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Mountains of Madness Review | Gameosity
Lovecraft games have been done to death. No, beyond death - the gamerly obsession with the Cthulhu mythos may as well sleep beneath the cyclopean architecture of some ancient sub-aquatic necropolis, because that crap is eternal. I'm not knocking it, not really, but when something is Lovecraftian in nature, it is so often, irony of ironies, incredibly predictable, which is nothing you'd expect to associate with the mind-crushing horror of the Great Old Ones. Jess: Yeah, it's not that I dislike the theme inherently, it's just that so many of the games are paint-by-numbers horror. Monsters, cultists, tentacles, elder signs. But every once in a while, someone like Rob Daviau shows up with a new perspective, and we get something really unique as a result. Despite the huge, colorful board, the airplane miniature, and all these tiles, Mountains of Madness is actually a hand-management card game. In it, you and your team will scale a frozen antarctic peak, constantly managing their