In Cthulhu: Death May Die, inspired by the writings of H.P. Lovecraft, you and your fellow players represent investigators in the 1920s who instead of trying to stop the coming of Elder Gods, want to summon those otherworldly beings so that you can put a stop to them permanently. You start the game insane, and while your long-term goal is to shoot Cthulhu in the face, so to speak, at some point during the game you'll probably fail to mitigate your dice rolls properly and your insanity will cause you to do something terrible — or maybe advantageous. Hard to know for sure.
The game has multiple episodes, and each of them has a similar structure of two acts, those being before and after you summon whatever it is you happen to be summoning. If any character dies prior to the summoning, then the game ends and you lose; once the Elder One is on the board, as long as one of you is still alive, you still have a chance to win.
The episodes are all standalone and not contingent on being played in a certain order or with the same players.
- fast-paced, accessible
- fits pulpy cosmic horror vibe
- potentially less depth than larger, heavier games
- Cooperative, pulpy cosmic horror with episodic encounters
- Global investigators confronting cosmic horrors with faster play
- Brief, action-movie style adventures with mythos themes
- Eldritch Horror
- Arkham Horror Second Edition
- Mansions of Madness
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to defeat the elder gods through cards and encounters.
- cooperative_play — Players work together to defeat the elder gods through cards and encounters.
- investigator_health — Casualties are quick; players can rerun or respawn in many setups.
- modular_encounters_and_bosses — Each Great Old One provides its own set of encounters and clues.
Video topics + discussion points
Quotes (from this video)
- this is a game that replaced arkham horror second edition for me i think it is the battery of the two games
- i love these small box expansions as a matter of fact these are the only expansions i have for the game
- once you have the game set up on the table you really never have to go back in the box to dig through other components
- the investigators die a lot the investigators in this game really are kind of a resource
- Mansions of Madness and Cthulhu Death May Die are another one of his popular series
References (from this video)
- great theme and atmosphere
- varied scenarios with modularity
- miniatures are large and storage is bulky
- mythos exploration, monster-busting adventures
- Lovecraftian pulp horror with modular encounter structure
- fast-paced, scenario-driven with modular cards
Mechanics (from transcript analysis)
- Cooperative Game — players cooperate against randomized eldritch threats.
- cooperative play — players cooperate against randomized eldritch threats.
- Modular board — scenarios are built by combining base cards with small packs for variety.
- modular scenario assembly — scenarios are built by combining base cards with small packs for variety.
Video topics + discussion points
Quotes (from this video)
- They are what I would call omniamers.
- El Grande seems to be the forgotten game because to me that is still the most perfect board game ever made.
- I absolutely love all of the work that Tom does.
- Cosmic Encounter is just so so much fun.
- The complete lack of El Grande.
- The minis are way too big. Just ridiculous.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Cardboard Spooktacular community list is up and running right now.
- We have 10 days left to vote.
- Final Grill continues to sit at the top of the list.
- Horrified has made a huge run up with positive 13 votes.
- As a reminder, this is an up vote, down vote system.
- Witchcraft as well tied there.
- Arkham Horror card game.
- Dreadful Meadows.
- It being this high on the list had me looking at it yesterday.
- Thulu Death May Die.
- Vagrant Song.
- Arkham Horror.
- Boop.
- I like the cutesy game in there.
- And Mysterium rounds out the top 10.
- As you can see, there are tons of games that you can go vote for right this second.
- If you don't happen to see your game on this list, no worries.
- Scroll to the top, create a list. It's already hashtagged properly and you can nominate games for this list.
- You can go make your voice heard right now at crdbrd.ap.
- I want to hear from you.
- Make sure if you make a list, you can comment on each and every game and your comments will be shown on the list.
- So even if you see games on the list, go make your own favorite spooktacular game list.
- make comments there because I'd love to hear why you think the game should be on the
References (from this video)
- strong thematic cohesion and narrative flavor
- replayable with many combinations of investigators and scenarios
- expansion content can be pricey
- Elder Sign
- Mansions of Madness
Mechanics (from transcript analysis)
- character-driven abilities and insanity track — each investigator has unique powers and an insanity track that influences upgrade potential.
- cooperative dungeon-crawl with narrative — players explore rooms, fight monsters, and upgrade powers while managing insanity.
- Dungeon Crawl — players explore rooms, fight monsters, and upgrade powers while managing insanity.
- Unique player powers — each investigator has unique powers and an insanity track that influences upgrade potential.
Video topics + discussion points
Quotes (from this video)
- the central mechanic of pulling chips and push your luck is so much fun
- it's a brain burner because everything is connected
- the dice mechanism... it's tight and open information
- the narrative tension of Final Girl keeps delivering memorable moments
- the balance of speed versus efficiency in Great Western Trail is brilliant
- Race for the Galaxy remains a fantastic quick puzzle with a strong core system
References (from this video)
- thematic and intense co-op play
- high replayability through monster variety
- strong production and components
- not easy to master; requires coordination
- cooperative boss-battle against eldritch threats
- Lovecraftian mythos; cosmic horror
- scenario-based, with escalating danger and flavor text
Mechanics (from transcript analysis)
- boss battler — players cooperate to confront a chosen monster with unique abilities
- cooperative play with boss focus — players cooperate to confront a chosen monster with unique abilities
- madness/mental strain — characters accrue Madness that increases power but risks consequences
- scenario-based selection — each scenario presents a different monster and set of objectives
Video topics + discussion points
Quotes (from this video)
- you live and die by your own strategy
- the more you learn, the more you want to play again
- it's one of the most sophisticated advanced games on this list
References (from this video)
- high audience rating (8.7)
- strong fan recognition
- top-five position in the current discussion
- cards criticized by the speakers (not fully elaborated)
- Cthulhu mythos and investigators collaborating against eldritch threats
- Cosmic horror investigations in a modern/near-future setting
- episodic, cinematic
- Castles of Burgundy
Mechanics (from transcript analysis)
- Combat: Dice — Dice pools drive combat and actions, modulated by powers.
- Cooperative Game — Players collaborate to defeat the Ancient One.
- cooperative play — Players collaborate to defeat the Ancient One.
- Dice-based combat — Dice pools drive combat and actions, modulated by powers.
- encounter/event cards — Encounter/event cards introduce twists and requirements.
- Scenario-based progression — Rounds build toward a final confrontation with the Ancient One.
- Unique player powers — Each investigator has unique abilities affecting checks and outcomes.
- Variable player powers — Each investigator has unique abilities affecting checks and outcomes.
Video topics + discussion points
Quotes (from this video)
- Pthulu Death May Die is currently our number five overall game.
- I'm a Death May Die fan, don't get me wrong,
- this thing has a 91% cardboardometer
- 8.7 average overall rating
- the highest correlation in liked games is Castles of Burgundy
- It's early days with the Cardboard top 100
- never know, it may land in the top 10.
- And if you want to have your say in it, go to Cardboard right now, crdbbrd.ap, Take the key and
References (from this video)
- Atmospheric theme and tense late-game arcs
- Strong cooperative tension with variable scenarios
- Engaging endgame dice-flurry moments
- High randomness can overshadow strategy at times
- Setup and rule complexity may deter casual players
- doom cycles, ritual disruption, investigators vs eldritch powers
- Lovecraftian cosmic horror, ritual disruption, eldritch entities
- episodic/scenario-based with escalating tension
- Aeon's End
- Chronicles of Crime
Mechanics (from transcript analysis)
- Cooperative Game — Players collaborate to halt the ritual and defeat the big bad
- cooperative_play — Players collaborate to halt the ritual and defeat the big bad
- Dice rolling — Dice-based skill checks and combat drive character outcomes
- dice_rolling — Dice-based skill checks and combat drive character outcomes
- hand management — Managing assets, allies, and items to influence outcomes
- hand_management — Managing assets, allies, and items to influence outcomes
- scenario_based_progression — Different scenarios yield varied pacing and objectives
Video topics + discussion points
Quotes (from this video)
- The arc is this strange cadence to it.
- And so it has this sort of the arc of the game is in these interesting spurts of attention and ignorance that players throw each to each other's ways.
- The arc has such strong story beats to it, especially with the new stuff.
- Desperation. We're all going to lose.
- It's a nailbiter like it gets right to the edge.
References (from this video)
- Fast-paced, action-heavy Lovecraft experience
- Excellent for fans of dice-chuckin’ action and mythos flavor
- Sticky campaigns with escalating threats
- Can feel chaotic if players aren’t coordinated
- Some components can be abstract without the right theme matching
- horror, cosmic dread, and action-oriented clashes
- Lovecraft mythos; investigators confront cults and eldritch beings
- episodic encounters that ramp up tension
- Eldritch Horror
- Horrified
Mechanics (from transcript analysis)
- boss battler — scenarios pit investigators against powerful entities with varied mechanics
- boss encounters and modular threats — scenarios pit investigators against powerful entities with varied mechanics
- real-time — players roll to activate weapons and abilities under a ticking clock
- real-time dice-driven actions — players roll to activate weapons and abilities under a ticking clock
Video topics + discussion points
Quotes (from this video)
- Cooperative games are normally like very thematic.
- you’re not playing against each other you’re trying everybody together to solve the mechanic to solve the problem.
- it's a really friendly game that will everybody try to win or lose together.
- the desert moves around and blows around the desert… the desert is actually trying to kill you.
- it’s brutally punishing.
References (from this video)
- Cooperative
- Thematic
- Lovecraftian horror may not appeal to all
- Cthulhu mythos
Mechanics (from transcript analysis)
- Cooperative Game
- cooperative play
Video topics + discussion points
Quotes (from this video)
- I'm intimidated to get started with it.
- You're building outposts and in order to increase your trade routes.
- the artwork here is quite lovely
- I'm not super into Political themes.
- it's a dexterity game where you are building up power towers on the island of nikima
- Arctic scavengers I picked this up because I know nothing about it
References (from this video)
- Impressive upgrade components (3D tokens, 3D Tom interfaces)
- Dynamic combat with stacking dice synergy from Brawling, Marksman, Insanity, and weapons
- Escalating risk-reward loop via Insanity track and psychotic outbreaks
- Great thematic feel with a fan-made scenario that ties into the base game
- Can be brutally punishing; endless spawning and Raleigh tokens create pressure
- Complex rule interactions may overwhelm new players
- Reliance on luck of Mythos/discovery cards can swing games unpredictably
- Lovecraftian horror, occult conspiracy, ritual disruption
- An occult ritual site in a Lovecraftian world; investigators confront eldritch horrors while disrupting a ritual
- episodic, story-first with escalating dread and ritual events
Mechanics (from transcript analysis)
- Dice-driven combat — attack resolution uses custom dice with successes and insanity results
- forbidden knowledge tokens — Loot tokens that unlock powerful advantages but influence the track and conversion to Tome tokens
- insanity track — Investigator sanity worsens with certain results and triggers special abilities; risk of death at red spaces
- mythos and discovery cards — Decks create events, summons, and rewards with risks and benefits
- ritual disruption — Players need to disrupt the ritual, otherwise Eldritch horrors advance and spawn cultists
- scaling enemy waves via Star Spawn, Ghoul, Cthonian, etc. — Controlled by Mythos cards and track advancement
Video topics + discussion points
Quotes (from this video)
- I really love how those 3D tokens look.
- The Insanity track is one of the best parts of this game.
- Star Spawn is toast.
- This scenario is absolutely brutal.
References (from this video)
- highly thematic Lovecraftian flavor with cinematic table presence
- powerful character builds and synergy (e.g., marksman, big game hunter) create satisfying combat tempo
- scaling difficulty with mythos cards and Yog gate mechanics keeps tension high
- flexible tool-kit style upgrades and item interactions (e.g., jade amulet, necronomicon) enable varied playthroughs
- extreme chaos may overwhelm new players and slow down early rounds
- rule density and many token interactions can create steep learning curve
- graphic content and dark humor pieces may not be suitable for all audiences
- horror investigation with ritual combat and eldritch threats
- Gothic Lovecraftian location; ritual disruption in a cursed mansion
- cinematic, scenario-driven with real-time chaos
Mechanics (from transcript analysis)
- dice-based combat with elder signs — attack and resolve using pools of black and green dice; elder signs can count as successes or special outcomes via items like the sinister book
- mythos/monster management — gates and Yog gates spawn enemies and force movement toward investigators; color out of space and other elders spawn with escalating effects
- scenario-based objectives — each scenario places different ritual disruption mechanics (e.g., blowing up spaces, collecting ingredients, triggering elder signs) to disrupt the ritual
- slaughter/bloodthirst progression — a track-based progression system for upgrading investigator abilities by defeating enemies and taking stress to improve dice/output
- tokenized resources and stacking risk — ingredients tokens (sulfur, charcoal, saltpeter) grant effects but trigger wounds/stress if accumulated; tokens are non-tradable
Video topics + discussion points
Quotes (from this video)
- Patience and persistence. Yes, sir. That's how you hunt.
- Yog is the biggest game there is.
- Move Wilbur Watley two spaces towards you. If he's not on the board, we summoned him at the starting space.
- Color out of space. If this deals any wounds, the defender loses two additional sanity.
- The semi-mythical home of Vlad the Impaler is everything you might expect from a Gothic castle.
- I'm a big game hunter and that's a big game.
- The Dunwich Horror. Move all Yog gate tokens one space towards me.
References (from this video)
- Tight, thematic dungeon-crawler feel with a compact playtime
- Replayability via scenarios and varying artifacts
- Learning curve and some players may want more depth
- horror, sanity, artifacts, and eldritch threats
- Lovecraftian investigators navigating rooms to stop Elder beings
- tactical puzzle with modular scenarios
- Eldritch Horror
- Mech vs Minions
Mechanics (from transcript analysis)
- Cooperative dungeon-crawl with modular scenarios — Scenario setup with artifacts, guards, and portals
- Dungeon Crawl — Scenario setup with artifacts, guards, and portals
- Insanity mechanic — Gaining insanity unlocks powers but increases risk
- Tactical puzzle with variability — Each game presents a different orchestration of events and objectives
Video topics + discussion points
Quotes (from this video)
- the moment there you are just deciding the path you're gonna go and you just have all this amazing stuff in front of you
- it's such a fun part of terraforming Mars
- this pacing of your hurting your cattle all the way through the path to Kansas City
- the order of actions is critical and you have to plan ahead
- it's the type of game that makes your brain mush in a good way
- it's a really accessible Cooperative game that I can play with just about anybody
References (from this video)
- Unique dynamic with hidden goals
- Great gaming experiences
- Lots of fun getting super powerful
- Thematic insanity mechanic
- Was higher on last year's list
- Complex with many moving parts
- Fighting Cthulhu and otherworldly beings
- Lovecraftian horror - cosmic entities
- Lovecraftian horror theme
Mechanics (from transcript analysis)
- boss battle — Fighting big boss monsters like Cthulhu or Hastur
- boss battler — Fighting big boss monsters like Cthulhu or Hastur
- Character Stats — Increasing player character stats throughout game
- Dice Chucker — Rolling lots of dice for combat
- Hidden Goals — Secret win conditions that might turn you against the group
- sanity system — Going insane to become more powerful but can flip win conditions
- Unique player powers — Increasing player character stats throughout game
Video topics + discussion points
Quotes (from this video)
- Azul is just a classic classic game
- I will always want to play this game it's a staple
- Racing is my favorite game mechanic
- I love watching everything kind of like waterfall off of each other
- Castles of Burgundy is incredible I love Castle's birdie
- I love this game so basically like the world is dying
- The best part about Black Angel the little robot guys
- Bet on yourself always always I don't even care if I lose the game believe in yourself
- Dice Throne is an incredible 1v1 battle Yahtzee game
- Wingspan I am almost always in a game of Wingspan on BGA
- This game is beautifully designed it just feels good when you play it
- I can't win and I am getting freaking sick of it
- It's always a great time when it hits the table
- Paint the Roses is a Cooperative deduction game
- I've fallen back in love with it
- Some of the best gaming experiences I've had is playing that game
- I really really love Flamme Rouge it is an excellent game
- I will fall in love with this game it's got the recipe for it to be like a top 10 game
References (from this video)
- Tense cooperative play with escalating threats
- Flavorful tokens and cards (bone tokens, Excalibur, stale baguette)
- Character traits enabling diverse play (Arcane Mastery, Brawling)
- Rules can be complex and occasionally confusing
- Luck variance with dice
- Heavy component tracking (tokens, bones, graves)
- Cosmic horror, cults, bone altar ritual
- Paris catacombs and occult ritual
- scenario-driven cooperative play with escalating threats
Mechanics (from transcript analysis)
- bone tokens and graves — bones can be collected and placed in graves; more bones in a grave increases difficulty
- dice pool combat — rolling dice to generate successes and effects
- Events — events that move monsters, spawn enemies, adjust board state
- Mythos cards — events that move monsters, spawn enemies, adjust board state
Video topics + discussion points
Quotes (from this video)
- Excalibur.
- Bag of Franks.
- The walls are closing in.
- Look at you. You're fast now.
- Kzia Mason is going to spawn on the farthest gate.
- Hastur is dead.
References (from this video)
- highly cinematic boss battles
- ever-expanding powers and monstrous foes
- great for groups who love Lovecraftian themes
- dice-heavy at times
- can be chaotic for new players
- cosmic horror, cults, tentacled horrors
- cooperative dungeon-crawl set in Lovecraftian mythos
- campaign-like episodic adventures with escalating threats
Mechanics (from transcript analysis)
- boss-style encounters — Epic confrontations with powerful antagonists and evolving challenges.
- cooperative play — Players work together to stop a cult and confront monstrous threats.
- dice-based combat and mitigation — Dice outcomes drive combat and event resolution.
Video topics + discussion points
Quotes (from this video)
- Arkham Horror is an insanely beloved game with a ton of available content
- not all of this is Halloween but some of it certainly feels similar to unsettled
- Final Girl is there for you which is probably more of my audience than I'd like to admit
- this is very Halloween the comma my book is all about the occult
References (from this video)
- strong thematic vibe
- engaging dice mechanics
- some players find luck-driven outcomes frequent
- eldritch horror with episodic scenarios
- Lovecraftian cosmic horror, investigators vs eldritch threats
- scenario-based, dice-driven combat
- Gloomhaven
- Ghost Stories
Mechanics (from transcript analysis)
- Cooperative Game — teams work together to thwart cultist rituals and monsters
- cooperative puzzle-solving — teams work together to thwart cultist rituals and monsters
- Dice-driven combat — player actions resolve with dice rolls influenced by character abilities
Video topics + discussion points
Quotes (from this video)
- easy one for me
- locking it in
- we're not big fans of the crew
- it's not close
- open-world sandboxy exploration
References (from this video)
- Cohesive storyline and strong thematic flavor
- Fun cooperative play with narrative moments
- Bone burial mechanic can be fiddly and frustrating
- Time pressure can force suboptimal decisions if players are slow
- cooperative horror investigation against a rising eldritch threat
- Cthulhu mythos; crypts, bones, altar; mythic horror venue
- story-driven with escalating threats
- Elder Sign
- Mansions of Madness
- Arkham Horror Card Game
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to survive and complete a bone-burying/altar objective before Cthulhu fully awakens.
- cooperative play — Players work together to survive and complete a bone-burying/altar objective before Cthulhu fully awakens.
- dice-based actions — Action outcomes hinge on dice results; some luck and risk management involved.
- story-driven objectives — Players uncover clues and execute tasks to progress the narrative toward victory or defeat.
Video topics + discussion points
Quotes (from this video)
- I really enjoyed this game. It was a ton of fun. Absolutely loved it.
- I don't understand mind management. If you really get it, please explain it to me.
- it's easy to learn, takes a lifetime to master
- This is one of those heavy euro that is a thick box; we learned and that was great.
- we absolutely lose. Cthulhu is immortal and it was the last possible round, but it created a fun story.
- I thought, this is good. This was a good experience.
- I would definitely play again after getting through the learning curve.
References (from this video)
- Super chaotic and fun
- Dice rolling mechanics are satisfying
- Insanity mechanic is creative
- Can roll huge amounts of damage
- Cosmic horror summoning
- Lovecraftian
- One-shot scenarios
- Mansions of Madness
Mechanics (from transcript analysis)
- Character progression — Character upgrades and insanity tracking
- Dice rolling — Heavy dice-based combat system
- Ritual completion — Players complete rituals to summon bosses
Video topics + discussion points
Quotes (from this video)
- it's one of our favorite games
- The Minis are scary because they fall apart
- it's really just super chaotic fun
- I love the theme it's beautiful this game
- man did I have a blast play in it
- probably the most creeped out I've ever been playing a game
- I love this game I love vampires though
- my favorite game of all time
- silly nonsensical fun
- super fun
References (from this video)
- Strong thematic flavor with a Lovecraftian feel
- High replayability due to multiple Elder configurations and scenarios
- Atmosphere and theme shine in play
- Ending can feel anticlimactic or luck-dependent
- Can be overwide in setup or fatigue if players are not into dice luck
- summoning an Elder One via sorcerers and manipulating dancers
- Lovecraftian mythos; investigators at a dance party while eldritch forces unfold
- scenario-based with high variability and modular Elder configurations
Mechanics (from transcript analysis)
- Cooperative Game — Players work together to stop the eldritch threat against a backdrop of shifting scenarios.
- cooperative play — Players work together to stop the eldritch threat against a backdrop of shifting scenarios.
- dice-driven actions and skill checks — Investigator actions are resolved with dice, introducing luck and mitigation elements.
- scenario-based play — Each Elder One configuration and scenario changes the flow and objectives.
Video topics + discussion points
Quotes (from this video)
- it's a completely different experience every single time depending on the combination that you have
- thematically you're at this dance party and there's all these tokens that are flipped face down
- we had such a funny moment where we had separated them they're out in the outside room we were right by them and then all of the Mythos card moved all 15 in the center and we were like no
- it wasn't a super exciting ending
- it's simultaneous play and there's no down time
- you can play with just about anybody
- the collector's edition adds to that
- the app is driving a lot of it
References (from this video)
- tight, thematic co-op experience
- punchy playtime around 90 minutes
- requires prep for scenarios
- rules can be dense for new players
- cooperative scenario-based exploration
- Lovecraftian cosmic horror adventures
- short, tight, thematic missions with escalating threats
- Arkham Horror: The Card Game
- Elder Sign
Mechanics (from transcript analysis)
- Combat: Dice — dice determine success thresholds for encounters
- Cooperative Game — players work together to achieve scenario goals against Lovecraftian threats
- cooperative play — players work together to achieve scenario goals against Lovecraftian threats
- Dice-driven combat — dice determine success thresholds for encounters
- Modular board — movement and encounters occur in a compact modular space
- room-to-room exploration — movement and encounters occur in a compact modular space
Video topics + discussion points
Quotes (from this video)
- it's a big lavish production
- absolute classic
- this game is a dopamine hit
- it's comfort food
- this goes to Earth
- the end experience is greater than the sum of its parts
- it's a game that nails the gateway/accessible space
References (from this video)
- high variability across scenarios
- tight, fast co-op sessions with a strong theme
- complex setup and rule density
- expansion content can escalate cost
- investigative scenario-driven dungeon crawl
- cosmic horror
- high-variance scenarios with escalating boss encounters
- Mansions of Madness
- Ghost Stories
Mechanics (from transcript analysis)
- boss battler — teams tackle a modular boss with unique abilities
- boss-focused co-op — teams tackle a modular boss with unique abilities
- scenario-based deck — each scenario provides a custom deck and monster/move rules
Video topics + discussion points
Quotes (from this video)
- the monuments are just beautiful looking
- the engine building ... pump up the points
- Welcome To The Moon adds a really interesting twist on it
- the simultaneous play which is a huge one honestly
- bag drawing from the bag push your luck
- every scenario has its own custom deck
- diagonal movement which feels like a game-changing change
- the production value I think is great
References (from this video)
- High-energy dice combat with satisfying chaos and big swings
- Cooperative play that rewards teamwork and planning
- Rich fan-made story mode that adds long-term campaign feel
- Lots of flavorful components and upgrade options that enhance immersion
- Rule complexity and occasional cadence gaps for new players
- Campaign can become punishing if players lose key investigators or fail labs
- Fan content and house rules may vary in balance and clarity
- Lovecraftian cosmic horror, occult rituals, investigative peril, and factional lab experiments.
- A haunted asylum/city environment where investigators uncover a ritual and confront an Elder One.
- Story-driven campaign with fan-made content that extends Season 1 into a multi-episode arc; in-video narration emphasizes modular narrative and episodic progression.
- Gloomhaven
- Arkham Horror: The Card Game
- Descent: Legends of the Dark
Mechanics (from transcript analysis)
- Character abilities and leveling — Investigators gain stat increases (e.g., Brawling, Swiftness, etc.) and special abilities; some upgrades modify dice pools or actions.
- Dice pool combat with rerolls — Players roll a pool of black and green dice, with rerolls spent using stress, and modifiers from items, labs, and abilities.
- end game bonuses — Advance Haster (Hter) through stages, triggering board-wide effects and yellow sign token accrual, which accelerates the final boss phase.
- End-of-turn effects and stage advancement — Advance Haster (Hter) through stages, triggering board-wide effects and yellow sign token accrual, which accelerates the final boss phase.
- Insanity track and triggers — Insanity rises on red symbols and tentacle results, unlocking special abilities and potential level-ups, while risking failure if thresholds are exceeded.
- Laboratory destruction and escalation — Destroying labs imposes wounds and lab-specific effects; labs also influence how ritual disruption is resolved.
- Mythos and Discovery decks — Mythos cards drive events and enemy spawns; Discovery cards grant tools or story-forwarding items discovered in rooms.
- Story mode and episodic progression — A fan-created 10-episode campaign (Season 1 Episode 1 content plus 4 extra missions) that provides overarching storytelling across sessions.
Video topics + discussion points
Quotes (from this video)
- I love chucking tons of dice and seeing what happens.
- This game is epically awesome.
- I'm a huge blinger; I love blinging out games.
- If in case you can't tell I'm a huge blinger I love blinging out games.
- I would put it in my top five of all time.
- I love this game like I said it's a top five of all time.
- this is so epically awesome
- it's so great okay now it's Ian's turn
- the rounds and the turn structure is quite easy
- the biggest thing is the negative effect did not happen