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Mansions of Madness: Second Edition» Forums » Rules

Subject: Insanity for the solo player rss

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Tim Ebert

Jackson
Georgia
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I have not played the game yet, but have read the rules. I will be playing the game mostly solo and am concerned about a character suffering from insanity during solo play. Anyone have an idea how to handle the situation where you are playing solo with two characters and one of your characters goes insane giving you possibly two separate win/lose conditions?
 
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steven riola

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You'd have to play honestly with the best intention for each player to win.
Trying to complete each objective for each character, which may be controlling two characters differently. One rushing for the end game. One competing for their insanity win condition.
 
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Brian Bowles
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Depauw
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Not sure about this, but I thought I read somewhere that the app only gives those type of insanity cards to 3 or more players. As long as you are only playing with two investigators it should be fine.
 
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Maad McCarthy
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My copy has not arrived yet, but from what I have read this would not occur.
Each sanity card has a player count (not character count) indicating the minimum number of players required (IE 2+). If the number of players is not met then it is discarded and a new card is drawn.
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Brian M
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Wow, so they've got this idiotic app thing running the game and they STILL didn't make the game true co-op?
 
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Michael Logan
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shadowsclassic wrote:
Not sure about this, but I thought I read somewhere that the app only gives those type of insanity cards to 3 or more players. As long as you are only playing with two investigators it should be fine.


This.

All of the insanity cards for 1 or 2 players don't give you split objectives. If they add objectives, they require you to win the base game, plus something else.
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Michael Logan
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StormKnight wrote:
Wow, so they've got this idiotic app thing running the game and they STILL didn't make the game true co-op?


Well, you could make it a true coop by removing some of the cards. It would turn into something closer to a Dead of Winter coop, which going insane makes it harder for you to win, rather than making you a traitor.

They effective made Stamina and Sanity different by adding this mechanic. Normally they just feel like 2 separate version of "health".
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Michael Logan
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Also, I really like that one of the insanity cards forbids you from talking for the rest of the game. This is great because it means everyone can just stop talking once they go insane if they want to bluff and give a reason for not helping as much without tipping his/her hand.
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Kevin M
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If I remember correctly, there are 4 Insanity cards that are labeled 1+. If you're playing solo, these are the only cards you should use.

Of those cards, none of those have any kind of "secret" objective, they only include the possibility of adding something to what you need to win.


If I was at home, I could be more specific on what the win conditions are, but I'd be operating from memory, which isn't good right now since I've been staying up far too late playing this game!
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Tim Ebert

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Thanks for the responses.
 
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Matt D
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Tacoma
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StormKnight wrote:
Wow, so they've got this idiotic app thing running the game and they STILL didn't make the game true co-op?

The app is cool.

Insanity cards have a player count in the lower right hand corner. You don't use any cards that have a higher player count (the rules say to discard them, but I prefer removing them before the game begins).
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StormKnight wrote:
Wow, so they've got this idiotic app thing running the game and they STILL didn't make the game true co-op?

This truly is a feature, not a bug. Why would you expect a game with insanity as a punishment to have all players with the same goal at all times?
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Three Headed Monkey
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StormKnight wrote:
Wow, so they've got this idiotic app thing running the game and they STILL didn't make the game true co-op?

The insanity mechanic has nothing to do with the app.
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Cody Heim
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I hope they include more insanity cards that don't turn it into a semi-coop game. For my game group, this ruined our experience. Their description states "fully cooperative".

I'm happy for those that enjoy being a traitor or like conflict, but I think they could have come up with a better "fully cooperative" mechanic for insanity.

Till something official changes this, we'll be house ruling something in its place. Although I'm not a fan of house rules, so more than likely it'll just sit on a shelf
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Mariano Rico
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Strumiker wrote:
I hope they include more insanity cards that don't turn it into a semi-coop game. For my game group, this ruined our experience. Their description states "fully cooperative".

I'm happy for those that enjoy being a traitor or like conflict, but I think they could have come up with a better "fully cooperative" mechanic for insanity.

Till something official changes this, we'll be house ruling something in its place. Although I'm not a fan of house rules, so more than likely it'll just sit on a shelf


No need to house rule anything. Check the insanity cards and take out the ones that set those traitor effects for your games. Most of them set other effects without disrupting the cooperation, actually.
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Cody Heim
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Acererak wrote:
No need to house rule anything. Check the insanity cards and take out the ones that set those traitor effects for your games. Most of them set other effects without disrupting the cooperation, actually.


Thanks, this is what we came up with as well. To me this is house ruling it since we aren't playing per the rules as written - but it'll do
 
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Jay Kiley
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err404 wrote:
StormKnight wrote:
Wow, so they've got this idiotic app thing running the game and they STILL didn't make the game true co-op?

This truly is a feature, not a bug. Why would you expect a game with insanity as a punishment to have all players with the same goal at all times?


I'm just glad it's not "semi" co-op where you're never sure what side you're on.
 
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oldschoolgamr
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mfl134 wrote:
Also, I really like that one of the insanity cards forbids you from talking for the rest of the game. This is great because it means everyone can just stop talking once they go insane if they want to bluff and give a reason for not helping as much without tipping his/her hand.

As long as someone doesn't draw the real card for no talking when THEY go insane *awkward"
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Chris J Davis
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oldschoolgamr wrote:
mfl134 wrote:
Also, I really like that one of the insanity cards forbids you from talking for the rest of the game. This is great because it means everyone can just stop talking once they go insane if they want to bluff and give a reason for not helping as much without tipping his/her hand.

As long as someone doesn't draw the real card for no talking when THEY go insane *awkward"


That would be amazing!
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Old Forge
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Just finished a solo game where both my investigators got insane cards. You can only chose cards that have a 1+ on it. Both investigators couldn't win unless they had completed additional, yet separate objectives. One of which probably made me lose the game! It was an interesting twist.
 
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Cameron McKenzie
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The solo insane cards only have effects that limit the investigator's abilities, or add an additional criteria that must be met to win (but not contradicting the normal win)
For the latter, I just rule it as an additional criteria that I, the player, must achieve in order to win. Even though only one of the investigators doesn't have to do it, I'm playing both investigators so I'd have them both do it.
 
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Erica Larson
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What happens if, while playing solo with 2 investigators, 1 investigator is insane and eliminated? Does the eliminated investigators insane "win condition" still apply?
 
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Anthony Harlan

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ericajean79 wrote:
What happens if, while playing solo with 2 investigators, 1 investigator is insane and eliminated? Does the eliminated investigators insane "win condition" still apply?


If their condition works after elimination, yes. Few do.
 
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Jorgen Peddersen
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Here's the rule:
RRG - Eliminated wrote:
An eliminated investigator does not win the game when the
investigation is complete unless an effect states otherwise.


This means that only the following Insane Conditions would allow you to win while Eliminated:
(I'll spoiler tag for those not wanting to know the conditions):
Spoiler (click to reveal)
• 2+ For the Greater Good (You are eliminated and investigation is complete)
• 3+ Crisis of Conscience (The investigation isn't complete at the end of the game)
• 3+ Pyromania (6 Rooms on fire)


The others all require you to be active, or require the investigation to complete.

Incidentally, as none of these are available in the Solo game, you would only score a half-win if you managed to finish the investigation after one of your investigators is eliminated.
 
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Cameron McKenzie
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ericajean79 wrote:
What happens if, while playing solo with 2 investigators, 1 investigator is insane and eliminated? Does the eliminated investigators insane "win condition" still apply?


I prefer to play it like this:
-you lose if you fail to satisfy an insane condition (otherwise what's the point of them)
-you win even if an investigator is eliminated (otherwise why even play another round)
-you still have to do the insane condition of an eliminated investigator (otherwise you might eliminate them intentionally)

Although if you are fine with the idea of a "half-win" you can just say it's a half-win if an investigator is defeated or doesn't fulfill their insane condition. It won't matter if it's both - still a half win.
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