



Labyrinth Chronicles 40 Years
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You push the tile, the corridor closes in front of you. The treasure you were looking for is on the other side. The goblin looks at you and laughs. You start over.
WHAT IT'S ABOUT
The labyrinth that sold 20 million copies returns in a cooperative version
Labyrinth Chronicles 40 Years (originally Labyrinth: Chronicles) is the cooperative reinterpretation of the 1986 classic by Max J. Kobbert, now evolved with a narrative campaign designed by Jan Truchanowicz and produced by Awaken Realms in collaboration with Ravensburger. The board becomes three-dimensional, with graphics by Jakub Dzikowski, Patryk Jędraszek, Ewa Labak, and Pamela Łuniewska.
At the table, you push tiles to open and close corridors, collect resources to help a faefolk village, and compete with mischievous goblins who want to steal everything from you. Each game is a campaign mission: you will unlock abilities, rebuild buildings, and meet characters. The labyrinth always changes, but your choices remain.
What they're saying abroad
"Labyrinth Chronicles brings a new cooperative campaign mode to one of the best-selling board games of all time."
— Ravensburger
This is a brand new game, with very few ratings on BGG. This card is based on the official description and the publisher's promises: we will describe the actual experience at the table when we have played enough games. First read, January 2025.
— FroGames
Labyrinth Chronicles 40 Years (Labyrinth: Chronicles)
What you find in the labyrinth
Four elements that define the adventure
Mobile 3D board
The board has three-dimensional corridors: when you push a tile, the walls physically move. It's not just aesthetics: you immediately see the paths that open and those that close.
Mission objectives
Each campaign scenario assigns you resources to collect, characters to meet, and zones to reach. Completing them unlocks new abilities and advances the village story.
Mischievous goblins
You're not alone in the labyrinth: goblins draw tiles and try to steal your resources before you get there. They are opponents managed by the game, not by a player.
Village to rebuild
The resources collected are used to repair faefolk village buildings. Each rebuilt building gives you permanent bonuses for subsequent missions. This is the game's legacy progression.
🎲How to playThe rules in four steps▼
How to play
The flow of each turn
The turn is simple: push, move, collect. The labyrinth constantly changes, goblins react.
Take one of the free tiles on the edges of the 3D board and push it to insert it into the labyrinth. A tile on the other side exits. The corridors reconfigure: some paths open, others close.
You walk along the open corridors, as far as you can go. If you reach a resource or an objective character, you take it. If you encounter a goblin, you apply the effect (usually you lose something or have to change your path).
After all players, the goblins act: they draw a tile from their pile and move according to the scenario rules. They can take resources, block areas, or activate events. They are not controlled by anyone, the game manages them.
If you have collected all the resources required by the mission, you win. If the goblins have taken too many resources or if a defeat condition occurs (timer, events), you lose. Otherwise, you continue: pass to the next player.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Read the mission
Open the scenario booklet, read the narrative introduction: the village needs three blue crystals. Look at the 3D board: the corridors are already arranged, your tokens at the four corners, the goblins in starting positions. Someone says "I'm going right", someone else "I'm blocking the goblins". It begins.
The first corridor closes
Push a tile to create a passage to the crystal. The corridor opens, you pass through, but the next turn another player pushes from the other side: your path is interrupted. You have to go around. Meanwhile, a goblin advances towards the same crystal. Review the plan together.
Race with the goblins
Goblins draw tiles and move: they are not intelligent, but they are fast. One of them reaches a key resource before you. He takes it and runs away. Now you have to intercept him or find an alternative resource. The group splits: some chase, some look for something else.
The building unlocks
Collect enough resources, complete the objective. Return to the village: rebuild the Oracle Tower, mark the box on the campaign board. The booklet tells you that from now on you can look at the next goblin tile before it is played. A real tactical advantage.
Mission end
Read the closing text of the scenario: the village is safer, a new character thanks you. The booklet tells you which mission to play next. Put the components back in the box, the 3D board disassembles easily. Someone is already asking "when do we play next?"
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things you need to know
The moving labyrinth frustrates planners
Every time someone pushes a tile, all paths change. You can't plan three turns ahead: you have to constantly adapt. If you love total control, this game will make you swear. If you love improvisation, you'll have fun.
Low weight, limited depth
The rules are very simple, the campaign adds progression but not complexity. It's perfect for families and gateway games, but experienced players might find it repetitive after a few missions. It's not a eurogame in disguise.
The campaign requires the same group
The village evolves game after game: rebuilt buildings, unlocked abilities. If you change players in the middle of the campaign, someone loses part of the narrative and the choices made. It works better with a fixed group, like a light legacy game.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
Each mission has specific objectives. Victory is cooperative, defeat is shared.
Victory
- Collect all the resources required by the mission before the goblins take too many
- Reach all the objective characters or areas indicated by the scenario
- Complete the special event described in the mission booklet (varies for each scenario)
Defeat
- The goblins collect a number of resources higher than the threshold indicated by the scenario
- The mission timer expires (some missions have a maximum number of turns)
- A scenario-specific defeat condition is activated (e.g. a village building is destroyed)
Labyrinth Chronicles 40 Years takes a 40-year-old classic and transforms it into an accessible cooperative campaign. It doesn't revolutionize the genre, but it works.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Labyrinth Chronicles 40 Years (Labyrinth: Chronicles)
Is it suitable for children?
Yes, from 8 years old and up. The basic rules of Labyrinth are immediate (push tile, move pawn), the campaign adds objectives but does not complicate the mechanics. Parents can play with their children without getting bored: cooperation works well in mixed groups.
How many missions are in the campaign?
Official data does not yet specify the exact number of scenarios. Awaken Realms promises a campaign with village progression, ability unlocks, and recurring characters. We will update this page as soon as we have definitive information from the Italian box.
Can it be played without doing the campaign?
Probably yes: the classic Labyrinth works as single games, this cooperative version should allow for self-contained missions. But the experience envisioned by the publisher is the campaign: the rebuilt buildings and unlocked abilities give meaning to the progression.
What mechanics does Labyrinth Chronicles 40 Years use?
Slide & push (the hallmark of Labyrinth: push tiles to open/close corridors), grid movement, pure cooperative (everyone wins or everyone loses), light legacy campaign (village progression without destroying components), automated opponent (goblins act via rules, not a player).
Is it available in Italian?
Yes, this is the Italian edition published by Ravensburger. Board, tiles, cards, scenario booklet: all localized. The game is completely language-independent for the physical components (the labyrinth tiles are universal), but the narrative campaign requires reading the scenarios.
Labyrinth Chronicles 40 Years (Labyrinth: Chronicles in the original edition) is a cooperative campaign game for 2-4 players, ages 8+, lasting 20-60 minutes per mission. Designed by Max J. Kobbert and Jan Truchanowicz, published by Ravensburger in collaboration with Awaken Realms. It uses the slide & push mechanic of the classic Labyrinth (push tiles to recompose the labyrinth) and adds narrative objectives, village progression, automated goblin opponents. The board is three-dimensional, the corridors move physically. Ideal for families, gateway games, and fans of the classic looking for a cooperative version with a campaign. Available on FroGames.it with immediate shipping.

Labyrinth Chronicles 40 Years
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
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📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
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