Showing posts with label cthulhu. Show all posts
Showing posts with label cthulhu. Show all posts

Thursday, January 30, 2014

Arkham Horror: The Dunwich Horror Review

Arkham Horror: The Dunwich Horror
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I should say that my wife and I chose basic Arkham as our "gateway" for boardgames based largely on the theme and the promise of coop gameplay. We were extremely pleased with the results, despite what many people cite as serious flaws of the game...its length, the rules complexity, the length of time it took to set up and put away, etc. If you are one of those people, Dunwich will likely not address any of your concerns. It takes a long, complicated game and gives you even more options, capable of being added incrementally or all at once.
What it does do, even implemented piecemeal, is significantly alter the game balance, in our opinion for the better. We tried it in "touring mode" first where you put all of the Dunwich cards on top of their decks to maximize the experience, and while we did ultimately get crushed in that session, it was easily one of the top plays we've had of the game. Since then it's become a fully integrated part of our routine, because we find what most of what it adds indispensable now and after one or two plays, really not much more to keep track of if you could handle the original.
Its strengths: new encounters, new characters, new mythos, new old ones, new monsters, new items and allies. I look up on those as a real improvement to the game that I can unequivocally recommend to someone that already likes the base set. The game does get harder, but the experience overall is a much higher quality one, if that makes sense. I never got to the point where I was seeing a lot of repetition with the core set, but this virtually guarantees that won't be an issue for a very long time.
Its less well rounded additions: the additional board, the Horror itself, the vortex mechanic. I like these but I can't say they work as smoothly as I'd like, at least within the context of our mostly two player games. I haven't dropped them from gameplay as we've continued, but I could see myself phasing out the board and those two parts in the future, especially when the upcoming Kingsport Horror is released. I will still be pleased to have the rest of its additions and consider them well worth the price of admission.

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Dunwich Horror adds 8 Investigators, 4 Ancient Ones, 15 Item cards, 25 Unique Item cards, 21 Spell cards, 11 Skill cards, 5 Ally cards, 4 Condition cards, 28 Monster tokens, 36 Mythos cards and 32 Gate cards to the base set. It also adds new location cards, for a total of 14 cards at each location instead of 7. Dunwich Horror also adds many new mechanics. Players can take a train to Dunwich (a new board that is placed on the end of the Arkham board), which adds 9 new locations and 2 new outer worlds to the game. Players reduced to 0 stamina or sanity have the option of drawing from the Injury or Madness deck, acquiring permanent handicaps, rather than losing half their items and clue tokens. Gates are no longer permanently sealed (a popular house rule in the base game). Condition cards provide benefits to all players may be activated. And, of course, the Dunwich Horror itself - not as strong as the Ancient Ones, yet far stronger than any other monster in the game.This expansion also features revised rules and an FAQ that addresses many of the perceived faults of the base game. Replacement cards are provided for items and spells that are subject to errata.

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Monday, January 27, 2014

Call of Cthulhu LCG Asylum Pack: The Antediluvian Dreams Review

Call of Cthulhu LCG Asylum Pack: The Antediluvian Dreams
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All of the expansion decks are excellent and add to the overall playabiltiy and re-playability of the core set. The card quality is excellent and better than some of the more popular collectable card games.

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FFGCT21 Call of Cthulhu The Antediluvian Dreams Asylum Pack Deck Living Card Game LCG by Fantasy Flight Games The Summons of the Deep expansion to the Call of Cthulhu Living Card Game continues with its third monthly Asylum Pack of 40 fixed cards, The Antediluvian Dreams. It contains 20 different never-before-seen cards that place a newfound emphasis on the Combat struggle, designed to augment existing decks and add variety to the Call of Cthulhu metagame.This is not a standalone deck; you must have additional Call of Cthulhu LCG cards to play.

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Sunday, January 26, 2014

Arkham Horror: Black Goat of the Woods Review

Arkham Horror: Black Goat of the Woods
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If your games of Arkham Horror have become predictable and easy, this expansion will cure what ails you. The addition of the Black Goat herald makes the game easily twice as hard. You can use the new goodies without the herald, though, if you don't want to be on the edge of your seat all game. Also, there are rules for adjusting game difficulty, which is nice.
It'll take about one game to get the new rules down. Certainly it's worth the money and time to get new cards and items that make the game more interesting and versatile.

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A dangerous cult has risen in Arkham! Meeting in secret, these heretics and madmen consort with dark powers and offer up sacrifices to the Ancient One, while hordes of vicious monsters descend on the thetown. It's up to a small band of investigators to infiltrate the cult and learn from these dark rituals, yet even the most pure-hearted may find himself corrupted in the process. Will their efforts be enough tostop the Ancient One from awakening, or will the investigators succumb, one by one, to the blasphemous seduction of its Herald, the Black Goat of the Woods?The Black Goat of the Woods is an small expansion for the Arkham Horror board game. This expansion features 88 new Ancient One cards, 9 new monster markers, 1 Herald Sheet, and 76 new Investigatorcards including new items, new spells, and the dangerous lure of corruption...

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Monday, January 20, 2014

D100 Opaque "Zocchihedron" Red with white 100-sided Die Review

D100 Opaque Zocchihedron Red with white 100-sided Die
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Bought this dice to use for Naval gaming. It is a 100 sided die and is used to generate radum numbers within those limits. It is well made, you can read the numbers clearly. Watch out where and how throw it as the plastic cover can scratch and, perhaps over time, may make the die difficult to read. I must mention one caviat,however. If you play board games, tactical games or what have you and have cats, well be prepared to have your dice attacked and knocked about the room and floor. It resembles too much a cat toy and calls them to play with it as you and your pals seek to gather your thoughts and make the next great move. Kind of bothersome.

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Opaque "Zocchihedron" Red with white 100-sided Die. These dice are sold individually, and measure approximately 1 in diameter. Great for rolling percentages!

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Thursday, December 26, 2013

16mm d6 Round Cornered Opaque Dice, White w/Multi-colored Spots Review

16mm d6 Round Cornered Opaque Dice, White w/Multi-colored Spots
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Great dice. everyone wanted a set of these colored dice. So guess what everyone got in their stoking this year? Great price. Instant delivery.

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16mm (5/8") 6-sided Round Cornered Opaque Pipped Dice, White with Multi-colored Spots

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Tuesday, December 24, 2013

Call of Cthulhu LCG Asylum Pack: The Terror of the Tides Review

Call of Cthulhu LCG Asylum Pack: The Terror of the Tides
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This asylum pack focuses on the arcane struggle. It also has the very tough Terror of the Tides monster.

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FFGCT22 Call of Cthulhu The Terror of the Tides Asylum Pack Deck Living Card Game LCG by Fantasy Flight Games The Summons of the Deep expansion to the Call of Cthulhu Living Card Game continues with its fourth monthly Asylum Pack of 40 fixed cards, The Terror of the Tides. It contains 20 different never-before-seen cards that place a newfound emphasis on the Arcane struggle, designed to augment existing decks and add variety to the Call of Cthulhu metagame.This is not a standalone deck, you must have additional Call of Cthulhu LCG cards to play.

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Tuesday, December 10, 2013

Munchkin Cthulhu (Revised) Review

Munchkin Cthulhu (Revised)
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My husband and I love Munchkin and were excited to see that there are a variety of themed sets available. I am a big fan of H.P. Lovecraft, so Munchkin Cthulhu was right up my alley. The game is just as fun as the original while including several fun new rules. I love the cultist class and enjoy the green die that came with the set. This is a great game for 3-6 people, though you can play with just two people but it's not as enjoyable. The cards are colorful and the illustrations are wonderful. The game is easy to learn and easy to teach to others. Games usually last about 30 minutes to an hour depending on the cards drawn, but you can play a longer game by downloading the free "Epic" level rules from the Munchkin website. The 3 other Cthulhu Munchkin sets add a lot of fun to the game, but it's a good time just with this set. And as usual this set can be mixed with other Munchkin sets for more craziness!
The only thing that would make the game better is if several green 10-sided dice were included in the set (for use in keeping track of your level). All in all, a wonderful purchase!

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Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge - Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?Contents Include:168 cards, rules, and die.

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Tuesday, November 26, 2013

Arkham Horror: Innsmouth Horror Expansion Review

Arkham Horror: Innsmouth Horror Expansion
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My son and I have purchased all the Arkham Horror expansions. This is the latest one. It is a big expansion, with lots of materials and an additional game board.
A person needs the base Arkham Horror set to go with this expansion, in order to play it.
We set up the game with the base set and this new expansion, but put away materials from other, earlier expansions. This gives the new expansion more of an opportunity to be fully appreciated.
Generally, this may be the toughest expansion yet. Every game has players battling a Great Old One, as is always the case. The new Great Old Ones that come with this set are very challenging. New features include a private challenge for each investigator, which adds interest. There are also about 275 new cards to be added to the original game deck. The price for this expansion is a bit stiff, but Amazon prices it with a major discount compared to other sources. And you do get "lots more stuff."
Anyway, we have been having great fun with the new Innsmouth Expansion. We only win about half the time -- that adds to the fun.
The art work and creative imagination of the game designers have paid off in a terrific game.
Note: The website associated with this game encourages that players create "house rules." In other words, players can get together and agree to modify the official game rules in various ways. So if the game seems too difficult, it is easy to make a few adjustments, thereby ensuring success at least part of the time.
Those who own the original Arkham Horror game will probably get great fun and entertainment out of the new set.
For any interested, the new Innsmouth Horror expansion is based on a novelette by H.P. Lovecraft, entitled "The Shadow Over Innsmouth." Some of you may enjoy checking this out of the library and reading it. It is included in most collections of Lovecraft's short fiction. This reading will enrich the game experience for you.
As I write this, Halloween is only a week away. What a great fun project for Halloween! ! !

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Of all the cities found in H.P. Lovecraft's vision of Massachusetts, perhaps none is quite so deadly as the small fishing village of Innsmouth. Decrepit and dying, Innsmouth is being consumed from within by an ancient pact once made to save the town. The investigators will find every hand turned against them as they explore its rotting docks and fetid beaches. In the end, perhaps the only way to save Innsmouth is by destroying it along with the terrible creatures that haunt its waters near Devil Reef.Innsmouth Horror introduces several new game concepts to the Arkham Horror board game, including Personal Stories unique to each investigator as well as the Innsmouth Look. The town of Innsmouth is hostile to the investigators, and they may well find themselves thrown in jail and fed to a Shoggoth while they search the town for evidence to call in the Feds. However, leaving Innsmouth to fester is a bad idea, since the Deep Ones will gather and rise, bringing with them the Ancient One. Innsmouth Horror also adds 16 new investigators, eight new Ancient Ones, two new Heralds, Epic Battle cards for the new Ancient Ones, over 30 new monster markers, plenty of new encounters, and an expansion board featuring the town of Innsmouth. Over all, this expansion adds over 300 new cards to the base game.Innsmouth Horror requires a copy of Arkham Horror to play.

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Monday, November 18, 2013

Betrayal at House on the Hill Review

Betrayal at House on the Hill
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This game is really great. Someone in my gaming group has the 1st edition, so we were all really excited when we found out this was being reprinted.
For those of you who have played the first edition, the gameplay is the same. Some rules have been clarified, and there is more text on some of the room tiles for ease of use.
For those of you who haven't played: you should. You are a group of explorers going through a haunted house. Up to 6 people can play, and each of the 6 character cards has a front and a back, each with different stats to add variation. Other people have posted more on how the game works, so I won't go too much into it right now.
This reprint added some new haunts, which is really fun. I haven't had a chance to play many of the new ones, but I did get to play one with hidden traitors, and I enjoyed it. Some of the haunts can also be unbalanced. I was the traitor for one haunt where I didn't get to do a single damage to any of the heroes. The next week, I was the traitor for the same haunt and I absolutely obliterated the heroes. It all depends on how the house is set up, and dice luck.
My only complaint about this reprint is the quality of the components of this game. Something about the cardboard they used this time around just doesn't work. The first print had good, thick cardboard that felt high-quality. When I took this reprint out of the box, all of the cardboard components started to warp. The room tile stack can easily be compressed an inch or two because of this warping. Some people have prevented this by immediately placing the cardboard pieces under a book for a day or two after opening them, but I'm not sure if that works all of the time or not. Another component they didn't quite get right are the black plastic clips. In the first printing, they clips were too tight on the cardboard, and ended up scratching whatever part they were placed on. In the reprint, they are too loose. We have had some slide off completely because they are so loose they have no traction. The 5 spare clips can sometimes be enough to give you clips that fit on all the pieces you need, but it's not a guarantee.
The low quality of the pieces do detract from gameplay a little bit (when the room tiles slide under each other on the table, or your stat slider goes to the minimum and you die) but this is still a great game with a fun theme and lots of replayability. I would certainly recommend it, especially if they fix the game components.

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New spooky nights await you and your friends!The creak of footsteps on the stairs, the smell of something foul and dead, the feel of something crawling down your back - this and more can be found in the exciting refresh of the Avalon Hill favorite Betrayal at House on the Hill. This fun and suspenseful game is a new experience almost every time you play - you and your friends explore "that creepy old place on the hill" until enough mystic misadventures happen that one of the players turns on all of the others! Hours of fun for all your friends and family.Designed for 3-6 players aged 12 and up, this boardgame features multiple scenarios, a different lay-out with every game, and enough chills to freeze the heart of any horror fan.This new release features:* The Haunt books have been refreshed with 8 new haunts - some of which feature a new "hidden traitor" game mechanic.* The Item cards have been updated with 5 new items!* The die-cut game play tokens have been redesigned making them easier to identify.* Exciting and compelling new art and design on the box.

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Saturday, November 9, 2013

Arkham Horror: Kingsport Horror Expansion Review

Arkham Horror: Kingsport Horror Expansion
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Kingsport Horror, the second "big box" expansion for Arkham Horror, is a must purchase for fans of the board game. It adds new elements to pretty much every aspect of the base set: new investigators, new gates, new items, new encounters, new monsters, and (last but not least) the Epic Battle variation which adds a significant and challenging twist to your last stand against the Ancient One. But this expansion is more than just markers and mechanics: it also introduces characters and locations from a wide variety of Lovecraft's writings into the game, making his world larger - and more frightening - whether you play with all of Kingsport or just mix a few extra cards into the standard game.
4 1/2 stars, rounded down because I find the rift progress mechanic unwieldy (but still fun).

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Kingsport Horror introduces new game concepts to the Arkham Horror board game, including wandering dimensional rifts, Epic Battle cards, Guardians, and elusive monsters that must be tracked down before they can be fought. Kingsport Horror also adds eight new investigators, four new Ancient Ones, two new Heralds, over 20 new monsters markers, dozens of new items and skills, plenty of new encounters, and an expansion board featuring the city of Kingsport.

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Wednesday, November 6, 2013

Arkham Horror Review

Arkham Horror
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I bought this game when it came out. Since then, i have purchased the Black Pharaoh and Dunwich expansions, and we (a group of 5 of us) easily say this is one of our favorite board games ever. The game assumes that you already know something about Lovecraft and the Cthulu Mythos, although if you don't, it does not mean you can't enjoy the game. It just means you might not really understand why a Hound of Tindalos drives you so insane, or what exactly an Elder Thing is.
The unique aspect of the game is its cooperative play. With 2-8 players (with 4-5 being the sweet spot) you work together to defeat one of many Great Old Ones that are intent on destroying Arkham and possibly the entire world. Each game changes the GOO you fight, and there are multiple investigators to pick from, so you aren't playing the same hero each time either. Add to this mix hundreds of common item cards, unique items, spells, and encounters for dozens of locations, and you have a game with practically unlimited replayability.
The object of the game is to move around the board, either fighting or evading monsters that spawn from gates, while collecting clues and having encounters. You can try to seal the gates and prevent monsters from coming through them, but if you don't act fast enough, the GOO will eventually awaken and it comes down to a final combat that is sometimes impossible to win.
One thing dissenters say about this game is that you have to manage lots of "fiddly" bits. And true, you have a ton of playing pieces to arrange and manage throughout the game: your health, Sanity, clues, cards, skill sliders. But once you get into rhythm of the game it all comes naturally (although it will take around 3-5 games to get used to it).
[...]
Note however, that the game becomes increasingly harder with each expansion you add. As of this writing, The King in Yellow comes out this month, and it is going to add a whole new level of difficulty to an already hard game. But the key to AH is this:
THE FUN IS NOT IN THE WINNING.
It is just in the playing, even if you lose horribly (and you will) it is fun seeing just HOW bad you lose. Sometimes the game seems to be alive and is plotting against your every move.
Ok, that's enough ranting. I can't say enough good things about Arkham Horror. Buy the base game, and then slowly integrate the expansions to keep the options coming. It only gets better.

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The town of Arkham, Massachusetts is in a panic. Horrific and bizarre events have begun to occur with increasing frequency -- all seeming to point towards some cataclysmic event in the near future that may spell disaster for everyone. Only one small band of investigators can save Arkham from the Great Old Ones and destruction. This new, updated edition features stunning new artwork and graphical design as well as revised and expanded rules. No fan of the Cthulhu Mythos will want to miss this opportunity to acquire this classic Call of Cthulhu boardgame! The game contains the usual high-quality components used by Fantasy Flight Games. For 1 to 8 players, the game takes 2-3 hours to play.

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Tuesday, October 22, 2013

Arkham Horror: the Lurker at the Threshold Expansion Review

Arkham Horror: the Lurker at the Threshold Expansion
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The Lurker at the Threshold is an excellent expansion for intermediate and advanced players of Arkham Horror, offering a variety of subtle - and not so subtle - changes to game play which make it less predictable and more challenging. Most obvious is the eponymous evil himself who tempts all players with Faustian bargains. Unfortunately, it is not always possible to refuse his assistance, and all must pay the price when the Devil comes to collect.
Like all heralds, playing with the Lurker increases the game's difficulty and adds more minutiae to Mythos, but for me the new gates are the real challenge. As if gates that move around or randomly eat you were not bad enough, the inclusion of split gates (portals to two worlds) reduces the total number of gates in the game; never before had my play group feared the Ancient One's awakening because there were no markers left in the stack.
As I have come to expect from Fantasy Flight, the artwork and build quality of The Lurker at the Threshold are both top notch... and, as always, choking and sanity hazards make it unsuitable for young children.
For forcing me to use different strategies, and for devouring my investigators without warning, I will give the Devil his due: five stars.


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The Lurker at the Threshold is the newest boxed expansion set for Arkham Horror is set in a world of gothic horror created by author H. P. Lovecraft. This expansion will bring new levels of dread to your table top, with the addition of a brand new Herald Sheet for "The Lurker at the Threshold" - a powerful and malevolent being that has appeared to prepare the way for the Ancient One, plus more than 200 components and some extraordinary new game mechanics to boot.One of the highlights is the full set of 18 Gate markers that are designed to replace those from the Arkham Horror core set, as well as those from The Dunwich Horror and The Kingsport Horror. They are treated exactly the same as the previous Gate markers, except that each Gate now has an additional characteristic. For example, the "Gate of Madness" will cause an investigator to lose one Sanity when they fail to close the Gate, and a "Moving Gate" that can move along with monsters during the Mythos phase.Brand new to The Lurker at the Threshold are Relationship Cards for use in games with two or more players. Each player draws one Relationship Card at the start of the game, which describes some advantage gained due to how the investigator to your left is related to you. Perhaps you are business associates and mutually reap the benefits of income, or both are Students of the Arcane and gain more frequent access to the Spell deck. No matter how you're related, these will bring a more interesting back-story to your game, involving your characters in more interesting ways than ever before.Finally, The Lurker at the Threshold introduces the Dark Pact deck which will tempt foolish investigators to enter into a terrible arrangement with the Lurker itself. Although these Dark Pacts may grant your investigator enhanced abilities, there is sure to be a cost. What happens when the price is too high?Of course with over 100 new Location cards, Mythos, Gate cards and Spells, plus more Common and Unique Items,

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Saturday, October 19, 2013

Munchkin Cthulhu Review

Munchkin Cthulhu
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Munchkin Cthulhu is the newest branch on the Munchkin family tree and as its predecessors, this is a game for gamers, made by gamers, and making fun of gamers.
Game Mechanics
In terms of game mechanics and concept, Munchkin Cthulhu is almost identical to its predecessors. The players kick in doors, fight monsters, steal treasures, and stab their buddies. Traps are now known as Curses, but are otherwise the same.
The new Classes are the Investigator, the Monster Whacker, the Professor, and the Cultist, and of these the Investigator seem to be the one with the most useful abilities (they are particularly neat when combined with the Feline from Star Munchkin), while the Monster Whacker seems to be the most puny. There are no Races (or an equivalent such as Loyalties from Munchkin Impossible), which is a bit of a disappointment as it limits the possible character combinations.
There are some special rules for the Cultist printed in the rules but not on the Cultist card, and it is very important to read these if you want to keep the game from going awry and the players from going mad. Finally, similar to the "...in Black" monsters from Munchkin Impossible, Munchkin Cthulhu offers "Goth" monsters such as the Shog Goth and the Froggoth which can aid each other and cause havoc in combat.
Theme
Not surprisingly, Munchkin Cthulhu is concerned with the game Call of Cthulhu and so it takes on a great challenge. As a game Call of Cthulhu is by many considered an all-time classic among roleplaying games, but the truth remains that it is also a relatively obscure and narrow game. The universe of Call of Cthulhu is complex and a veritable treasurechest of gods and monsters, but even if many roleplayers know and have played the game, the mythology is undisputeably esoteric. This makes it a difficult topic for satire. While the illustrations by John Kovalic do that cards such as the Nightie-Gaunts and the Fun Guy from Yuggoth are amusing in and by themselves, they are probably more so to someone who has encountered Night Gaunts and Fungus from Yuggoth in their games. But many gamers think of Call of Cthulhu as a style of gaming more than an actual game, and so these references to mythos monsters are often for naught. Therefore the challenge of Munchkin Cthulhu is to capture the essence of this style as much as it is to get the references right.
To a large extent Munchkin Cthulhu succeeds in both. In mythos specific references we find monsters such as the Shallow Ones, the Dunwich Snorer, and the Grape Old Ones, as well as Curses such as Learn Yet Another Awful Truth and a card declaring that the Stars are Wrong. It is not a huge surprise that beside the Necronomicon itself, there are no less than four Necronomi-puns (I made that one up myself).
More interesting, maybe, are the cards trying to reflect the sillier aspects and problems of Call of Cthulhu games such as the players being railroaded into the plot (Tchoo-Tchoo People), finding circumstances to be against them (Flashlight Goes Out!), taking drastic measures to defeat the monsters (Backpack Full of Dynamite), abandoning their friends (Shoes of Only Having to Run Faster Than You), and then finally involving outside authorities to deal with the problem (Report Creatures to the FBI), after which they are declared insane (Dragged Off to Snarkham Asylum).
Conclusion
Munchkin Cthulhu is a fun game, and overall the game designers have done a good job of getting the atmosphere of the game just right with a good selection of references and jokes. It shows, though, that the premise of the game - the original Call of Cthulhu - is not as broad a "genre" as for example fantasy or science fiction.
While the many puns on the Necronomicon and the various "Goth" monsters are amusing, they are also a bit repetitious. Likewise, there is a great emphasis on the Cultist, which steals some focus from the other Classes. This is only made worse by the fact that there are no second character-defining trait such as Race in the game.
Even more so than the other incarnations of Munchkin, Munchkin Cthulhu is highly dependent on the players having a specific frame of reference to understand the jokes. While a wide audience can probably appreciate the more universal and pop-cultural jokes of games such as Star Munchkin and Munchkin Impossible, it is doubtful that the same appreciation will be found for the Cruller Out of Space or Gnarlyhotep. But if you do know your Cthulhu Mythos, it is very funny.

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Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge - Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up? Munchkin Cthuhlu is the newest stand-alone game in the Munchkin line, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four new Classes - including the Cultist - and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies. You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.

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Friday, September 13, 2013

Call of Cthulhu: The Card Game Review

Call of Cthulhu: The Card Game
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This card game is great and has so much to offer in so many ways: from strategy, customizing different decks, player interaction, and of course fun. The rules are straight forward and new players can pick it up fairly quickly. Of course with this being a Fantasy Flight Game the quality is second to none and there are a ton of cards even without adding any expansion packs. Lots of expansions to add to the playability but unlike a collectable card game like "Magic" you do not have to be always spending money on cards. The expansions add alot to the game and the price is very inexpensive for the amount of cards in each one.

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Ancient, nameless horrors dwell in the darkness, writhing in the night sky and under the earth, just beyond our senses.In Call of Cthulhu The Card Game, players take on the roles of investigators, villians, and unspeakable horrors inspired by the dark mythos of H.P. Lovecraft. Agency detectives, Miskatonic University students and faculty, and the members of the mysterious Syndicate all join the fight against otherworldly beings including Cthluhu, Hastur, Yog-Sothoth, and Shub Niggurath.Call of Cthulhu The Card Game is 2-player, customizable dueling game in which players command both human and monster factions. As a Living Card Game, hundreds of addtional Cards are available for all seven factions, allowing players to customize the contents of this set, or create thier own original decks.Lovecraft's horrors live, in Call of Cthulhu The Card game! The Call of Cthulhu Card Game Core Set is for 2 players, ages 13+ and takes about 1/2 to 1 hour to play.The Call of Cthulhu Card game includes:Game Board, Rulebook, 24 Cthulhu Story markers, 6 Plastic Cthulhu Domain Markers, 155 Customizable,Deck Cards, 10 Story Cards.

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Sunday, March 10, 2013

Cthulhu Dice Review

Cthulhu Dice
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Cthulhu Dice is a pretty simple game, but instead of explaining how it works it would probably be more helpful to point you to the flash demo on the SJ Games website.
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I bought Cthulhu Dice at a game shop about an hour away from my house while on a trip with some friends. We opened it on the drive home and played the whole way back, rolling in an upturned frisbee. This is definitely not a game you'll play all night, you'll probably play it in the down time between larger games or while you're waiting for the last few people to show up. That said, the game is extremely fun. It's fast paced, easy to learn, and, best of all, portable. I've started carrying the die that comes with the game when I go out and starting games while waiting in line or stuck in traffic. It's great for killing time and getting some quick fun in.
The game comes with glass beads to use as sanity counters and a large, 12 sided die with several different symbols relating to the Cthulhu mythology. The beads are nothing special, though the sickly green is suitably creepy. The die is beautiful; it's significantly larger than a normal d12 so the images are clear and easy to see.

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Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu - when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and you're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!

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Wednesday, January 2, 2013

Unspeakable Words Game Review

Unspeakable Words Game
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My wife and I like our mixture of non typical (some Euro) games. This came as a big surprise with how much fun it is for such a wide range of people. You don't have to know the Lovecraft theme and the cards are even more interesting to those who don't. We played with family who thought the Cthulu tokens were goblins (easier not to explain, so they be goblins now). The game is sort of scrabble-ish, making words and scoring points. The words you create don't really have to be big fancy words in order to win. The value of the letter cards are not based on how hard that letter is to make a word, but on the amount of angles in the letters. Also the higher value of your words the more chance you have of going insane (you lose). We went insane while a steady paced 9 year gave us the beat down one game. It was so much fun for the entire family. Educational, Quick and 2-6 players too!

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Decode the ancient secrets of R'lyeh by forming words with the letters you find in this sanity-sapping letter game. The more angles that appear in the words, the greater their mystical value, but beware! For each word that is created, you must roll a sanity check against its value to see if the word's power drives you mad! Cthulhu Mythos themed.

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