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Posted 20 hours ago

Iello IEL51374 Mountains of Madness Board Game, Multicolour

£13.495£26.99Clearance
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Failure means that you have to leave it to the fates and roll a damage die or choose to upgrade your madness card. If he's not thinking about the oil drum components from Manhattan Project: Energy Empire, playing Player Unknown: Battlegrounds with his college buddies, or dwelling on the release of Daredevil Season Three, he's probably shooting or editing video, because that's what he does for a living. Upon flipping the tile, players can see what numbers of cards must be played, and also learn which rewards will be given by succeeding one of the challenges. Sure, players work to hold off the slow creep of madness like one holds off the impending doom of outbreaks in Pandemic, but here, each and every relic won is hard fought. The game is well presented and easy to setup, with decent levels of randomisation due to the way that tiles are placed randomly (and because some are not drawn at all) and because of the use of multiple decks of cards.

The game pits you and your crew trying to get up a mountain to the top, collecting relics along the way, trying to not get injured, and also, mind you, trying to not go completely bonkers doing it.If the team fails any of the challenges, the leader chooses one of two choices - either give a player a madness card (which you start at level one, and as you get another you "level up" your madness, ha ha ha), or roll the penalty die. In fact, what convinced me to try it out in the first place was my friend describing it as a “Lovecraftian party game” – and while it has a bit more complexity than your average party game, the descriptor is not far off. The Sand Timer is put on it’s space on the board, while the Penalty Die and Relic Tokens are placed near the board.

Each turn, the leader moves onto a new expedition tile, where the aforementioned 30-second challenge begins. The game’s insert is a bit wonky, with just barely not enough space to hold all the cards, but there are spaces for everything to fit, which is appreciated. You must work together and communicate well to successfully scale this mountain, find fascinating relics, then escape from this accursed place. This is not to say that the rest of the game is bad but the crux of the game is in the interaction between players, their madness, and the struggle to communicate successfully in quick sprints. If there are not enough cards left in the deck for each player to refill their hand, the Leader choose who gets cards.Tier 1 madness cards are things that are mildly inconvenient, but don't really get in the way of accomplishing your goals. The discarded Leadership tokens are moved from the Sled Board to the Leadership Token discard area on the board. As a party game, it can be quite a laugh forcing players to hum any communication, or to skip certain words whilst trying to be effective.

While you are prohibited from discussing them at any time, they only take effect after flipping the tile. Domestika on using python to do generative art and then realized the whole thing was in Portugese with subtitles. At some point, players will repeat madness cards, but because players can’t discuss their madness during the game, no one will know for sure what’s going on. Mountains of madness is super interactive and messy, so the energy created is great for first time boardgamers and for a group of friends wanting a fun night!

Like those games, you end it flying a burning plane off the mountain while half your team is trying to eat the cockpit chairs, and the other half is leaking more blood than the plane is leaking fuel.

Once the Leader decides not to use any more Leadership tokens and the sand timer has run out, play continues on to the next phase.

As soon as a player places a card on the Sled board, any and all communication must stop immediately. Your designated Leader takes the Sled board and Leadership tokens – in game presumably you’re in charge of mushing those huskies. There's a huge RNG factor to them, so you might just pick up a madness that has virtually no effect on your game, or another that is horribly crippling. The amount of Relic cards over the number of Injury cards will determine just how successful the expedition actually was.

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