Madness At Midnight

2017 · Horror

Madness At Midnight

Players lead rival cults in Arkham, seeking to summon a Lovecraftian god and bring about the end of the world. Custom action dice determine movement and actions, including activating locations, learning spells, corrupting citizens, upgrading cultists, and fighting opponents. Victory comes from completing sinister plots, defeating investigators, and controlling key locations. As cultists grow more powerful and increasingly mad, the dice become less reliable, making madness both a resource and an obstacle to manage. The first player to reach 13 Victory Points wins.

Players
2–4 best 4
Playing time
60–120 min
Age
12+
Complexity
2.7 / 5
7 on Ludoyafrom $51.99FightingDice RollingArea Majority / InfluenceWorker Placement

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Game facts (players, playing time, age, credits) from BoardGameGeek.