Miskatonic Madness
Miskatonic Madness Rulebook
Table of Contents
Table of Contents
Game Overview
Strange things have happened since the arrival of Prof. Langeley, an ancient sorcerer and burning admirer of Nyarlathotep. Immediately after his arrival he founded a dark cult to support him in worshipping the dark god. Everything went according to plan until some outsiders appeared. Langeley knows that it was not mere curiosity that brought them here: they strive to uncover the madness and stop it, should they ever find out what he is planning.
A race against time is now under way between Langeley and his cultists and the investigators. Who will be faster? You, the players, decide this.
Miskatonic Madness is a game for two players. One player takes on the role of the magician, who forges his dark plans to summon Nyarlathotep. The other player supports the investigators in their attempt to uncover the sinister plans and prevent the summoning.
Victory and Defeat
Investigator player: there are two ways to win:
- You gain 20 Mythos Points before the cultists reach 20 Summon Points (and thereby successfully summon Nyarlathotep).
- Defeat Nyarlathotep once he has been summoned.
Cultist player: a successful summoning of Nyarlathotep, and the subsequent victory over the investigators in the Final Battle.
Setup
- The game board is placed between the two players.
- The investigator player takes the 4 "Investigator" cards.
- The cultist player takes the 2 "Starting Cultist" cards.
- All other cards are shuffled and placed face down next to the game board.
- You need several six-sided dice (10–15) and two markers to track the Mythos Points and Summon Points.
Turn Sequence
- Draw card(s): cultist player only
- Play cards: cultist player only
- Investigation phase: investigator player only
- Reveal phase
- Cleanup phase
- Final Battle: only if Nyarlathotep was successfully summoned
Turn Phases in Detail
1. Draw Card(s)
At the start of the game the cultist player draws 4 cards to raise the number of cards in hand to 6. In each later turn, after taking back all cards still lying on the game board, the player draws cards until he again has 6 cards in hand. Certain cards (events) may cause the player to have more than 6 cards in hand. If this is the case at the end of the cleanup phase, he does not draw any cards and continues to play with the cards in hand.
2. Play Cards
The cultist player must place at least 6 of his hand cards face down on the game board. The following rules apply to playing cards:
A. Cards may only be played on the location stated on them.
B. Cultist cards may be placed on a location, where they join a combat, before other encounters. They may also be placed on the "Secret Rituals" space to try to gain Summon Points. For each combat point, one die is rolled. Regardless of the number of successes rolled, only 1 Summon Point can be gained this way per round. For each die showing a 5 or 6, the cultists have come a step closer to their goal and gain 1 Summon Point. For a roll of 1, one cultist is discarded (its card is shuffled back into the draw deck) – it was devoured by the black forces it has unleashed.
3. Investigation Phase
The investigator player now places his cards face up on the locations where face-down cards are. He may place his cards only on the six locations of Miskatonic University; the "Secret Rituals" space is off limits to him. More than one card may be played on a location. In that case the cards count as a team, and their attribute values (Combat, Intellect, Investigation) are added together. The attribute "Stealth" is excluded from this, since groups do not necessarily sneak better…
Translator's note: the source names the third attribute "Intellekt" here (Combat, Intellect, Investigation), while the rest of the text uses "Verstand" (Sanity) for the mental attribute. Both are rendered as printed; the source does not say more.
If the player has items in his possession (e.g. the Ceremonial Dagger or the Magical Ring), he may place them under an investigator. Items may be distributed freely at the start of the turn, but then remain with the respective investigator for the rest of the turn.
4. Reveal Phase
The investigator player decides the order in which the cards are revealed. All cards of the location in question are turned over and handled as follows:
- first, all combat cards are resolved (this may come with a loss of Sanity)
- then, all "non-combat" cards that cause a loss of Sanity are resolved
- finally, all remaining cards
Skill checks: most cards require a skill check by the investigator player to gain the Mythos Points so urgently needed to fight the dark threat. For a skill check, a number of dice equal to the skill value is rolled. Every 5 or 6 counts as a success. In most cases 1 success is required. If more successes are required, it is advisable for the player to have a team of investigators at the relevant location, since their skill values are added together. "Stealth" and "Sanity" are excluded, since they apply only to the individual investigator. Likewise, books can only be read by one investigator at a time.
Sanity checks: some events and encounters push the investigators to the limits of their mental endurance. The relevant card then states that a Sanity check of X must be made (X being the number of successes needed), or the investigators go insane. An investigator who has gone insane is placed on the "Temporary Insanity" space, and his fate is decided at the end of the cleanup phase.
Combat: whenever a combat occurs, both sides roll their combat dice (number according to their respective combat values). The player who rolled the most 5s and 6s wins the combat. In a tie, the dice are rolled again until there is a winner. If the investigator loses the combat, his card is placed in the Intensive Care ward of the Infirmary. If the cultist loses, his card is shuffled back into the draw deck. If the defeated card is a monster, it is removed from the game.
Several cards in combat: if both sides have more than one card at the location in question, the combat is played out over several rounds. The loser may then decide which of his cards he "disposes of" before the next combat round is played with the correspondingly adjusted number of dice.
Note on using items: when the player receives an item, he may assign it to an investigator (in some cases also a cultist) and use it through that character. To assign an item to an investigator, the card is slid under the investigator card when it is placed on the game board. Every resulting bonus now applies to that investigator. If 2 or more investigators are at one location, the item can nevertheless be used by only one of them.
The cultist player does not assign items to cultist cards directly, but does so only when the cards are revealed.
Secret Rituals: the cards lying here are resolved last, that is, only after all investigator encounters have been played. The Secret Ritual brings the cultists only 1 Summon Point per round, no matter how many successes were rolled.
5. Cleanup Phase
After all encounters have been resolved, the following steps follow:
a. The cultist player takes all cards still lying face down back into his hand. The investigator player may not look at these cards.
b. All cards lying face up and not acquired are also placed into the hand of the cultist player.
c. The investigator player rolls for each investigator who is in the Infirmary and proceeds with them according to the result.
d. The investigator player rolls for each investigator on the "Temporary Insanity" space.
e. The investigator player rolls for each investigator who is in Jail.
Translator's note: the source gives no result table for the rolls in steps c, d and e. It says only "according to the result" (c) and does not state the outcome of the rolls in steps d and e. Nothing has been added; the steps are transcribed as printed. The Police card does state that investigators thrown into Jail are placed on the corresponding space.
6. Final Battle
The players enter this phase only if the cultists have reached 20 Summon Points before the investigators could gather 20 Mythos Points. Once Nyarlathotep is summoned, the game passes immediately into the Final Battle phase.
The Final Battle
- The investigators face Nyarlathotep. They are laid out in a row and may be equipped with items in the player's possession (including the "Ancient Tome").
- A Sanity check is made for each investigator. If the check fails, that investigator, together with all of his items, is placed on the "Temporary Insanity" space. If all investigators are eliminated in this way, the game ends and the cultist player has won.
- If at least one investigator has not gone insane, combat occurs:
- Nyarlathotep rolls 10 dice plus the number of dice equal to the difference between Summon Points and Mythos Points.
- The investigator player rolls 1 die per investigator (the combat value is useless in a fight against Nyarlathotep), plus the number of dice granted to him by corresponding items.
Combat result: if the investigators rolled more 5s and 6s than Nyarlathotep, he is defeated and the investigator player has won the game. If the cultist player rolled more 5s and 6s, one investigator is killed for every success by which he rolled more.
If investigators are still alive after the first combat round, the investigator player may try to reactivate investigators who are on the "Temporary Insanity" space with a suitable dice roll.
Investigators
Heather Brooks: The reporter has her strengths in Stealth and Combat, and she is the prettiest of the group… (starting investigator)
Johnny Dark: Combat and Investigation are the most outstanding attributes of the private detective. (starting investigator)
Jimmy Mack: This card can be added during the course of the game and strengthen the investigator group. He represents an ally. His strengths are his ability to sneak and his investigative skills.
Father Ryan: He can join the group during the course of the game. He has a strong mind and can sneak almost silently. (And in combat he swings a deadly cross!)
Dr. Mendum: The good doctor's strengths lie in Sanity and Stealth. (starting character)
Prof. Dramis: As a scientist he has his strengths in Sanity and Investigation. (starting character)
Designer's Notes and Strategy
Designer's notes: This game was developed to give the investigator player a sense of impending doom while he hunts for clues and tries to thwart the cultists' sinister plans.
For the cultist player: the cultist player receives Summon Points on very many occasions, whereas the investigator player runs around and literally tries to find clues. Nevertheless, the Summon Points granted by the cards alone are not enough to secure the cultists the victory. They depend on the Secret Rituals. It sounds like a good strategy to use all cultists exclusively for the Secret Rituals, but the designer prefers to attack the investigators now and then, to send some of them to the Infirmary and so lower their chance of success on skill checks. After all, all defeated cultists are shuffled back into the draw deck, and in this way they return to the player.
For the investigator player: it is advisable to form investigator teams, especially towards the middle of the game, when the more powerful cards normally come into play. An investigator team helps enormously with skill checks and in combat. It is decisive that the investigator player has the most items in his possession, in order, on the one hand, to reach the 20 Mythos Points needed for victory faster, and on the other hand to survive the Final Battle against Nyarlathotep, should he be summoned.
Card Overview
This part gives an overview of the cards and their functions. Numbers in brackets give the successes needed for a successful roll.
Nightmares: This is an event card and affects all investigators, regardless of whether they are at the location where the card is revealed. Each investigator makes a roll according to his Sanity. If none of the rolls contains a success (at least 1 die), the investigator in question is placed on the "Temporary Insanity" space. After all rolls have been made, this card is discarded and not shuffled back into the draw deck.
Old Newspaper Article: this card may only be played in the Library. The investigators receive this card if they pass a Sanity check (1).
Old Book: this card may be played on any location. Investigators must roll Stealth (2). If it is in their possession, an investigator may in future be placed on the "Study" space to read it. With a successful Sanity check (2), the investigators gain 1W3 Mythos Points.
Amulet of Peace: only the investigator player may possess this item – he receives it after a successful Stealth check (1). When this card is revealed, the cultists gain 1 Summon Point. The card is assigned to an investigator, who is now immune to Sanity checks – they always succeed. Designer's note: this item is extremely important for the investigator player, since at least one investigator can now resist the negative effects of a successfully summoned Nyarlathotep.
Leader of the Cultists: the strongest cultist card. In combat it allows the cultist player to roll with 4 dice. The same applies if it is placed on the "Secret Rituals" space.
Asteroid Fragment: this card may only be played on the Research Wing. With a successful Stealth check (2), the investigators can steal and study the fragment. They then gain 3 Mythos Points.
The Thing in the Well: this card may only be played on Campus Park or the Sports Field. It represents a monster that attacks the investigators at that location. The investigators must successfully roll Sanity (1), or they suffer psychological damage and are placed on the "Temporary Insanity" space. If the roll is successful, the investigators must fight the creature. If it is defeated, the investigators gain 1 Mythos Point.
Village Drunk: the village drunk has seen more than he can bear and fears most of all – including those who want to help him. With a successful Investigation check (1), the investigators still receive a little information – 1 Mythos Point. If the roll fails, he pulls out his shotgun, and all investigators at the location end up in the Intensive Care ward of the Infirmary.
Epidemic: this card may only be played on the Infirmary. When it is revealed, the cultists gain 1 Summon Point. With a successful Sanity check, the investigators gain 2 Mythos Points. This card is then discarded and not shuffled back into the draw deck.
False Trail: the investigators have misread the clues and find themselves on the wrong trail. The investigators present at the location must succeed on a Sanity roll (1), or they lose 3 Mythos Points. In addition, the cultist player draws 1W6 cards from the draw deck (which may take his hand above 6 cards).
Lurking Terror: this card represents a creature that was summoned by the cultists to eliminate the disturbing investigators. When it is revealed, the investigators concerned must pass a Sanity check (2), or their cards are placed on the "Temporary Insanity" space. If the roll is successful, combat occurs. Regardless of how the combat turns out, this card is then discarded and not shuffled back into the draw deck. 2 of these cards are in the game.
Nothing Special: nothing happens at this location.
Comet Passes Close to Earth: an event that was already foretold in ancient writings. When this card is revealed, the cultist player draws 1W6 cards from the draw deck (his hand may exceed 6 cards) and gains 1W3 Summon Points. The investigator player may gain 1W6 Mythos Points with a successful Sanity check (2). This roll can only be made by one investigator present at the location, even if several investigators are there.
Cultist: there are two starting cultists, with which the cultist player begins the game, and 2 further cultists that he can obtain during the course of the game. They differ in strength.
Observant Student: this card may only be played on Campus Park. 2 of these cards are in the game. They give the investigator player 1 or 1W3 Mythos Points respectively when the corresponding Investigation roll succeeds (1 or 2). Designer's note: this card represents the things the students around them notice, which are told to the investigators during their interviews.
Magical Ring: this item is equally valuable to both sides. If the investigators succeed a Stealth check (1), they can steal it. If no investigators remain at the location (defeated in combat) and a cultist is present, the cultist may take the ring. The value is the same for both sides. With this item, one cultist or investigator may reroll one dice roll per turn.
Mass Murder!: the evening news is horrifying! A mass grave has been discovered in the forest near the university. The cult has been very active in the past, and time is running out for the investigators. When this card is revealed, the cultists gain 1W3 Summon Points. With a successful Sanity check (1), the investigators gain 1W3 Mythos Points.
Police: this card represents the local law enforcement. Unfortunately they are under the control of the cultists – no especially good prospects for the investigators. This is a very powerful card, because once it is in play it returns to the cultist player's hand every round (once the police are in play…), which can greatly hinder the investigations. Investigators at the same location as the police must make a successful Stealth check (2), or they are thrown into Jail and placed on the corresponding space. If all investigators present succeed on the Stealth check, they discover that the police are in cahoots with the cultists, and they gain 1 Mythos Point.
Slime Trail: investigators present at the location must pass a Sanity check (1), or they are placed on the "Temporary Insanity" space. When this card is revealed, the cultist player gains 1 Summon Point, while the investigator player gains 2 Mythos Points with a successful Sanity check (1).
Diary of a Madman: this card may only be placed in the Library. With an Investigation roll (2), the investigators can find the book. If the investigators have it in their possession, in future an investigator on the "Study" space may try to decipher the handwriting – for this a successful Sanity check (2) is required. If the check succeeds, the investigators gain 1W6 Mythos Points.
Tentacle Monster: this card may only be played on Campus Park. The cultists gain 1 Summon Point when this card is revealed. All investigators must complete a successful Sanity check (2), or they are placed on the "Temporary Insanity" space. The creature then attacks all remaining investigators with a Combat value of 4. If it is defeated, the investigators gain 1W3 Mythos Points.
Unauthorized Experiment: this card may only be played on the Research Wing. When this card is revealed, the cultists gain 1 Summon Point, and the investigators can gain 1 Mythos Point with a successful Investigation roll (2).
Ancient Tome: this card may only be placed on the Research Wing. It is in the possession of the leader of the cultists and contains a wealth of ancient secrets and spells. With a successful Stealth roll (2) it can be stolen. If the investigators steal it, then in future turns an investigator on the "Study" space may try to read the Ancient Tome. For this he needs a Sanity of at least 3. Once read, the investigators gain 1W6 Mythos Points. In addition, the spells it contains can be used in the Final Battle against Nyarlathotep (+5 dice). Designer's note: this is the most powerful item the investigators can find – the cultists would be well advised to guard it closely.
Missing Person: the cultists have abducted yet another victim for their rituals. The cultist player gains 1 Summon Point when this card is revealed. If the investigators succeed an Investigation roll (1), they uncover the dark machinations and gain 1 Mythos Point.
Shriveled Corpse: this card requires a successful Sanity check (1), or the investigator is so shaken by the sight that he falls into "Temporary Insanity". The cultists gain 1 Summon Point, and the investigators can, with a successful Investigation roll (2), gain 2 Mythos Points.
Insane Student: the investigators meet a student whose mind has been robbed by the events of the past. He attacks the investigators with a Combat value of 2. If he is defeated, the investigator player gains 1W3 Mythos Points if a successful Sanity check (1) is made (psychoanalysis).
Furious Young Man: the investigators have disturbed a young man in his courtship of a woman. Needless to say, he is very angry… just as his fists are. He attacks the investigators with a Combat value of 2.
Ceremonial Dagger: this item may only be placed on the Anthropology space. It is valuable to both sides. If the investigators succeed a Stealth check (1), they can steal it. If no investigators are left at the location (defeated in combat) and a cultist is still present there, the cultist may take the dagger. The investigators can use the dagger against monsters or in the Final Battle against Nyarlathotep (3 additional combat dice). In combat against cultists, the number of combat dice is increased by 1. If the cultists win the dagger, they can use it to modify the required roll on the "Secret Rituals" space. The dagger grants +1 to the roll, so that a 4–6 now yields a Summon Point.
Ceremonial Mask: the investigators receive this item if they succeed a Stealth check (2). Once they have the mask, it can be assigned to an investigator, who from then on receives +2 dice on Stealth checks. If the investigators succeed an additional Investigation roll (2), they can, during their interviews, persuade a student to make a statement about the secrets of the cult and gain 1W3 Mythos Points. When this card is revealed, the cultist player gains 1 Summon Point.
Translator's note: in the source, the text of the Ceremonial Mask entry is split across a page break; its final words appear at the top of a separate page, and they have been rejoined here in reading order. Otherwise the cards are transcribed in the order in which the source prints them.