Mansions of Madness 2nd Edition - Some Thoughts

Daniel (@dungeondive) revisits Mansions of Madness 2E — a game firmly in his personal top ten adventure games, and one he would seriously consider for a consolidated top ten across all genres. It provides a sense of adventure, discovery, and immersion that almost nothing else on his shelf matches. Equally important: it is easy to relearn. Six months between plays and the rules come back in minutes.

This run was the first scenario from Path of the Serpent — a pulpy jungle expansion that pairs well with the base set. Daniel uses MoM specifically to introduce new players to heavy thematic games; the app-driven mystery, sound design, and reactive storytelling create a spark he rarely sees from any other title.

Praises: the face-up/face-down damage system where horror can occasionally yield positive twists; the wealth of condition cards with hidden flips; thematic item distribution (you find a spear on a dead tribal’s body, not a generic draw); 22 scenarios with meaningful replayability; and spectacular art throughout. Criticisms: the sheer volume of double-sided tiles you must dig through mid-setup, and the enemy minis — ugly and saddled with black bases that cover beautiful tile art. He uses the cardboard standees instead. On the app-anxiety debate: enjoy app-driven games like a good bottle of scotch.


Is Mansions of Madness 2E the best case ever made for app-driven board games, or is the tile-digging tax still a dealbreaker?