Set in a world of technology, magic, and dark corruption, MINDBURNERS is a cyber-occult dungeon runner game for 1-4 players.
How to play: https://www.youtube.com/watch?v=rN2ZWAPvSF0
As Void Runners, players must arm themselves with powerful abilities, push their luck to gather energy resources, thwart their opponents, battle nightmarish creatures, and be the first to seal the breach and close the void forever.
Each void run begins with a preparation phase, where players draw a hand of ability cards and may choose to spend stored energy or health to boost before the next run. When preparation is over, the run begins.
During each turn of the void run, players will flip over the next card in the 10-card void deck, and all must resolve that card. Once a void run card is resolved, all players who remain alive in the void must then choose whether to leave the void and bank their stored energy for the next run (they gain one per void run card successfully cleared) or to push their luck and prepare to resolve the next void card.
Deciding when and how far to push your luck is made doubly intense and gripping by the fact all players are armed with a small hand of unique ability cards each run. These cards have many of powers, which range from preventing damage and skipping void events, to messing with other players and causing havoc for their opponents (or preventing opponents from messing with them).
Abilities can be played at almost any time during the run. When multiple players fire abilities that would negate or impact another player's abilities, the abilities are resolved in instant reverse order (like in Magic: The Gathering).
Any player who survives the entire 10-card run gains additional victory points and other perks.
Players continue the Preparation -> Void Run loop until someone reaches 10 victory points.
- Players: 1-4
- Ages: 13+
- Length: 30-60 minutes
- Publisher: Nathan Meunier
- Designer: Nathan Meunier
- Art: Nathan Meunier
- Page count: 15
- Components: 54 Cards, Rules, Box Printout
- Additional components needed: 1 six-sided dice, 12 (8mm) tracking cubes (4 red, 4 yellow, 4 orange), and 4 meeples in 4 different colors (red, yellow, orange, black)