# GROWL: Madness + Plagues ## General Info - **Year Published**: 2021 - **BGG Rating**: 7.6 - **BGG Rank**: — - **Players**: 4-10 - **Duration**: 15-25 min - **Weight**: — - **Designers**: Joey Vigour - **Artists**: Angelina Chernyak, ShenFei - **Publishers**: Vigour Games - **Categories**: Expansion for Base-game, Negotiation, Party Game - **Mechanics**: Acting, Deduction, Hand Management, Move Through Deck ## Verdict If your crew loves shouting, bluffing, and figuring out allies, Madness + Plagues gives you that with extra chaos.Intense social deductionNew thematic cardsFast-paced roundsRequires heavy talkHigher rule complexityBest with large groupsHIGHLY RECOMMENDED ## Description GROWL: Madness + Plagues arrives as the second expansion for the GROWL line, delivering two sub‑expansions that shift the game's focus. The Madness side replaces the regular bite deck with a set of "psychosis‑spreading" cards. Now wolves and humans watch the madness spread and must observe who is infecting whom, using deduction to figure out who is on their team. Each bite spreads insanity, and the first to spot the pattern gains an edge in negotiations. The Plagues side adds 10 new spells and swaps the Night and Final Night cards for 12 apocalyptic Plague cards. On your turn you may place a Plague token on a player you suspect is an enemy. When a Plague Night is revealed, all unrevealed tokens are flipped; the player(s) with the most tokens become the "heretic" and suffer the plague's effects. Each plague introduces tougher victory conditions and, in some cases, creates an entirely new faction. Both parts keep the quick 15‑25 minute playtime, support 4‑10 players, and still demand plenty of conversation, bluffing, and observation. The Acting mechanic is amplified as players must "act out" the spread of madness or the suspicion of plague. Hand Management remains vital for choosing which abilities to play and when. In short, Madness deepens the social‑deduction aspect, while Plagues adds fresh threats and objectives, making the experience even more unpredictable and chaotic. Perfect for groups that love noisy party games where the fun comes from both the laughs and the tension of figuring out who’s really on your side. ## FAQ ### How many players can join? The expansion supports 4 to 10 players, making it perfect for parties. ### How long does a game take? Each session usually lasts between 15 and 25 minutes, depending on player count. ### Do I need the base GROWL game? Yes, Madness + Plagues is an add‑on that requires the base game to play. ### What’s the main difference between Madness and Plagues? Madness emphasizes contagious psychosis deduction, while Plagues adds apocalyptic plague cards, new spells, and alternate victory conditions. ### Is this expansion suitable for beginners? It’s best if the group already knows GROWL’s core rules, as the expansion adds extra layers of complexity. ### What components are included? New psychosis bite cards, 12 plague cards, 10 new spells, plague tokens, and reference sheets. ### Can I play only one side (Madness or Plagues)? Yes, each sub‑expansion can be used on its own or together for maximum chaos.