mwa-box-coverMad scientists, doomsday devices, minions, money laundering, and theatrical costumes.  Mwahahaha is a game that takes the best parts about being a Bond villain and packs them up neatly into a casual escapist experience.  Not to mention, you sound like a complete fool when speaking it’s name aloud.  Go on, walk into your nearest game store and ask if they carry Mwahahaha.  Everyone’s doing it.


Published by White-Wolf

2-5 players

Ages 8 and up

1-2 hours

MSRP $34.99

While this is classified as a card game, it has a hell of a lot more to it than just cards.  It’s really more like a card and boardgame hybrid.  Each player assumes the identity of one of the crazy-ass bad guys (or girls) and takes the corresponding card.  The example posted below is that of High Viceroy Roboticus III.  I think you’ll understand.

mwa-player-cardThe card includes quite a bit of information, but is essentially where each player’s part of the game transpires.  Each villain has a” power”, which is explained in the small text at the top of the card.  One of the funnier elements of the game has to do with the six translucent green squares in the middle: shark pit, broken vial, mushroom cloud, and the three sad faces.  The three different icons on the left are your maniacal counters, which allows you to track how freakin’ crazy you are behaving.  The frowny faces are to track your humiliation as you make various threats and fail.  Nobody takes you seriously.  So sad.

The giant hole in the middle of the card is where you keep your doomsday device.  We’ll just let that opportunity for vulgarity pass right on by.  And….. There it goes.  Moving on.  This element is my favorite part of the game, simply because they are so cool and you are allowed to change them up as you play.  There are a whopping 20 to choose from, and they are beautiful.


The device begins face-down until you make your first threat.  In order to make a threat  you will need to have acquired the necessary resources as displayed by the four colored circles with a number in each of the four categories: city, state, country, and world.  In short, If you have the Giant Laser (awesome), you will need 0 red, 1 green, 1 white, and 0 yellow to try and fire your weapon at a city.  The world would require 6, 5, 5, and 4.  The numbers and shapes below the resources correspond to the number of attacking and defending dice that will be rolled.  Check out these crazy dice!


Once you make your first threat, the device remains face-up, because everyone knows all about you now.  As you make your threats, the device rotates in its spot to line the arrow on the card up with the most current threat level made by that device.  If you decide to change your device, you once again begin with it face-down until you reveal it to the world…. or Dubuque, IA.

The four colored circles mentioned in the doomsday devices, which can be better seen at the top of the player card, represent the various resources the player has converted from Raw Materials cards.


The Raw Materials need to be processed in order to be used.  This can be done through the hideout explained on player card, but it’s far too slow.  This is why every good mad scientist has an empire of fronts for the sole purpose of laundering money and developing materials for their evil plan.  Check out these empires:


In addition to empires, no madman is complete without and army of faithful, yet blundering minions.  Fortunately, there are many from which to choose.


The last thing to remember is that every crazy villain worth their weight has at least one nemesis who is always trying to sabotage their work and vice versa, of course.  Fortunately, this important fact has not been overlooked and extra spite has been built into the game for good measure.  These are the Dirty Tricks cards:


The game ends when a player threatens the world and succeeds in firing their weapon.  Granted, everyone dies, winning player included, but nobody ever said this had to make sense.  The game is a little on the long side, but very funny and a beautiful diversion from your hectic life.  Do you realize how different it would be if you ruled the world?  Now you can!

10 Responses to Mwahahaha!

  1. D.J.I. says:

    Good god that really is the title.

    Must be a hit at all the dinner parties.

    I’d play this.

  2. Moe says:

    Yes. Yes you would.

  3. Santa Faust says:

    Awesome. But what’s the final verdict, Moe? Let’s say that I’m unable to catch enough Smurfs for proper gold transmogrification and can only afford either Mwahahaha! or Let’s Kill! What say you, sir?

  4. CanadianJon says:

    Yes final verdict must be passed down. Would you play this game over say Zombies!! or Munchkin? Sounds like a fun game though, I play board/card games with a lot of different people so I’m wondering if it’s easy to catch on to or if there is a ton of explaining how the game is played because getting a table of of adults to shut up and listen to rules for 5 minutes is hard enough, so god help me if it takes like a half hour.

  5. This looks and sounds very interesting. I might have to stop by a board game shop and pick it up.

  6. badbad_leroybrown says:

    That’s a fantastic name when used in conversation. “I’m bored…wanna play ‘Mwahahaha’?” “sure! A game of ‘Mwahahaha’ sounds like fun.”

  7. Hilden says:

    Listen, this one HAS to come to MGC with us. A DGR dork throwdown is in order and this fits the bill!

    The art on the cards alone has me all over this one. I couldn’t stop fondling it at Moe’s house when he first got it. It was a bit…embarrassing.

  8. Moe says:

    @ Canadian Jon
    Personally, I would buy this one over Let’s Kill. However, if you are thinking of using a game with people who have a limited attention span for directions, I would suggest Let’s Kill (Ticket to Ride would probably be even better). Mwahahaha is most fantastic, but due to the significant use of a resource management game mechanic, I don’t think it would be very popular with your average Parker Brothers fan.

    @Santa Faust
    You need to smurf your aim. Clearly.

  9. Destrin says:

    Much as I totally love the theme of this game, I found it was severely lacking in actual play balance. The rules are sketchy at best and it’s entirely possible to get stuck in a situation where no one can win and the game just drags on forever. We played it twice and had unsatisfying experience on both occasions :(

    Which is a damn shame because the art and character concepts are really awesome

  10. Hilden says:

    Interesting. Damn it, I hate it when style wins out over substance. I remember playing quite a few early Star Trek CCG games where that was also the case.

    Any fan based rule revisions out there? It’s always nice when some folks change the shit that doesn’t work to make a game playable.

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