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Madness At Midnight box art

Madness At Midnight

Players

2-4

Time

60-120

Age

12+

Weight

3

Rating

6.77

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.

Replay value

The game offers a high degree of variability with different experiences each time it is played. The expansions available add new content and gameplay elements, enhancing replay value. There is ample room for players to improve their strategy over time, discovering new tactics and strategies. The game scales well with different numbers of players and maintains its appeal and balance. It has a moderate level of easiness to learn, providing depth without being overly complex. Overall, Madness at Midnight has a strong replayability score of 7.9.

Luck profile

Madness at Midnight has a moderate influence of luck. Random elements like dice rolls and card draws have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate the effects of randomness through strategic decisions and planning, luck still plays a significant role. The game has a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of chance and skill.

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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