In a dark and claustrophobic deep sea mining site, the uncovering of a mysterious “Sphere” is dragging everyone nearby into the endless madness. The fears deep within one’s mind are amplified and transformed into horrifying monsters from other dimensions, torturing one's body and testing their sanity. Only those with extraordinary will and conviction can escape its devastating grasp. Deep Madness is a fully cooperative board game for 1-6 players with 66 amazingly detailed miniatures, depicting a sci-fi horror world inspired by Lovecraft’s work and the Alien series. In the game, players assume the roles of investigators, venturing into the seemingly empty yet perilous deep sea mining site to find out the truth behind the lost contact event. Unimaginable horror and madness from the dark fear within is waiting.
Deep Madness is based on multiple scenarios from a continuous storyline. Each scenario has its own unique board setup, rules, special effects, and goals. From resolving fatal crises to struggling with overwhelming bosses, the investigators will face various quests filled with strategical decisions and fierce combat. With each scenario achieved, they are one step closer to the truth, but also one step deeper into the world of madness. Each scenario of the game plays in a limited number of game rounds, if the investigators fail to achieve the goals before the last round ends, the game is lost and everyone is consumed. Each game round consists of 4 phases: Devour Phase, Spawn Phase, Activation Phase, and Refresh Phase.
In Devour Phase, the Devour Marker progresses one step forward along the Devour Track, indicating the world going deeper into madness. As the Devour Marker progressing, more and more rooms (map tiles) are flipped to their madness side. These rooms will spawn monsters and provide various nasty effects to hinder the investigators or to boost the monsters.
In Spawn Phase, different types of monsters with unique abilities are spawned in the flipped rooms. Monsters do not show their existence in fixed locations, they could be spawned right next to the investigators if they ventured carelessly.
Activation Phase is the core of the game, the investigators and the monsters take turns to act alternately. Monsters do not wait for all investigators to finish their turns like in other cooperative games, but do act between them, so careless planning would put the investigators who are later in the turn order into grave danger, facing fatal attacks before they had a chance to act.
In Refresh Phase, some maintenances are performed, and some special effects are resolved.
In each investigator’s turn, it is crucial that the player chooses 3 actions to take wisely. Each kind of action has its own value, and every single decision could be life and death in Deep Madness. Unfortunately, the correct decision is rarely obvious. Moving, attacking, searching, exchanging items, locking the doors, and recovering sanity are the basic actions. Additionally, each investigator also has his/her own unique and irreplaceable abilities to activate. Different combinations of investigators provide distinctive strategies and game experiences.
Monster acts according to its own action pool during its turn. In Deep Madness monsters are highly characteristic, not just in stats, but also in abilities and behaviors. Different combinations of monsters provide unique challenges. And due to the intertwined activation mechanism, even different turn orders of the monsters make each game session different. However, no matter how the monsters setup is, Deep Madness will be a very challenging game, even death could be a strategy.
In the game, investigators battle the horrific monsters, survive the harsh crises, and above all, save their own minds from the devouring of madness. They are given many chances to consume their own sanity, to activate their abilities, to use the effects of items, to reroll the dice, and etc. However they are vulnerable when the sanity is low. After an investigator with insanity tokens manages to kill a monster, the monster will corrupt his/her mind, by permanently flipping the insanity tokens into madness tokens. As the madness token cumulates, horror haunts the investigator by resolving Madness Cards, and each of them has unique negative effect and terrifying flavor text.
- Oozes theme and atmosphere
- Unique sanity and oxygen mechanics
- Great representation of FPS/video game mechanics in a board game
- Lots of expansions with new characters and scenarios
- Characters inspired by popular video game/movie figures (Isaac Clark, Ripley)
- Not always intuitive to teach
- Some components (like paper money) are considered less ideal
- Cosmic horror, survival, Lovecraftian themes
- Underwater mining facility
- Mission-based, video-gamey feel
- Alien
- Dead Space
- Eldritch Horror
- Gloomhaven
- Primal
Mechanics (from transcript analysis)
- Action Point Allowance — Players take actions, and each action can have consequences like ticking down oxygen.
- Dungeon Crawl — A core dungeon crawl experience with exploration and combat.
- Oxygen management — Players must manage an oxygen meter, ticking down with each action in certain situations.
- Sanity mechanic — Characters have a sanity meter that affects their grip on reality and can be driven to madness.
- scenario-based — The game is scenario-based, with different missions to undertake.
- tile flipping — Rooms on the board can flip over the course of the game, changing their state or effects.
Video topics + discussion points
Quotes (from this video)
- it's not much of a looker.
- this is a two-player deduction game where you have two demi gods that you draw from a deck
- Orléans, you know, was one you showed me a long time ago.
- this was my really kind of my first bag builder experience
- This game is not intuitive in any way.
- this game has theme.
- this game feels really really video game like.
- have your family be a glor glorious and famous family is kind of what you're working towards.
- if you like perfect information 1v one fighting games, then BattleCon is probably the best
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love Spirit Island. One of my top games of all time. Amazing design, but it's a game that will often have a boring ending...
- if you make your game fun enough, like it's just a blast to play, you can forgive a lot.
- Pandemic has a lot of problems with this. Alpha player will creep in.
- I do think some games like you can design against alpha player without like totally hiding everything.
- The biggest one is like the more your game is a puzzle and there are sudden must-win like moves that need to be made.
- The only way the only reason it was uh beneficial was because of the asymmetry. If we both could do the same thing, it would just be kind of annoying to sit there and have a discussion on strategy past, you know, a couple minutes.
- I love the idea that this is a new starting point. We're going to be going they yes yes they want me to keep buying more stuff but we're going to go through what seasons essentially
- I mean Arkham is my favorite Arkham is my favorite game that I tell people not to buy.
References (from this video)
- strong atmosphere and tactical depth
- campaign-connected scenarios
- visual and thematic immersion
- complex rules
- potentially lengthy playtime
- madness and survival in a hostile environment
- Underwater base with Lovecraftian horror vibes
- connected scenarios forming a campaign
Mechanics (from transcript analysis)
- Cooperative Game — Coop play with a focus on limited information and strategic placement
- cooperative tactical combat — Coop play with a focus on limited information and strategic placement
- Madness Track — A track that influences tile flips and new horrors as you progress
- Oxygen management — Resource management critical to survival underwater
Video topics + discussion points
Quotes (from this video)
- it's not about the size at all right it's very important what the board game uh like PX pamir offers you
- the Journey Begins with setting up your base first from there you will create new tools and gear
- the immersive atmosphere and gameplay in Assassin's Creed totally won me over
- this is the best Legacy game I've played and Legends of the West is fantastic
- Twilight Imperium is the ruler of your table
References (from this video)
- dense atmosphere and strong tension
- engaging activation and enemy systems
- heavy rule set
- theme can be claustrophobic for some
- cosmic horror and madness
- underwater base exploration with crushing pressure
- intense, pressure-filled exploration
Mechanics (from transcript analysis)
- character activation order and 2d monsters — location and enemy type influence turn order to heighten tension.
Video topics + discussion points
Quotes (from this video)
- tiny epic dungeons
- every time when i reach another envelope and i open it to see what new scenario what new adventure awaited me
- the app adds even more to the atmosphere
- the entire zombie side series for being a dungeon crawler that i can easily play even with completely casual players
- compression of the big version of gloomhaven
References (from this video)
- the theme is immersive and highly appealing
- the monster activation rhythm adds depth and tension
- scenario-based play allows varied experiences without campaign requirements
- very hard cooperative, can be punishing
- cosmic horror meets sci-fi
- underwater research facility
- scenario-based with underlying story
Mechanics (from transcript analysis)
- cooperative play with monster activation — monsters act between players, creating a dynamic, tense table presence
- madness and insanity — environmental flips and madness tokens affect character state
- Scenario-based progression — each session uses a scenario with its own progression and hazards
Video topics + discussion points
Quotes (from this video)
- The passing mechanism. When a player passes around, each time it's their turn again, they receive a coin.
- The real joy of this game comes down to building up a long series of buildings, then placing that residence and activating them all and getting all their resources.
- The main goal of this game is, as I said, to be putting on the best show you can in your coliseum.
- You only ever score your best show. If the points you get from your current show doesn't exceed your previous maximum point show, you don't score any more points.
- The tucked card symbol will only add its strength to a played card. It cannot be played on its own.
- Deep Madness has my favorite theme of all.