Mansions of Madness: Second Edition is a fully cooperative, app-driven board game of horror and mystery for one to five players that takes place in the same universe as Eldritch Horror and Elder Sign.
92.00€
Out of stock
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Aertirath
Great themed co-op game that follows the Creative Assembly/Paradox model (non-stop expansions/DLC). That business model annoys me and it should be mentioned. That said, the game is excellent, and uses the app well. As with all co-op games it requires compatible groups of players to be enjoyable, but when that is present, it makes the game all the better.
143245
People talk about how they want a replacement or re-implementation of Arkham Horror and the common answer is Eldritch. I think that's incorrect for a series of reasons, but mostly because MoM2e fits much better in terms of why people don't like EH as a replacement (it's a fine game, but it's different). MoM2e requires you to engage monsters, there are more consequences, the tension ratchets up as folks become deranged or damaged since there is no easy/consistent way of healing. The Mythos phase is something everyone fears much more. It's much more confined and almost claustrophobic in feel compared to EH's more worldly romp. In short, it's a Lovecrafting experience more so than EH is in many ways. The app is rather slick, even if you do spend a lot of time "heads down" in the app instead of engaged in the board or with other players. I think some things really annoy me about the game though, the inability to heal is thematic, but an annoyance. That I get pegged by the Mythos phase *and* have to do a horror check against critters makes sense, but sort of sucks as you spend all of this time beating on stuff just to avoid gaining gobs of horror. I sort of regret basing the minis, but really, this is a game where the minis are super clunky but sweet (and helpful in terms of narrative as they are imposing with bases, and it makes the rooms crowded) to look at on the board... A real storage solution would help, I guess if I was willing to dedicate a suitcase or a ginormous wad of plick-n-pluck and build something... Last, even for an Ameritrash-style game, it's on rails courtesy of the scenario-driven system and as such, once you play through a scenario two, maybe three times, it falls flat (e.g. you know you have X turns until a critter spawns here, and you know what information an NPC is going to give you). For a thematic experience though, it's hard to beat, but I come away from playing with a sour taste in my mouth for some reason, I don't know. I waffle on a 4 or 5; I want to play it again, but only scenarios I haven't seen (and there is a finite number) and then move on. That twist is because the emotional response is tied to the very thing that it excels at (theme and surprise), it ultimately falters with repeated play...
adamsinger109
I've played this so many times with an open mind to like the game and every time was a boring slog of randomly interacting with POIs and hoping its the right thing to progress