Miskatonic School for Girls: Cackling Madly Is in the Rulebook

Miskatonic School for Girls: Cackling Madly Is in the Rulebook

Whoever came up with a game concept of having an all-girl boarding school run by the monsters and villains of H.P. Lovecraft? It sounds ridiculous, and it is, but that ridiculousness is part of the fun.


Miskatonic is a deck-building game, where each player has their own deck that they buy cards for to improve–but unlike most deck-building games, you also buy negative cards for your opponents, and the weight of the negative cards starts to outweigh the benefit of the positive ones as the game goes on. It becomes a struggle to stay sane (20 starting sanity, 0 loses) while hoping your opponents’ decks fail them first.   Each turn you’ll draw five cards (starting with whatever is in your purchase pile), use them to buy a Student for yourself and a Teacher for the opponent on your left, and then put any teachers in your hand into your classroom, where you’ll flip up one card from the top of your deck for each, hopefully getting students strong enough to fend them off.

The game doesn’t take itself seriously–like the title says, the rulebook actually instructs you to cackle insanely when you lose certain amounts of sanity–and the artwork varies from silly to sinister while staying light-hearted. Despite being elimination, players are rarely sitting around for long; once someone goes down, the other players are usually in precarious positions and will only take a couple more rounds. The average player can enjoy it on its own merits, while fans of the Mythos can laugh at students like “Charlotte” Ward and Keziah Mason and teachers like Crossing Guard Dagon and Headmaster N.R. Lathotep.

In general, the play experience is one that has a good pace to it: In the early game, sanity loss will be minor since players can’t buy the best cards, resulting in a lot of minor advances, Substitutes (Filler, 0-cost teachers for your opponents that are rather trivial to defeat) or Transfers (The same, but for students).  As players build up their generation of Friendship and/or Nightmare points, each card potentially having production of both but only being usable for one or the other on a given turn, the better students and more potent teachers begin to enter circulation.  The key to Miskatonic’s flow, however, is the simple fact that your student is never going to be as good for you as the teacher the House right before you handed you was bad.  That is, your deck was never better for your survival then it was at the start of the game (When it contained no teachers) and the purchase of students serves, largely, to attempt to slow the rate at which you hemmorage sanity.  Often, decks reach a tipping point where they have too many teachers that are all too powerful, and the sanity loss starts coming by the bucket load.  As such, despite being a player elimination game, it’s usually over VERY shortly after the first House goes stark raving mad since everyone else will either be on small numbers or primed to end up that way.

Overall, I’d call Miskatonic School for Girls a light game.  It is far less fiddly than traditional deckbuilders, the core decision points being what to buy from column A and what to buy from column B.  Which is not to say that the game doesn’t have its complications: the plethora of special abilities on the cards, particularly “Pre-Class” abilities of students that you may use when you draw them.  Further, Locker Cards, Pet Teachers (Teachers you draw when trying to fight teachers; they don’t help but you get to send them to someone else’s discard pile), and events can bring actual strategic thinking into the mix.  Still, it’s a game we can play with the somewhat less game savvy on a fair level, which you can consider either in the game’s favor or against it depending on what you’re looking for.