Miskatonic University


Quick gameplay tips

  • Your Madness cards are a resource, you interact with them more than any other faction. Focus on getting a good supply in the early game, have really strong midgame plays and close out the game by returning as many as you can.
  • Try not to let your Madness cards go into your deck, you excel at returning them while they're in your discard pile but really struggle when they're buried in all your other cards. This usually happens when you go too hard with drawing cards and have to shuffle your discard pile into your deck, try and get Madness out of your discard pile before this happens.
  • Essentially, Professor lets you take another turn. Each turn. Which is really, really strong. Probably the strongest Talent in the game. Protect it at all costs!

Gameplay

Personally i think YOU'RE the crazy one

Researching the macabre, occult and downright spooky, it's the brave researchers of the Miskatonic University. They tread the fine line between genius and insanity, carefully managing their Madness cards to fuel their scientific experimentation. Their unqiue gameplan revolves around drawing Madness cards, then using said Madness cards to enable powerful plays. They also excel at managing their Madness, with multiple cards that return Madness to the Madness deck. Madness is going to be said a lot here but they interact with the Madness deck the most it can't be helped. Leading the research is the Professor, whose Talent allows them to discard a Madness card to play an extra minion AND an extra action. Think of it as an indifferent approach to research guidelines resulting in a project being completed long before expected. Cards like Psychologist and 'Jinkies!' are great supporters for the Professor's loose interpretation of sanity, allowing them to return the Madness cards he discards back to the Madness deck, where they can't affect their academic reputation (VP) at the end of the game. Their other actions like 'Things Best Not Known' provide them with the power to get 1st place on bases, particularly notable is the 'That's So Crazy...' '...It Just Might Work' combo. These are 2 actions that (respectively) allow them to draw a Madness card to give their minions +1 power until the end of the turn and play an extra action, and discard up to 2 Madness cards to give their minions +1 power until the end of the turn for each Madness card discarded. This is a 2-card combo that can give all of their minions +3 power until the end of the turn, which is quite frankly ridiculous for base-scoring purposes. Their main weakness is that it can be tricky to manage Madness and get lost in their (admittedly very fun) gameplay, but successfully piloting them to victory requires careful management of Madness.