AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Mountains of Madness is a cooperative game inspired by H.P. Lovecraft’s novella. Players are 1930s explorers ascending a mountain, facing encounters that require playing cards to meet specific requirements. The twist: as players gain Madness cards, they must follow bizarre behavioral restrictions (speak only in one word, keep their eyes closed, etc.) that make communication and cooperation increasingly difficult. The team must reach the top and escape before going completely mad.
The game progresses through encounters on the mountain:
Each encounter requires specific types and quantities of equipment cards. Players must collectively play enough of the right types to succeed.
When a player gains a Madness card, they must follow its restriction during ALL future 30-second discussion phases. Examples:
Multiple Madness cards stack, making communication progressively harder.
The Leader starts each encounter’s timer, may have special privileges, and the role rotates or transfers based on game events.
Win: Successfully navigate all encounters, reach the City at the top, and escape with enough relics while keeping total Madness/Injuries below the threshold.
Lose: Too many Injuries (any player reaches their injury limit), too much collective Madness, or failing to escape the mountain.
| Phase | Action |
|---|---|
| Reveal | Flip encounter tile |
| Discuss | 30-second timer: coordinate card play (follow Madness rules) |
| Play | Everyone plays cards face down simultaneously |
| Resolve | Check requirements: success/partial/failure |
| Advance | Move up the mountain; gain rewards or penalties |
| Win | Escape the mountain with relics, under Madness/Injury limits |