In Castle Madness, players take on the role of an Old One from the horrible dimension of Naallemrak. With a mix of worker placement (using cultists to perform tasks), deck building (collecting monster cards, spell cards and constellation cards to add more effects to the action cards) and programming (each round, players will need to build their own action deck) players will try to start the most powerful cult and complete rituals.
These are the prototype Power Dice - the final dice will have more color.
Review by Bastiaan Nox (Dutch)
- Variable Player Powers: Each Old One has its own unique ability in the game. They all play a bit differently.
- Mix of Mechanics: As said, players will use worker placement, deck building and programming to build their cult.
- Luck of the Draw & Strategy: Drawing cards to enhance your deck will mostly be a thing of luck...but the truly powerful Old Ones know how to plan their cards to make the best possible combinations.
- Choose your play style: The game will come with both a Power Die and Power Cards. If you like some randomness, play with the unique 8-sided Power Die. If you like strategy and planning, play with the Power Cards.
- Replayability: The numerous cards and possible combinations, paired with 16 different rituals, 3 different upgrade paths and 20+ unique buildings will give a different game every time.
*Only real names are accepted. We don't want any profanity.
At the end of the campaign, I will contact all the backers who backed with a reward to name a game element (except the Supportive Cultist backers, as all cultists are the same). Starting with the first backer on that list, each backer has a chance to choose which game element (Old One, Artifact card, Cult Leader) they want to attach their name to.
First of all, I want to thank YOU! Yes, you. You took the time to view this page, read about Castle Madness and perhaps you even backed this game. Without you, this project would not even exist.
Furthermore, I'd like to thank all the people close to me. My friends, because they were the first to endure the many, many (many) playtest sessions of Castle Madness. They provided me with the first feedback and basically made this game into what it is now. My mum, who had to proofread the many, many (many) draft rules I showed her. My girlfriend, who had to put up with me for many (you get the idea) hours while I was in the same room with her, but at the same time, far away in Naallemrak.
Also, thank you to the people I got to know along the way. Arne De Cnodder and Gert Breugelmans, who became a valuable playtesters. All the visitors from Spiel '17 who took the time to stop at my booth and play a demo game. Seb Van Deun & Rudy Seuntjens from the Game Brewer and the games store De Kolonisten here in Turnhout, who gave me advice and let me use the store to host some demo games. Daniel Zayas and Tony Shen from LongPack Games for being patient with all my questions. SharkeeGames who helped me with finding shipping solutions. And Justin from OTX and Seth & Chris from QuarterMaster for providing me with those shipping solutions. FatherGeek who wrote a review for the first campaign and gave me some good insights. Bastiaan Nox and Undead Viking for their amazing review videos.
I'm sure I'm forgetting some at this moment, but that doesn't make your contribution any less valuable. Thanks you.
As soon as LongPack Games is done with the production of Castle Madness, OTX will freight the games to QuarterMaster who will use their close contacts with other fulfillment centers (like Aetherworks and GamesQuest) to ship all the games to their rightful owners - you!
Shipping will be charged after the campaign via the pledge manager, to guarantee an honest and accurate shipping cost.
The prices below are estimates based on 2018 quotes and a weight of 2,5 kg, and can differ from the final prices.
- US: €8,5
- Europe: €13,5
- Norway: €23
- Canada: €14,5
- Australia: €16
- New Zealand: €21
- China, Macao, Hong Kong: €8,5
- Rest of Asia: €18,5
- All other countries: €55
Risks and challenges
As I'm new to creating on 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.
Some of you might notice that this is the second try on Kickstarter for Castle Madness. I believe I made some mistakes last time which made the funding goal too high. For example, I went to a publisher instead of a manufacturer to get the game made. This time however, I've cut out the middle man and went straight to a manufacturer.
Now, with a realistic funding goal and realistic pledge level values, I believe Castle Madness is truly ready to be released into the world.
LongPack Games will manufacture the game if the campaign is a success. I've met them at Spiel '17 when I was there promoting Castle Madness' first try on Kickstarter. They truly were a big help and I've contacted them after the first campaign failed to get this project on track again.
For the moment, this game will be a totally Kickstarter and event 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 programming your turn, 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
- (30 days)