CHOOSE YOUR OLD ONE
BUILD YOUR CULT
At the start of the game, each player chooses one of the various Old Ones. He then takes some starting Cultists and the starter building "Ancient Monument". The oldest player receives the First Player Token.
The game is played in 8 Rounds, which is either a Moon or a Star Round. In each Star Round, a game mechanic called "The Stars are Right" allows players who are a bit limping behind to draw a Constellation Card to get them back into the game.
At the start of each Round, the Cultists inside a player's buildings pray to him, giving him Faith Points - which is the currency in this game.
Then, all players take their Action Cards and plan which cards they want to use during this Round and in which order. Action Cards are paid for with Faith Points, so players must plan carefully!
When all players are done planning, everyone reveals their first card and, starting with the First Player's card, each card is resolved in turn. Then, everyone reveals their second card and so on...
Most Action Cards need one or more Cultists to be placed on the card (but be careful, most Cultists on cards do not have the time to pray for you in your next turn!). In addition, most Action Cards require you to make a Madness Spin - will you spin Power Icons or Madness Icons?
EXAMPLES OF POSSIBLE ACTIONS
With the Summon Building card, you order your Cultists to open minor rifts in reality to summon forth one of the 20 different available buildings. Each extra building can house more Cultists, allowing your cult to expand. In addition, most buildings also have a special ability that you can use as long as you control that building.
The Summon Monster card lets you draw one of the 18 Monster Cards. In your next turn, you can plan your Monster Cards together with your Action Cards to add their power to your actions.
If you want to increase your own power, use the Sacrifice card to throw one of your Cultists in the Swirling Madness - the whirling vortex of eldritch energy in the middle of the board. You can then choose to either gain Faith Points or pay some Faith to advance in one of the 3 Tower Paths. By advancing in these Tower Paths, you can adjust some game effects to fit your play style.
Attack the Cultists of other players with the Dreams of Terror card, which leaves their feeble minds reeling with fear. With this Action Card, you can terrify enemy Cultists, making them useless until the next turn (after collecting Faith Points).
If you resolve the Conjure Arcane Glyph card, you can take an Arcane Glyph Token from the Reserve. You can use these tokens whenever you want to either resolve one of your Action Cards before the First Player, or to cancel all Terrified Cultists or to upgrade one of your Cultists to a High Priest, a Prophet, a Spawn, a Librarian or a Seer.
With the Open Another Dimension card and the Explore Naallemrak card, you can open gates in reality and send your Cultists to the other side. If you spin high enough, you can draw Spell Cards or even powerful Artifact Cards...but there is also a good chance your Cultists will get lost in time and space!
Other possible actions:
- Raise Protective Wards
- Flocks of Madness
- Power Surge
- Read from the Grimoire
Old Ones work in mysterious ways... With the Secret Objective Cards, players can score bonus points when they complete certain objectives like spending at least 10 Faith Points in a single Round, or having 2 Monster Cards in play, or having buildings with a total value of 9+ Victory Points...
Actual game content may vary, depending on unlocked stretch goals and game play improvements during the production process.
Box design and Artifact Card art are not final
For shipping details, see the "Shipping" section below.
Undead Viking videos
Part 1 - Round 1 & 2
Part 2 - End Game & Scoring
I would like to thank my friends who helped me with the playtesting and offered me great advice. Because of them, the rules are what they are today.
Also a big thank you to the people at The Game Master, Snappex and PostNL. Because of them, the game can be made and delivered to my backers.
Without the reviews from Undead Viking, Father Geek and Bastiaan Nox, you might never have found this Kickstarter page, so a big thank you to them as well.
Finally, I would like to thank my mother, who had to proofread through endless versions of rules, and my girlfriend, who had to cope with me being obsessed about this game and this campaign and who was a big support and help during Spiel '17.
All shipping costs will be charged after the campaign, based on the actual costs to ship Castle Madness to your home. All products will be shipped from the Netherlands.
The shipping costs will be collected via the pledge manager when the campaign is over.
Using this method also allows me to reduce shipping costs as a special extra stretch goal is unlocked, as detailed above. I know international shipping can be a real pain, but if the campaign reaches 2000 backers, I can give a special €10 discount on shipping prices (to a minimum of €0).
Below are the estimated prices for shipping to all possible countries. Note that these are estimates. The actual price may slightly vary, and hopefully be lower if the stretch goals are unlocked.
- Netherlands: €7,50
- Belgium: €9,50
- Luxembourg: €12,25
- Germany: €10,40
- UK: €11,50
- France: €14,75
- Denmark: €15,45
- Austria: €12,75
- Italy: €14,75
- Portugal: €16
- Spain: €16
- Finland: €16,75
- Ireland: €18,25
- Sweden: €20,25
- Hungary: €13,50
- Poland: €12,75
- Slovakia: €14,50
- Slovenia: €21,75
- Czech Republic: €13
- Romania: €24,75
- Estonia: €30,45
- Latvia: €30,45
- Lithuania: €30,45
- Australia: €24,31
- Brazil: €24,42
- Canada: €25,81
- China: €21,48
- Hong Kong: €25,74
- Japan: €22,71
- New Zealand: €28,79
- Russia: €28,51
- South Africa: €18,80
- Switzerland: €20,63
- USA: €25,44
- Rest of the World: €35,3
Risks and challenges
As this is my first Kickstarter, the entire campaign will be a challenge for me, I’ll be honest. But I’m backed by tested professionals who know their way around in this world.
The Game Master is an established company known for printing the Dutch versions of Tzolk’in, Alchemists and Rhodes, to name but a few. If the campaign is a success, it is they who will make sure Castle Madness is transformed into a professionally printed board game.
For the moment, this game will be a totally Kickstarter exclusive. As of yet, I have no publisher to bring this game to the retailers. The goal of this campaign is to get this game onto other players' tables and if a publisher discovers it along the way, so much the better!
I really believe in this game and I think it is worth publishing. With the blend between worker placement elements, action card management and the spinner, it stands out. And with the more comical artwork, it has a much lighter atmosphere than other Lovecraftian games.
Together with your help, I’m positive I’ll get Castle Madness in your hands so you can enjoy it as well!Learn about accountability on Kickstarter
- (36 days)