Despair-inducing Pseudo-Cooperative Asymmetric Escape Board Game 'MIGHT MARE -Maitomea-' to be Sold at Game Market 2026 Spring
Board game production circle Miyabi Lab will release its new board game 'MIGHT MARE -Maitomea-' at Game Market 2026 Spring. This pseudo-cooperative nightmare escape board game traps players in the endless nightmare of a girl named 'Mare,' where they must repair four lighthouses and aim for the escape door.
📋 Article Processing Timeline
- 📰 Published: April 30, 2026 at 20:00
- 🔍 Collected: April 30, 2026 at 11:32
- 🤖 AI Analyzed: April 30, 2026 at 13:36 (2h 4m after Collected)
Board game production circle Miyabi Lab will release its new board game 'MIGHT MARE -Maitomea-' at Game Market 2026 Spring.
'MIGHT MARE -Maitomea-' is a pseudo-cooperative nightmare escape board game where players, trapped in the endless nightmare world of the girl 'Mare,' must repair four lighthouses and aim for the escape door.
Players aim to escape from the nightmare cooperatively, but during the game, one player may turn into 'Mare,' an entity on the nightmare's side.
Unlike hidden identity games where the enemy is decided from the start, a unique feature of this game is that 'who becomes the enemy' is determined by actions taken during the game.
What is 'MIGHT MARE -Maitomea-'?
'MIGHT MARE -Maitomea-' is a board game where players aim to escape from the nightmare of a girl named 'Mare.'
Players become explorers who have wandered into the nightmare world guided by the voice of the girl 'Mare,' collecting cards while moving across the map and repairing the four lighthouses of wind, ice, stars, and fire.
The game is broadly divided into two parts: the first half's Lighthouse Repair Part and the second half's Chase Part.
In the first half, players cooperate to repair the lighthouses, and in the second half, they are pursued by the enemy while trying to repair the remaining lighthouses and escape through the door.
The victory condition for the escaping side is to repair all lighthouses and have at least one person escape through the door.
The victory condition for the 'Mare' side is to prevent anyone from escaping.
Feature 1: 'Who becomes the enemy' is determined by in-game actions
In 'MIGHT MARE -Maitomea-,' the enemy is not decided at the start of the game.
A turning point comes mid-game.
Based on the results of each player's actions up to that point, one player may be chosen to become 'Mare,' an entity on the nightmare's side. The chosen player becomes an enemy and works to prevent other players from escaping.
This creates a unique experience where players don't 'betray by intention' but 'realize they've become the enemy' through their accumulated actions.
Cooperation is necessary to escape.
But you can't fully trust anyone until the end.
This fluctuation creates discussions, bargaining, and suspicion among players.
Feature 2: Two types of fun in one game: cooperative first half and chase second half
In this game, the feel of play changes significantly within a single game.
The first half is a cooperative game where players collect cards, move across the map, and repair four lighthouses.
Players discuss which lighthouses to prioritize, who uses which cards, and how much risk to take.
Meanwhile, the second half transitions into a chase part where players try to escape while being pursued by the nightmare entity.
The enemy anticipates player actions and makes decisions, wearing down their stamina.
The early stage is a cooperative resource management game.
The latter stage is a tense game of tag.
In a single play, cooperation and pursuit, discussion and suspicion, alternate.
Feature 3: Includes 2-player cooperative mode & true-end mode that changes with game progression. Encounter different fun repeatedly
'MIGHT MARE -Maitomea-' not only supports 3-5 player competitive mode but also offers a deep 2-player cooperative play.
Two types of 2-player cooperative rules are available with different difficulty levels, allowing for challenging cooperative play.
It also includes a boss mode that is entered depending on the game's progress.
Different experiences are born depending on the number of players and developments, allowing you to challenge different nightmares repeatedly.
Flow of Play
1. Explore the nightmare world
Players move across the map, draw cards, and prepare to repair the lighthouses.
During a turn, players primarily combine the following actions:
* Move on the map
* Draw cards
* Use cards
* Repair lighthouses
The map has four lighthouses: wind, ice, stars, and fire.
Lighthouses are repaired by using corresponding cards in the area where the lighthouse is located. Lighthouses are fully repaired in 5 stages.
2. Possibility of 'Nightmare Side' emerging mid-game
Mid-game, 'nightmare points' for each player are calculated, and players who meet the conditions may turn into enemies.
A player who was an ally until then may suddenly become an obstacle to escape.
3. Latter half becomes a chase part
Players aim to repair the remaining lighthouses and escape through the door while being pursued by the enemy.
The escaping side wins if all lighthouses are repaired and at least one person reaches the door.
The enemy side wins if all players' stamina reaches 0.
Even if stamina reaches 0, players are not immediately eliminated; they can revive after resting for one turn.
Recommended for people who:
'MIGHT MARE -Maitomea-' is
'MIGHT MARE -Maitomea-' is a pseudo-cooperative nightmare escape board game where players, trapped in the endless nightmare world of the girl 'Mare,' must repair four lighthouses and aim for the escape door.
Players aim to escape from the nightmare cooperatively, but during the game, one player may turn into 'Mare,' an entity on the nightmare's side.
Unlike hidden identity games where the enemy is decided from the start, a unique feature of this game is that 'who becomes the enemy' is determined by actions taken during the game.
What is 'MIGHT MARE -Maitomea-'?
'MIGHT MARE -Maitomea-' is a board game where players aim to escape from the nightmare of a girl named 'Mare.'
Players become explorers who have wandered into the nightmare world guided by the voice of the girl 'Mare,' collecting cards while moving across the map and repairing the four lighthouses of wind, ice, stars, and fire.
The game is broadly divided into two parts: the first half's Lighthouse Repair Part and the second half's Chase Part.
In the first half, players cooperate to repair the lighthouses, and in the second half, they are pursued by the enemy while trying to repair the remaining lighthouses and escape through the door.
The victory condition for the escaping side is to repair all lighthouses and have at least one person escape through the door.
The victory condition for the 'Mare' side is to prevent anyone from escaping.
Feature 1: 'Who becomes the enemy' is determined by in-game actions
In 'MIGHT MARE -Maitomea-,' the enemy is not decided at the start of the game.
A turning point comes mid-game.
Based on the results of each player's actions up to that point, one player may be chosen to become 'Mare,' an entity on the nightmare's side. The chosen player becomes an enemy and works to prevent other players from escaping.
This creates a unique experience where players don't 'betray by intention' but 'realize they've become the enemy' through their accumulated actions.
Cooperation is necessary to escape.
But you can't fully trust anyone until the end.
This fluctuation creates discussions, bargaining, and suspicion among players.
Feature 2: Two types of fun in one game: cooperative first half and chase second half
In this game, the feel of play changes significantly within a single game.
The first half is a cooperative game where players collect cards, move across the map, and repair four lighthouses.
Players discuss which lighthouses to prioritize, who uses which cards, and how much risk to take.
Meanwhile, the second half transitions into a chase part where players try to escape while being pursued by the nightmare entity.
The enemy anticipates player actions and makes decisions, wearing down their stamina.
The early stage is a cooperative resource management game.
The latter stage is a tense game of tag.
In a single play, cooperation and pursuit, discussion and suspicion, alternate.
Feature 3: Includes 2-player cooperative mode & true-end mode that changes with game progression. Encounter different fun repeatedly
'MIGHT MARE -Maitomea-' not only supports 3-5 player competitive mode but also offers a deep 2-player cooperative play.
Two types of 2-player cooperative rules are available with different difficulty levels, allowing for challenging cooperative play.
It also includes a boss mode that is entered depending on the game's progress.
Different experiences are born depending on the number of players and developments, allowing you to challenge different nightmares repeatedly.
Flow of Play
1. Explore the nightmare world
Players move across the map, draw cards, and prepare to repair the lighthouses.
During a turn, players primarily combine the following actions:
* Move on the map
* Draw cards
* Use cards
* Repair lighthouses
The map has four lighthouses: wind, ice, stars, and fire.
Lighthouses are repaired by using corresponding cards in the area where the lighthouse is located. Lighthouses are fully repaired in 5 stages.
2. Possibility of 'Nightmare Side' emerging mid-game
Mid-game, 'nightmare points' for each player are calculated, and players who meet the conditions may turn into enemies.
A player who was an ally until then may suddenly become an obstacle to escape.
3. Latter half becomes a chase part
Players aim to repair the remaining lighthouses and escape through the door while being pursued by the enemy.
The escaping side wins if all lighthouses are repaired and at least one person reaches the door.
The enemy side wins if all players' stamina reaches 0.
Even if stamina reaches 0, players are not immediately eliminated; they can revive after resting for one turn.
Recommended for people who:
'MIGHT MARE -Maitomea-' is