Carcassonne Labyrinth Game Review
Mashup? Remix? It’s hard to put a finger on what I would call the new Ravensburger title Carcassonne Labyrinth, because three plays in, I’m still amused that someone behind the scenes was sitting in the Ravensburger design lab one day and had some version of the following conversation.
“Here’s what I’m thinking,” Sally said. “We reach out to the guy who designed Carcassonne, Klaus-Jürgen Wrede, and see if he would be willing to put a new spin on our game Labyrinth by working with that game’s designer, Max Kobbert.”
“Sally, that’s ridiculous. Who’s looking for a game that takes the tile-laying magic of Carcassonne and smashes it into the tile-pushing, luck-driven treasure-hunting mechanic we already have with Labyrinth?” responded Teddy.
“And what’s the market for that?” screamed Hal. “Are people looking for another version of titles that have sold well for 20–”
“--I think you mean 30–”
“--actually, 40 straight years???”
The three imaginary design lab techs probably looked at each other at that point. “Wait,” they must have all thought, “this idea is bulletproof, because a new version of Carcassonne comes out almost every year, and we’ve been slapping popular licenses on Labyrinth for decades. That clown from Meeple Mountain even wrote about the one we did with Nintendo!!”
From this conversation—or something very, very similar—Carcassonne Labyrinth was…
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