I like the game play, but the components are terrible. Only a deck of small cards in a tiny tuck box, and it's not even good quality.
Designer | Sandy Petersen |
Publisher | Petersen Games |
Players | 2-4 |
Playtime | 90-120 mins |
Suggested Age | 14 and up |
Honors |
2014 Golden Geek Best Thematic Board Game Nominee 2015 Golden Geek Best Thematic Board Game Nominee |
Expansions |
Cthulhu Wars: Azathoth Expansion Cthulhu Wars: Opener of the Way Expansion Cthulhu Wars: Tcho-Tcho Cthulhu Wars: The Sleeper Expansion Cthulhu Wars: The Windwalker Expansion |
Additional Info |
139976/cthulhu-wars
http://boardgamegeek.com/forum/1386889/cthulhu-wars/reviews
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Cthulhu Wars is a strategy boardgame in which the players take the part of alien races and gods taken from the Cthulhu mythos created by H. P. Lovecraft. The game is physically large, and includes sixty-four figurines of the cultists, monsters, aliens, and Great Old Ones that range in height from approximately 20mm to nearly 180mm.
The game takes place on a map of Earth. Each player takes the part of one of four factions incuded in the base game. At the start of a turn, players Gather Power, then, during a series of Action Rounds, they spend this Power to accomplish various tasks, such as moving units, engaging in battle, summoning monsters, building Gates, casting spells, and Awakening their Great Old One. When all players run out of Power, the Action phase ends and the next turn begins. Victory is determined by accumulating points on the Doom Track. The first player to 30 is the lone victor.
Driving the strategy are a player's wish to expand his power base, and his need to accomplish six tasks to acquire his faction's spellbooks. Each faction has a unique set of monsters, spellbooks, and special abilities, and has different requirements to acquire its spellbooks. All factions have multiple strategies open to them.
The base game supports 2-4 players, but with new factions and maps released as expansions it can support up to 7 players.
We've played around 10 times now, with roughly the same group. The rules are easy to learn and can be picked up by newcomers quickly. While it may seem that the factions are unbalanced on the surface, this is in no way the issue. Each faction is wildly overpowered in very different ways, but extremely balanced, with their own paths to victory. The minis are beautifully sculpted in high detail, the components are high quality, and we've had a blast playing every single time. Probably the deepest and best "dudes on a map" game out there at the moment.
Really well thought out game that is easy to learn but very difficult to master. Those who feel there are balance issues have simply nit spent enough time to learn how to play all the factions to understand the many tools each have. The minis are beautiful, the rules are straight forward, there is plenty of strategy and even more complexity if you start adding in more factions and neutral units. This game got me into board games after being a computer gamer for 20+ years. If you enjoy area control games with lots of strategy and beautiful minis this is a must have.
This game is completely broken. If you love the "throwing dozens of dice mania" as a way to resolve conflits in games, maybe you will find something interesting here.. but...But I have seen games where the red faction was completely whipped out BEFORE it's very first turn... and was never able to catch up...But... I have seen the blue god annihilate every other living things on the entire board because in ONE SINGLE TURN... because of his completely over power ability to retreat and initiate another combat right away, and you can't kill this god so you can litteraly clean the entire board in one single turn (and it's happened more than once).This game is broken. Period. Oh but the minis are great, but is it worth it for a game what that many rules issues?
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I like the game play, but the components are terrible. Only a deck of small cards in a tiny tuck box, and it's not even good quality.