Deep Madness: Madness Reborn
Deep Madness: Madness Reborn Rulebook
Table of Contents
Table of Contents
Expansion Overview
The epic investigators, their activation cards, the epic monsters, and their spawn cards can be used in any chapter of Deep Madness (unless otherwise stated) and may be added to the base game if desired.
Players will only use the tokens, markers, and chapter-specific monster cards when playing this expansion's storybook chapters.
Components
- 9 Monster Cards (7 Epic and 2 Special)
- 12 Chapter-Specific Epic Monster Cards
- 2 Epic Investigator Cards
- 14 Spawn Cards
- 2 Activation Cards
- 1 Hunger Marker
- 6 Dimension Sickness Tokens
- 1 Trap Mine Control Marker
- 1 Transcendence Marker
- 12 Food Tokens
- 3 Reality Tokens
- 6 Reality Fragment Tokens
- 6 Memory Markers
- 2 Consciousness Shard Tokens
- 6 Consciousness Tokens
- 7 Blasphemous Tome Tokens
- 1 Altar of Light Marker
- 24 Noise Tokens
- 2 Epic Investigator Figures (William West and Regan)
- 20 Monster Figures (Spawn of the Dreamer, Devourer of Realms, Dimension Breach, Insidious Matriarch, Drifter Lord, Alpha Ravenous, Penitent Sorrow, Forsaken Rage, 6 Wakened Tentacles, 6 Incarnate Eggs)
Storybook Chapters
The chapters below are the expansion's storybook scenarios. Each lists its own game board, decks, special setup, devouring track, special rules, and winning and losing conditions. Setup text refers to steps of the base game setup.
Dimension Breach
A Dimension Breach has occurred, threatening to engulf the whole facility as reality tears itself asunder. Can you disrupt the rift long enough to slay the creature in its epicenter, or will you be dragged into an eternal darkness full of twisted worlds instead? Combat the mental sickness and utilize the jury-rigged trap mines to repel this horror from the deep, sealing the Dimension Breach before all is lost.
Game Board
Assemble the game board as shown on the printed page. The board is made of rooms 13, 2, 9, 18, 1 (Dimension Breach), 21, 20 (Start), 5 (Trap Mines), and 19 (Start). The wall, hatch, and spawn markers are placed as shown. The Trap Mine Control Marker starts face up.
Shuffle all the devoured effect markers. Randomly reveal and place a devoured effect marker in each of the devoured rooms' spaces, excluding spaces that already contain a spawn marker.
NOTE: Do not place a spawn marker in Room 1.
Devoured Deck
Devoured deck: 2, 9, 13, 18, 19, 20, 21
NOTE: Room 1 is devoured but does not contain a spawn point. Do not shuffle its room card into the devoured deck.
Special Setup
After choosing investigators during Step 2 of setup, place each investigator's matching figure in one of the two "Start" spaces.
Additional epic monsters cannot be used when choosing monsters during Step 3 of setup. After choosing monsters, place the chapter-specific Dimension Breach monster card to the left of the activation track with its front side facing up. (It will activate before the first investigator in the track.) Do not shuffle the Dimension Breach spawn cards into the spawn deck.
Place the Dimension Breach monster figure in the marked space.
Place all three trap mine figures in the marked space.
Do not shuffle the Trap Mine search card into the search deck.
Devouring Track
Assemble the devouring track as shown on the printed page.
Hazard Effects:
- Black skull icon: Each investigator in a devoured room gains 1 Dimension Sickness token. (An investigator can only have one Dimension Sickness token at a time.) An investigator with a Dimension Sickness token cannot draw search cards during this round.
- Blue skull icon: Each investigator in a devoured room gains 1 Dimension Sickness token. (An investigator can only have one Dimension Sickness token at a time.) Investigators with Dimension Sickness tokens take 1 madness for each point of sanity they exhaust during this round.
- Purple skull icon: Each investigator in a devoured room gains 1 Dimension Sickness token. (An investigator can only have one Dimension Sickness token at a time.) Investigators with Dimension Sickness tokens treat their [6] die-roll results as a [0].
Special Rules
Investigate Actions
- Investigators in Room 5 gain: "Investigate: Discard your Dimension Sickness token."
- Investigators in the same space as the face-up Trap Mine Control token gain: "Investigate: Flip the Trap Mine Control token face-down to move 1 Trap Mine figure 2 spaces toward Dimension Breach."
Trap Mines
- Flip the face-down Trap Mine Control token face-up at the end of each game round.
- Remove a Trap Mine figure from the game when it enters the same space as Dimension Breach.
- After removing all three Trap Mine figures from the game, flip the chapter-specific Dimension Breach monster card over to its rear side. Investigators can attack Dimension Breach from now on.
Losing
Any time a non-epic monster occupies the same space as a Trap Mine figure.
Winning
Dimension Breach dies.
Wisdom of the Mad King
The Mad King pulls its essence from the poisonous, shadowy haze, revealing itself as the Drifter Lord. It seeks to impart its eldritch wisdom, but receiving it may very well drive you insane. Can you quickly glean its knowledge from the Drifter Lord's servants, learning to shield yourself in madness, or will your mind be utterly crushed by the relentless hatred the Drifter Lord holds towards interlopers in his domain?
Game Board
Assemble the game board as shown on the printed page. It is a single column of nine room tiles, from top to bottom: 8, 27 (Start), 22, 14, 16, 19, 15, 20 (Start), and 10. The diagram shows spawn markers on rooms 8, 16, and 10.
Shuffle all the devoured effect markers. Randomly reveal and place a devoured effect marker in each of the devoured rooms' spaces, excluding those already containing a spawn marker.
Room Deck and Devoured Deck
Room deck: 14, 15, 19, 20, 22, 27
Devoured deck: 8, 10, 16
NOTE: When building the room deck, take out room cards 20 and 27, shuffle them, and place them face down at the deck's bottom. Then, shuffle the remaining room cards and put them atop the first two.
Unless the game instructs you to devour a room, you cannot look at or reveal the room deck's lowest two cards for any reason.
NOTE: Outside of the devour phase, rooms cannot be devoured for any reason.
Special Setup
After choosing investigators during Step 2 of setup, place each investigator's matching figure in one of the two "Start" spaces.
Additional epic monsters cannot be used when choosing monsters during Step 3 of setup. Before choosing monsters, place the Drifter monster card in the first space of the monster activation track. Then, fill the remaining spaces with random non-epic monster cards. After choosing monsters, place the chapter-specific Drifter Lord monster card to the left of the activation track. (It will activate before the first investigator in the track.) Do not shuffle the Drifter Lord spawn cards into the spawn deck.
Devouring Track
Assemble the devouring track as shown on the printed page.
Hazard Effects:
- Teal skull icon: No effect.
- Blue skull icon: Devour a room. Then, move Drifter Lord to the space in that room nearest to any investigators (regardless of whether Drifter Lord is on the game board or in the monster reserve.)
- Purple skull icon: Place the Transcendence Marker in the undevoured room. Players choose a space in this room to place it.
Special Rules
When gaining a consciousness card, an investigator may instead choose to gain a success token. An investigator may only have a maximum of 3 success tokens at a time.
When receiving damage, an investigator may spend success tokens to reduce the damage before rolling resistance. 1 success token offsets 1 damage. However, the investigator must take 1 madness for each success token spent this way.
Winning
Every investigator has at least 1 success token and is in the same space as the Transcendence Marker.
Hunger Pangs
All you can think about is the gnawing hunger driving you onward. You search desperately for anything to eat, even a chocolate bar or a slice of bread. You spot a partially eaten human limb and stalk toward it greedily – despite your growing horror at your burgeoning need to feed. Can you satisfy your gnawing hunger while evading the monsters that so desperately want to consume you?
Game Board
Assemble the game board as shown on the printed page. The board uses the Hunger Marker (placed in Room 2), Food Tokens, spawn markers, wall markers, and flooded markers, as shown in the printed key. The central tile is the Alpha Ravenous special room tile.
Shuffle all the devoured effect markers. Randomly reveal and place a devoured effect marker in each of the devoured room's spaces, excluding those already containing a spawn marker.
NOTE: The special room tile only has one space. Alpha Ravenous cannot move out of the special room tile until being transported because there is no exit in that room.
Devoured Deck
Devoured deck: 1, 2, 6, 7, 8, 9, 11, 12, 13, 14, 16, 20, 23, 27, 28, 30
Special Setup
Additional epic monsters cannot be used when choosing monsters during Step 3 of setup. Before choosing monsters, place the Cannibal monster card and the base game's Ravenous monster card (not the alternate card from the Uncounted Horrors box) in the first and second spaces of the monster activation track, then place the chapter-specific Alpha Ravenous monster card in the sixth space. After that, fill the remaining spaces with random non-epic monster cards.
Do not shuffle Alpha Ravenous or Ravenous spawn cards into the spawn deck.
Place the Alpha Ravenous monster figure in the marked space.
Devouring Track
Assemble the devouring track as shown on the printed page.
Hazard Effects:
- Teal skull icon: When a monster must roll a monster die to determine if an effect takes place, that effect automatically happens without rolling the die during this round. (If there are multiple effects, they all take effect.)
- Blue skull icon: Spawn an extra Cannibal at the end of this round's spawn phase.
- Purple skull icon: Transport Alpha Ravenous to the hunger marker's space in Room 2.
Special Rules
Investigate Actions
- Investigators in the same space with a food token gain: "Investigate: Discard the food token and spawn a Ravenous in the hunger marker's space in Room 2."
Losing
If any of the following occurs:
- At the beginning of round 7, at least 1 food token is still on the game board.
- No Ravenous remains in the reserve when one needs to be placed on the game board for any reason.
Winning
Alpha Ravenous and all other Ravenous die.
Devoured
The Devourer of Realms has consumed the shuttle and everyone on it, sucking the passengers into a parallel reality. As one of those people, you must try to find fragments of your own dimension and feed them to the Devourer of Realms. If you can provide enough of them, maybe – just maybe – they can find a way to escape.
Game Board
Assemble the game board as shown on the printed page. The board uses the Spawn Marker, Wall Marker, and Reality Fragment Tokens shown in the printed key. The Devourer of Realms space is the room marked "Devourer of Realms" (room 30), and the Start space is room 12.
Shuffle all the devoured effect markers. Randomly reveal and place a devoured effect marker in each of the devoured rooms' spaces, excluding those already containing a spawn marker.
Room Deck and Devoured Deck
Room deck: 3, 6, 7, 8, 12, 18, 20
Devoured deck: 14, 19, 23, 30
Special Setup
Additional epic monsters cannot be used when choosing monsters during Step 3 of setup. Before choosing monsters during Step 3, place the Despair monster card in the first space of the monster activation track. Then, fill the remaining spaces with random monster cards as usual. After choosing monsters, place the chapter-specific Devourer of Realms I (Level 1) monster card at the end of the activation track. Do not shuffle the Devourer of Realms spawn cards into the spawn deck.
Place the Devourer of Realms monster figure in the marked space.
Devouring Track
Assemble the devouring track as shown on the printed page.
Hazard Effects:
- Teal skull icon: Replace the chapter-specific Devourer of Realms I (Level 1) monster card with the chapter-specific Devourer of Realms II (Level 2) monster card.
- Blue skull icon: Replace the chapter-specific Devourer of Realms II (Level 2) monster card with the chapter-specific Devourer of Realms III (Level 3) monster card.
- Purple skull icon: Replace the chapter-specific Devourer of Realms III (Level 3) monster card with the chapter-specific Devourer of Realms IV (Level 4) monster card.
Special Rules
Investigate Actions
-
Investigators without a Reality Fragment Token in the same space as one gain: "Investigate: Acquire the Reality Fragment Token."
NOTE: An investigator can only have one Reality Fragment Token at a time.
-
Investigators with a Reality Fragment Token in the same space as a matching Reality Fragment Token (whether on the board or held by an investigator) gain: "Investigate: Remove both matching Reality Fragment Tokens, then acquire the same-colored Reality Token."
-
Investigators in the same space as Devourer of Realms gain: "Investigate: Remove your Reality Token."
Devourer of Realms
Devourer of Realms activates after the last monster in the activation track. Devourer of Realms cannot take wounds and cannot be killed.
Winning
Investigators have removed all three Reality Tokens from the game.
NOTE: No losing condition is printed for this chapter.
Infectious Memories
You have discovered that your memories are a weapon that you can use to push back the fungal infection devouring Kadath. Unfortunately, you've also found that something is manipulating its spread to conceal its eggs: the Insidious Matriarch. Can you halt the Insidious Matriarch's corruption of Kadath before it spreads the infestation across the whole station?
Game Board
Assemble the game board as shown on the printed page. The board is made of rooms 11 (Start), 10, 13, 9, 17, 22, 12, 6, 30, and 21 (Insidious Matriarch). The Spawn Marker and Flooded Marker are shown in the printed key, and Incarnate Egg rooms are marked on the rooms 11, 6, and 30 tiles.
Shuffle all the devoured effect markers. Randomly reveal and place a devoured effect marker in each of the devoured rooms' spaces, excluding those already containing a spawn marker.
Room Deck and Devoured Deck
Room deck: 9, 10, 12, 13, 17, 22
Devoured deck: 6, 11, 21, 30
Special Setup
Additional epic monsters cannot be used when choosing monsters during Step 3 of setup. Before choosing monsters in Step 3, place the chapter-specific Insidious Matriarch monster card in the sixth space of the monster activation track. Then, fill the remaining spaces with random non-epic monster cards. Do not shuffle the Insidious Matriarch spawn cards into the spawn deck.
Place the Insidious Matriarch monster figure in its marked space. Additionally, place three Incarnate Egg figures in their marked spaces.
After setup, each investigator receives 1 Objective Marker and 1 Memory Marker of the same color.
Devouring Track
Assemble the devouring track as shown on the printed page.
Hazard Effects:
- Teal skull icon: No effect.
- Blue skull icon: Devour a room, then spawn an Incarnate Egg in it.
Special Rules
Investigate Actions
- Investigators in undevoured rooms gain: "Investigate: Place your memory marker in this room."
Insidious Matriarch
Should no spawn markers remain on the board, treat the space containing Insidious Matriarch as a spawn space.
When devouring a room, return any memory marker located there to the investigator who placed it.
- Discard the devoured room's spawn marker, flooded markers, and devoured effect markers (if there are any). Next, flip the room tile over to its normal side. Lastly, remove the matching room card from the devoured deck.
During the refresh phase, if an investigator is in a spawn marker's space while his/her memory marker currently resides in a standard, undevoured room, resolve the following effects:
- Return the memory marker from the undevoured room to the investigator who placed it.
Winning
None of the rooms are devoured, and Insidious Matriarch has died.
NOTE: No losing condition is printed for this chapter.
The Dreamlands
Something has separated your spiritual, conscious self from your body and ripped out a chunk of your soul. You must regain the missing part of your consciousness and reunite with your physical body, but something is stirring in the dark. Slowly, the Spawn of the Dreamer awakens to hunt you. Can you be quiet enough to recover your soul's missing piece before the Spawn of the Dreamer finds you?
Game Board
Assemble the game board as shown on the printed page. The board uses the Wall Marker, Hatch Marker, Spawn Marker, and Consciousness Shard Tokens shown in the printed key. The red and blue Consciousness Shard Tokens are placed in the rooms marked with the matching colored shard icons (room 8 for red and room 6 for blue). The Spawn of the Dreamer is in room 2.
Shuffle all the devoured effect markers. Randomly reveal and place a devoured effect marker in each of the devoured rooms' spaces, excluding those already containing a spawn marker.
Room Deck and Devoured Deck
Room deck: 6, 8, 9, 21, 24, 27
Devoured deck: 1, 2, 3, 17, 18, 28, 29
Special Setup
After choosing investigators during Step 2 of setup, each investigator receives 1 Consciousness token. (For games with 5 investigators: randomly remove 1 Consciousness token from the game. For games with 4 investigators: remove 1 blue Consciousness token and 1 red Consciousness token from the game.) Investigators with matching colored Consciousness tokens place their figures in the same "Start" space.
Additional epic monsters cannot be used when choosing monsters during Step 3 of setup. Before choosing monsters, place the chapter-specific Spawn of the Dreamer monster card in the sixth space of the monster activation track. Then, fill the remaining spaces with random non-epic monster cards. Do not shuffle the Spawn of the Dreamer spawn cards into the spawn deck.
Place the Spawn of the Dreamer monster figure in the marked space.
Devouring Track
Assemble the devouring track as shown on the printed page.
Hazard Effects:
Transcriber note: the printed hazard text shows a twelve-sided die icon and a claw-mark icon without captions. They are rendered here as the twelve-sided die and its claw result, as the base rulebook names them.
- Teal skull icon: Each investigator with a consciousness token rolls 1 twelve-sided die. On a claw result, the investigator must take 1 noise token.
- Blue skull icon: Each investigator with a consciousness token rolls 1 twelve-sided die. On a claw result, the investigator must take 1 noise token. Spawn of the Dreamer treats every investigator with a consciousness token as if they have 6 noise tokens.
Special Rules
Investigate Actions
-
Investigators with a consciousness token in the same space as a same-colored consciousness shard token gain: "Investigate: Remove your consciousness token from the game and discard all your noise tokens. Next, move your figure to your 'start' space."
NOTE: Investigators without Consciousness Tokens will not take noise tokens for any reason.
Spawn of the Dreamer
"Spawn X Wakened Tentacles" on the Spawn of the Dreamer monster card:
X equals the total noise tokens that the investigator with the most noise tokens has. Find the shortest path between Spawn of the Dreamer and the above investigator. (If there is more than one such investigator, choose the nearest one to Spawn of the Dreamer as the target.) Then, spawn X Wakened Tentacles on this path, starting with the space adjacent to Spawn of the Dreamer and ending in the investigator's space. There can be only one Wakened Tentacle per space, excluding the targeted investigator's space.
Investigators with a consciousness token must perform a noise test after each of their actions, excluding the first action during each round, investigate actions, and rest actions. To resolve the test, the investigator rolls a six-sided die and takes 1 noise token upon rolling a failure result.
NOTE: After attacking with a ranged weapon, an investigator must take 1 noise token without performing the above test, even if it is the investigator's first action during a round.
Losing
If any of the following occurs:
- An investigator takes a 7th noise token.
- No noise token remains in the pool when an investigator needs to take one.
Winning
Every investigator has removed his/her consciousness token, and Spawn of the Dreamer has died.
Purgatory
The Forsaken Rage comes to wipe out all light from the world around you – and its mother, Penitent Sorrow, in the process. Its dark words radiate through this place, seeking to eradicate all hope. You cannot let it succeed. You must destroy all the blasphemous tomes by placing them upon the altar of light, thus weakening Forsaken Rage. Simultaneously, you must protect Penitent Sorrow from harm. Can you succeed in preserving this place's last hope for redemption? Or will your waning courage flicker and fade like a guttering candle?
Game Board
Assemble the game board as shown on the printed page. The board is made of rooms 17, 10, 18, 4 (Penitent Sorrow), 27, 26, 2 (Start), 22, 28, 3 (Forsaken Rage), 24, 21, and 25. The Spawn Marker, Wall Marker, Hatch Marker, Altar of Light Marker, and Blasphemous Tome Tokens are placed as shown in the printed diagram and key.
Shuffle all the devoured effect markers. Randomly reveal and place a devoured effect marker in each of the devoured rooms' spaces, excluding those already containing a spawn marker.
Room Deck and Devoured Deck
Room deck: 2, 4, 17, 24, 26, 27
Devoured deck: 3, 10, 18, 21, 22, 25, 28
Special Setup
Additional epic monsters cannot be used when choosing monsters during Step 3 of setup. Before choosing monsters, place the chapter-specific Penitent Sorrow monster card and the chapter-specific Forsaken Rage monster card in the sixth space of the monster activation track. Penitent Sorrow activates before Forsaken Rage. Then, fill the remaining spaces with random non-epic monster cards. Do not shuffle the Penitent Sorrow spawn cards into the spawn deck.
Place the Penitent Sorrow and Forsaken Rage monster figures in the marked spaces.
Devouring Track
Assemble the devouring track as shown on the printed page.
Hazard Effects:
- Teal skull icon: No effect.
- Blue skull icon: Flood every room containing a Blasphemous Tome Token.
- Purple skull icon: Investigators take 1 wound during this round for each action they perform in a non-flooded, devoured room once the action fully resolves.
Special Rules
Investigate Actions
- Investigators in the same space as a Blasphemous Tome Token gain: "Investigate: Acquire the Blasphemous Tome Token." NOTE: An investigator can only have one Blasphemous Tome Token at a time.
- Investigators in the same space as the Altar of Light Marker gain: "Investigate: Remove your Blasphemous Tome Token from the game."
Penitent Sorrow
Other monsters treat Penitent Sorrow as an investigator. However, it will only take wounds from monsters and is immune to additional effects. Penitent Sorrow cannot defend itself, and all damage it takes will immediately become wounds.
Losing
Penitent Sorrow dies.
Winning
All the Blasphemous Tome Tokens have been removed from the game.