is to achieve the usual objectives of the base game while navigating these new challenges, which typically involves each Hero pawn reaching its corresponding Item space and then escaping through its Exit space. The game can be customized with various modules, some decreasing difficulty (helpers) and others increasing it (challenges).

Preparation (Setup)

To set up an introductory game or a full game with specific modules, follow these steps:

  • Mall Tiles: Replace Mall tile 9 from the base game with tile 9 from this expansion. For an introductory game, shuffle Mall tiles 2-8, 9, and 10-12 together to form a face-down deck. For a full game scenario with all learned modules, shuffle tiles 2-6, 7-9, 10, 11, 12, 25, 26, and 27 together to form a face-down deck.
  • Starting Tile: Tile 1a is the starting tile.
  • Guard Pawns: Place a Guard pawn on the Theft tile. If playing with Reinforcement Guards, replace one or more of Mall tiles 2, 10, and 11 from the base game with their expansion versions, and for each tile replaced, place an additional Guard pawn on the Theft tile.
  • Anti-Stress Tokens: Place the 6 Anti-Stress tokens (1 Sand Timer, 2 Swaps, 3 Loudspeakers) near the sand timer.
  • Ventilation Shaft Tokens: If using the Ventilation Shafts module, place the 4 Ventilation Shaft tokens near the sand timer.
  • Wall Breach Tokens: If using the Wall Breaches module, place the 3 Wall Breach tokens near the sand timer.
  • Beholder: If using the Beholder module, replace Mall tile 7 from the base game with tile 7 from this expansion, add Mall tile 27, and place the Beholder on the Theft tile.
  • Telekinesis Tokens: If using the Telekinesis module, place the 2 Telekinesis tokens near the sand timer.
  • Spell Tokens: If using the Spells module, draw 2 random Spell tokens and place them face up near the sand timer.
  • Sensor: If using the Sensor module, replace Mall tile 6 with tile 6 from this expansion, add tile 29, and place the Sensor token on the Theft tile.
  • Guard Room: If using the Guard Room module, add Mall tile 25. Ensure a Mall tile containing a Code space (tile 7, 8, 9, 26, or 29) or the Ventilation Shafts module is included.
  • Control Room: If using the Control Room module, add Mall tile 28 and at least 1 tile with a Code space (tile 7, 8, 9, 26, or 29).
  • Map Spaces: If using Map spaces, add Mall tile 26 and/or Mall tile 29.
  • Hero Pawns: Place Hero pawns on the starting tile as per base game rules or specific tutorial instructions.

Fluxo do Jogo

The game follows the base game's rules, with additional elements introduced by the expansion modules. Players take actions simultaneously and cooperatively, without direct communication, to move Hero pawns and sometimes Guard pawns. The sand timer dictates the pace of the game, and flipping it is a crucial action.

Guard Movement

Guard pawns patrol the mall. You move a Guard pawn in the same way you move Hero pawns, using the actions depicted on your Action tile. However, Guard pawns cannot use the Vortex system or activate special spaces like Sand Timer spaces or explore new tiles. A Guard pawn monitors its entire tile, meaning you cannot move a Hero pawn onto a Mall tile with a Guard pawn, nor can you move a Guard pawn onto a Mall tile with a Hero pawn (unless the Guard Room module is in play, which modifies this rule).

Beholder Movement

The Beholder also monitors its entire tile, preventing any Hero pawn from being on the same tile. To move the Beholder, a Hero pawn must be on a Command space (tile 27) corresponding to the desired direction. The player with the Move action for that direction can then move the Beholder one tile to an adjacent tile, even without a path connecting them. The Beholder cannot be moved onto the same tile as a Guard pawn or the Guard Room.

Sand Timer Flip

When the sand timer is flipped, certain temporary effects of Spells end, and if a Hero pawn is in the Guard Room, it is moved back to the Hero space, and the Guard pawn back to the Guard space. If the Hero pawn has escaped the Guard Room, the Guard pawn moves to the first empty space outside the Guard Room's steel door. Any Ventilation Shaft tokens and Wall Breach tokens on the Guard Room tile are discarded.

Ações e Como Jogar

Players can perform actions based on their assigned Action tiles. The expansion introduces several new special abilities and interactions:

Anti-Stress Tokens

At any time, any player can use an Anti-Stress token by discarding it and applying its effect:

  • Sand Timer token: Immediately flip the sand timer, following all usual rules.
  • Swap token: Swap your Action tile with another player's Action tile. The other player cannot refuse.
  • Loudspeaker token: Everyone is allowed to communicate, following the usual communication rules for flipping the sand timer.

Ventilation Shafts (Dwarf)

Any player can use this ability at any time. Take a pair of same-colored Ventilation Shaft tokens. Place one beneath the orange Hero pawn (the dwarf) and the other on an empty space in the mall. As long as the pair is on the board, any Hero pawn on one token can move to the matching token. A Guard pawn can also use a ventilation shaft, but doing so discards the pair of tokens. Each pair can only be deployed once and never moved. Placing a token on a special space turns it into a normal space while the token is in play.

Wall Breaches (Barbarian)

Any player can use this ability at any time. Take a Wall Breach token and place one half on the space beneath the yellow Hero pawn (the barbarian) and the other half on an empty corridor space adjacent to it, separated by a wall. This creates a passage through the wall for any Hero pawn. A Guard pawn can also use a wall breach, but doing so discards the token. Each token can only be deployed once and never moved. Placing a token on a special space turns the covered spaces into normal, connected spaces. Wall Breaches cannot bypass a steel door.

Guard Room

If a Hero pawn and a Guard pawn ever move onto the same tile, the Hero pawn is caught. Both pawns are moved to the Guard Room tile (25), with the Hero pawn on the Hero space and the Guard pawn on the Guard space. If the Guard Room isn't yet in play, the pawns are set aside until it is added. A Guard pawn cannot leave the Guard Room if a Hero pawn is still inside. Hero pawns in the Guard Room can only have Move actions performed on them (no Use a Vortex action or special abilities). If two or more Hero pawns are captive simultaneously, the game is immediately lost.

To free a Hero pawn from the Guard Room:

  • Move the Guard pawn onto the Coffee Machine space.
  • Use a Code space (tile 7, 8, 9, 12, 26, or 29) to move the captive Hero pawn through the steel door. Place an Out of Order token on the used Code space.
  • Use the Ventilation Shaft special ability from outside into the Guard Room.
  • Use the Wall Breach special ability from outside into the Guard Room.

Steel Doors & Codes

To pass through a steel door, a Hero pawn must be on a Code space (tile 7, 8, 9, 12, 26, or 29). Another Hero pawn can then pass through the steel door in the direction of the red arrow. An Out of Order token is placed on the used Code space. If a steel door has a white arrow, pawns can move in that direction without a code. If there's no arrow in a direction, movement through the door in that direction is forbidden.

Map Spaces

When a Hero pawn moves onto a Map space (tile 26 and/or 29), the player with the Explore action can explore all Exploration spaces of that hero's color at once. If new Exploration spaces of the same color appear on explored tiles, they can also be explored. Each Map space can only be used once, after which an Out of Order token is placed on it. The green Hero pawn's special ability to communicate cannot be used when using a Map space.

Auto-Explore Spaces

The player with the Explore action can explore an Auto-Explore space (on tiles 2, 10, 11, 12, 26, 28, or 29) at any time, without a Hero pawn needing to be on it.

Telekinesis (Elf)

When the green Hero pawn (the elf) is on an unused Exploration space of any color, any player can use this ability. Discard a Telekinesis token. Choose an empty Mall tile already on the board (not Tile 1) and move it to where the green Hero pawn is exploring, placing it as if it were a normal exploration action. Moving the tile cannot divide the mall into separate sections.

Spells (Mage)

Any player can use the Spell special ability at any time by choosing a Spell token and applying its effect. Announce the spell aloud. There are two types of spells:

  • Instant Spells: Apply effects immediately and discard the token.
    • Broom: Remove one Out of Order token from the board, making the space available again.
    • Crystal Ball: Same effect as when the purple Hero pawn stands on a Crystal Ball space.
    • Code: Same effect as when a Hero pawn stands on a Code space. Only useful with Guard Room, Steel Door Escape, or Control Room modules; otherwise, draw a new spell.
    • Swap: Swap the position of any two pawns on corridor spaces.
    • Teleportation: Move any one pawn to any empty corridor space.
  • Temporary Spells: Apply effects until the next sand timer flip. Place the token on the sand timer to remember.
    • Clairvoyance: Flip the deck of Mall tiles face up. Flip it face down again on the next sand timer flip.
    • Ghost Form: Place the grey Ghost Form ring around the purple Hero pawn (the mage). The purple Hero pawn can move through walls. Remove the ring on the next sand timer flip.
    • Frog: Choose one Guard pawn to turn into a frog. Place the Frog Spell token on its space and the Guard pawn on the sand timer. The frog cannot be moved and is not an obstacle. On the next sand timer flip, place the Guard pawn back on the frog's space and discard the token. If this causes a Guard pawn and Hero pawn to be on the same tile without the Guard Room module, you lose.
    • Invisibility: Place the white Invisibility ring around the purple Hero pawn. The purple pawn can move onto and through a tile occupied by a Guard pawn, but not the Beholder or Sensor. Remove the ring on the next sand timer flip. If this causes a Guard pawn and Hero pawn to be on the same tile without the Guard Room module, you lose.
    • McTrollald's Voucher: Move a Guard pawn directly onto any McTrollald's illustrated area. The Guard pawn is not considered on the Mall tile while eating. On the next sand timer flip, place the Guard pawn on the corridor space in front of that McTrollald's entrance. If this causes a Guard pawn and Hero pawn to be on the same tile without the Guard Room module, you lose.

Reinforcement Guards

When the Theft tile is flipped B-side-up, all Guard pawns on it are placed on the Reinforcement Guard spaces of tiles 2, 10, and 11. If there aren't enough spaces, excess Guard pawns are discarded. You cannot move a Guard pawn onto or through a tile with another Guard pawn already on it. If a Reinforcement Guard space is occupied, the reinforcement appears on the nearest empty space.

Control Room

While a Hero pawn is on the Control Room space (tile 28), the player with the Use a Vortex action can relocate Guard pawns onto Vortex spaces of that hero's color. Access to the Control Room space requires using a Code space to get through a steel door.

Sensor

The Sensor token (on tile 6) covers 6 spaces, and no pawn can move onto or through these spaces. A Hero pawn on the Detector Control space (tile 29) allows any player to rotate the Sensor token 90º at a time, in either direction, as long as no pawns are in the way. If a Hero pawn is on one of the 6 sensor spaces and the Sensor token rotates onto it (with the Guard Room module), the Hero pawn is moved to the Hero space of the Guard Room.

Fim de Jogo e Pontuação

Consulte o manual para detalhes sobre esta seção.

Dicas para Vencer

  • Utilize Anti-Stress tokens strategically. The Loudspeaker token allows communication, which can be crucial for coordinating complex moves, especially with new modules. The Swap token can re-distribute actions to players who need them most at a given moment.
  • When using Ventilation Shafts or Wall Breaches, place them wisely. Remember that placing a token on a special space turns it into a normal space, which can be used to

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Magic Maze: Maximum Security rulebook or browse it online with our AI rules assistant.
View Rulebook PDF

Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Magic Maze: Maximum Security?
In Magic Maze: Maximum Security, players are trying to guide their Hero pawns through a mall that is now patrolled by Guards and other security measures. The expansion introduces new stressful elements, but also "stress relievers" to help players. The ultimate goal is to achieve the usual objectives of the base game while navigating these new challenges, which typically involves each Hero pawn reaching its corresponding Item space and then escaping through its Exit space. The game can be…
How do you set up Magic Maze: Maximum Security?
To set up an introductory game or a full game with specific modules, follow these steps: Mall Tiles: Replace Mall tile 9 from the base game with tile 9 from this expansion. For an introductory game, shuffle Mall tiles 2-8, 9, and 10-12 together to form a face-down deck. For a full game scenario with all learned modules, shuffle tiles 2-6, 7-9, 10, 11, 12, 25, 26, and 27 together to form a face-down deck. Starting Tile: Tile 1a is the starting tile. Guard Pawns: Place a Guard pawn on the Theft…
How do you play Magic Maze: Maximum Security?
The game follows the base game's rules, with additional elements introduced by the expansion modules. Players take actions simultaneously and cooperatively, without direct communication, to move Hero pawns and sometimes Guard pawns. The sand timer dictates the pace of the game, and flipping it is a crucial action. Guard Movement Guard pawns patrol the mall. You move a Guard pawn in the same way you move Hero pawns, using the actions depicted on your Action tile. However, Guard pawns cannot use…
How does Magic Maze: Maximum Security end, and how do you score?
Consulte o manual para detalhes sobre esta seção.
What are some tips for winning Magic Maze: Maximum Security?
Utilize Anti-Stress tokens strategically. The Loudspeaker token allows communication, which can be crucial for coordinating complex moves, especially with new modules. The Swap token can re-distribute actions to players who need them most at a given moment. When using Ventilation Shafts or Wall Breaches, place them wisely. Remember that placing a token on a special space turns it into a normal space, which can be used to
Want to compare prices and check reviews? Find where to buy at the lowest price, price history, and our full game review.
View Magic Maze: Maximum Security

Expansion for

Published additional content

1 items