IELLO Mountains of Madness Strategy Board Game

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  • Model: 71vp8ccz
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Description
Inspired by the popular novel at the mountains of madness by H.p. Lovecraft, mountains of madness is a new crazy creation from Rob Daviau, with illustrations from the great Miguel Coimbra (sea of clouds). imagine yourself sitting on a plane. Players have to cooperate to reach the top of the mountain and then escape safely, but the mountain has more than one trick up its ghastly sleeve. In horror, you realize that the higher you fly, the crazier your teammates become! in each step you take, the leader must gather the necessary equipment from all other players to keep on flying. Quick and clear communication is the key – but how will you stick together when your team starts developing weirder and weirder behavior? play to find out!.

Contents
  • 1 Mountain board
  • 5 Players Boards
  • 1 Airplane figurine
  • 1 Sand Timer
  • 6 Leadership tokens
  • 1 Penalty die
  • 36 Encounter tiles
  • 66 Madness cards
  • 48 Equipment cards
  • 11 Relic cards and tokens
  • 15 Injury cards
  • 1 rulebook

Inspired by the popular novel At the Mountains of Madness by H.P. Lovecraft

Quick and clear communication is the key

Imagine yourself sitting on a plane. Players have to cooperate to reach the top of the Mountain and then escape safely, but the Mountain has more than one trick up its ghastly sleeve. In horror, you realize that the higher you fly, the crazier your teammates become! Each step you take, the leader must gather the necessary equipment from all other players to keep on flying.

1931: Your scientific expedition discovers a new and intriguing mountain range in the middle of the Antarctic polar circle. Under these challenging conditions, the survival of your team will depend on your ability to communicate with each other and to coordinate your efforts to overcome each obstacle — but what you discover on the way to the highest peak will strongly test your mental health. Will you even be able to understand yourself despite the madness that gradually insinuates itself into your mind?

  • For 3-5 players
  • 60 minute playing time
  • Ages 12 and up

Players work together to find forgotten relics

Madness cards hinder their ability to communicate

Thematic, in-game hallucinations simulate creeping madness

Cooperative game with a pinch of real-time gameplay

Play to find out!

How will you stick together when your team starts developing weirder and weirder behavior?

  • Make sure this fits by entering your model number.
  • For 3-5 players
  • 60 minute playing time
  • Original mechanics, gorgeous illustrations, completely crazy


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