A long time ago two great heroes sat down for a boardgame in a galaxy far away.
The outline of the game had been pieced together by the Order’s archivists over decades; extracted, translated and cross-referenced against the writings of one simply known to Love his Craft.
“I’m not afraid,” Luke declared.
“You will be,” his short, somewhat greenish companion responded. “You will be.”
The outline of the game had been pieced together by the Order’s archivists over decades; extracted, translated and cross-referenced against the writings of one simply known to Love his Craft.
“I’m not afraid,” Luke declared.
“You will be,” his short, somewhat greenish companion responded. “You will be.”
You may think courage flows through your veins.
You may think you can stare the apocalypse in the eye and it will blink first.
You may think you can laugh in the face of pain (although if you’re male don’t even try suggesting that around anyone who has borne children).
Well the Great Old Ones have news for you.
Welcome to Mansions of Madness.
Welcome to the world of unspeakable horror where even those who iron their shirts while they’re still on their backs will find their physical and mental strength swiftly fleeting.
You may think you can stare the apocalypse in the eye and it will blink first.
You may think you can laugh in the face of pain (although if you’re male don’t even try suggesting that around anyone who has borne children).
Well the Great Old Ones have news for you.
Welcome to Mansions of Madness.
Welcome to the world of unspeakable horror where even those who iron their shirts while they’re still on their backs will find their physical and mental strength swiftly fleeting.
Mansions of Madness is a game that demands some time – it will take 2-3 hours to play and easily half an hour to set up. Boardgame Geek describes it as “a macabre game of horror, insanity, and mystery for two to five players.” All of that is true, but it totally undersells how genuinely wonderful this game is.
Each time I’ve played it I’ve found myself completely emersed in the unfolding narrative while, at the same time, awestruck at the sheer brilliance and skill involved in the design of the game and the hidden secrets and clues embedded in the experience.
Each time I’ve played it I’ve found myself completely emersed in the unfolding narrative while, at the same time, awestruck at the sheer brilliance and skill involved in the design of the game and the hidden secrets and clues embedded in the experience.
“As you advance through the cold, driving rain, the dim light dancing in the ornate windows gives the appearance of a dozen sinister eyes watching your approach. The very walls are infested with evil and the great house seems to stare at you with hostility…”
With these words the game commenced. One player (The Keeper) oversees the lovecraftian forces of horror, while the other players manage the team of investigators exploring the mansion trying to figure out what on earth is going on.
With these words the game commenced. One player (The Keeper) oversees the lovecraftian forces of horror, while the other players manage the team of investigators exploring the mansion trying to figure out what on earth is going on.
And this is the real genius of the game and where it is quite unlike a typical dungeon crawler. As The Keeper you have a set goal – typically completing some series of tasks or rituals that will open portals to the netherworld, allowing tentacled terrors to step through into our realm or sucking the entire earth and it’s inhabitants into the gaping maw on the otherside, as the case may be…but that goal and needs to happen to accomplish it is completely concealed from the investigators.
As investigators you’ve heard rumours about something strange is afoot in the Mansion but you have no idea what. Each room you enter will give you the opportunity to gather clues – sometimes as simple as finding a hidden note in a room, other times only after successfully picking or decrypting an unexpected lock puzzle (the locks function almost as distinct mini-games in themselves).
As investigators you’ve heard rumours about something strange is afoot in the Mansion but you have no idea what. Each room you enter will give you the opportunity to gather clues – sometimes as simple as finding a hidden note in a room, other times only after successfully picking or decrypting an unexpected lock puzzle (the locks function almost as distinct mini-games in themselves).
You HAVE to pay attention to the narrative on each clue card you uncover. There and only there are embedded a series of subtle clues that will ultimately let you piece together exactly what the forces of evil are trying to accomplish. But there are only so many turns in the game – will you uncover the hideous plot in time to prevent it? Will you have any sanity left at that point, or will your character be found by themselves rocking back and forth and drooling in a corner?
There were just so many cool moments in our game. You can’t help but be drawn into the story – and a couple of months later I can still recall it vividly. It leaves a lasting impression as a story you were in, not just a game you played – which to me is outstanding.
There were just so many cool moments in our game. You can’t help but be drawn into the story – and a couple of months later I can still recall it vividly. It leaves a lasting impression as a story you were in, not just a game you played – which to me is outstanding.
In our particular session, Blaine and Eugene were leading a duo of investigators through the house when I suddenly began to swamp the rooms with a small army of cultists, which they assumed were chasing them and promptly fled. It wasn’t until my ever loyal cultists had them trapped them in a side room and just as our intrepid explorers were convinced certain doom was upon them, the horde of cultists merely waltzed on by paying them no heed. Clearly they had bigger fish to fry (or larger behemoths to summon).
At that point secrets crumbled, plans were laid bare and it became a race against time with the investigators trying to pick off the cultists one by one before they could gather in the chapel to summon…something bad. World ending even (well at least game ending).
At that point secrets crumbled, plans were laid bare and it became a race against time with the investigators trying to pick off the cultists one by one before they could gather in the chapel to summon…something bad. World ending even (well at least game ending).
It was brilliant. It was epic. It was close. And it was all over.
Despite afflicting Blaine with a severe case of growing paranoia that left him having to test his willpower every time he entered a new room.
Despite summoning something large and tentacled.
The cultists fell one by one – thanks to a totally unfair combination of charmed dice and overly effective pistols on Eugene’s part.
Mansions of Madness is an outstanding experience. It’s not a quick game but it is an enthralling one. It won’t be for everyone but it’s one of the most astonishing game experiences I’ve had.
It was awesome. It was devastating. It was exhilarating. It was terrifying.
And because of two brave (but now slightly damaged) adventurers, the world can sleep in peace for another night…at least until the next aligning of the planets.
Despite afflicting Blaine with a severe case of growing paranoia that left him having to test his willpower every time he entered a new room.
Despite summoning something large and tentacled.
The cultists fell one by one – thanks to a totally unfair combination of charmed dice and overly effective pistols on Eugene’s part.
Mansions of Madness is an outstanding experience. It’s not a quick game but it is an enthralling one. It won’t be for everyone but it’s one of the most astonishing game experiences I’ve had.
It was awesome. It was devastating. It was exhilarating. It was terrifying.
And because of two brave (but now slightly damaged) adventurers, the world can sleep in peace for another night…at least until the next aligning of the planets.
You can find full details of the exact game rules on BoardgameGeek.
For buying a copy it's worth shopping around - suggest comparing MightyApe, Fishpond, www.milsims.com.au and www.nzgameshop.com. Less than $100 is a good price.
Better still, rent the game for $20 from www.boardgamerentals.co.nz.
For buying a copy it's worth shopping around - suggest comparing MightyApe, Fishpond, www.milsims.com.au and www.nzgameshop.com. Less than $100 is a good price.
Better still, rent the game for $20 from www.boardgamerentals.co.nz.