Doc and I have been playing Massive Darkness over the holidays.
And there was a kitty to help me play the game!
She really liked the sounds the dice made.
We’re trying to finalize our house rules that we think we want, and have been doing some play testing, etc. We’ll see how it goes!
3 thoughts on “Massive Darkness”
I’d be interested in hearing about your house rules once they are decided.
I believe this is everything, although I might have left some of them out (I got most of these by cruising forums about the game, so I can’t take credit for them). Pretty much, house rules which would make the game take longer, we ignored (because long levels can already be pretty tedious), whilst rules which make the enemies tougher we included (because otherwise they are pushovers):
• The Event Ambush will activate the unit on the hero’s zone automatically and activate any other guards in the room.
• Mobs attack twice during the enemy phase (not during a counter): once as normal with the equipment (the boss attack) and once for the mob (without any gear).
• If an eventcard says “ignore this at Level 1” just spawn a Level 1 guard card on the tile with the level 2 token. Even if it would be a normal monster spawn.
• Enemy AI has additional attack added to the sequence: attack-move-attack-move-attack
These rules really fixed a lot of the balance issues for us, and even could make it kind of tough in the very beginning. Towards the end, you still are basically gods, but I suppose by that point you’ve earned it 🙂
Because of this, the time-challenge levels are my favorites because they seem to be the most interesting and challenging (the spider one, the collapsing tunnel one, and the immortal troll one I think might be some of the best levels).