Don’t Mess with Cthulhu is a social deduction game with secret identities. Players are either Investigators trying to keep Cthulhu from waking and controlling the world, or Cultists that want to bring the world to a disturbing end.
The game takes place over four rounds. The Investigators must uncover all the Elder Signs to win; the Cultists win when Cthulhu is revealed or if the game ends before all the Elder Signs are discovered.
Before each round players receive a number of Investigation cards, which they look at but then shuffle and put in front of themselves so they know what cards they have, but they don't know which card is which. Each round has a number of actions equal to the number of players in the game. Players take actions to reveal Investigation cards, and gather all unrevealed cards are shuffled an redistributed evenly among the players.
Reveal Cthulhu, and the Cultists win instantly. Reveal all the Elder Signs, and the Investigators win. If you want to play multiple rounds (it's highly recommended), the losers in each game get Insanity tokens. Get three tokens, and the night is over with the winner(s) being those most sane.
Kickstarter version notes:
Kickstarter Edition has the following bonuses, unavailable in the retail version:
#1 - 10 player aupport. All the components needed to play with up to 10 people at the same time.
#2 - 3 x Necronomicon Investigation cards. Now the Investigators not only have to discover all the Elder Signs in time to prevent Cthulhu from rising, they must also discover the ancient tomes called Necronomicon. But the Necronomicon are dangerous to the uninitiated and cannot be revealed until at least one Elder Sign has been discovered.
These promo cards add more information into the game, helping the Investigators in their quest. However the Necronomicon also give the Cultists another win condition - making the strategies more complex and the discussion even more lively.
#3 - 6 x "Objects of Power" cards. These special cards have a variety of different uses, and provide more direct and indirect information in the game (as well as a touch of light-hearted fun). Objects of Power give the game more replay value, more strategy and more variability without adding complexity.
Timebomb Themed edition
In TimeBomb, you are playing either a terrorist trying to make a bomb blow up, or a SWAT team member trying to defuse it.
Each player receives a card at the beginning of the game that indicates his role and keep it secret until the end of the game. Then, at each of the game's 4 rounds, each player receives 5 cards that he shuffles after having a quick look at them and place them face down in front of him. Among all of the player's cards, a number of "SUCCESS" cards, one "BOOM" card and the rest being "SAFE" card.
The active player then chooses another's player card and reveals it, that player then becoming the new active player. After N cards have been revealed (N being the number of players), all cards are shuffled again and distributed equally to the players for a new round. If at any time the "BOOM" card is revealed, the terrorist's team wins. If all "SUCCESS" cards are revealed before that happens, then the SWAT team members win.
Will you be able to convince the other player to reveal your own cards among them a SUCCESS is hidden ? Or are you just trying to cheat the SWAT team members into revealing your own cards because the BOOM card is among them ? Only a game of TimeBomb will say.
- Strong theme integration
- Engaging bluffing and deduction
- Rule complexity can be intimidating
- Mystery, deception, cults
- Cosmic horror investigation
- Narrative deduction with bluffing
- Garden Guests
- Robo Rally
Mechanics (from transcript analysis)
- bluffing — Players bluff to mislead others about identity.
- deduction — Investigators deduce who is the cultist and stop the ritual.
Video topics + discussion points
Quotes (from this video)
- Everybody lies.
- Don't trust nobody.
- We love doing the streams but keep on coming back.
- It's a beautiful game.
- Paint the minis.
- The robots are cute.
References (from this video)
- fast-paced social deduction with lively interaction
- strong player banter and audience engagement
- immersive Lovecraftian humor and theme
- variant options (Necronomicon) add strategic depth
- rules can be complex for first-time players
- chaos can arise with larger player counts
- round length varies and can feel long if players stall
- paranoia, deception, blind trust
- Lovecraftian investigators vs cultists in a modern urban setting
- social deduction with hidden roles and bluffing
- Sheriff of Nottingham
Mechanics (from transcript analysis)
- bluffing and social manipulation — Players bluff about their hand to mislead others about alliances.
- card drafting/reveal — In each round, players pass and reveal investigation cards to influence what others see.
- collective win condition with Elder Signs — Investigators win by revealing six Elder Sign cards; cultists win by revealing the Cthulhu card.
- hidden roles — Players are secretly aligned to good investigators or evil cultists.
- madness tokens — Losing team accrues madness tokens; game ends when a threshold is reached.
- torch mechanic — A torch token passes among players to trigger discussion and card reveals.
Video topics + discussion points
Quotes (from this video)
- Don't Mess with Cthulhu
- We're playing Don't Mess with Cthulhu
- There will be four goodies, there will be two bad guys
- The elder sign cards, once they found the sixth one the investigators win
- It's one in four chance
- Cultists win when Cthulhu is uncovered
References (from this video)
- treacherous fun
- engaging player interaction
- can be intimidating for new players
- deception and bluffing
- Lovecraftian mythos
- social deduction
- The Resistance
- Avalon
Mechanics (from transcript analysis)
- hidden roles — secret identities and loyalties
- social deduction — players deduce who is lying or bluffing
Video topics + discussion points
Quotes (from this video)
- I love the way you guys build community
- the addiction is real
- we want to build community and support local shops
- this is their newest one
- Life in Terra is a very fun gateway game for the whole family
- we're going to do the same thing at BGG Fall
References (from this video)
- strong storytelling and deduction
- no player elimination
- great interaction
- can be hit-or-miss for non-social deduction players
- deduction and storytelling with elder signs
- Lovecraftian mythos; cultists
- narrative deduction with social interaction
- Don't Mess With Cthulhu (Indie Cards & Boards)
Mechanics (from transcript analysis)
- hidden roles / deduction — players may claim cultist status; elder signs end the game; parodox mechanic used
- paradox resolution — paradox ends rounds early, altering scoring
Video topics + discussion points
Quotes (from this video)
- The planning phase is the shining part of the entire game.
- This is one of the most unique trick taking games I've ever seen.
- It's a paradox.
- Fast playing two-player game.
- Wingspan is a great engine-building game.
References (from this video)
- strong social deduction flavor
- structured enough to avoid too much confusion
- depends on group comfort with suspicion
- investigators vs cultists with eldritch signs
- social deduction table night
- investigation-driven suspicion with explicit roles
Mechanics (from transcript analysis)
- social deduction — players assume roles (investigators or cultists) and deduce/advance goals through cards
Video topics + discussion points
Quotes (from this video)
- I tried to stay away from games that I thought might make people feel stupid
- This is quite the intro, is I own all of these games myself
- It's high energy. It can play up to nine people
- It's real-time dexterity
- It's a great way to work together with your family