Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Work together as apprentice magicians, build elemental decks, learn spells, and seal the monsters accidentally released from the library’s forbidden grimoire.
Core mechanisms
Key systems that shape the decisions players make.
Cooperative Game
Players coordinate their actions toward a shared objective and win or lose together.
Deck / Bag Building
Add new pieces during play to improve the cards, tokens, or dice drawn later.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Read the full game description
The Big Book of Madness is a cooperative deck-building game about students who open the wrong book and must contain the magical disaster they release. Each player begins with a small deck of elemental cards and an asymmetric magician whose specialty shapes the group’s plan. On a turn, the active student may concentrate elements, learn new spells, acquire stronger elemental cards, cast support abilities, cure madness, or contribute cards toward defeating the monster on the open page. Players can store cards in a shared support area, so teamwork depends on planning across several turns rather than simply solving one hand at a time. Every monster introduces a constraint and a penalty; if it is not banished before the page turns, its curse takes effect and the group gains more madness. Madness cards clog decks and can eventually eliminate a student, while destroying too many elemental cards weakens the engine needed for later encounters. The book escalates through chapters to a final monster, forcing the table to balance immediate survival against improving spells and decks. Communication is open, but resources are tight enough that every helpful action costs another opportunity. The students win together by sealing the last page before the library—and their minds—collapse.