Tag Archives: mansions of madness
July 6, 2018
Evil haunts strange, far-flung places in Horrific Journeys, the newest expansion for Mansions of Madness available for Pre order now from Fantasy Flight Games!
Reality has begun to deteriorate in the New England countryside, danger rains from the skies, and even the seas are not safe as evil emerges from the depths. In the countryside, a speeding train desperately flees from a threat that defies all laws of reality. In the clouds, a dirigible’s voyage is interrupted by a vicious murder as a storm rolls in. And on the waves, a luxury ocean liner has been sabotaged by some madman planting explosives to sink the vessel.
In this latest expansion for Mansions of Madness, the investigators of Arkham find themselves far from the comforts of home, and the danger increases with each step they take away from their beloved city. To stand against the coming darkness, Horrific Journeys calls upon four new investigators from a wide variety of backgrounds, including a sailor, a spy, a musician, and a waitress. These brave men and women are each more than meets the eye, and the unique backstory on the back of their investigator cards tells you what has led them to this point—how they went from living the life of an average citizen to being thrust into the world of Elder Gods and monsters beyond comprehension.
To help them fight against and survive the mythos, each investigator has a special ability gained from their personal travels and years of living in a sleepy town on the edge of madness. The sailor Silas Marsh may not have much experience with the supernatural, but he is willing to push himself further than anyone to aid his allies, flipping his horror cards faceup to reroll his dice during a test. Meanwhile, Trish Scarborough, the skilled spy, finds it easy to succeed while performing a search action. Jim Culver is one of the world’s most talented musicians and he begins each game with his treasured Golden Trumpet. Finally, Agnes Baker is a waitress with dark powers that she is only beginning to understand, starting each investigation with her own signature spell.
When you choose to step into the shoes of these investigators and bring them to life, you’re accepting the responsibility of defying maddening monsters with the knowledge that you will never receive thanks or even an acknowledgement that your fight exists. Arkham holds its secrets close. Most of its citizens insist that their sleepy town is the very definition of normal, but those who dare to look closer know that all is not right in Massachusetts. Now, as the evil that rots Arkham from within spreads beyond the city limits, you have little choice but to chase down the darkness and bring it to heel.
Wherever evil emerges, the investigators of Arkham will be there to fight back the darkness and protect our world from the terrors that thrive beyond our reality. Should you join them, there is no guarantee that you will survive the journeys that await, and even if you can survive, you will not be unchanged. But the call to take a stand is not one that you can deny. Pack your bags, climb aboard, and steel your nerve for the horrors ahead!
April 23, 2018
The Sanctum of Twilight expansion for Mansions of Madness is on sale now from Fantasy Flight Games!
Evil threatens Arkham from within with the approach of the Twilight Fair. The organization behind the festival, the powerful Order of the Silver Twilight, controls the city from the shadows, using their money and influence to forge alliances, lobby politicians, and conduct strange rituals behind closed doors. Those who seek out the truth of their operations often find themselves disgraced, arrested, or simply disappearing altogether. What is the Order trying to hide?
Within the lavish rooms of the Silver Twilight Lodge, the most influential citizens of Arkham gather to forge business alliances, plan parades, and lobby politicians. In secret, they also meet to enact forbidden rituals with dark consequences. The poor souls who discover this truth often vanish, never to be seen again.
Sanctum of Twilight is an expansion for Mansions of Madness Second Edition that unites two new investigators against the Order of the Silver Twilight in two thrilling scenarios. With new spells, items, mechanics, and a new monster, this expansion immerses players in the Arkham Filesuniverse as they confront the dangers threatening Arkham from within.
This is not a standalone product. It requires Mansions of Madness Second Edition Core Set to play.
April 22, 2018
Mansions of Madness: Mother’s Embrace is a digital adventure game developed by LuckyHammers and published by Asmodee Digital. Based on the beloved Mansions of Madness board game series, this game invites you to experience Arkham Horror Files universe in a whole new way, elevating the immersive aspects of the game as you explore the mansions in a beautifully rendered, three-dimensional space. You can choose your favorite investigators from the Arkham Horror Files universe, playing as Jenny Barnes, Roland Banks, and Harvey Walters as you seek to understand and overcome the forces of the Mythos.
The year is 1926. In a once sleepy town, evil is stirring. The town is plagued by murders, disappearances, and impossible claims of creatures spotted in the shadows that defy explanation. You are one of Arkham’s leading investigators, tasked with getting to the bottom of these strange occurrences by exploring the desolate halls and dark alleyways. And now, a new doorway to the mythos has opened before you. Do you dare to enter? Asmodee Digital and Fantasy Flight Games are proud to announce the upcoming release of Mansions of Madness: Mother’s Embrace, a video game coming to Steam in the first quarter of 2019! Check out the Mansions of Madness: Mother’s Embrace Steam page!
Nov 13, 2017
The things that dwell in darkness have broken the hold that once kept them confined to the mansions, and they now infest the Streets of Arkham! The Streets of Arkham expansion for Mansions of Madness Second Edition is on sale now from Fantasy Flight Games!
In this expansion, you will find new, beautifully illustrated map tiles to build out the city of Arkham, along with new monsters, cards, and faces. Streets of Arkham unites four brave investigators already known in the Arkham Horror Files universe who have never yet been seen in Mansions of Madness. The enchanting entertainer from the bayou, Marie Lambeau, has the ability to start every performance by casting a spell at the start of her turn. The rookie cop Tommy Muldoon arrived in Arkham straight from police training in Boston, with little more than his gumption and his trusty rifle, Becky. Miss Diana Stanley has escaped the Order of the Silver Twilight, but what she witnessed within the cult forever changed her and opened her mind to the arcane. Lastly, Finn Edwards—once the best bootlegger on the East Coast, but lately all of his deliveries are interrupted by unexplainable phenomena. Still, his life on the wrong side of the law has taught him to always keep one eye on the exit, making him one of the quickest moving investigators in the game.
August 11, 2017
Fantasy Flight Games is pleased to announce the Dark Reflections DLC Scenario for Mansions of Madness Second Edition! This new downloadable adventure is now available as an in-app purchase from Google Play, Amazon, and Steam!
Mansions of Madness Second Edition is a cooperative, app-assisted horror game that leads one to five players through the twisted world of H.P Lovecraft’s Cthulhu mythos. Dark Reflections expands the Arkham universe and offers players hours of new gameplay with a new adventure as investigators must solve the mystery of a young woman’s sudden disappearance. The mystery’s level three difficulty invites both new and experienced players to leave behind the world they know to save an innocent soul, even if it costs them their lives or their sanity.
Three months ago, Ada Miller inherited the estate of her great-aunt, including a house in the country. With this new windfall, she decided to quit her job as the Arkham Advertiser’s society columnist to write her first novel. According to her publisher, Ada soon began to experience strange happenings in this secluded setting and insisted that there was something wrong with the house. Now, the young writer has disappeared. Fearing the worst, the publisher has contacted Arkham’s finest investigators to discover the fate of the unfortunate Ms. Miller.
Journey to the mansion, discover Ada’s fate, and pray you escape with your lives. But even if you return to Arkham, every reflection will make you ask yourself: who, or what, is looking back at you?
June 26, 2017
Fantasy Flight Games is excited to announce Streets of Arkham, a new expansion for Mansions of Madness: Second Edition. Three new digital scenarios build upon the Arkham Files universe with yet unseen tiles, mythos events, investigators, and cards to expand upon your investigations.
The city’s façade of normalcy fails as strange happenings begin to infect key places around town. You’re likely to find odd circumstances at many areas, including the Miskatonic University, the hidden gang-run speakeasies, and the curious storefronts that populate the once quiet neighborhoods. As an invested citizen with a penchant for noticing when “odd” becomes “too odd,” you gather a team of likeminded investigators to examine these supernatural threats. It’ll take all of your wits, grit, and the occasional bit of luck to do what needs doing, but somebody has to.
TABLETOP GAME REVIEW:
MANSIONS OF MADNESS 2ND EDITION
Written by Anatoli on April 12th, 2015 at Anatoli’s Game Room
Mansions of Madness 2nd edition from Fantasy Flight Games has been out for a while now, and Caroline picked this game up last Friday since we had been talking about it and the new central feature – tablet app taking the role of the game master. It was very expensive, but after some pondering if found its way to our home and we spent most of Friday evening and the whole of Saturday playing it.
I feel as if I have enough experience to write down a review, which will start with my experience of MoM: 1st edition. I didn’t like it. It was a game that was extremely cumbersome and riddled with moments that bogged down the gameplay and adding the insane amount of setup time it just killed any wish to play despite having some good things. One of imo few good things was the feeling that you played a kind of roleplaying game light with a board and miniatures to help you keep track of the action instead of a pure Pen & Paper adventure. Sadly it often devolved into a action/combat oriented game with monsters spawning left and right.
Another drawback was also the need for one player to take on the role of the game master, some people find this role to be fun and I don’t blamed them (I had a pretty good time playing the GM in Descent 2nd edition) but in MoM: 1st ed you had to prepare a lot of stuff and keep things and story details in mind, mistakes could ruin the whole experience. It also made it impossible to solo-play the game, which is bad since all previous Lovecraft inspired boardgames by Fantasy Flight Games allowed you to do so (Arkham Horror, Eldritch Horror and Elder Sign). Finally, if you ask me, the models for the monster and the big bases were the definition of ugly and an unnecessary element, the few times we played it at my house we ran the monster tokens without minis/black plastic bases.
Moving on to MoM: 2nd ed it looks like FFG cleaned up a LOT of problems and redesigned the game quite heavily while still keeping the framework and most of the models/board pieces intact.
First of all, the game requires an app to act as the game master – you can’t play without it. The app runs on both PC, iOS and Android – so players should have a lot of device options to run the heart of the game.
WHAT THE APP DOES:
The app keeps track of monster movement, keeps track of mythos phase events, evidence you find in your investigations, all search locations, characters that can be interacted with, it keeps track of events and tells you what stats you will use whenever you are required to test something performing actions. It also keeps track of all puzzles and the story in each scenario – generating different details each time you run a scenario. Gone are ALL the cards and tokens required for monster damage, puzzle tokens, act cards that keep track of story etc. And last but not least is the “Fog of War” that the app provides, when you move you explore the story location piece by piece instead of having the entire mansion set up from start. Instead whenever you move to a explore location you unlock new rooms, same thing goes if you move around corners – you don’t know what lies beyond before you reach that space that unlocks the next piece of the board.
The app DOES NOT:
Show monster movement and current location of monsters on the map, show where investigators are located, actively limit you to the number of actions and tests you take – you still have to keep track of all that by yourself with the help of the physical components and rules for the game.
You could say that the app keeps track of all that which would be unnecessary for players to know beforehand, or to keep track of – leaving the game rules and various game related choices, character movement and tactics to the players.
Among the other changes, and in my opinion something that improves the gameplay is the combat mechanic, the dice and damage taken by investigators. Explaining these in order:
Combat in MoM:1st edition was something that frustrated the hell out of me. Players had to pick an item to attack monsters with, and then the result was randomly determined by a card. More often than not my attempt to kill a monster with a firearm resulted in “You shoot a warning shot in the air” or something like that which just made facepalm myself over the forced upon stupidity. MoM: 2nd edition gets rid of the cards, instead when you attack you pick the weapon category (such as bladed, heavy weapon, firearm, spell etc) and pick your target. The app tells you what test you need to perform to hit the monster -and what your suffers or failure means. If you succeed you deal damage. There are no more awkward situations.
Dice. MoM:2nd edition uses D8 dice, and I can trace the design behind the dice and how they work directly to FFG’s Star Wars X-Wing. Each die has 3 successes, 2 Clue tokens and 3 empty spaces. The game requires you to roll successes, and matching the number of successes either succeeds of fails a test – sometimes the number of successes can give you different results in interactions with characters and objects in the game. Sides of the dice covered in Clue token symbols allow players to spend acquired clue tokens to change those die results to successes at a 1 – 1 ratio. Players who have played X-wing will recognize this from Focus/Evade tokens interacting with the dice.
Compared to all previous games by FFG with a Lovecraft theme that used D6 this is a welcome departure. Finally you no longer succeed on rolls of 5-6 on a D6 die, instead you have a success chance of 3/8 not spending clue tokens and 5/8 if you spend a clue token. Suddenly one of the most frustrating things about Arkham Horror and Eldritch Horror has been fixed.
Physical/Mental damage. This too has been remedied in a way heavily influenced by X-Wing. Instead of damage tokens you now draw Health and Sanity loss cards. Each point of damage has you draw one card, keeping it face down. The number of cards in each category tells you how wounded you are. Sometimes events, heavy damage dealt by enemies or other actions cause you to flip existing damage cards face up- resolving the effect. This is actually great because damage cards can be like a ticking bomb, the more you have the greater the probability that you will suffer if you have to flip cards face up. Effects are crippling but it is not until you reach the limit of your health or sanity that the game amps up the difficulty for your character.
Running out of health you are permanently wounded drawing random card stating what permanent damage you’ve received – running out of health a second time you die. Even more dangerous is going insane, which happens the first time you lose all your sanity. Insanity cards are special since players pick one randomly and read the back of the card – not telling their fellow gamers. The insanity can range from nothing in particular happens, to actively working against the rest of the group in secret in order to win your own personal victory!
When a character is eliminated due to death or losing mental control completely the game ends no matter how many investigators are left on the board.
Now let’s talk about scenarios, you get 4 core game scenarios, it is hard to tell exactly how much variation you get compared to 1st Edition (where you had 3 variants on each). What we have noticed however is that the app changes things up when you replay a scenario, so there may be more variables at work than in 1st edition, though exactly how much remains to be seen. We have played one short and two very long scenarios and the “Rising tide” scenario in particular (where focus is on investigation and interrogation of suspects) feels like you could get a lot of variation in suspect/game end location due to the size of the story in that scenario.
The information I’ve found online is that layout of the board and other things will change if you replay scenarios again. Two of the scenarios in the game are heavily Shadow over Innsmouth influenced which I just loved. Both are long scenarios, with one of them taking you straight into Shadow over Innsmouth and an attempt to escape town, the other has you prevent an occult ritual and saving the town. We’ve played 3 out of the 4 core scenarios and I must say that I like them better than the core scenarios I played in 1st edition.
One VERY important thing to know about the expansions and something else that the app allows you to do. The app keeps track of your game collection, core games and expansions for both 1st and 2nd edition of Mansions of Madness. The great thing is that you can add 1st edition content (monsters/board pieces/investigators) seamlessly into 2nd edition with a click, and you get conversion pieces for monster tokens inside the box of 2nd edition Mansions of Madness for free!
What is little known if you do not do some research beforehand, is that the two expansions for 2nd edition available at the moment “Suppressed Memories” and “Recurring Nightmares” are in fact the playable content and pieces from the core game and the two 1st edition expansions. As such, if you have 1st edition content, you should NOT buy the 2nd edition expansions as you already have all you need! Then in the app you just tick the boxes on all the 1st edition stuff you have and it is added to the game. The 1st edition core game contents give you 8 investigators, more monsters and a lot more board pieces – as well as one extra scenario “Dearly Departed” to play. Forbidden Alchemy give you more monsters, some board tiles and variants to the scenarios, while Call of the Wild give you characters, board tiles, monsters and “Cult of the Sentinel Hill” scenario.
To sum this mess up here is a conversion/content table:
Core 1st ed MoM = 1 scenario, 15 map tiles, 8 new monsters, 8 new investigators, Dearly Departed scenario
1st ed Forbidden Alchemy = Variants to existing scenarios 6 map tiles, 2 monsters, 4 investigators
1st ed Call of the Wild = Cult of the Sentinel Hill scenario, 11 map tiles, 4 investigators, 7 monsters
2nd ed Recurring Nightmares = Same contents as Core 1st ed MoM.
2nd ed Call of the Wild = Cult of Sentinel Hill scenario, 17 map tiles, 8 investigators, 9 monsters
Overall I’m very enthusiastic about Mansions of Madness 2nd edition. I think the app and new design choices solved a lot of 1st ed problems. I also wonder if we will see a future of app based content with micro transactions to get more variants/new scenarios that don’t require new pieces. The ability to play the game solitaire is priceless, but it is also fantastic to be able to play a story driven game with all the players taking the roles of investigators not having to force anyone to play the game master. The only downside of the app/design this game has taken that I can see at the moment is that it makes it impossible to implement player made scenarios – at least at this point. For 1st edition there were numerous fan made scenarios (of varied quality nonetheless) that you could download and print out and start to play as you saw fit. That option is removed with the app.
I highly recommend Mansions of Madness 2nd edition a solid 9/10, based upon my experience of 1st edition and my expectations on the game as well as the implementation of a game master with the app.
January 16th, 2017
The horrors of Arkham continue to haunt you in Beyond the Threshold, the first expansion to Mansions of Madness Second Edition from Fantasy Flight Games. Featuring two new investigators, one new monster type, and dozens of cards and tokens, this expansion integrates seamlessly with the existing components and scenarios. These components introduce both new gameplay elements and unique insanity effects for the investigators who were unable to bear the terror. Two brand new scenarios will become available with Beyond the Threshold, leading to countless hours of suspenseful investigation and thrilling terror.
Pick up a copy of Beyond the Threshold at your local retailer, then update your Mansions of Madness app to access the new scenarios, Vengeful Impulses and Gates of Silverwood Manor.