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Players must cooperate to reach the top of the Mountain and then escape safely, but the Mountain has more than one trick up its ghastly sleeve.
The higher you fly, the crazier your teammates become! Quick and clear communication is the key – but how will you stick together when your team starts developing weirder and weirder behaviour?
What’s in the box?
How to play:
Each turn consists of five phases.
Movement: the Leader decides which direction to move the expedition. Over the course of the game, you start from the Coast, scale the Mountain, enter the City, and reach the Edge of Madness before making your escape across the sky.
Encounter: you only have the time allotted by the Sand Timer to gather the necessary Equipment. Use this time to discuss which Equipment you have in hand and are able to spend to overcome the Challenges.
Resolution: you will determine if you successfully overcame the challenges you faced in the previous phase, earning any rewards or suffering any failures.
Draw: the Leader deals Equipment cards to every player (including themselves) from the Equipment deck until all players reach the hand size limit or the deck is empty.
Rest (optional): This is the only moment when you can breath a little in this hostile terrain…
The expedition to the Mountains of Madness can end in several ways:
When you must draw a Madness card of the next level, do not discard the card you already have. During the Encounter Phase, you must apply the effects of all the Madness cards you have.
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