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Game Category

Maze Games

A start, an exit, and something between them. Classic labyrinths, one-stroke drawing problems, beam-reflection boards and route puzzles where the path has to cover everything rather than simply reach the end.

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The plain labyrinth is the oldest form and the least interesting to play badly: wander until you arrive. What makes the good ones good is a second constraint on top of the route — cover every square, use one continuous line, get the beam to the target by reflecting it, or reach the exit before something else does.

That extra rule is what turns navigation into a puzzle. A route that reaches the exit is easy to find; a route that reaches the exit having also touched every tile usually exists in exactly one form, and finding it means working backwards from the end rather than forwards from the start.

Several boards here are drawn rather than walked — you trace a path with the mouse instead of steering a character through it. Those are the ones where planning matters most, because you can see the whole problem at once and the game will not let you take a stroke back.

A few of the maze games in this section include hazards or characters that move. Those are noted on their own pages; the majority are static problems you can study for as long as you like.

Questions about this section

What makes a maze more than just finding the exit?

A second constraint — covering every tile, using one unbroken line, or routing a beam. Reaching the exit alone is rarely the whole task here.

Are these mazes timed?

Most are static problems you can study indefinitely. The few with a clock or a moving hazard say so on their own pages.