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In the game, players are sent into one of the titular buildings to track down some MacGuffin, along the way encountering various gribbly beasties -- axe-wielding maniacs seemed to be popular in our game -- and sanity-shredding shocks. While the D&D games mentioned above feel like stripped down and simplified versions of the parent system, Mansions is very much its own thing, emulating a Call of Cthulhu investigation but not attempting to replace Chaosium's original game; for one thing, mysteries seem to be quite linear, which isn't an issue in the board game, but would kill the rpg equivalent stone dead.
There are some neat mechanics -- there were some grumblings about the card-based combat system, but I quite liked it, and am already thinking about ways to import it into an rpg -- and there's an interesting balance of play between the investigators and the Keeper -- the player who runs the Mansion's monsters and effects -- with a larger party giving the Keeper more options for mischief, but also enabling the group to search more thoroughly, for example. There's also a fun time limit mechanic, which came into play in our game last night, as we rushed to the finale with one turn left and had to kill an undead creature; the gangster fired two bursts from his Tommy gun -- missing with the second -- and the detective did the same, leaving the hobo to wrestle with the thing -- having dropped his axe in an earlier fight with no time to recover it -- and needing to roll a 7 or less on a d10. It would all come down -- literally -- to the last throw of the die.
The die came up as a 9.
A tense ending then, but still good fun, and I'd be very keen to play again. The system enables the same mystery to be explored up to three times, with differing paths through the plot, and I'm interested to see how that works out in play. All in all, it's a good fun game, and in many ways I prefer it to Arkham Horror, not least because it's much faster in play.
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That is my only criticism of the game -- admittedly based on only one evening of play -- but it's a significant one, and one that prevents me from recommending the game to others, let alone buying it for myself. That said, now that the group has it, I'm keen to play again, and I'm quite interested in taking a turn as the Keeper.
Based on gameplay alone, I'd give Mansions of Madness four out of five, but the pointless miniatures bump it down to
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Bah humbug!! Glad you liked it K. Let's try and play it again soon!!! It will be faster next time and I will go through some of the bottle necks we had in rules interpretations for next time. Scenario 2 on the chopping block. But first Scene 2, Act 1 of the Jolly Butchers on Friday!!
ReplyDeleteMe, on the hand, I'd want to get the game for the miniatures--I'd love to paint 'em up for my collection. Plus any Cthulhu boardgame that plays faster than Arkham Horror is a plus in my book. I'll have to check this out.
ReplyDeleteI'm not sure it's worth the price for the -- quite good -- game. I'm certain it's not worth the price for the miniatures alone!
ReplyDeleteBut, you know, it's up to you. There are plenty of pictures of the miniatures on Board Game Geek, so you can have a better look at them there.
Fortunately for you Kelvin you have maniacs like me in your gaming group who buy such games so the cost to you is zero dinero ;) I like the minis. If I had time, which I don't, I'd paint them too. But there are more important things to do, like prepping the next jolly butchers set of options/ guessing what on earth you will do next!!! ;)
ReplyDeleteThanks for the review, kelvingreen. I've been thinking about picking this game up.
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