presentation

 

Berge des Wahnsinns

Cthulhu can be fun

 

Remains of an ancient city are found in Antarctica - scientists discover relics and must escape from the cursed spot, spreading madness complicates communication.

Phases of a round are: Plane, Encounter, Evaluation, Refill and Rest (optional). Plane Phase: The leader decides on the direction of movement, players can discuss beforehand. Encounter: Mastering of challenges on on case tiles or case itself, reached in the Plane phase, using equipment, and within a time frame. Players holding a Madness card act accordingly. Discussion is allowed and ends when someone decides it is time to play a card - equipment or wound - on the Sledge board; all others can add cards, without speaking anymore. When the timer has run out, the cards on the Sledge are revealed for Evaluation, that is, comparison with the demands of challenges. Success gives rewards - relics, search, arcane equipment, healing or praise; if you receive a relic, you must draw a madness card. Failure results in madness cards or penalty rolls. In all phases, the leader can discard a leader token and ignore features like penalty dice or madness cards. If he discards the last token, the game is lost for all. All win jointly, if the collected more relic cards than there are wound cards.

Sounds like tactical cooperation for survival, but is more of a party game with a Cthulhu topic; the madness cards simply demand funny behavior while the timer runs, like imitating your predecessor or replace numbers by the name of months; this of course, makes cooperative communication more and more difficult. Unusual and not for every type of player.

 

Players: 3-5

Age: 12+

Time: 60+

Designer: Rob Daviau

Artist: Miguel Coimbra

Price: ca. 38 Euro

Publisher: Iello 2017

Web: www.hutter-trade.com

Genre: Cooperation, communication, survival

Users: For experts

Version: de

Rules: de en es fr jp

In-game text: yes

 

Comments:

Unusual topic for a party game

Cooperation difficult

Tactic in using leader tokens and cards

Fun to play depends on the mix of players

 

Compares to:

Games demanding eccentric behavior without explanation

 

Cthulhu games for topic

Other editions:

Devir (es), Hobby Japan (jp), Iello (en fr)

 

Chance (pink): 2

Tactic (turquoise): 3

Strategy (blue): 2

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 3

Interaction (brown): 2

Dexterity (green): 0

Action (dark green): 0