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Cthulhu: Death May Die
90m - 120m
1 - 5 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Horror
80.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
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Sleeves
Sapphire Sleeves
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Marvel: Crisis Protocol
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Abby312
I think it's a good game in itself. It's just not to my liking, because too many negative things are happening and you feel like there's very little you can do about it. Unfortunately, the lucky elements of the dice and Mythos cards only reinforce this. I don't like that kind of gameplay. I sold it.
alyktagon
Only played it once so far, but it was fantastic. It feels a bit like Betrayal might if you skipped right to the Haunt.
ajewo
Scenario-driven exploration "dungeon crawler" by Rob Daviau and Eric Lang (Blood Rage, Rising Sun). [b]Pros:[/b] + Artwork + Components: detailed plastic miniatures, Scenario boxes keep everything sorted. + Each scenario has a different touch and comes with special rules. + Modularity: combination between great old one and scenario (plus player characters + mental illnesses). + Special rules are bounded to a scenario which keeps the game variable and different but still less complex than other dungeon crawlers which try to simulate countless potential actions. + Discovery deck provides special encounters unique to a scenario. They also provide some options for players to choose from. + Many characters with one row of special abilities that play differently (plus team building). + Each character gets a random mental illnesses disadventure that changes your playstyle. + Different items and companions grant further special effects. + Character progression: you try to balance your insanity over the course of the game in order to upgrade your character. + Good balanced scenarios that usually leads to tight game endings. Tense boss fights. Nice escalation over the course of the game. + Mythos deck acts as random (bad) encounters / enemy AI and also a timer for the game end. + Easy rules, smooth gameplay. [b]Neutrals:[/b] # Theme: another Cthulhu game. # Rather mechanical game that feels not that immersive, e.g., great old ones are very static and seldom move but players can push them around. # Simple combat: roll dice, you may spend stress tokens to re-roll, and see what happens. # Luck of the draw and luck of the roll. # Tiles often become overcrowded with miniatures and tokens. # Scales well with 2-4 players. # Bad luck may lead to sudden death. [b]Cons:[/b] - Novelty effect wears off over time: first game of a scenario or with a great old one is the best time. More variance for the great old ones needed. - Characters lack depth for repetitive play. - Simple skill checks / dice fest. [b]Related games:[/b] * Mansion of Madness (coop, exploration, app, random encounters, no player elimination) * Lobotomony * Machina Arcana: deeper tactical combat, more variance. * Deep Madness: gets repetitive over time * Perdition's Mouth * Fireteam Zero: deeper tactical combat * Hellboy: similar episode structure