Labyrinth: The War on Terror, 5th Printing
Weight: 5.0000
COMPONENTS
- One 22" x 34" Mounted Map
- 156 Counters
- 120 Playing Cards
- 15 Tan Wooden Cubes
- 15 Black Wooden Cylinders
- Rules Booklet
- Play Booklet
- Two Player Aid cards
- Four 6-sided Dice
Published: 2011, 2015, 2016, 2019
Designer: Volko Ruhnke
Developer: Joel Toppen
Art Director & Package Design: Rodger B. MacGowan
Counter Art: Leland Myrick
Map Art: Donal Hegarty
Card Art: Leland Myrick and Rodger B. MacGowan
Producers: Andy Lewis, Mark Simonitch, Gene Billingsley, Tony Curtis, Rodger MacGowan
Designer: Volko Ruhnke
Developer: Joel Toppen
Art Director & Package Design: Rodger B. MacGowan
Counter Art: Leland Myrick
Map Art: Donal Hegarty
Card Art: Leland Myrick and Rodger B. MacGowan
Producers: Andy Lewis, Mark Simonitch, Gene Billingsley, Tony Curtis, Rodger MacGowan
Price:
$86.00
Component Photos (see slideshow at left) by Scott Mansfield.
Note on 5th Printing: This printing will be identical to the 4th Printing, except that we will correct any known errata.
Interview with Labyrinth Designer Volko Ruhnke
LIVING RULES
Note on 5th Printing: This printing will be identical to the 4th Printing, except that we will correct any known errata.
Interview with Labyrinth Designer Volko Ruhnke
LIVING RULES
- 2016 Rules
- Playbook
- FAQ
- 2010 Initial Printing Errata
- Portuguese Rules
- Italian Rules
- Cards in Spanish
- Final Game Map
- Final Version Card Samples
- Final Version Counter Samples
- 3 Minute Interview from Playdek with designer Volko Ruhnke discussing The Origins of Labyrinth
- 3 Minute Interview from Playdek with GMT President Gene Billingsley discussing The Labyrinth Experience
- 2 Minute Interview from Playdek with Trevor Bender discussing A Designer's Analysis
- 4 Minute Interview from Playdek with Volko Ruhnke discussing Intelligence Analysis and BoardGaming
- 4 Minute Interview from Playdek with Gene Billingsley discussing his relationship with Volko Ruhnke and the collaborative process that went into Labyrinth
- 4 Minute Interview from Playdek with Volko Ruhnke discussing the gameplay dynamic and how it relates to Labyrinth
- 4 Minute Interview from Playdek with Trevor Bender discussing the inspiration behind the design of Labyrinth: The Awakening
- Kris Hall's Boardgamenews interview with Labyrinth designer Volko Ruhnke
- Labyrinth AAR Narrative, Part 1
- Labyrinth AAR Narrative, Part 2
- Consimworld Discussion Topic for Labyrinth - hosted by designer Volko Ruhnke and developer Joel Toppen
- Game Setup Video
- Unboxing Video
- Gameplay Video
- Strategy Article (Boardgaminglife.com)
- Interview with Volko Ruhnke from Polygon.com: "The art and craft of making board games for the CIA"
- Strategy Guide from Punched Magazine
- Labyrinth Basic Training Video Series from The Players' Aid
- 24 Minute US Player Video Strategy Guide from Legendary Tactics
- "Let's Roll" AAR Series from Armchair Dragoons
- Labyrinth Manual Ebook file (.epub format) [Spanish]
- 2010 James F. Dunnigan Design Elegance Award
- 2010 Charles S. Roberts Best Post-WW2 Era Board Wargame
- 2010 Gameshark Game of the Year
- Katie's Game Corner (New 7/24/2017)
- The Players Aid U.S. Strategy Article (New 3/8/2017)
- The Players Aid Jihadist Strategy Article (New 5/1/2017)
- The Players Aid (New 3/2/2017)
- Marco Arnaudo's Comprehensive Video Review of Labyrinth's Components and Systems (via BGG) (New 2/8/2011)
- Labyrinth, a Solo Game Later, Doug Cooley's Overwiew of Labyrinth's Solitaire Game (via A Boy Named Dug) (New 2/8/2011)
- Alone Against the Whirlwind, Mark D's review of Labyrinth's Solitaire System (via The Boardgaming Life) (New 2/8/2011)
- Jeremy Salinas' Video Component Review (via BGG)
- A War Without End?, Gaming Gang's Review of Labyrinth
- Gaming the War on Terror While Fighting the War on Terror - Labyrinth in Iraq, by David Dixon (via BGG)
- Labyrinth Review and Twilight Struggle Comparison, by Charles Simon (via BGG)
- Is That a Minotaur in Your Labyrinth, or are You Just Happy to See Me?, by Doug Cooley (via BGG)
- Review from a Noob CDG Player, by Douglas Damron (via BGG)
- Session Report: I Always Knew Jason was a Jihadist (The Designers of Twilight Struggle play Labyrinth head-to-head), by Ananda Gupta (via BGG)
- Gameshark 2010 Game of the Year
- Gameshark
- Fortress
- The Gaming Gang
- Play Board Games
- Deskovehry [Czech] also available in English
- Dome.fi [Finnish]
- Le monde ludique de Jarjar26 [French]
- Chris Baylis (BGG)
- First Impressions Review from Armchair Dragoons
- Review from Stuart Ellis-Gorman
- Review from Dystopeek [French]
Description
Into the Labyrinth...2001: The American Century has closed with a single Cold War superpower standing, and a pause in conflict that some dubbed the The End of History. It wasn't. In the Middle East and South Asia, an Islamic revival was underway, while resentment spread due in part to US support for the regions' anti-Soviet tyrannies. Thus erupted a new struggle against the West. Wealthy Saudi fanatic Usama bin Ladin declared holy war against America in 1996 and struck with spectacular terrorist attacks on US targets in East Africa in 1998 and Arabia in 2000.
Bin Ladin's al-Qaeda organization recruited and trained under the protection of an Afghan fundamentalism born of the anti-Soviet Bear Trap of the 1980s. By 2001, al-Qaeda had set in motion even more devastating strikes—this time within the US Homeland—in hopes of igniting a global Muslim uprising. Uprising or not, the West's response to those September 11th attacks would reshape international affairs from London to Jakarta, and from Moscow to Dar es Salaam.
Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of card combinations similar to GMT Games's Twilight Struggle, Labyrinth portrays both the effort to counter extremist terrorism and the wider ideological struggle—guerilla warfare, regime change, democratization, and more. From the designer of the award winning Wilderness War, Labyrinth combines an emphasis on card-driven game play with multifaceted simulation.
In the 2-player game, one player takes the role of jihadists seeking to exploit world events and Islamic donations to spread fundamentalism. The other as the United States must neutralize terrorist cells while encouraging Muslim reform to cut off extremism at its roots.
Labyrinth features asymmetrical game play and a maze of political, religious, military, and economic events. In the parallel wars of bombs and ideas, international coordination is key—but terrorist opportunities disrupt Western unity are many. The Towers have fallen, but the global struggle has just begun. Let's roll!
Time scale: Aprrox. 1 year per hand of cards
Map scale: Point-to-point
Players: 1 or 2

Bin Ladin's al-Qaeda organization recruited and trained under the protection of an Afghan fundamentalism born of the anti-Soviet Bear Trap of the 1980s. By 2001, al-Qaeda had set in motion even more devastating strikes—this time within the US Homeland—in hopes of igniting a global Muslim uprising. Uprising or not, the West's response to those September 11th attacks would reshape international affairs from London to Jakarta, and from Moscow to Dar es Salaam.
Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of card combinations similar to GMT Games's Twilight Struggle, Labyrinth portrays both the effort to counter extremist terrorism and the wider ideological struggle—guerilla warfare, regime change, democratization, and more. From the designer of the award winning Wilderness War, Labyrinth combines an emphasis on card-driven game play with multifaceted simulation.
In the 2-player game, one player takes the role of jihadists seeking to exploit world events and Islamic donations to spread fundamentalism. The other as the United States must neutralize terrorist cells while encouraging Muslim reform to cut off extremism at its roots.
Labyrinth features asymmetrical game play and a maze of political, religious, military, and economic events. In the parallel wars of bombs and ideas, international coordination is key—but terrorist opportunities disrupt Western unity are many. The Towers have fallen, but the global struggle has just begun. Let's roll!
Time scale: Aprrox. 1 year per hand of cards
Map scale: Point-to-point
Players: 1 or 2

