Tides of Madness is a sequel to Tides of Time and features gameplay similar to that design. Tides of Time is a drafting game for two players. Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective.
After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a "relic of the past" to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.
Tides of Madness adds a new twist to the above game: madness. Some cards, while powerful, harm your psyche, so you must keep an eye on your madness level or else risk losing the game early as your mind is lost to the power of the ancients. More specifically, eight of the eighteen cards in the game feature a madness icon, and while scoring, you receive a madness token for each such icon in your collection of cards. Whoever has the most madness in a round either scores 4 points or discards 1 madness token — and the latter option is valuable because if you ever have nine or more madness, you lose the game immediately.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The Squirrelies are the type of award show that you would expect from RDTN.
- Get it? Gy. Not like game as in the smell, but gy as in playing board games. Get it?
- Man, brevity, I love it. You know, it speaks to me.
- Autobots roll out.
- So, the other guy gave me the award, not not Marty, you know, who's the guy, right?
- I wonder if they do automatic draft over there at Fantasy Flight from your checking account.
- And we really need to give that one another shot.
References (from this video)
- Mentioned as a smaller new release.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's a cooperative game where it's kind of hard to cooperate.
- The walkers are more like environmental hazards in this game.
- Designing is cutting like you have at the very beginning have many many ideas and then you just cutting cutting cutting until it's done.
- I love the dice tower network.
- I'll just say it's a 16 by 16, so I hope you got bolted to the wall.
References (from this video)
- noted as a small game that fits well in the collection
- madness and exploration
- seems to be a continuation in a Lovecraftian-tinted theme
- short, tense decisions in a compact format
- Tides of Time
- Diamont
Mechanics (from transcript analysis)
- sequel tie-in — described as a sequel to Tides of Time; mechanics not explicitly detailed in transcript
Video topics + discussion points
Quotes (from this video)
- balance is really important and having other interests is really important
- she's my best friend she's my favorite person and best friend
- thanks everyone I really appreciate it
References (from this video)
- Instructional video coming soon
- Will be at Gen Con
- Lovecraftian horror
- Tides of Time
Mechanics (from transcript analysis)
- Card Drafting — Similar to Tides of Time, involves drafting cards.
Video topics + discussion points
Quotes (from this video)
- Pap, you still haven't received your Tekkaido that you backed at a pretty high amount because you got your own character in the game.
- It's funny. We we talked about that at some point. Just like the humor, like the humor of doing something like a pep talks where I would talk about, you know, like some advice for particular games and it's something I like that. I like that. I love that idea of a pep talk.
- Rebel Mage here uh, left a message just said, "Pep, just want to say you're a great co-host for watching play. Keep up the good work."
- For me, it's probably going to be Star Realms. Star Realms is very high on here as well for me. Um, but I kind of want to skip that just because of how repeatable Star Realms is anyway. And I'm going to go to Sheriff of Nottingham.
- Uh, this is self- serving, but I would dress up as a Mounty and be my character from the Dead of Winter promo that's in the fundraiser.
- I'd want to find something I already look like and kind of like I wouldn't just go as my favorite character. I'd go as a character that I think I that I could that I could best look even kind of naturally almost, right?
- Yes, we talk about it somewhat frequently actually. Like, oh, we should probably cover some of the old older classics. Yeah, cuz there are still people today who pick up those games and and want to uh learn how to play them, right?
- Every game. But the one that always comes to mind for me is uh Pathfinder and any game that's kind of trying to do what the Pathfinder adventure card game is doing because in that game whenever you level up and complete missions, you get like draw a random item out of the box or do this or do that.
- Like Seall has something similar to that. They have an emnity thing. If you attack someone then they remember that other players remember that in in the game's mechanics and then that comes back to haunt you later or whatever.
- The whole idea of under Mountain is like it's constantly shifting and like it's the surroundings are changing. So every time you go down, things will be a little different anyway. So it' be really cool to make like a legacy style dungeon exploring thing around the end of that naturally.
References (from this video)
- Players gather knowledge about the ancient ones to score points.
- The game is played over three rounds, with each round having distinct phases.
- Different cards offer various ways to score points.
- The order of card reception ensures different choices each play.
- Players can go insane and lose the game if they accumulate nine or more madness tokens.
- Discover the secrets of the ancient ones and avoid madness
Mechanics (from transcript analysis)
- Card Drafting — Players choose one card from their hand, reveal it, and then exchange unchosen cards with their opponent, repeating this process until a set number of cards are collected.
- Hand Management — Players manage cards in their hand, choosing which to keep, discard, or permanently remove from the game.
- Push Your Luck — Players must balance gaining points with the risk of accumulating too many madness tokens, which can lead to losing the game.
- Set Collection — Players score points based on collecting sets of indicated symbols or having a majority in specific suits.
Video topics + discussion points
Quotes (from this video)
- Hi, welcome to Watch It Played. My name is Rodney Smith.
- In this video, we're going to learn the two-player game Tides of Madness, designed by Christian Krill and published by Portal Games.
- As you race to discover the secrets of the ancient ones you'll need to thwart your opponent and avoid certain madness.
- So, join me at the table and let's learn how to play.
- And that's everything you need to know to play Tides of Madness.
- If you have any questions at all, don't hesitate to put them in the comments below and I'll gladly answer them as soon as I get a chance.
- But until the next episode, thanks for watching.
References (from this video)
- Strong thematic flavor
- Tension and excitement during play
- Luck-based elements can feel random
- Complex for casual players
- arcade-style Lovecraftian dread
- A horror-inspired tower with entropic forces and tentacle peril.
- dice-driven, frantic exploration with a perilous tower
Mechanics (from transcript analysis)
- Dice Rolling — Roll dice to accumulate successes toward a goal while avoiding catastrophic results.
- dice-rolling — Roll dice to accumulate successes toward a goal while avoiding catastrophic results.
- Push Your Luck — Decide whether to continue rolling to achieve more successes or pull back to safety as risk increases.
- push-your-luck — Decide whether to continue rolling to achieve more successes or pull back to safety as risk increases.
Video topics + discussion points
Quotes (from this video)
- The creepiest game I've ever played.
- It's hilarious.
- Paranormal Detectives is the silliest game on this list.
- One Night Ultimate Werewolf is a hidden roll game for up to 10 players.
References (from this video)
- Fun
- Tides of Time
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Shelf 16 is kind of a an odd mix here
- This shelf has twice as many games as most shelves
- one of my favorite two-player games, but it's very difficult to learn and play
- Fantastic abstract strategy game
- Such a classic game and I like it a lot
- I don't know why I like it so much, but I do
- one of the most beautiful dexterity/party games there are
- There are so many games on the shelf