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Beings of ancient evil, known as Old Ones, are threatening to break out of their cosmic prison and awake into the world. Everything you know and love could be destroyed by chaos and madness. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity.
Axokaine
Amazing version of Pandemic. Plays amazing solo because it's lighter and faster. Not as fun with 4 players for the same reason.
ArkhamSign
Pandemic Reign of Cthulhu has cool components and has the same easy, simple rules as standard Pandemic. However, the ways in which this game can turn on you are far too much. In Pandemic, outbreaks can chain but unless you let it get totally out of control they cannot tear through the board and cause your defeat. Because there is only one way for the outbreaks to occur. But in Reign of Cthulhu there are so many things that can happen to cause the game to just rip into you. Like disease cubes , cultists can overrun which causes an Awakening of an Elder God. But that Elder God can put more cultists out, which can in turn cause another Awakening. Plus you have shuggoths moving through gates and once a shuggoth goes through a gate that causes an Awakening. Then there are the Evil Stirs which are the equivalent of Epidemic cards. Those cause an Awakening. And these things can easily chain together. In one game we had four Awakenings occur in one player's turn. You only have to have seven to lose. So we were half way to losing in one turn! One! Yes. we know that coop games are meant to be challenging. But when you can be brought that close to defeat in one turn (did I mention that was the first turn in the game?) it is too hard.
ajewo
Pandemic variant with Cthulhu theme where players play investigators and try to fight cultists and seal all 4 gates before Cthulhu awakens. The main difference is that players can get insane resolved by die rolls. + Great artwork + Thematic (Cthulhu, seal portals and shut down cults) + Components (minis, custom dice) + Only 4 types of clue cards relating to one of each town + 12 'Old Ones' cards and 6 of them are used in each game (variability) + 7 Characters with special abilities + Well written rules + Player aids # Die rolls used for insanity checks can create tension, uncertainty, but also swingyness - Deterministic Pandemic fans may not love the die rolls for insanity checks Comparison to regular Pandemic: # Altered board with only 24 locations, no quick "teleportation" movement # Nearly the same loosing conditions # Players can remove a cultist from a location with one action and defeat a Shoggoth with 3 actions # Sealing a gate takes still takes 5 cards to Seal a Gate # No outbreak track from regular Pandemic is replaced by 'Old Ones' track Similar games: * Pandemic: Fall of Rome (fight against Barbarians, dice combat) * Defenders of the Realm (castle defend, dice rolling, combat) * The Captain Is Dead (cooperative, Sci-Fi game, similar gameplay, thematic, all about planning ahead and activating stations for certain effects) * Horrified (cooperative horror game with a Pandemic-like action point system and colored cards needed to fight unique monsters)