After playing Minotaurus the other day, I broke out Master Labyrinth at the next available opportunity. Quick game play summary: there's a maze made of tiles with every other row and column capable of being shifted. Each turn you shift the maze and then can move as far in any connected corridors as you like. The object is to pick up spell ingredients, numbered 1 to 20, in order. The way this effectively shakes out is that you've got to weight setting yourself up with a shift versus denying the next player access to a ingredient you can't get in a single turn. The fact that each component is worth progressively more points keeps the game moving by making it rational to risk losing the next one in order so you can get a future one on your next turn. Similarly there a three secret ingredients per player that are worth extra points which mean you're often not focused on the next available pick-up.
On the whole, there's high production values and it manages to be rather computationally intense without getting highly complicated. The ordering thing feels a little arbitrary but it works, as does the rule that you can't pick up an ingredient if your start your turn on its tile. The only change I'd make is to include a default starting configuration. As is the start of the game can really drag as few of the corridors may link up. Interestingly enough, the self-organizing nature of the game play fixes this by the time you're a third of the way in, but there's no reason to have a slow start unnecessarily. Since the distribution of the components is random, having some tile standardization at the start shouldn't take out too much of the variety.
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