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Mad Science Foundation box art
Rich game profile

Mad Science Foundation

Throughout the centuries, mad scientists have always encountered the same problem of very limited access to the dangerous resources they require. To solve this problem, the Mad Science Foundation was created. Now these "misunderstood geniuses" can finally get the access they need...

Players

2-4

Time

30-45

Age

15+

Weight

2

Rating

6.40

Should this hit the table?

Quick read before the metadata.

The Mad Science Foundation has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The Mad Science Foundation has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Mad Science Foundation has a high variability gameboard, with different experiences each time it is played. The availability of expansions adds new content and gameplay elements. The game offers deep strategic possibilities and room for players to improve their strategy over time. The player interaction score is good. The game scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, providing a balance between depth and accessibility. Overall, Mad Science Foundation has a strong replayability score of 7.9.

Luck profile

Mad Science Foundation has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. While some strategic decisions can mitigate the effects of luck, luck still plays a significant role. The game outcome is balanced between luck and strategy, with neither element dominating. Players have a decent ability to influence the outcome through strategic decisions and planning, but luck can still have a significant impact. Overall, Mad Science Foundation offers a good mix of luck and strategy, providing an engaging and dynamic gameplay experience.

Overview

What ABG knows about this game

Throughout the centuries, mad scientists have always encountered the same problem of very limited access to the dangerous resources they require. To solve this problem, the Mad Science Foundation was created. Now these "misunderstood geniuses" can finally get the access they need to the four vital building blocks of mad science: Lasers, Dark Matter, Cryptomium, and Sharks. Unfortunately, for each mad scientist who seeks "funding" from the Mad Science Foundation, there remains the unfortunate fact of life that mad scientists do not play well with others. In the quest for infamy, directors will be bribed, resources will be reallocated, spies will be dispatched, inventions will be sabotaged, and big, ominous buttons will be pressed with catastrophic results. Welcome to the Mad Science Foundation, where everyone is ready to stab you in the back with overly-elaborate backstabbing machines. At heart, Mad Science Foundation is a drafting game. You draft resources to craft wacky inventions and dispatch minions to help with your diabolical plans. Each round, one player controls the Crooked Director for that round. They then separate the available commodities into piles to be drafted. It's up to the scientist controlling the Director to determine the value of whatever resources are available and separate them into piles. Not all piles are created equal! Players then take turns selecting which pile of goodies to grab, with the Director's controller choosing last. Sizing up your competition is key! You know what they need; don't let them have it. Or give them two choices of equal terrible-ness! But each player also has a secret side objective that you may not figure out until it's too late... By crafting new inventions, you might be able to put together an engine of cards that eventually fuel themselves. Perpetual motion in our lifetime! Or perhaps you might stockpile valuable resources for later exploitation. It's all done with the altruistic goals of megalomania and personal glory in mind. What could go wrong?* The Mad Science Foundation is not responsible for stock market crashes, illegal dumping, or tears in the fabric of space-time.

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