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Expansion for Mansions of Madness
Mansions of Madness: Call of the Wild
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- Published
- 2013
- Reach
- Known (via base game)
- Players
- 2–5
- Play time
- 120–180 min
- Weight
- Not enough ratings yet
- Ratings
- 0
- Expansion for Base-game
- Adventure
- Exploration
- Horror
How it plays
No rules summary yet for this game.
Main mechanics
- Co-operative
- Dice rolling
- Hand management
- Route building
- Co-operative: Everyone wins or loses together against the game.
- Dice rolling: Dice create swing and force you to adapt.
- Hand management: Timing which card to spend is the core puzzle.
- Route building: You connect points on a map and defend the connection.
Full publisher description
Game description from the publisher: Briefly summarized, it hinted at a hidden race of monstrous beings which lurked somewhere among the remoter hills in the deep woods of the highest peaks, and the dark valleys where streams trickle from unknown sources. These beings were seldom glimpsed, but evidences of their presence were reported by those who had ventured farther than usual up the slopes of certain mountains or into certain deep, steep-sided gorges that even the wolves shunned. H.P. Lovecraft, The Whisperer in Darkness Venture into the unknown with Mansions of Madness: Call of the Wild ! Five new scenarios and eleven double-sided board tiles plunge investigators into the mysterious backwoods, shaking the foundations of what players have come to expect. The keeper has even more surprises at his disposal, and at times must solve ritual puzzles and seek out clues. A focus on outdoor maps encourages non-linear exploration, and new Allies assist in combat while driving the macabre narrative. Survive the wilderness in Call of the Wild !
How this expansion changes the base game
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