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Mansions of Madness Review

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12 Sep 2016 00:50 #234120 by Matt Thrower

This new edition of Mansions of Madness is a box full of paradoxes. It feels bold and inventive, yet has an obvious design lineage to its original edition and to other app driven games from Fantasy Flight.  It offers the sense of close co-operation between players but has little real meat or strategy. It provides adventure and mystery while actually being quite repetitive. Making sense of it is enough to drive you insane.

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13 Sep 2016 12:47 #234121 by Legomancer
The app is fine, but as I said elsewhere, it almost forced one to wonder why there was still a board element. The app doesn't track everything, but it certainly could, and much of what was happening on the board seemed superfluous. I felt like I was playing a $100 boardgame that assisted a free app, rather than the other way around. That seems odd.
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14 Sep 2016 04:12 #234193 by Matt Thrower

The app is fine, but as I said elsewhere, it almost forced one to wonder why there was still a board element.


Lots of reasons. First and foremost it's a central point for the game which all the players can see and interact with. Doing the same thing on the screen just loses the sense of scale and focus that a physical board has which has implications for both practicality and immersion.

Second there are several aspects where cards actually do a better job. Swapping items around between characters for one. Hiding insanity for another.

So while I can see your point, I think using the physical components does add a lot to the game.

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14 Sep 2016 09:00 #234206 by Deleted
Replied by Deleted on topic Mansions of Madness Review
Every time you write it makes me jealous of your ability to write.

Fantastic work.

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