The other night, I had the opportunity to play Mansions of Madness, Fantasy Flight Games’ Call of Cthulhu-style boardgame. Being both a boardgamer and roleplayer I was keen to see what this hybrid game was like. With a boardgame’s miniatures, sight-lines, cards and tokens and an RPG-like gamemaster (actually called a ‘Keeper’ ), narrative and player characters possessing customisable skills it clearly has a foot in each camp. Ultimately this central premise is also its central flaw. It tries to live in both worlds and ultimately fails at both.