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Evolution of the Madness At Midnight prototype
Prototype board and ctheeple
Prototype game in progress.
The first turn of a four player game.

Madness At Midnight (2017)

Players
2–4
Best: 4
Playing time
60–120 min
Age
12+
6.78
Average rating
85
Ratings
2.67/5
Weight
#15258
BGG rank
Outside top 5,000
Designer:Mads L. Brynnum, Richard Launius
Artist:Mads Herman Johansen
Publisher:Mr. B Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 6, Interaction 7, Complexity 5.3, Theme 6
Strategy7.0
Luck6.0
Interaction7.0
Complexity5.3
Theme6.0

This game's strategy, luck, interaction, complexity and theme.

HorrorFightingDice RollingArea Majority / InfluenceWorker Placement

Overview

In Madness At Midnight you control a gang of deranged cultists trying to summon their Lovecraftian god of choice.

You use action dice to visit different places in Arkham, activate location abilities, and initiate fights with the other players. Your aim is to fulfil sinister plots, defeat the feared investigators, and/or control key locations in order to gain Victory Points. The first player to reach 13 Victory Points wins the game and gets to end the world.

The core of the game is the custom action dice you use to move your cultists and to do stuff in Arkham; learn spells, corrupt the citizens, upgrade your cultists, and more. And the farther you get into the game, and the madder your cultists get, the less chance you have of the dice actually showing the results you need. Madness may be a stepping stone, but it’s also an obstacle you somehow have to manage if you want to be the best cult in Arkham.

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