by archrobin
Since I work in an open space office, reading and writing reviews is not actually a thing I like to do if there is any pictures involved so I usually avoid reviews that have any pictures. That's why I prefer to write a quick and straight to the point reviews.
Post Essen 2017. hype is mostly gone now although I still got a lot of games to thoroughly play. One of the games I crossed from that list is Mountains of Madness.
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BoxIELLO makes amazing content and they didn't have a miss with this game. Artwork on the cover is just awesome as well the design on the covers, game is pretty on the shelf and has good table presence.
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ContentComponents are shiny, tokens are sturdy, especially the Leader chips. Insert is good and won't allow stuff to move around in the box. Player boards have unique design consistent to the theme, and each player can be either a female or a male with distinct names. Cards are good quality and fit nicely, although I didn't try to sleeve them yet. And the sand timer is awesome.
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Setup Setup is simple and quite easy to explain. Everything has it's logical place displayed and in a couple of minutes you can play.
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GameplayGameplay is fluid and simple to explain. Most importantly about this game and rules in general is to explain as much as you can that getting the Madness cards is not mandatory or something your players want to have. Each turn a player will be the leader and can use leader tokens. Players will go through phases of a turn, starting with the movement, then going to the resolve and finishing with the consequences. More or less this is the entire game. Considering the resolve part we will have the tiles with the challenges or the empty fields with challenges. In any case you will need either a number or a range of numbers with different combination of cards in hand. Essentially cards in hand are our tools, weapons, knowledge or logistics. Players combine their cards and try to overcome as much challenges as they can. The card part is directly a deck builder game in its own, where the players share the deck. For each failed challenge players either receive the Madness card or roll the die, in which case the Leader will choose (rolling the die is never good). Madness cards get stronger as you get newer ones and it will get harder and harder to correctly communicate with each other. Game gets harder toward the end in which players need to have less or equal injury cards than the number of players, have the appropriate number of relics and go on through the last challenge tile. Main way to lose is to permanently lose Leader chips.
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Final Thoughts Maybe it's just me but I knew what to expect and this game completely delivered. As I see this game as a party game it was a great success in my gaming group. Not everyone liked it, but majority did and we played it a lot. Why it has a lower grade in the bgg? I think it's all about wrong expectations. Literally every time I explain it to people I start with that this game is a party game and it's about controlling your Madness cards and working together. If you see it that way you will have tons of fun, but if you see this game as a survival co op in which you have to endure tactically you will not. This game is sitting on my shelf directly next to Mysterium and they are vastly different. While Mysterium takes players on a detective mission through ones visions, this game is about understanding your Madness and learning how to enjoy the game. Take yourself on a journey to the unknown with your fellow scientists and just have fun. Winning is optional and when you understand that fact you will appreciate this game.