First of all I love Arkham Horror, however as I got more expansions for it the game became a lot better and more interesting - but also a damn chore to setup and clean up. As such perhaps Mansions of Madness should appeal to me since it is a (slightly) less component heavy game. But what made me hesitate was the limited amount of scripted scenarios, five to be exact.
Talking with Anders about this he said that there are indeed five scenarios (meaning 5 different floor plans) but that each scenario had 3 different stories which the game master could pick from, and that there were further variations within those 3 stories that could slightly alter them even further.
You could argue that once you have played 15 games you got your money's worth, but since boardgames (and especially Fantasy Flight Games titles) are so expensive I have this built in preference of being able to play a game without running into this dead end of already played through content.
You could argue that games like Descent 2 or Battles of Westeros have the exact same problem, but I would disagree, since Descent 2 at least offer character development making the amount of variants vastly increased, and Battles of Westeros is about tactics first and the "story" second. Mansions of Madness on the other hand is a very story driven and thematic game that is exciting to play when you don't know what's going to happen and it relies heavily on the "investigators" not knowing all the story elements, the tricks that the GM can pull and being able to foresee events.
Now a bit about the game itself.
I't quite good, I have only played it once but I don't think it is super
Another thing I liked was the way the game master had planned out his whole take on the story game and certain effects only occurred if the circumstances in the game were fulfilled. The game master also seemed to have a bunch of options at hand which he could play during various circumstances such as when the health or sanity of an
The thing I liked the most however was some kind of "weapon/damage" deck which was played each time an investigator intended to fight something. The investigator declared what weapon was going to be used, and before any die was rolled the GM drew a card that related to that weapon and provided a random effect - such as suddenly running out of ammo, going nuts and firing at everything in the room, accidently dropping your weapon, doing critical damage
On the other hand the game we played was slightly absurd in that we died with IIRC 4 investigators and new investigators were constantly arriving at the house. I poked fun of this, especially since the entrance of the building was burning since the early beginning of our game and
I won't write this game off, or recommend it, at this point. I feel I would need to play it a couple more times to see if there is a pattern of how games develop. These were just my first impressions and thoughts about the game which I have been curious but very hesitant to get into myself.
One last thing that though, the miniatures you get in the game look a LOT better unpainted than the "pre-painted" versions you can buy through FFG. The painted versions looked horrible, so don't waste you money on that and keep with the nice and much crisper looking raw plastic look.
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