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DEEP MADNESS RULEBOOK PREVIEW 1

GAME OVERVIEW
Deep Madness is a sci-fi horror board game for 1-6 players. Players cooperate as a team of investigators who are
striving to solve the mystery of the seemingly abandoned Kadath deep-sea mining facility. The installation’s
communications have gone dark, and the investigators have been tasked with the job of finding out why. The
answers they seek, though, may very well drive them to the very brink of madness – or beyond.

Along the way you and your fellow investigators will struggle to overcome grueling crises, be pushed to the very
brink of terror, and encounter nightmarish aberrations that are controlled by the game itself. Each time you play you
will select one chapter from the continuing story of Kadath station, each one with special rules and goals of its own.
With each chapter completed you will find yourself one step closer to the truth. But you will also find yourself one
step deeper into the world of madness.

COMPONENTS
• This Rulebook • 1 Storybook
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• 8 Scenario Boards • 20 Scenario Cards

• 6 Investigator Dashboards • 6 Investigator Cards and 2 Empty Cards

• 6 Investigator Figures and Clored Bases

• 14 Monster Cards and 1 Mind Eater Card


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• 60 Monster Figures and 40 Black Bases

• 30 Double Sided Room Tiles (5 large and 25 small) • 30 Room Cards

• 38 Spawn Cards • 44 Search Cards


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• 40 Madness Cards • 40 Consciousness Cards

• 8 Possessed Cards • 1 Activation Marker

• 1 Devour Marker • 12 Submerged Markers and Plastic Stands

• 6 Sealed Hatch Markers • 24 Spawn Markers

• 44 Devoured Effect Tokens • 6 Drowning Dials


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• 3 Investigator Tokens • 63 Wound Tokens

• 40 Exhausted / Madness Tokens • 12 Closed Hatch Markers and Plastic Stands

• 12 Broken Hatch Markers • 15 Slow / Weaken Tokens

• 10 Objective Tokens
• 9 Six-sided Dice

• 1 Twelve-sided Die
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SETUP

A. CHOOSE A CHAPTER TO PLAY


Choose a chapter from the storybook. It is recommended to read “The Story So Far…” prior to playing.

Players can choose any chapter to begin with. However, we recommend playing the chapters in order since they
are all parts of a continuous story.

B. SET UP THE GAME BOARD


Look at the diagram and setup instructions for the chapter you have chosen to play, and assemble the game
board with the necessary room tiles and other elements accordingly.

Random devoured effect tokens will also be placed on the board during this step. Don’t forget to shuffle them
into a stack first.

C. PREPARE THE ROOM DECK AND THE DEVOURED DECK


Each room tile side – whether normal or devoured - has a corresponding room card. Locate the room cards that
match the normal room tiles which will be in play for this chapter and shuffle them to form the room deck. This
deck will be placed face-down.
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Likewise, find the room cards that correspond to the devoured room tiles in play and shuffle them to form the
devoured deck. Place this deck face-up next to the game board.

Important: If the scenario board states otherwise, follow the instructions on the scenario board.

D. CHOOSE INVESTIGATORS
Each player chooses his investigator based on the number of players. For example:

1 player: 4 investigators.
2 players: 3 investigators each.
3 players: 2 investigators each.
4-6 players: 1 investigator each.

Players take the corresponding investigator dashboards, investigator cards, and 1 drowning dial for each
investigator he chooses. The dial starts at “6” unless otherwise stated. Follow the “Setup” instructions on the
investigator dashboards, if there are any.

Place the matching investigator figures on the “Start” space of the game board, which is shown on the chapter
diagram. Players can attach the colored bases under their investigator figures to make them easier to identify.

Shuffle the investigator cards. If there are fewer than 6 investigator cards in play (due to having fewer
investigators) then add 1 or 2 empty investigator cards to bring the total cards to 6 before shuffling. Once the
cards are shuffled, place them face-up in a row to form the investigator sequence.
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E. THE SCENARIO BOARD


Take out the corresponding scenario board for the current chapter and place it next to the game board. Place the
devour marker on the first space of the devouring track on the scenario board. Follow the setup instructions, if there
are any. Read the “Rules”, “Win” and “Lose” sections to know how to play this chapter.

Scenario Board Anatomy:


① Chapter name
② Chapter art
③ Special rules
④ Devouring track
⑤ Devour marker (placed on the first
space of the track)
⑥ Special effects for the track
⑦ Win and lose conditions

F. CHOOSE MONSTERS
Return the unused scenario-specific monster cards and the epic monster cards (assuming, of course, that the
Epic Monster Variant is not being used) to the game box. Shuffle the remaining monster cards and draw 6 of
them. Place these 6 cards face-up in a row under the investigator sequence corresponding to each investigator
card to form the monster sequence.

Follow the setup information on the monster cards, if there is any.


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G. PREPARE THE SPAWN DECK AND MONSTER RESERVE


Each monster card has several corresponding spawn cards. (Usually there are 4 of them.) Shuffle all the spawn
cards which correspond to the 6 chosen monster cards into the spawn deck, and then place all the matching
monster figures in an area beside the game board to form the monster reserve.

Before placing a monster figure on the game board, players can attach a black base to the figure to record its
wounds. When a monster takes a wound, insert the wound token with the appropriate value into the hook of
the base.

H. PREPARE DECKS AND TOKENS


Shuffle the search cards, the madness cards, and the consciousness cards into the search deck, the madness
deck, and the consciousness deck respectively. Separate different tokens, markers and dice, and then place
them in piles within reach of all players.

Place the activation maker on the first card of the investigator sequence. (Please note that if the monster Husk
is used in the game, the first card should be the Mind Eater Card.)
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I. SETUP DIAGRAM FOR 4 INVESTIGATORS

Setup Diagram Legend:


A. Room Tiles
B. Investigator Figures
C. Room and Devoured Decks
D. Investigator Dashboards, Drowning Dials and Investigator Sequence (top)
E. Scenario Board
F. Monster Sequence
G. Monster Reserve (right) and Spawn Deck (left)
H. Various Tokens, Dice and Card Decks
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PLAYING THE GAME


The game is played over a series of game rounds. Each round consists of four phases which are resolved in the
following order:

1. Devour Phase: The devour marker progresses, room tiles are devoured, and the clock ticks on.
2. Spawn Phase: Monsters are spawned in devoured rooms.
3. Activation Phase: Investigators and monsters alternately take turns to act.
4. Refresh Phase: The turn order for investigators is changed, and some maintenance tasks are performed.

Players continue resolving game rounds until the winning or losing conditions on the scenario board are met.

PHASE 1: DEVOUR PHASE

During the devour phase, move the devour marker 1 space forward along the devouring track.
If the devour marker ends in a space with a special effect icon, resolve the corresponding effect printed on the
scenario board.

If the marker ends in a space with a devour icon, it means a room is about to be devoured.

Resolve the steps below in the following order:


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1. Reveal the top card of the room deck and place it face-up on the top of the devoured deck. This card indicates
that the corresponding room tile should now be flipped over to reveal its devoured side. If the chosen room tile
is already flipped over onto its devoured side, ignore the steps below and nothing else happens.
2. Move the figures and markers out of the room tile temporarily, then flip the room tile to the devoured side and
place everything back to where it was previously.
3. Players choose a space to place a spawn marker. This is where monsters will spawn from.
4. Reveal and place 1 devoured effect token in each of the room’s spaces, except for the one that already contains
the spawn marker. (The unique effect for each kind of devour token is listed on the last page of this rulebook.)
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Room Tile Breakdown:

1. Room: A room tile represents a full room.


2. Space: Divisions of a room, separated by space lines (white lines), walls (blue or orange lines), and/or hatches.
3. Hatch: An exit in the wall through which investigators and monsters can freely move. Hatches are open by
default.

PHASE 2: SPAWN PHASE

During the spawn phase, monsters will be spawned in devoured rooms by resolving spawn cards. The position of
the devour marker on the devouring track determines how many spawn cards needed to be resolved. The spawn
cards are resolved one after another.

When resolving a spawn card, follow the steps below in order:


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1. Reveal the top card of the spawn deck. The name and the art of this card determines which type of monster
will be spawned. The number on the spawn symbol indicates how many rooms will spawn monsters, and the
value on each spawn symbol indicates how many monsters will be spawned in the corresponding room. Resolve
these spawn symbols one after another from left to right.
2. When resolving a spawn symbol, take a look at the top card of the devoured deck. The corresponding room tile
is about to spawn monsters. Take the listed number of monster figures from the monster reserve and place
them on the space which contains the spawn marker.
3. After the room corresponding to the top card of the devoured deck has spawned monsters, place the top card
at the bottom of the devoured deck.
4. After each spawn symbol is resolved, discard the spawn card into the spawn card discard pile.

If there are not enough monster figures to spawn, spawn as many as you can. Players then must choose to either
let each of this type of monster activate once immediately, or move the devour marker 1 space forward along the
track and resolve any effects just like you would in the devour phase. (This would likely involve playing additional
spawn cards.) In this circumstance, the spawn cards which couldn’t fully spawn monsters are still needed, so place
them at the bottom of the deck rather than discarding them.

When the spawn deck is empty, shuffle the discard pile to form a new spawn deck.
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PHASE 3: ACTIVATION PHASE

During the activation phase, the activation marker stops on each investigator card and monster card along the
following path from the first investigator to the last monster. Investigators and monsters take turns alternately.

When the activation marker stops on an investigator card, the investigator is activated to take his turn. During his
turn, he may perform 3 actions. The available actions are listed below:

• Move
• Search
• Trade Search Card
• Restore Sanity
• Open/Close/Reset Hatch
• Component Actions
• Attack

These actions can be performed in any order and multiple times. The one exception to this is the search action,
which can only be taken once per round.

At the end of each investigator’s turn his drowning condition must be checked, which will be explained in detail later.

When the activation marker stops on a monster card, each of this type of monster on the board will activate once.
Players decide the order of their turns.
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During a monster’s turn, it takes actions strictly as listed in the action pool on the monster card. Actions in the action
pool cannot be ignored, and the order of the actions cannot be changed.

PHASE 4: REFRESH PHASE

During the refresh phase, players perform the following steps in order:

1. Resolve all “at the end of the round” effects. Players determine the order of these effects.
2. Flip all investigators’ face-down search cards back to face-up.
3. Change the order of the investigator sequence as shown below, moving the first investigator in the sequence to
the rear and cycling every other investigator forward one space. The monster sequence remains unaltered.
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INVESTIGATOR TURN IN DETAIL

Investigator Dashboard Breakdown:

1. Name
2. Investigator Art
3. Health: After the investigator takes wounds equal to or exceeding his max health, he is killed.
4. Resilience: When an investigator takes damage, the damage will be reduced by the investigator’s resilience first
before he or she takes wounds. The investigator’s resilience is decided by rolling a number of 6-sided dice equal
to their Resilience rating.
5. Sanity: An investigator may exhaust his sanity to trigger abilities and/or special effects. Most often he may reroll
the 6-sided die he just rolled by exhausting sanity.
6. Escape: If the sum of the Trap values of the monsters in the same space equals or exceeds the investigator’s
escape value, the investigator cannot move out of his space.
7. Special Abilities

Each investigator has 3 actions to take during her turn, and at the end of the turn her drowning condition must be
checked.
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ACTIONS

MOVE

An investigator may take an action to move his figure into an adjacent space. Spaces are considered adjacent if they
are separated by either a space line or a hatch (even a closed hatch.) If spaces are separated by a wall, a locked
hatch or a sealed hatch (a hatch that’s been blocked by a Sealed Hatch Marker which was placed during setup), they
are not adjacent.
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Investigators can move through closed hatches. The closed hatch opens automatically after the investigator moves
through it. When this happens, simply place the hatch marker off to the side of the board. An investigator could
choose to close this hatch again using an action later on. (See “Close/Open/Reset A Hatch” on page 22 for more
information.)
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An investigator cannot move out of his current space if the sum of the Trap values of the monsters in the same space
equals or exceeds his escape value. However, investigators may still take move actions in such a circumstance to, for
example, discard a slow token.
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SEARCH

To take a search action, reveal and acquire the top card of the search deck and place it beside the investigator
dashboard. Each investigator can only take 1 search action per game round. When the search deck is empty,
investigators can no longer take the search action.

Each investigator can only carry 4 search cards at a time. Whenever an investigator has more search cards than his
maximum limit then he must discard his excess cards. An investigator may discard any number of his search cards
at any time.

Search Card Breakdown:

1. Name
2. Art
3. Melee Weapon Icon: Melee weapons can attack all the monsters in the same space at the same time.
4. Ranged Weapon Icon: Ranged weapons can only attack one monster within range.
5. Equipment Icon
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6. Ability Card Icon: Each ability card has 2 uses. The upper sections for all ability cards are the same.
7. Dice Icon: When attacking with this card, this determines how many 6-sided dice the investigator can roll.
8. Accuracy Icon: This determines which results are counted as a hit.
9. Damage Icon: This determines the damage value of each hit result.
10. Range Icon: This determines how far this weapon can attack.
11. Special Effect: The effects starting with “Attack” can only be used during an attack action.

TRADE SEARCH CARDS

Investigators may take an action to trade any number of search cards with another investigator in the same space.

RESTORE SANITY

An investigator may take an action to discard all of his exhausted tokens from his investigator dashboard.
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CLOSE/OPEN/RESET A HATCH

An investigator may take an action to close, open or reset the hatch between his space and an adjacent space.

To close a hatch, place a closed hatch standee on the hatch graphic between the 2 spaces.

To open a hatch, just remove the closed hatch standee from the board. Remember, an investigator does not need
to open the hatch first to move through it. The hatch will be open automatically after the investigator moves through
it.
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When a hatch is destroyed, a broken hatch marker is placed. A hatch with the broken hatch marker cannot be closed
again, unless the investigator takes an action to reset the hatch first. To reset the hatch, just remove the broken
hatch marker from the board.
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MONSTERS MOVING THROUGH A CLOSED HATCH

When a monster is about to move through a closed hatch standee, the nearest investigator rolls 2 6-sided dice. If
the number of success results equals or exceeds the Madness value of the monster, the monster stays in its current
space and all of its remaining move actions are ignored during this activation.

Otherwise, the closed hatch standee is destroyed and replaced by a broken hatch marker, and the monster will move
through the hatch normally.
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COMPONENT ACTIONS

An investigator may take actions printed on components, such as her investigator dashboard, search cards, scenario
cards, etc. These actions are preceded by the word “Action” or “Investigate” in bold.

ATTACK

An investigator may take an action to attack the monsters in the same space (for melee) or within range and line of
sight (for ranged weapons) by following the steps below:

1. Select 1 of his melee weapon cards or ranged weapon cards to attack with.

If a melee weapon card is selected, then each monster figure in the same space is targeted.
If a ranged weapon card is selected, then the investigator can only choose 1 monster figure within the weapon’s
range as the target.

Line of Sight and Range

Line of Sight: If an investigator can move to a space without turning a corner, opening a closed hatch, or
changing her submerged condition, then this space and all the figures in it are considered in her line of sight.

The space that a figure is currently in is always in its line of sight, and has a range of 0. Closed hatches block line
of sight. Submerged rooms block line of sight from unsubmerged rooms, and unsubmerged rooms block line of
sight from submerged rooms.

Range: This is the distance at which a weapon can successfully reach a target that is already within the
investigator’s line of sight.
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LINE OF SIGHT EXAMPLE ONE


A. The investigator can move to space A without turning direction, and these 2 rooms are both unsubmerged.
Furthermore, there is no closed hatch in-between them, so space A is in his line of sight. It is 3 spaces away
from him along the line of sight, so space A is at a range of 3.
B. Space B is not in his line of sight, because the investigator has to turn a corner in order to move into it.
C. Space C is not in his line of sight, because there is a closed hatch blocking his line of sight.
D. Space D is not in his line of sight, because it has a different submerged condition.
E. Space E is not in his line of sight. Though it has the same submerged condition as the investigator’s current
space, the line of sight has already been blocked by space D.
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LINE OF SIGHT EXAMPLE TWO


A. Space A is in his line of sight and has a range of 1 space.
B. Space B is in his line of sight and has a range of 1 space.
C. Space C is in his line of sight, because he does not need to turn direction to move to it. It has a range of 2
spaces.
D. Space D is not in his line of sight, because he has to turn to move into it. If the investigator moves to space
A, space D is still not in his line of sight for the same reason.
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2. Roll a number of 6-sided dice equal to the dice value of the selected weapon.

Each die result that equals or exceeds the accuracy value is counted as a hit, which deals an amount of damage
equal to the damage value of the weapon. Sum all the hit damage together to get the attack damage that was
dealt by this attack action.
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3. Distribute the attack damage among the target monsters freely.

The damage distributed to the monster is reduced by its resilience value first, and then it takes a number of
wounds equal to the remaining damage it has received. Insert the wound token with the appropriate value into
the hook of the base or place the wound token on the monster card if it is an epic monster. When the number
of wounds equals or exceeds the monster’s maximum health, it is killed. Place the monster figure back into the
monster reserve once this happens.
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4. After an investigator kills a monster during an attack action, he fights against madness.

If able, flip a number of his exhausted tokens equal to the monster’s madness value over to their madness side.
After an investigator has 3 or more madness tokens, he must resolve a madness card.

If the investigator has no exhausted tokens on his dashboard, he gains a consciousness card as a reward.

PASS

An investigator may pass on using his actions to end his turn.


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TAKING ACTION IN SUBMERGED ROOMS

A room with a submerged standee placed on it is a submerged room. Before she can take an action in a submerged
room, an investigator must exhaust 1 oxygen by spinning the drowning dial 1 space counter-clockwise. If the dial
shows a number of 6-sided dice, the investigator has to roll them to decide if she is going to take a wound. She is
now drowning. The investigator takes 1 wound for each failed result. If the dial shows the “Dead” icon, the
investigator dies instantly.

Important:
Investigator’s escape value is reduced by 1 in submerged rooms.
Investigator does not need to exhaust oxygen to take restore sanity action in submerged rooms.

RESETTING THE DROWNING CONDITION

If an investigator is in a submerged room at the end of his turn, the drowning condition does not change. If he is in
an unsubmerged room, spin the drowning dial to recover the oxygen to the maximum level (which is usually 6).

Important: The drowning condition is only checked at the end of the investigator’s turn. Even if he has entered an
unsubmerged room during his turn, he still cannot recover oxygen as long as he ends his turn in a submerged room.
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MONSTER TURN IN DETAIL

Monster Card Breakdown:

1. Name
2. Character Art
3. Health
4. Resilience
5. Range: How far the monster can attack.
6. Damage: The amount of damage that the monster can deal during its attack action.
7. Trap Rating
8. Madness Rating
9. Action Pool
10. Special Action
11. Move Action
12. Attack Action
13. Special Abilities
14. Devoured Abilities

When the activation marker stops on a monster card, each of this type of monster will activate once. Players
determine the order of their turns. During a monster’s turn, it takes actions strictly in accordance with the action
pool on the monster’s card. Actions in the action pool cannot be ignored, and the order of the actions cannot be
changed.
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ACTIONS

There are 3 types of actions monsters can take. These are move, attack, and special action.

MOVE

A monster takes a move action to move its figure to an adjacent space in the direction of the nearest reachable
investigator. If there are more than 1 such investigators, players choose which one it moves toward.
If none of the investigators are reachable, it will move toward the nearest investigator by just counting spaces.

When a monster is about to move through a closed hatch standee, the nearest investigator rolls 2 6-sided dice. If
the number of success results equals or exceeds the Madness value of the monster, the monster stays in its current
space and all of its other move actions are ignored during this activation. Otherwise, the closed hatch standee is
destroyed and replaced by a broken hatch marker, and then the monster moves through the hatch normally.

Sometimes there will be special effects during a monster’s move action. These effects are preceded by the Move
Action Icon.

When there is no need for a monster to move out of its current space (for example, if it is in the same space with
an investigator), or it cannot move out of its current space (for example, if it is hindered by walls), the monster still
must take the move action. However, it will simply stay in its current space in these circumstances. If it has a slow
token, that token will be discarded.

ATTACK

A monster will always attack the nearest investigator within its range. If there are multiple investigators within the
same range, players choose which one it attacks.

A monster deals damage to the target investigator equal to its damage value. The target investigator must then
decide his resilience by rolling dice equal to his resilience rating. The damage dealt is reduced by the rolled resilience
value, and then the investigator takes the remaining damage as an equal number of wounds.

When the number of wounds an investigator has taken equals or exceeds his health, the investigator is killed.

Sometimes there will be special effects during a monster’s attack action. These effects are preceded by the Attack
Action icon.

If there is no investigator within its range, the monster still has to take the attack action with no effect. If it has a
weaken token, the token is now discarded.
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SPECIAL ACTION

These actions are preceded by the Special Action icon. Just follow the text on the monster card to take these actions.

DEVOURED ABILITIES

Usually, monsters have abilities that only take effect in devoured rooms. These abilities are preceded by the Devour
icon and their text is underlined. These abilities normally take place during a monster’s regular actions.

ADDITIONAL RULES

This section describes all additional rules that are necessary to play the game.

SANITY, MADNESS AND MADNESS CARDS

EXHAUSTING SANITY
There are various effects or actions that require the investigator to exhaust sanity to trigger them, such as the effects
on his investigator dashboard or search cards. To exhaust 1 sanity, simply place an exhausted token on his dashboard.

When the number of exhausted tokens equals his maximum sanity value, he can no longer exhaust sanity for
whatever reason until his sanity is restored.

An investigator can always exhaust 1 sanity to reroll a 6-sided die he has just rolled, and he can reroll it multiple
times as long as he still has sanity to exhaust.

MADNESS TOKENS
After an investigator kills a monster during his attack action he will gain madness tokens. He receives them by
flipping his exhausted tokens over in accordance with the monster’s madness value. If he does not have enough
exhausted tokens to flip, just flip as many as possible.

Madness tokens are not counted as exhausted tokens, so an investigator can restore sanity by killing monsters at
the expense of gaining madness.

Investigators may also gain madness tokens directly due to other effects in the game.
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MADNESS CARDS

1. Flavor Text
2. Effect Text

An investigator may be forced to resolve madness cards due to various effects in the game. Usually this comes as
the result of accumulating too many madness tokens. If an investigator ever has 3 or more madness tokens, then
he must discard exactly three of them and resolve 1 madness card after the current action (if there is anything left
to accomplish).

To resolve a madness card, just reveal the top card of the madness deck and follow the effect text. Each madness
card also has a flavor text about a horrific scene or encounter.

If the investigators do not want to apply the effect of the madness card, they can choose to ignore it by moving the
devour marker 1 space forward along the track and resolving any effect as in the devour phase.
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CONSCIOUSNESS CARDS

1. Flavor Text
2. Effect Text

If an investigator kills a monster and has no exhausted tokens on his dashboard, he resolves 1 consciousness card
as a reward.

To resolve a consciousness card, just reveal the top card of the consciousness deck and follow the effect text. Each
consciousness card also has a flavor text about a piece of background story of the game.

After resolving it, place it on the scenario board. Players can remove 10 consciousness cards at a time from the
scenario board to prevent the devour marker from moving forward one space along the track. (This effect is only
active during the phase when you remove the consciousness cards. Later devour phases proceed normally.)
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STATUS EFFECTS

Slow

When an investigator or a monster gains Slow, place a slow token beside the figure. When this figure takes a move
action later, just discard the slow token instead of the normal action effect.

A figure cannot have more than 1 slow token at a time. If it is about to receive a second one, ignore it.

Weaken

When an investigator or a monster gains Weaken, place a weaken token beside the figure. When this figure takes
an attack action later, just discard the weaken token instead of the normal action effect.

A figure cannot have more than 1 weaken token. If it is about to receive a second one, ignore it.

Paralyzed

When an investigator is Paralyzed, tip his figure on its side to indicate the paralyzed status. Standing up is the only
action he can take as his next action. After that, he is no longer paralyzed.

If the paralyzed investigator is about to be paralyzed a second time, ignore the effect.

SUCCESS RESULTS ON THE 6-SIDED DICE

There is a resilience icon shown on the 5 and 6 sides of the die. These 2 results are success results. 1-4 results are
failed results.

KILLED INVESTIGATORS

An investigator is killed when the total number of his wounds equals or exceeds his health. The investigator’s figure
is removed from the game board, and all of his cards and tokens are discarded to the corresponding discard or in-
play piles and card decks. (For example: items the investigator has collected would be discarded, but sanity tokens
would be returned to the sanity token pile.) Finally, the most important part of removing an investigator from play
is to flip his investigator card over so that the back side is displayed.
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When the activation marker stops on a flipped investigator card during activation phase, two effects listed below
will be triggered:

 Each investigator currently on the game board rolls 1 6-sided die. If all results are success results, then nothing
happens. Otherwise, the investigator with the lowest result must immediately resolve 1 madness card.
 The corresponding monsters on the monster card below this investigator card do not take their turns during
this round.

EMPTY INVESTIGATOR CARD

These cards are used in games that start with fewer than 6 investigators. During the activation phase, the activation
marker does not stop on the empty investigator card or on the monster cards below it, so the corresponding
monsters do not take their turns during this round.

REDUCED VALUE

Values cannot be reduced below zero. If a value is about to be reduced below zero, it is treated as zero.
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EPIC MONSTER VARIANT

A monster whose name is displayed in red text on its monster card is an Epic Monster.

We recommend that players not use these monsters during their first several games because they are so powerful
that they may ratchet the game up to an extremely high level of difficulty.

To use the Epic Monsters, shuffle their monster cards together with the normal monster cards during step F of the
setup. However, there cannot be no more than 1 Epic Monster in each game session, so if a second one is drawn,
discard it and draw a new monster card.

Epic monster figures do not have regular black bases, so place an epic monster’s wound tokens on its monster card
when it takes a wound.
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DEVOURED EFFECT TOKENS


DEEP MADNESS RULEBOOK PREVIEW 42

THANK YOU FOR READING OUR RULEBOOK


PREVIEW!
We appreciate you taking the time to look through this rulebook, and we hope it has given you a good idea of what
playing a game of Deep Madness will be like. This is an intense, fast-paced game that we believe will suck you so far
into its depths that there will be no chance of escape.

If this game interests you, please consider backing our Kickstarter. You can learn more about the game as well as
pledge toward it at https://www.kickstarter.com/projects/diemensiongames/deep-madness.

Thanks again for your interest in Deep Madness. We’ll see you on the ocean’s floor.

Copyright © 2016 by Diemension Games. All rights reserved.

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