So, yes. We’ve been playing Lego Minotaurus this week. Minotaurus is part of a range of games, which includes Ramses Pyramid, Lunar Command and Creationary, as well as a few smaller, lower cost games. Creationary seems a bit different from the rest, in that it’s basically Pictionary-with-LEGO. and I think that this game, along with the other games that LEGO has released this year, is potentially very significant for the perception of board games amongst the wider public.

Award-winning Eurogame designer Reiner Knizia has been involved to some extent with the design of the games. Even though it’s not clear how much he’s actually contributed to the games’ design, or whether it’s more of a PR thing, it’s an interesting development that LEGO clearly think it’s beneficial to have a name designer on board.
These aren’t the first games that Lego has published. A few years ago, my youngest and I played game after game after game of LEGO Racers, in which you built a racetrack out of interlocking cardboard pieces, then raced your LEGO cars around the track. Movement was determined by a spinner, and you could pick up various power-ups as you progressed around the track.
Good fun, but it didn’t really need to be LEGO. What’s different, and very interesting, about this new batch of games is that they are much closer to the brand values of LEGO, in particular its appeal to creativity and interchange.
Briefly, here’s how Minotaurus works. It’s a game for two to four players, and each has to navigate three pieces from one corner of the board to the centre. The board is a LEGO base with a simple labyrinth, constructed out of more LEGO pieces. The design of the initial labyrinth is set out in the rules (but more about that in a moment).
There’s a piece called the Minotaurus, which starts in the middle, and can be moved around by the players. If the Minotaurus catches a player’s piece, that piece has to return to the corner where it started.

The dice - also made of LEGO - has the numbers three to six on it, plus a grey face and a black face. Throw a number, and you get to move one of your pieces. Throw a grey face, and instead of moving you get to reconfigure a wall, either to block an opponent or to clear your own route to the centre. Throw black and you get to move the Minotaurus piece eight spaces, hopefully to catch or at least block an opponent.
So it’s really straightforward, and kids should have no difficulty picking it up. What’s interesting from a gamer’s perspective is that the rules actively encourage mucking about with the game. There are suggested tweaks, including changing the labyrinth layout, making the Minotaurus faster, or allowing players to jump walls if they throw a certain number, but implicitly the rules say: MAKE UP ANY RULES YOU LIKE. GO NUTS!
And this is what should make the LEGO games interesting to the specialist game community. It’s not that the game mechanics are particularly innovative, it’s that the game actively encourages variants and modifications, and because it’s LEGO, there’s no shortage of extra bits and pieces that can be filched from the toybox to make new pieces for the game.
From there, it’s only a short leap for kids to start using LEGO to make up their own games. What a wonderful opportunity for children - and their parents - to realise that they don’t need to be confined to the published rules. This approach to gaming is, of course, already recognised in the hardcore gamers’ world, but when a toy company with the reach of LEGO gets behind it, things could really get interesting.