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Midnight Guardians (2025)

Playtime: 75
Min. Age: 13
Number of Players:
1 - 5
Publisher:
QT Games LLC
Designers:
Bob Whitely
Artists:
Bob Whitely
Mechanics:
Variable Player Powers,
Set Collection,
Cooperative Game,
Solo / Solitaire Game,
Action Points,
Open Drafting,
Hand Management,
Modular Board
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Midnight Guardians Thanks to guardians like you there's still hope! Choose 1 of 4 Game Modes to experience this puzzly, set collection game of "cute horror."
As a Midnight Guardian, you alone stand between the innocent critters of Shady Valley and Zumoffa, Lord of Night. Zumoffa has manifested a great Wall of Pain, but a curse holds sway over the Lord of Night. Zumoffa is incapable of harming anyone found asleep.
Each Day Phase, you must act quickly to meet the critters' needs so they can get to sleep when night comes. You do this by collecting the food and comfort items they seek, and locating potent treasures to help speed up your work and slow down your enemies. If you don't find what you need in the field, sometimes a small roadside stand has just the thing. Its prices fluctuate frequently, but sometimes that can work in your favor.
Each Night Phase, the Wall of Pain slithers down over the valley like a forest fire, consuming one-quarter of the playing field, including resources and unsaved critters, which bolsters the wall's power. Dark Seeds grow here and there, empowering the wall further. House-sized metal monstrosities called "Little Horrors" herald Zumoffa's approach by capturing critters in cages. The tension ramps up as the resources dwindle.
Additional options and challenges are available using the Event deck, which temporarily alters certain rules or introduces new ones while hinting at the larger story and the wonders of the technomagical world of Toonaria.
—description from the publisher
As a Midnight Guardian, you alone stand between the innocent critters of Shady Valley and Zumoffa, Lord of Night. Zumoffa has manifested a great Wall of Pain, but a curse holds sway over the Lord of Night. Zumoffa is incapable of harming anyone found asleep.
Each Day Phase, you must act quickly to meet the critters' needs so they can get to sleep when night comes. You do this by collecting the food and comfort items they seek, and locating potent treasures to help speed up your work and slow down your enemies. If you don't find what you need in the field, sometimes a small roadside stand has just the thing. Its prices fluctuate frequently, but sometimes that can work in your favor.
Each Night Phase, the Wall of Pain slithers down over the valley like a forest fire, consuming one-quarter of the playing field, including resources and unsaved critters, which bolsters the wall's power. Dark Seeds grow here and there, empowering the wall further. House-sized metal monstrosities called "Little Horrors" herald Zumoffa's approach by capturing critters in cages. The tension ramps up as the resources dwindle.
Additional options and challenges are available using the Event deck, which temporarily alters certain rules or introduces new ones while hinting at the larger story and the wonders of the technomagical world of Toonaria.
—description from the publisher
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ag.gameitem.lastUpdated: 2025-04-23 00:26:55.583