In Cthulhu Realms, each player tries to reduce their opponents to insanity or have more sanity than their opponents when the deck runs out.
Each player starts the game with a small deck comprised of initiates, goons and followers. Five cards from the deck form a row of available cards on the table; with more than two players, place three available cards between each pair of players.
Each turn, you start with five cards in hand, playing those cards in order to put locations into play, boost your own sanity or reduce that of others, collect conjuring power to acquire new cards, and remove cards from the game. You can use the power of your locations once each turn. At the end of your turn, discard any cards still in hand and all entities and artifacts that you played.
If you lose all of your sanity, you're out of the game. If you're the only one at the table who's still sane, you win. Otherwise, the game ends when the deck runs out and whoever has the most sanity wins.
- Box and card stock are a huge improvement over Star Realms.
- Player mats work way better for tracking life.
- Nice artwork that fits the light, fun theme.
- Quick game with a climactic end.
- More playable than Star Realms.
- Keeping sanity while making opponents insane
- Star Realms
Mechanics (from transcript analysis)
- Card Destruction — Allows players to destroy location cards in play.
- Card Drafting — Players buy cards from a lineup or their initiate deck.
- Card elimination (Abjure) — Allows players to remove cards from the game.
- Deck Building — Cthulhu Realms is a deck building game where players try to keep their sanity while making their opponents completely insane.
- Hand Management — On a player's turn they'll simply play any number of cards from your hand to do their effects.
- location cards — Unlike other cards, location cards remain in play in front of you and have special effects like sanctuaries or nexus points.
- Reclaim card from abjured — Lets players take a card that was abjured and place it on top of their deck.
- Sanity Track — Players try to keep their sanity while making their opponents completely insane. If they ever have their sanity marker reach zero on their player board they'll be eliminated.
- Set Collection — The game uses four colors for each card, with each color representing certain strengths: black for starter cards, green for insanity damage, purple for gaining sanity, and yellow for draw power.
Video topics + discussion points
Quotes (from this video)
- Cthulhu Realms is a deck building game where players try to keep their sanity while making their opponents completely insane.
- It's a quick game that culminates into a turn where it's kill or be killed as both of you can easily do over 20 Insanity damage in one turn.
- Want to try a quick deck builder between games as a filler or over lunch at work check out Cthulhu Realms.
- First off the box and card stock is a huge Improvement also the player mats to keep track of Life Works we way better over the starws cards.
- The art work is very nice and fits the light fun theme really well.
References (from this video)
- Enjoyed it
- Had legs beyond where it ended up
- Could have gotten more follow-up
- Star Realms
- Hero Realms
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It was just a big scammy Mc Scammerton thing.
- Kickstarter did not complete a thorough review of the game before long on their platform.
- The established ones definitely have just such a strong foothold uh that it's it's hard to
- This sucks.
- It was an interesting idea, but poor execution.
- Birmingham is number one on BGG.
- It is a phenomenal game.
- I don't know. This isn't information on it. I just saw the thing and I was like, 'Okay.'
- The upcoming edition of Arkrite from Capstone is absolutely gorgeous.
- I liked Merlin.
- It's just like, 'Oh, we're going to sit down. we're going to create a narrative together and it and and and it sounds like I'm bashing on prep'
- Don't call me a criminal. Don't call me a liar.
- The reason why most stretch goals work is that they aren't they don't work like they used to
- If you don't like it, don't back it.
- Well, maybe you should have been uh on time.
- Just like, 'Oh, another TMG release. I wonder how late this one's going to be.'
- It's like the expectation. Well, you're not a month ahead of schedule, so therefore I consider you to be behind schedule, Andy, and I'm very disappointed in you.
- I I've thought since day one that that is a cool ass looking game.
- Why change the nice cover of the box?
- I wish all the artwork was like that cover then I would maybe potentially get it because I really do like Merlin.
- It's a story that allows you to take money upfront to make the thing that you want to sell people and make a little bit more money.
- Nearly impossible to win the game.
- Quantum was great.
References (from this video)
- Fun gameplay
- Knocking people down
- Star Realms
- Hero Realms
Mechanics (from transcript analysis)
- Card game — which was a riff on Star Realms or Hero Realms.
Video topics + discussion points
Quotes (from this video)
- I love Cthulhu games. I think they're so much fun. I love that world. I've read I think I believe I've read every one of Lovecraft's stories.
- But man, I love this game. It is so much fun. I love the dice, the way you use dice in this game and how you're leveling up, but it's also driving you insane.
- So, there's a lot of replayability with these interactions between these monster boxes and the episodes. Really love Cthulhu: Death May Die. Brilliant game.
- Um Arkham Horror the board game, the second edition, which I played, never really thrilled me. I liked it, I didn't love it.
- my number one Cthulhu Mythos game of all time, Mansions of Madness second edition.
- the second edition has an app. And the app is great cuz it manages all of that stuff.
- It's a really really fun and creepy game.
- great app integration, great minis, great story that comes out of these games, and just a lot of fun.