Paquete con mangas
Cartas en el juego:
-
89__PH_1__ tarjetas (44.0mm__PH_3__x__PH_4__68.0mm__PH_5__)
STANDARD paquete de mangas 10% de descuento
+1x
+1x
=
47,15€
Precio completo
2,50€
SUPERIOR paquete de mangas 10% de descuento
+1x
+2x
=
49,40€
Precio completo
5,00€
PREMIUM paquete de mangas 10% de descuento
+1x
+2x
=
49,40€
Precio completo
5,00€
Fundas de cartas en este juego.
89 tarjetas de 44.0mm de ancho y 68.0mm de alto
2x
(50 PC)
1x
(100 PC)
1x
(100 PC)
2x
(50 PC)
1x
(100 PC)
2x
(50 PC)
1x
(110 PC)
2x
(55 PC)
2x
(75 PC)
2x
(50 PC)
2x
(75 PC)
1x
(100 PC)
Descripción
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.
Información adicional
Paquete con mangas
Cartas en el juego:
-
89__PH_1__ tarjetas (44.0mm__PH_3__x__PH_4__68.0mm__PH_5__)
STANDARD paquete de mangas 10% de descuento
+1x
+1x
=
47,15€
Precio completo
2,50€
SUPERIOR paquete de mangas 10% de descuento
+1x
+2x
=
49,40€
Precio completo
5,00€
PREMIUM paquete de mangas 10% de descuento
+1x
+2x
=
49,40€
Precio completo
5,00€
Descripción
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.
Fundas de cartas en este juego.
89 tarjetas de 44.0mm de ancho y 68.0mm de alto
2x
(50 PC)
1x
(100 PC)
1x
(100 PC)
2x
(50 PC)
1x
(100 PC)
2x
(50 PC)
1x
(110 PC)
2x
(55 PC)
2x
(75 PC)
2x
(50 PC)
2x
(75 PC)
1x
(100 PC)
Información adicional