Bundle mit Ärmeln
Karten im Spiel:
-
89__PH_1__ Karten (44.0mm__PH_3__x__PH_4__68.0mm__PH_5__)
STANDARD Ärmelbündel 10 % Rabatt
+1x
+1x
=
47,15€
Voller Preis
2,50€
SUPERIOR Ärmelbündel 10 % Rabatt
+1x
+2x
=
49,40€
Voller Preis
5,00€
PREMIUM Ärmelbündel 10 % Rabatt
+1x
+2x
=
49,40€
Voller Preis
5,00€
Kartenhüllen in diesem Spiel
89 Karten mit einer Breite von 44.0mm und einer Höhe von 68.0mm
2x
(50 Stk)
1x
(100 Stk)
1x
(100 Stk)
2x
(50 Stk)
1x
(100 Stk)
2x
(50 Stk)
1x
(110 Stk)
2x
(55 Stk)
2x
(75 Stk)
2x
(50 Stk)
2x
(75 Stk)
1x
(100 Stk)
Beschreibung
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.
Zusätzliche Informationen
Bundle mit Ärmeln
Karten im Spiel:
-
89__PH_1__ Karten (44.0mm__PH_3__x__PH_4__68.0mm__PH_5__)
STANDARD Ärmelbündel 10 % Rabatt
+1x
+1x
=
47,15€
Voller Preis
2,50€
SUPERIOR Ärmelbündel 10 % Rabatt
+1x
+2x
=
49,40€
Voller Preis
5,00€
PREMIUM Ärmelbündel 10 % Rabatt
+1x
+2x
=
49,40€
Voller Preis
5,00€
Beschreibung
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.
Kartenhüllen in diesem Spiel
89 Karten mit einer Breite von 44.0mm und einer Höhe von 68.0mm
2x
(50 Stk)
1x
(100 Stk)
1x
(100 Stk)
2x
(50 Stk)
1x
(100 Stk)
2x
(50 Stk)
1x
(110 Stk)
2x
(55 Stk)
2x
(75 Stk)
2x
(50 Stk)
2x
(75 Stk)
1x
(100 Stk)
Zusätzliche Informationen