Madness At Midnight
BGG rank
BGG #15,380
BGG rating
6.8

Madness At Midnight

2017

Rules assistance for Madness At Midnight

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

  • 2–4 players
  • 60–120 min
  • 12+
  • Complexity 2.7/5

Rules assistant for Madness At Midnight

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Answers come from the official rulebook, with the page to check.

Madness At Midnight is a board game released in 2017 for 2–4 players, 60–120 minutes per game, and ages 12 and up. It was designed by Richard Launius and Mads L. Brynnum and its main mechanics are Dice Rolling, Area Majority / Influence, and Worker Placement.

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About the game

In Madness At Midnight you control a gang of deranged cultists trying to summon their Lovecraftian god of choice. You use action dice to visit different places in Arkham, activate location abilities, and initiate fights with the other players. Your aim is to fulfil sinister plots, defeat the feared investigators, and/or control key locations in order to gain Victory Points. The first player to reach 13 Victory Points wins the game and gets to end the world. The core of the game is the custom action dice you use to move your cultists and to do stuff in Arkham; learn spells, corrupt the citizens, upgrade your cultists, and more. And the farther you get into the game, and the madder your cultists get, the less chance you have of the dice actually showing the results you need. Madness may be a stepping stone, but it’s also an obstacle you somehow have to manage if you want to be the best cult in Arkham.

Questions and answers

Madness At Midnight supports 2–4 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.