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Many have already reviewed the gameplay of the new 2nd edition, so instead I’ll try to highlight where the game differs from its original version.įirst off the promise of an accelerated setup definitely holds true starting the game isn’t any more complicated than finding one map tile and placing a few tokens on it. You pick one of the four scenarios, select your investigators, grab your starting items, and set up the first room (after some sweet voice-acted introductory narration).
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The 2nd edition gameplay is mostly managed by the free app available for iOS, Android, PC, and Mac. I have both 1st edition and Call of the Wild, and this process took a little over 30 minutes (mostly because I mistakenly glued a lot of monster tiles in place when attempting to attach the monster figures to their bases. Replace the monster tokens, mix in your investigator minis with the new ones provided in 2nd edition adding the corresponding investigator cards, and throw together your map tiles and you’re ready to go. Otherwise each monster still has a horror and evade rating although they’re managed differently compared to 1st edition (more on this later). The main change in the tokens is that most monsters lose any special attack text they had, instead getting replaced with flavor text I believe the idea behind this is the app will manage any monster special attacks as required. It’s quite easy to swap everything over, mostly requiring you to replace the original monster tokens with the newly provided tokens. The Conversion Kit allows you to use the monsters and investigators from your 1st edition copy of the game and big-box expansions in the 2nd edition. Since there’s less hidden information on the back of the tokens (monster special attacks are now part of the app), there’s really not a reason to hide the art assets - I would’ve liked to see a new monster stand for this. I actually didn’t mind them in the 1st edition of the game since all they covered was a picture of the mini on the stand, but for 2nd edition the monster tokens have artwork on them (similar to the tokens in Eldritch Horror) which you will literally only see before you bury the tokens in their holders, hiding the artwork. The recognizable bases for the monster minis from 1st edition make a return here, despite the common complaints about them.
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Any fans of the Arkham Files series of games from FFG may recognize a lot of the artwork - some of the items, investigators, and monsters have been recycled from previous games (including MoM 1st Edition and Eldritch Horror). The die cutting on my particular set of tokens was a bit off, but nothing that would ruin the game by any stretch. The components in Mansions of Madness 2nd Edition are of the quality you can expect from Fantasy Flight high quality artwork, detailed plastic miniatures, and solid cardboard tiles and tokens. The MoM app promises to simplify setup by exposing the map as players explore the mansion (much like Descent’s RtL) and replacing the small groups of cards with tokens that are evaluated by the app. Mansions of Madness 1st edition had much the same issue, further complicated by the extended set up of laying out the entire map and hand-picking miniature piles of cards for nearly every room.
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Road to Legend has breathed new life into Descent for a lot of gamers, since 1 v Many games can be a harder sell than a full co-op experience not to mention the potential for solo play. Like a lot of fellow board gamers, I fell head over heels when I heard that Mansions of Madness was getting a 2nd edition, and that it was going to be an app-driven co-op mirroring the recent success of the Descent 2nd Edition Road to Legend app.