Mansions of Madness

Mansions of Madness

Holy hell, how have I not reviewed this yet? Have I reviewed this? I feel like I must have, but I can’t find it anywhere on the blog.

Screw it, let’s go!

Mansions of Madness is a Fantasy Flight Cthulhu game, which means it’s going to take your character’s insides and throw them all over the floor. (Also, “Cthulhu” doesn’t trigger the blog spell-checker. Awesome.) This one does it a little differently than your Horrors, Arkham and Eldritch alike. Mansions of Madness puts you in a very specific location, for a very specific reason, and you need to figure out what’s going on and what to do about it before whatever’s lurking drags you into a shadow or attic or under the sea.

The concept isn’t substantially different from the original Mansions of Madness. The difference now is that there’s an app you can put on a tablet or laptop (or phone, but the screen’s too small) that guides you through the game. You’re responsible for tracking where the characters go and making sure you follow the core rules, but when something goes bump or you want to investigate that creaky dresser in the corner, the app tells you what comes next. It takes one of the worst parts of all these games—the administration—and puts most of it on the computer. All you’re responsible for, really, is not cheating.

And good lords, you will probably be tempted to cheat, because it sure seems like the game is. Even the first mission, at a mere two-Elder Sign difficulty, doesn’t offer much room for error. I’ve played it multiple times, taking a backseat in later games so the new players can make the choices, and it’s hard to see how a group can win without knowing what’s coming. Other players have made similar statements. It’s not that we’re against hard games—I mean, right now I’m playing Sekiro: Shadows Die Twice, and I haven’t quit even though I can’t go any farther until I beat one of four bosses blocking various paths—but we have difficulty envisioning a winning strategy for a mission nobody knows that doesn’t involve stumbling across the right clue or item.

Which sounds like a crap game, right? Except… gods, it’s fun. It’s really fun. You get your butts kicked and it’s usually fun. Your friend gets turned into an acolyte of the Black Goat and stabs you to death to win while everyone else loses, it’s ludicrous and fun. You win, you go out and buy a lottery ticket. And it’s fun. The app’s music and sound effects are simple but set the atmosphere well, waiting for the app to throw another challenge at you makes it feel like the bad guys are truly out of your control, and for as hard as they are, the scenarios are well-designed. You might say, at some point, “How the hell was I supposed to know that?” But the connections generally make sense once you know what they all are. It’s just tough when you’re desperately trying to survive and you’re missing the plus sign that makes two and two equal four.

The basic FF Cthulhu stuff is all here—the same characters, oodles of tokens, and cards beyond the counting capacity of most small children and some adolescents. You only have eight characters to choose from; it’s enough to play the game, but for those of us who have been able to pick just the right character rather than one of the two who are strong or smart or whatever, it feels a little light. If you have the first edition of the game, though, you can bring those characters over to this one. (Yeah, we choose characters. Screw random drawing, this game’s hard enough as it is.)

More unfortunate is that the base game only comes with four missions, and teases you with fifteen more available if you pick up various expansions. For a $100 game, that’s kind of garbage. I don’t begrudge the company their expansions, but at least start the players out with enough to make it feel like a full experience. Seven or eight would have been more reasonable—say, the ones that use the base game’s tile set but are sold on Steam for $4.99 a pop.

As for the difficulty, people house rule various things to make the game more playable. My suggestion is this, as a minimum variant: Allow anyone who takes a move action to move two spaces, even if they take another action in the middle. Only moving one space because the thing you need is next to you, even though you want to keep going (or move right back), is too common. You don’t know what you’re going to see when you enter a room, and without that flexibility, your action economy often tanks, leaving you needing more turns than you have to get the job done.

It’s weird to be able to spell out this many flaws this clearly and still deeply enjoy a game, but that’s the deal here. It’s so good. Between the price, the need for expansions, and the difficulty, it may not be for everyone, but this is pretty much what FF Cthulhu is, and they did a great job.

4.4 out of 5 stars (4.4 / 5)
Arkham Horror

Arkham Horror

Arkham attempts to not get transformed into Tentacle Ground Zero for the third… seventh… twelfth… however many times across however many games. Because, in the end, barring the greatest luck, no matter if you’re playing Arkham Horror, Eldritch Horror, Elder Sign, or whatever other Cthulhu game is out there, Arkham, and the world, are destined to fall.

But cheer up! You usually find an interesting way to die. Just look at Old Man Henderson.

This is the third edition of Arkham Horror, and it marks a massive departure from the first two. Gone is the massive board displaying the glory of Arkham, the kind of board that (along with the many, many peripheral pieces) requires a legit gaming-friendly table to play. In this game, Arkham consists of five hexagonal tiles, each representing a neighborhood. Like the neighborhoods in the other versions, each one has three locations, with encounter cards for each neighborhood split into the three locations, so this edition manages to basically maintain the number of places you can go while containing it to a much smaller area.

However, the game’s functions are largely similar to previous Fantasy Flight Cthulhu games. You take two actions per turn, performing no action no more than once; movement is limited to two spaces, though there are ways to extend that; and monsters are a roadblock unless you manage to evade them. The game moves in phases, investigators first, and if your character dies, you pick up a new one and keep going.

The main changes (besides the style of the board) are with the characters and the storytelling. Every character still has a familiar set of stats, albeit familiar from Eldritch Horror, not the slider system of old Arkham Horror. However, improvements to stats are called focus, and boosting a stat through focus doesn’t require a special event or item; you just take the focus action and raise a stat. The limitation is that almost every character has a limit on how many focus tokens they can have, and almost every character can only have one focus boost in a given stat. Still, the ease of ramping up your character is nice. Furthermore, focus tokens can be discarded for rerolls, which adds to the strategy in their use.

The storytelling is… different. It’s better, mainly, since the old game didn’t really try to tell a story at all. In this version, there are story cards that see use depending on the scenario you’re playing. The scenario card tells you which cards to start with, but from there you have to dig into the deck to find whatever the initial cards say you need, which is generally dependent on game state. Did the investigators complete their goal? Take one card. Did too many doom tokens pile up before that? Take a different card. Some goals can both happen, and eventually you’ll get the cards from both sides of that equation. Each scenario has its own set story, so if you play one through, you’ll see the same one coming next time you run it. But it adds a nice flavor to the proceedings, especially on your first run through any given scenario.

Like all FF Cthulhu games, there are a TON of cards and tokens that you need to keep track of for potential use. If you didn’t mind it before, it’s no worse; if you hated it before, it’s no better. What does suck is that there is basically nothing to help you sort or organize all those pieces. There aren’t nearly enough baggies to keep you from dumping a bunch of stuff into the box loose, which makes finding everything the next time a huge pain in the ass. It’s a relatively small problem, at least in the sense that you can fix it with a handful of your own baggies, but it’s a dumb oversight.

The game itself is a definite improvement from the old Arkham Horrors. Mind you, that’s on the most objective level possible—the storyline aspect means it’s basically impossible to wind up in the six-hour slog that a big game of old Arkham Horror could become. The game runs like other Cthulhu games in style and pace; if you enjoyed those games on a basic level before, you’ll probably like how this one palys as well.

Minimizing the space taken up while not carving off any substantial part of the game is extremely impressive. I saw back of the box and immediately questioned what kind of nonsense they were pulling, but it works, and it definitely feels like Arkham Horror. That said, the smaller physical space taken does mean that a bigger (5-6 player) game can get cramped with stuff. The same concept with bigger hexes would have also taken up much less space, but with room to place everything you need in any size game, not just 2-4 players. It’s more a quality of life issue than anything with the game itself, but unlike the baggie problem, this isn’t anything you can change.

Basically, this is an updated Arkham Horror that makes some things better and nothing worse, unless you require an epic board to have fun. If that’s a need of yours, I can’t help you.

4.3 out of 5 stars (4.3 / 5)
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