Components: Good-quality components with good art that fits the theme. The vast number of monster sculpts are varied and interesting. The tile art is a bit dark on some tiles and the small tokens can get lost visually sometimes. The extra big box for components is super fantastic!
Game Setup: Like most games this big setup is not a quick thing. 30 minutes for our first game though subsequent games went much quick, say 15 minutes.
Mechanics: Action points, hand management, variable player powers, dice rolling, cooperative game
Game Play: Your characters are activated one-at-a-time with monsters taking their individual activation between each character activation. This is a fairly clever mechanic and we found it enjoyable. Search for items, attack monsters, complete mission goals while managing to swim through flooded areas and areas that are “devoured” by the monsters.
Last Word: Deep Madness is a very hard game. It is also a very fun game. The initiative system provides a clever new twist that we really enjoyed. In fact, instead of a set pattern that predictably rotates we house-ruled that each round the entire tableau of character cards is shuffled and laid out randomly so initiate is never known ahead of time. We enjoy games where we don’t have to count spaces or activation where it turns action and adventure games into a logical puzzle game. We may have made it harder on ourselves doing this but the fun of the randomness works for us.
This game was so nice we played it twice in a row – not the norm for us!
In a nutshell, this is Doom underwater on steroids. The missions are fun but hard to complete but that is as it should be for a game like this. If you enjoy more tactical games like Descent, Doom, Gears of War, etc this is a must-have. See https://www.facebook.com/deepmadnessgame for more!
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