
2017 · Fantasy
Cthulhu: Rise of the Cults
Players lead rival cults devoted to the Great Old Ones, competing to spread their influence while concealing their activities from investigators and other organizations. They establish places of worship, perform dark rituals, and confront opposing cults in cities across the board. This area-control game combines deck-building with planned commands. Players use personal Cult cards to develop their faction and acquire new abilities in specific cities, while follower dice provide a temporary pool of believers at the start of each recruitment phase. These followers support planned actions but introduce uncertainty as cults vie for dominance and sow terror.
- Spelare
- 1–4 bäst 4
- Speltid
- 90–120 min
- Ålder
- 14+
- Komplexitet
- 3,2 / 5
Om spelet
- Design
- Illustrationer
- Utgivare
På Ludoyas bord
All statistik i Ludoya- 2
- Registrerade spelomgångar
- 5
- Spelare
- 2h 4m
- Genomsnittlig speltid
- 1
- I samlingar
2,3/10
från 2 recensioner på Ludoya
Garfield2,0 6 rounds and only what happens in the last 1-2 rounds is important because you never get points during the game! It's so annoying, it takes 2 hours to finish! If you fight and you win but didn't initiate the fight, you gain nothing but losing potentially a lot of fight power. A lot of things just don't make sense in this game. And to explain it it takes way too long for what it is. Never again!!! [c] Theme: ★☆☆☆☆ <!-- size 7]I don't feel it --> Gameplay: ★★☆☆☆ <!-- size 7]Blörp --> Interaction: ★★★☆☆ <!-- size 7]Just the fights --> Artwork: ★★★☆☆ <!-- size 7]Ok --> Luck: ★★★★☆ <!-- size 7]Hidden fights --> Strategy: ★★☆☆☆ <!-- size 7]Very little and obvious ones --> Components: ★★★☆☆ <!-- size 7]Ok --> Play duration: ★☆☆☆☆ <!-- size 7]Far too long, could be 1-2 round instead of 6 --> Easy to teach: ★★☆☆☆ <!-- size 7]Too complicated --> Rules quality: <!-- size 7]not read --> Setup time: ★★☆☆☆ <!-- size 7]Too much to setup --> No downtime: ★★★☆☆ <!-- size 7]Ok --> Replay value: ★☆☆☆☆ <!-- size 7]No! --> [/c]
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