I don't remember if I've mention it before, but we really love tabletop games. We love making meetings where we can play them in group, and we have a nice selection of them that we have moved already a couple of times around the world, when changing houses.
I believe that around one year ago, for christmas, we got as a present this big game, Mansions of Madness. The game is set up in H.P.Lovecraft world, with cults, monsters from other dimensions, elder gods and stuff like that.
We already had one game from the same universe, Arkham Horror. We really like that game, its hard and compelling. It doesnt have any exploration component, but the feeling is similar to a Survival Horror, managing your resources and always having some shortage. There is lots of combinations in the game, and a certain randomness, but it adds to the excitement, and you get really involved while playing.
Mansions of Madness is different, but with a similar feeling. For starters, one of the players is the bad guy. The game is based on fixed scenarios, that allow several combinations, but they are more limited. Before the start, the bad guy needs to prepare everything according to that scenario.
The combat is much more random, based on cards, the attacked monster and the weapon used. In general, the game tries to set up everything as an ongoing story, even random events. All the cards have some little story, and after some turns special cards that advance the story are revealed.
The game has little figures representing the players and the monsters, and each player and monster has different stats and skills. The players need to explore the map, find clues towards their objective, and kill monsters. The "evil" player needs to command monsters and play nasty cards against the players, while trying to complete their "evil" objective.
The game sounds and looks awesome. However, it has problems. We've played it twice, and both times the same problems became apparent.
The first problem is that only one player explores. Most clues are protected by some key, and most keys are part of former clues. Therefore, the first player who gets the first key will be the only one finding all the clues (unless they drop one of the keys, which is a waste of time if done voluntarily). The other players are left with the task of killing monsters...which is not boring, but there may be moments with no monsters, and in general it feels as if you're not part of the important things in the game.
The second problem is that the "evil" player is overpowered. Its really easy to play game-breaking bad cards, which makes things less interesting. Cards, seems to me, should be more balanced.
The last problem, which seems to me the worst, is that there is no mistery, except in one scenario. You can find what you need to do by simply visiting all rooms, and just using the keys in the order they're found. The game advertises itself as a mistery, but most of the time you're just dragging the players from one side of the map to the other, with no possible thinking.
I believe that the game has a lot of potential. It has really great ideas, and the mechanics are really good and innovative, but the scenarios need to be improved. Mistery should be added, and there should be more posibilities and actions to take.
I believe that adjusting the rules and creating some scenario with more story parts and a bigger range of options can make this game a great one. However, i haven't made these changes yet, and the game as it is now feels like something is lacking...
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