Joel's Cabinet

A cabinet of books and games worth digging through.

game review · Cthulhu: Death May Die

Cthulhu: Death May Die

Rating: 4 / 5

Cover art for Cthulhu: Death May Die showing a monstrous Elder God looming over the game's blood red logo

I’ll say up front I don’t usually like dice chuckers. Too much of the game living in a roll you can’t control tends to flatten the tension for me instead of building it, the outcome feels arbitrary rather than earned. This one won me over anyway, and I’ve been trying to figure out exactly why since.

Part of it’s the atmosphere, which is doing a lot more work here than a campy pulp Cthulhu skin usually gets credit for. Your investigators are going quietly insane over the course of a scenario, and even though the tone leans more B-movie than truly dreadful, there’s a real mounting pressure by the third or fourth turn as the Elder God’s health bar refuses to move and your team’s sanity does. The miniatures are genuinely excellent, worth the premium the game charges for the box, though I’ll echo what I’ve seen a few other people say: the cardboard storage situation inside is not up to the standard the minis set, and I ended up buying third party organizers within a month of owning it.

Replayability is where this earns its rating. Between the different investigators, their individual insanities, and the roster of Elder Ones and scenarios, no two nights play quite the same, and that variety papers over the dice’s rough edges better than I expected going in. It plays fine solo controlling two or three investigators, and I’ve had genuinely tense two and three player sessions, though I’d steer a first time group toward four or five if you can get them, more hands spreads the randomness out and softens the worst swings.

Not a thinker’s game and it’s not trying to be. It’s a mood piece with teeth, and on a night where I want atmosphere over a tight puzzle, this is what comes off the shelf.

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