
- BGG rank
- BGG #1,671
- BGG rating
- 7.8
Deep Madness
- 1–6 players
- 60–120 min
- Complexity 3.5/5
- 2018

Rules assistance for Dawn of Madness: The Chasteners – Terror Expansion
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Dawn of Madness: The Chasteners – Terror Expansion is an expansion for Dawn of Madness released in 2025 for 1–4 players, 90–120 minutes per game, and ages 16 and up. It was designed by Roger Ho and Chauncey and its main mechanics are Variable Player Powers, Hand Management, and Dice Rolling.
This expansion for Dawn of Madness introduces the three epic Chastener terrors. Will their ministrations purify you? Or will they crush you, carve you, and burn you alive? I perceive the wayward souls wandering through this malevolent place. The broken land corrupts them even as it consumes them. I must purge them of their sin. I will expunge their darkness. They shall endure pain for a season, but it will benefit them as the glorious light burns away their darkness and forges them anew. Come, all you who are heavy laden. Weep and succumb. Repent and be remade. Only then can you be hallowed and lifted out of this dark world that seeks to swallow you whole. I sense the profane realms’ ambassadors following me to this tainted plane. Though we serve different masters, I think our purposes align. We are all chasteners of the lost. The Chasteners sear the air as they materialize from realms alternatively holy and profane. Towering, wondrous, and terrible, they each desire to draw you toward their own domain. But regardless of their original plane, they come for the same reason: to excoriate you for your sins. Worse, their purging caress won’t fade even when they do. Instead, their unique chastisement will linger until the end of the game. Once the Chasteners have touched you, you will never be the same again. —description from the publisher
Dawn of Madness: The Chasteners – Terror Expansion supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Dawn of Madness: The Chasteners – Terror Expansion is 90–120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Dawn of Madness: The Chasteners – Terror Expansion for ages 16 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Dawn of Madness: The Chasteners – Terror Expansion belongs to these categories: Fighting, Dice, and Horror. Its main mechanics are Variable Player Powers, Hand Management, and Dice Rolling. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Dawn of Madness: The Chasteners – Terror Expansion are: Roger Ho and Chauncey. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Dawn of Madness: The Chasteners – Terror Expansion as an expansion for Dawn of Madness. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Dawn of Madness to use it. Check that your edition of Dawn of Madness is compatible, as some expansions were revised between editions.