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Maniacal box art

Maniacal

Players

2-5

Time

60-120

Age

8+

Weight

2.58

Rating

7.51

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.7

More strategic control

Table feel

Maniacal has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is a lower emphasis on cooperation in the game.

Replay value

Maniacal offers a high degree of variability with its gameboard, expansions, and strategic depth. The game scales well with different player counts and has a moderate learning curve. With a final replayability score of 7.79, Maniacal provides a fresh and engaging experience with room for improvement and multiple paths to victory.

Luck profile

Maniacal has a moderate level of luck involved in the game. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Maniacal is a strategy game in which 2-5 aspiring supervillains compete to become the most infamous in the world. Choose from one of five villains, each with unique abilities and weaknesses. First, build a secret base by drafting from over seventy different rooms, such as a Robotics Lab, Massage Parlor, or Torture Chamber. These rooms will attract a motley assortment of henchmen to your lair: Beasts, Criminals, Scientists, and Mystics. Want more brainy Scientists around? Build rooms that appeal to them (a Planetarium? or perhaps an Intrinsic Field Chamber?). In this way, each player will construct a unique secret base and recruit a unique crew of henchmen. Then, assign your henchmen to evil contracts posted around the globe. Become a local warlord in Asia. Steal a nuclear warhead in Europe. Build a floating fortress of doom in South America! Time, however, is a critical resource. The farther away a contract is from your secret base, the more weeks you spend and the fewer contracts that you'll complete in a round. Succeed at contracts to earn infamy and money. Fail, and your henchman might get injured, captured, or serendipitously gain a superpower. Build your secret base, recruit henchmen, and complete as many missions as you can. Along the way, hire mercenaries, hatch schemes, and chastise your lackey. Do so, and the history books will remember you as the best of the worst!

Editions

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Credits

Designers

1
Hassan Lopez

Artists

1
Rob Guillory

Publishers

1
Eagle-Gryphon Games

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