The main feature of the game is its rotating board. The board has four rings, with players starting in the center ring and making their way to the outer ring, where they must find the final exit to make their escape. When players start the game, the entire board will be blank. As they move from the start location, they need to spend actions to flip over tiles in order to discover the layout of each ring. Their main objective is to find the gate to the next ring, but as they explore they will discover tiles both beneficial and perilous. The tiles may allow them to influence the movement of enemies or the maze itself, but they may also spawn additional enemies that will hunt for the players until subdued. If the players can make their way through all four rings, find the final exit, and escape together, they win!
Enemies will spawn throughout the course of the game, both as the result of exploring tiles and from drawn cards. Unlike many card-driven games however, the players have a glimpse into their future by way of the Theseus Device, which holds eight cards that determine how the rings and enemies will move in coming rounds. All eight cards start hidden, but through die rolls (and cards played from the hands of players in case of emergency), players see some of the cards to come. This allows for careful planning, as players try to anticipate how rings will line up in future rounds, as well as making sure they are not caught in the patrol of any passing enemies. When the game starts, only two cards will be activated per round, but as the players breach additional rings, the number of cards that will activate increases. When playing the recommended timed game, this leads to a frantic rush as players try to evade enemies and find the exit while planning ahead for the next activation sequence.
The Daedalus Sentence is designed to be played at a variety of difficulty levels, and players can mix-and-match optional rules to achieve the perfect intensity level for their group. In addition to a four player co-op game, The Daedalus Sentence can also be played one-versus-all, with a player taking the role of the labyrinth and its minions.
• Designer Tony Boydell is staying on the rails with his next release, but instead of further expanding Snowdonia, he's bringing animated character Ivor the Engine to the game world in a release titled, as you might expect, Ivor the Engine, complete with art from Ivor's original artist, Peter Firmin. This release from Surprised Stare Games and Esdevium is scheduled to debut at the UK Games Expo 2014 in late May, and preorders are available ahead of the show. As for what the game's about, here's an overview:
In Ivor the Engine, you'll help Ivor to collect lost sheep and complete tasks for his friends. You'll get extra rewards for clearing sheep from each area and bonuses for events from the Ivor stories. The player with the most sheep at the end of the game wins.
And another quote from Faidutti: Rob Merickel from Passport Game Studios "played the auction game I have designed with André Zatz and Sergio Halaban – code name Warehouse 51 – that he will publish next year", i.e., in 2015. And another: "I played a few games of the Mascarade expansion, and we even added a new fun and highly chaotic character." And still another: "I played Mission Red Planet with the other Bruno, [and] we validated some changes and discussed a few more." Finally, here's a pic of Bruno playing a prototype of his titled Emotion:
For more pics from the 2014 Ludopathic Gathering, check out this Flickr album from designer Gwenaël Bouquin. Handy? Situation 4? Some blowing game played with condiment bottles?! Good times...