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$192,455
pledged of $100,000pledged of $100,000 goal
1,465
backers
28days to go

All or nothing. This project will only be funded if it reaches its goal by Tue, December 17 2019 11:00 PM UTC +00:00.

Dawn of Madness

A 1-4 player story-driven cooperative game that is a true mind-shattering horror experience in a board game.

Dawn of Madness

A 1-4 player story-driven cooperative game that is a true mind-shattering horror experience in a board game.

$192,455
pledged of $100,000pledged of $100,000 goal
1,465
backers
28days to go

All or nothing. This project will only be funded if it reaches its goal by Tue, December 17 2019 11:00 PM UTC +00:00.

About

Are you ready to be truly frightened by a board game? Do you want to experience horror in a way that perhaps no other tabletop game has attempted before now? Then welcome to Dawn of Madness.

Wondering how Dawn of Madness plays? Here is a preview version of the rulebook. (Please note that this is still an early version of the rulebook and nothing contained in it should be considered final.)

Click the image to read the preview rulebook of Dawn of Madness

Dawn of Madness is a true horror experience in a board game. It is a 1-4 player story-driven cooperative game that takes place over a variable-length campaign. As a Wanderer who has been ripped from your old reality, you now find yourself in a nightmarish Otherworld surrounded by things that, while horrifically twisted, seem strangely… familiar.

The Otherworld is closing in around you, trying to consume you and devour all that makes you who you are. If you want even the slightest chance of surviving, then you must reclaim the shattered fragments of your mind. This will not be easy, though, because your past and your secrets are hopelessly entwined with sinister paranoia and feverish nightmare. Consequently, the deeper you wander into this world, the more of your life you uncover, the deeper the terror will grow. Still, you know you must. Because there is no other way to escape the Otherworld.

Set in the same universe as the breakout hit board game Deep Madness, Dawn of Madness is a completely standalone, distinctive, and terrifying gaming experience – one that we hope you will want to return to again and again.

Long before Deep Madness, before Kadath, before the Leng Corporation, there was the Golden Dawn: A religious organization founded on the idea that humankind could ascend beyond the limits of mortal flesh and become a boundless conscious entity – a true god on earth. As science advanced in the early 20th century, the church moved past simply believing in their transcendence, and instead began to test ways to make it happen. A mysterious relic seemed to shine a light on the way forward, but initial tests were bloody, painful failures to put it mildly. Realizing this would not be a quick success, the church implemented a long-term, widespread experiment – one that stretched across continents and centuries. While true success eluded them until their experimental regime spread to the bottom of the ocean (culminating in a strange young woman named Regan), they documented many intriguing results along the way, gleaned from the ashes of hundreds of destroyed lives. These are the stories of those lives.

Every chapter in Dawn of Madness’s campaign focuses on a specific Wanderer’s conscious realm and story. Featuring mind-shattering tales of psychological and visceral horror, each chapter introduces its own unique monsters, cards, story book, and encounters that will only appear in that chapter – as well as four potential endings for that chapter’s Wanderer. The following are the four Wanderers featured in the Dawn of Madness core box.

1. With three times the content than can be uncovered in a single playthrough, DoM features a high level of replayability.

Each campaign in Dawn of Madness consists of 1 to 4 chapters (dependent on the number of Wanderers in play) and a finale, but after one playthrough you will have only scratched the surface of DoM’s content. Each choice made in each chapter (and even the order of those choices) could and will drastically impact the entire remainder of the game – and the campaign.

Over 200 encounters and memories, and hundreds of entries in the Storybooks.

2. The Abominations are a nearly unstoppable force that must be reckoned with in each chapter.

Dawn of Madness’s world is full of danger from the very beginning. The Abominations are a family of highly dangerous, utterly monstrous mini bosses that rampage mercilessly through each chapter of the game. There are four members in every family of Abominations, each one sporting different abilities. But the Abominations also can pass down an inheritance for later generations (in the form of Devour cards), and the sooner it is dealt with the less impact it will have on the future of your campaign. Act quickly against them – if you can!

Each Abomination has its own Abomination card, Devour cards, and Confrontation cards. Some Abominations have their own special Condition cards. Abomination cards contain the Abominations' abilities and other game rules for overall situations. Devour cards provide nasty effects that hinder the Wanderers in various ways when  Wanderers are stay together with Devour tokens on the game board. Wanderers cannot directly attack the Abomination. When they try to fight against the Abomination via Malformations or Resistance cards, they need to resolve Confrontation cards' effects, in which the Abomination may fight back.

3. Each Wanderer is haunted by its three Malformations – dark, twisted versions of him or herself.

The Malformations are the cesspools of each Wanderer’s soul. Roaming through the World Shards, they reveal the darkest depths of each Wanderer’s mind, and should be avoided whenever possible. The problem is, they are also the only way of defeating the Abominations. You can curry their favor in the hopes of defeating an even greater evil. But be careful: when you stare into the abyss, the abyss stares back into you.

Each Wanderer has three Malformations. Each Malformation has a deck of three cards from level 1 to level 3.

The top section of a Malformation card explains how the matching Malformation acts during its turn. The game effect on the bottom section is used when this Malformation is involved in fighting against the Abomination.

4. Monsters arise from the Wanderer’s stories and can manifest in varied ways.

While Distortions can appear in any of DoM’s chapters, the Aberrations come directly from each Wanderer’s story and will only appear in that chapter. These are not random monsters, but beings pulled directly from the fears, fantasies, memories, and subconscious of the Wanderers themselves. By rolling against their Domain Rifts you may disable their special abilities or even kill them outright, but just like a memory or a habit the Aberrations can reappear at the most unwelcome time – and from potentially unexpected places.

Each Aberration and Distortion has its own special abilities and action sequences. The Domain Rift tokens are placed on the Aberration or Distortion card. The Domain Rifts may augment the monster's abilities and offer the Wanderers chances to attack the Aberration or Distortion.

5. Each Wanderer assists the group by bringing unique Inner Offerings and valuable resources.

Wanderers defend themselves against the Otherworld’s tests and trials using Domains that are created when a number of Sentience cubes are assigned through dice rolls to different Concept symbols on their Wanderer dashboards. Domains are the main disposable resource in DoM, and can also be gained, adjusted, or reallocated by obtaining and using Domain cards. These cards can also be used to help other Wanderers during their turns. Managing and using the Domains wisely is the key to survive during the game. 

Wanderer Dashboard, Sentience tokens, Sentience dice, and Domain cards.

In addition, each Wanderer has unique Inner Offerings, which are personal abilities they add to the game that are implemented through unique components and methods.

Psychiatric Treatment cards, Physical Treatment cards, Brand tokens, Glory tokens, Plant/Meat tokens, Bullet tokens, and Nursery Rhyme tokens.

6. Build up and personalize your Wanderer while uncovering more of the world and the stories.

Each Wander will be upgraded and customized throughout the course of DoM through exploring encounters and reaping the Memories and Codas that often come as rewards for the choices made during your wanderings. Every choice made will result in receiving a Memory card, a Coda card, a Plot token, or even a new Encounter. In the process, you will constantly redefine your Wanderer and the world – not only in individual chapters, but also for the epic finale.

Over 300 Memory and Coda cards in the core box can be used to upgrade and customize the Wanderers.

7. The number of actions and the sequence of actions are uncertain.

Mental Capacity is one of the two attributes common to all characters. After any character ends his/her/its current action, the next action will be performed by the character with the current highest Mental Capacity value. Almost all actions require Mental Capacity, and the order that characters will take actions constantly changes right up until the Mental Capacity for all characters runs out and the game round ends.

8. Characters will be impacted by rich and varied game effects.

There are 9 kinds of Conditions in the core game. These effects are not only applied to Wanderers, but can also be used against monsters. Each Condition has a different effect, and removing them requires a different approach for each one. Furthermore, not all Conditions are even negatives – though most are far from pleasant.

9. Complex truth unfolds – accompanied by a horrible final boss.

After all of the chapters are completed, you arrive finally at the finale. Each Wanderer has four endings, and each one may – or may not – reflect an aspect of the truth. The ending is determined by the choices made during the campaign, with the ending having the most story points being selected as the one that you will face. You all made this bed. Now you must lie in it – and face whatever monstrosities it contains.

The Final Boss card, Finale Encounter cards, and Ending tokens.

Each Wanderer has four endings. And each ending has its own set of finale encounters. Other Wanderers' endings will also have impacts on the finale.

10. An incredible selection of art and miniatures.

Dawn of Madness features hundreds of pieces of immersive, high quality art from some of the best horror artists at work today, including Christopher Shy, Pedro Sena, and David Romero. It also features dozens of intricately detailed, unquestionably twisted miniatures that are each a unique sculpt, sculpted by the incredible 3D artists Keos Masons, Béres Rudolf, and Francesco Orrù. Following is a selection of the art from the game (only a small portion of the art of Dawn of Madness).

Click the image and enlarge to see the gallery of the art of Dawn of Madness.

Want to help spread the madness? Visit the following links, and don’t forget to like and share the game!

Follow us on Kicktraq!

In this campaign we will have two levels of stretch goals: Core-level stretch goals, and Otherworld-level stretch goals. Backers at the Core Experience pledge level will receive all Core-level stretch goals, and backers at the Otherworld Experience pledge level will receive all stretch goals from both the Core Experience and the Otherworld Experience.

A New Distortion Pack.

More stretch goals will be revealed throughout the campaign, so keep checking back!

Shipping for Dawn of Madness will be charged after the campaign in the pledge manager. Shipping costs have continued to rise in recent years and months, with uncertainties looming on the horizon. However, we will strive to obtain the absolute best shipping prices for our backers. Thank you for bearing with us as we work to make shipping as close to reasonable as possible.

Dawn of Madness will be delivered in two different waves. The first wave will include the Dawn of Madness Core Box, Miniature Box, all of the Core-level stretch goals, and a portion of the Otherworld-level stretch goals (specifically, the miniatures that accompany the Core-level stretch goals). The estimated delivery for this first wave is October 2021. Why such a long time away for this first wave? Because we would prefer to have a buffer in our shipping estimate and to have the maximum chance of delivering to you on time, rather than falsely telling you it would be six months earlier and then delaying the project later on because we weren't honest up-front. 

The second wave will include the rest of the Otherworld-level stretch goals and all of the optional buys. The estimated delivery for the second wave is June 2022. (Once again, we would prefer to be cautious in our timeframes, rather than being overly optimistic and ending up late for an avoidable folly.)

Please note, too, that the estimated delivery for other language versions will be several months later than the English version in both waves.

The following estimated shipping prices are still rough and based solely on the Dawn of Madness Core Box and Miniature Box. They may vary after any unlocked stretch goals and optional buys are factored in. The final shipping will be calculated in the Pledge Manager after the campaign ends.

CORE EXPERIENCE PLEDGE

  • USA: $25-$30
  • Most countries of the EU (Including UK): $25-$30
  • Bulgaria, Estonia, Croatia, Lithuania, Latvia, French Polynesia, Romania, Slovakia, and Slovenia: $40-$50
  • Greece, Malta, Norway, Iceland, Russia, Belarus, and Ukraine: $50-$80
  • Canada: $30-$35
  • Australia, New Caledonia, and New Zealand: $30-$35
  • China: $20-$25
  • Most countries of Asia: $40-$50
  • Israel, Kuwait, Saudi Arabia, and United Arab Emirates: $50-$80
  • South Africa: $60-$70
  • Mexico: $50-$60
  • South America and Rest of the World: $90-$110

OTHERWORLD EXPERIENCE PLEDGE

  • USA: $30-$35
  • Most countries of the EU (Including UK): $30-$35
  • Bulgaria, Estonia, Croatia, Lithuania, Latvia, French Polynesia, Romania, Slovakia, and Slovenia: $45-$55
  • Greece, Malta, Norway, Iceland, Russia, Belarus, and Ukraine: $60-$90
  • Canada: $35-$40
  • Australia, New Caledonia, and New Zealand: $35-$40
  • China: $25-$30
  • Most countries of Asia: $50-$60
  • Israel, Kuwait, Saudi Arabia, and United Arab Emirates: $70-$90
  • South Africa: $70-$80
  • Mexico: $60-$70
  • South America and Rest of the World: $90-$120

Diemension Games is a small team of creators, designers and gamers spread across the US and China. Working with some of the best artists and sculptors from around the world, we strive to achieve excellence in our products, rampant fun in our games, and gooey tentacles in our monsters. We were founded in 2014 and launched our first game, Deep Madness, on Kickstarter in the fall of 2016. Two deliveries and one reprint campaign later, Deep Madness has become both a critical and commercial success, raising over $4,000,000 USD across its two campaigns and garnering praise in the board game industry from the likes of The Dice Tower, One Stop Co-Op Shop, and Rolling Solo.

At Diemension Games we care deeply about the trust our community places in us. In our last campaign we made a pledge to rise above the stigma of some other Kickstarter companies and to always deliver a product that leaves you pleasantly surprised, and in this campaign, we plan to continue that pledge. Whenever and wherever possible we will go above and beyond for you, our backer community, always striving for excellence in whatever we do while constantly pushing ourselves to do better. We consider the trust that you have placed in us to be a very precious thing, and we will always do everything in our power to protect it. Furthermore, you are not just a backer of a board game: you have enabled us to exist, and you are a co-creator of this game. Thank you for being a vital part of Diemension Games.

Risks and challenges

Dawn of Madness is a large and complex project with many interconnected pieces and potential logistical issues involved. In addition to all of the normal challenges associated with a big board game project (miniature tooling, printing, production, international shipping, etc.), there are the additional challenges involved in writing all of the included books and other content not present in many other board games.

Having said that, this will be our third Kickstarter campaign. We have successfully delivered two others (the original Deep Madness campaign and its subsequent reprint), and we have learned a great deal from those first two campaigns. We will apply all of the knowledge that we have gained from those campaigns to do our best in ensuring that this is not only a successful project, but one that is a joy for our backers to participate in. We have developed a reputation as an honest, forthright, and caring company who is active in our community, and we plan to continue building upon that rapport, keeping our backers involved in every step of the process. We have also developed a reputation for delivering products of extremely high quality, and we intend to continue providing that high standard with Dawn of Madness.

Will problems arise during this process? Of course. But we intend to grow, learn, adapt, and, in the end, deliver a board game that will be a truly compelling experience. Thank you for considering joining this crazy ride with us.

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    Core Experience

    The Core Experience features all of the gameplay that comes in the base Otherworld Experience (before stretch goals), but every figure will be represented by a beautiful, high-quality standee rather than a miniature. The Core Experience will be eligible for all Core-level stretch goals and will be upgradable to the Otherworld Experience in the pledge manager after the campaign. Shipping will be charged after campaign ends in the pledge manager.

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    The Otherworld Experience will offer everything in the Core Experience, as well as 40 intricately detailed, decidedly unsettling preassembled plastic miniatures, each one a unique sculpt (with more added through stretch goals.) Shipping will be charged after campaign ends in the pledge manager.

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