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Reference: GOBDD025
Moon Madness contains a booklet with a new campaign, rules & lore. Four playable characters: Eccentric Astronomer, Gütter Witch, Lunatic Lush & Night Knight.
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Dungeon Degenerates - Moon Madness: a dream-themed expansion for Hand of Doom
Moon Madness is an expansion for Dungeon Degenerates: Hand of Doom, the cooperative board game published by Goblinko. It adds four new adventurers (Eccentric Astronomer, Gütter Witch, Lunatic Lush, and Night Knight) along with a new area of play: the Moon, worshipped as a deity by the Gütter, a pagan people of the Würstreich empire. Unlike the base game, where players travel across the empire's provinces, here they reach the Moon through dreams: eating a special cheese at the Mondgasthaus and falling asleep to wake up in Mondheim, the lunar capital. This dream-travel mechanic is the core originality of the expansion and sets it apart from the rest of the line. The story takes place chronologically before the events of Hand of Doom, in a campaign where players must stop lunar cultists from drawing down the Moon's power, under the threat of the enigmatic Moon Wizard.
Setup and gameplay of a Moon Madness session
Setup involves placing the Moon Board alongside the Hand of Doom components, picking one of the four new adventurers or using an existing character, then tracking the progression of lunar madness with the Moon Tracker card. Games are structured as missions drawn from the campaign booklet, each one drawing from dedicated decks: 25 Encounter cards, 18 Monster cards, 6 Epic Monster cards, and 8 Moon cards, which replace the usual encounters once the party is on lunar ground. Players also manage 18 new Loot cards and 11 Skill cards added to the existing decks, along with 4 Weakness cards tied to prolonged exposure to lunar madness.
Victory conditions of the Moon Madness expansion
Each campaign mission ends with an objective tied to the Moon Wizard's and the Gütter cultists' plot; success is rewarded with one of the four Triumph cards. As with the rest of the Hand of Doom system, nothing found on the Moon is carried back unchanged into the waking world: only narrative consequences and certain dream-related skills or items persist once the adventurers wake up. The Moon Madness campaign therefore unfolds over several linked missions, until the lunar plot preceding the events of Hand of Doom is resolved.
Dungeon Degenerates - Moon Madness: a dream-themed expansion for Hand of Doom
Moon Madness is an expansion for Dungeon Degenerates: Hand of Doom, the cooperative board game published by Goblinko. It adds four new adventurers (Eccentric Astronomer, Gütter Witch, Lunatic Lush, and Night Knight) along with a new area of play: the Moon, worshipped as a deity by the Gütter, a pagan people of the Würstreich empire. Unlike the base game, where players travel across the empire's provinces, here they reach the Moon through dreams: eating a special cheese at the Mondgasthaus and falling asleep to wake up in Mondheim, the lunar capital. This dream-travel mechanic is the core originality of the expansion and sets it apart from the rest of the line. The story takes place chronologically before the events of Hand of Doom, in a campaign where players must stop lunar cultists from drawing down the Moon's power, under the threat of the enigmatic Moon Wizard.
Setup and gameplay of a Moon Madness session
Setup involves placing the Moon Board alongside the Hand of Doom components, picking one of the four new adventurers or using an existing character, then tracking the progression of lunar madness with the Moon Tracker card. Games are structured as missions drawn from the campaign booklet, each one drawing from dedicated decks: 25 Encounter cards, 18 Monster cards, 6 Epic Monster cards, and 8 Moon cards, which replace the usual encounters once the party is on lunar ground. Players also manage 18 new Loot cards and 11 Skill cards added to the existing decks, along with 4 Weakness cards tied to prolonged exposure to lunar madness.
Victory conditions of the Moon Madness expansion
Each campaign mission ends with an objective tied to the Moon Wizard's and the Gütter cultists' plot; success is rewarded with one of the four Triumph cards. As with the rest of the Hand of Doom system, nothing found on the Moon is carried back unchanged into the waking world: only narrative consequences and certain dream-related skills or items persist once the adventurers wake up. The Moon Madness campaign therefore unfolds over several linked missions, until the lunar plot preceding the events of Hand of Doom is resolved.