
- BGG rank
- BGG #154
- BGG rating
- 7.8
Rising Sun
- 3–5 players
- 90–120 min
- Complexity 3.3/5
- 2018

Rules assistance for MAD
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
MAD is a board game released in 2026 for 3–6 players, 30–45 minutes per game, and ages 10 and up. It was designed by Thomas Dagenais-Lespérance and its main mechanics are Area Majority / Influence, Negotiation, and Alliances.
MANIPULATION - ALLIANCES - DECEPTION. The friendliest treason game! The enigmatic Cuckoo Island, lost in the middle of the Pacific Ocean, is ruled by the 7 members of the Council of the Wise. As evil spirits of the Island, you must tighten your grip and the influence you hold over the Council members in order to accomplish your darkest plans. Beware, for you cannot act alone... nor directly... MAD is a game of influence, alliances and treason. Players try to influence 3 council members but need to do so through other players' actions. On a turn, a player chooses an Influence card and gives it to another player. They order which Council Member should receive that card. If that player agrees, they place the card face-down on that character... or they can place it on any other character face-up. 2 rounds, 4 turns per round. You need to find your allies as quickly as possible if you want to win. —description from the publisher
MAD supports 3–6 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 MAD is 30–45 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 MAD for ages 10 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.
MAD belongs to these categories: Card Game, Bluffing, and Negotiation. Its main mechanics are Area Majority / Influence, Negotiation, and Alliances. 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 MAD are: Thomas Dagenais-Lespérance. 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 MAD as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.