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Don't Mess with Cthulhu box art

Don't Mess with Cthulhu

Game ID: GID0099639
Game Info
Year
2014
Collection
Rating
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Description

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.

Description

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.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment: pos 9 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–10 of 10
Video bMeLt-aSH14 People University Discussion at 19:03 sentiment: positive
video_pk 67357 · mention_pk 163446
People University - Don't Mess with Cthulhu video thumbnail
Click to watch at 19:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • quick to play
  • low barrier for entry
  • compact and approachable
Cons
none
Thematic elements
  • hidden roles; good vs evil; eldritch influence
  • Lovecraftian horror; elder signs and cosmic mystery
  • tile-based setup with thematic elements
Comparison games
  • Avalon
  • Two Rooms and a Boom
Mechanics (from transcript analysis)
  • hidden roles — players receive tiles/roles; good vs evil dynamics; elder signs as a key objective
  • hidden roles with good vs evil and eldritch elements — players receive tiles/roles; good vs evil dynamics; elder signs as a key objective
  • tile-based play — uses tiles to guide play and outcomes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's the perfect introduction to social deduction games
  • it's not very heavy you can get a large group of people together
  • Avalon is the archetype of a social deduction game
  • Blood On the Clock Tower... the biggest social deduction game ever in history
  • Avalon is the game that I keep coming back to no matter how many times I've played it
References (from this video)
No references stored for this video.
Video fXI5af_dF6A Discussion at 1:46 sentiment: positive
video_pk 66706 · mention_pk 162502
Don't Mess with Cthulhu video thumbnail
Click to watch at 1:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • A lot of fun right off the bat.
  • Intrigue starts with the first turn.
Cons
none
Thematic elements
  • Social deduction about guessing each other's secret identities; Investigators trying to keep Cthulhu from awakening or cultists who want to trigger a Cthulhu-powered Armageddon.
Comparison games
  • Excalibur
  • Time Bomb
  • Temple of Secrets
Mechanics (from transcript analysis)
  • Card revealing — Players have secret cards laid out in front of them which are slowly revealed.
  • hidden roles — Players are either investigators or cultists.
  • social deduction — Guessing each other's secret identities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, come along as we combine the latest hotness along with some cool recommendations.
  • Part of Excalibur's charm is how simply and immediately everyone has a reason not to trust anyone else, which means that the bluffing and the accusations and downright deviousness can start right away.
  • This sets up and streamlines the chaos getting players right into the action making this game a lot of fun right off the bat.
  • Bringing a group of friends together to immediately sow distrust among them.
  • So, for being a whimsical-looking light card game, Quibbles still has a tense and meaningful decision space.
  • Past decisions you've made will come back to haunt you.
References (from this video)
No references stored for this video.
Video oWj7A6oNt4A Analysis at 41:30 sentiment: positive
video_pk 66428 · mention_pk 161784
Don't Mess with Cthulhu video thumbnail
Click to watch at 41:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fun to play
  • Players lie to each other
  • Good for lying your butt off
Cons
  • Expansion needed for more than six players
Thematic elements
  • Investigating cultists to prevent Cthulhu from waking
Comparison games
none
Mechanics (from transcript analysis)
  • bluffing — Players lie to each other about their roles and intentions.
  • Secret Identities — Players have hidden roles as either investigators or cultists.
  • set collection — Investigators win by revealing all the elder signs.
  • social deduction — Players are either investigators trying to prevent Cthulhu from waking or cultists wanting to awaken him.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • America is attacking its citizens. It is taking rights away.
  • First they came for the Jews. First they came for the Jews and I did not speak out because I was not a Jew.
  • I'm Stara. I'm Mick. And we are Face Games. Boom.
  • The movie is a good watch. Be careful for the white washing white savior angle.
  • Borealis is a fun game. It's kind of work of placement with a little bit of tableau building and also some set collection that you know all mixed in that makes a lot of fun that I like.
  • Blood on the Clock Tower is a bluffing game with with players on opposite teams of good and evil overseen by a storyteller player who conducts the action and makes crucial decisions.
  • Don't Mess with Cthulhu is a social deduction game with secret identities.
  • Night of the Ninja is a fast-paced game of deadly secrets. Midnight Assassins.
  • Salem 1692 is a good one.
  • Secret identity is basically you get a key card that tells you what your identity is.
  • Werewolf is another one that people love to play.
  • Got Five is a game of logic and deduction in which players try to uncover the five hidden numbers placed on their stand.
  • Subjective is not about what you know. It's about who will give you the best clues and how well you know your fellow players.
  • Mothers have to deduce so much.
  • The thing is I think it depends on the group you're playing with. And I think the group can sometimes turn deduction games into social deduction.
References (from this video)
No references stored for this video.
Video 7IxVe7snZDQ Watch It Played Interview at 7:00 sentiment: positive
video_pk 64812 · mention_pk 158340
Watch It Played - Don't Mess with Cthulhu video thumbnail
Click to watch at 7:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • great game for conventions
  • reason to distrust people immediately
  • brilliant one
Cons
  • cultists are traitors
Thematic elements
  • Finding Elder Signs
Comparison games
none
Mechanics (from transcript analysis)
  • bluffing — some of those people are lying
  • deduction — you're trying to find these Elder signs in front of you and you get to say you choose this one is this an elder sign
  • hidden roles — some of those people are lying because they're cultists they're traitors
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • High Society is a fantastic card game if you're trying to collect the different cards that get you points something multiplier points however some of them have your points or some of them are negative points
  • all of a sudden everyone is not bidding to take the card everyone's bidding not to take the card I love those twists in games
  • Cursed Court is just marvelous
  • it's quick like fun fast but one of the best kind of like bidding deduction games almost in a way a lot of bluffing that goes on
  • I'm not the biggest lover of mean games with the caveat being if it's a small light fun fast game then yeah mean is fine because the experience is short but if it's a long big game I struggle with like a big long Euro game that's mean
  • the biggest way to deal with mean board games for me is the expectation going in
  • hey just so you know this is a really mean game and I want you to play as mean as possible and I'll do the same because that sets up the expectation for the evening
References (from this video)
No references stored for this video.
Video JATZyPsIqPg Game Night Picks - Pair Of Dice Paradise Discussion at 2:44 sentiment: mixed
video_pk 42254 · mention_pk 128184
Game Night Picks - Pair Of Dice Paradise - Don't Mess with Cthulhu video thumbnail
Click to watch at 2:44 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Encourages lively conversation and social interaction
  • Creates memorable group experiences at conventions or gatherings
Cons
  • Risk of pressuring players to participate in a game they dislike
  • Can lead to discomfort if the group persists despite reluctance
Thematic elements
  • Social deduction and bluffing within a mythos-driven setting
  • Modern-day social gatherings with Lovecraftian horror undertones
  • Lighthearted banter mixed with tense social interaction
Comparison games
  • Strike
  • Detective
Mechanics (from transcript analysis)
  • social deduction — Players infer others' intentions or roles through conversation and bluffing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I realized I have been a victim of doing this very thing.
  • I would make anybody play Strike as well but that's not the that's not that's not.
  • Don't Mess With Cthulu... the little card game social deduction game.
  • you keep hoping that some times you feel like people are missing out on something that they may like.
  • I try when that happens to me... I try to give it my all for the remainder of the game but that can be very difficult.
References (from this video)
No references stored for this video.
Video jOKHoobjhMs Our Family Plays Games Top List at 32:10 sentiment: positive
video_pk 10389 · mention_pk 30615
Our Family Plays Games - Don't Mess with Cthulhu video thumbnail
Click to watch at 32:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong theme integration
  • Engaging bluffing and deduction
Cons
  • Rule complexity can be intimidating
Thematic elements
  • Mystery, deception, cults
  • Cosmic horror investigation
  • Narrative deduction with bluffing
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video jgT7Z-Skhpw No Rolls Barred Playthrough at 0:53 sentiment: positive
video_pk 7275 · mention_pk 21513
No Rolls Barred - Don't Mess with Cthulhu video thumbnail
Click to watch at 0:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fast-paced social deduction with lively interaction
  • strong player banter and audience engagement
  • immersive Lovecraftian humor and theme
  • variant options (Necronomicon) add strategic depth
Cons
  • 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
Thematic elements
  • paranoia, deception, blind trust
  • Lovecraftian investigators vs cultists in a modern urban setting
  • social deduction with hidden roles and bluffing
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video EFFWaRJ1_QM Our Family Plays Games Discussion at 23:33 sentiment: positive
video_pk 7235 · mention_pk 21418
Our Family Plays Games - Don't Mess with Cthulhu video thumbnail
Click to watch at 23:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • treacherous fun
  • engaging player interaction
Cons
  • can be intimidating for new players
Thematic elements
  • deception and bluffing
  • Lovecraftian mythos
  • social deduction
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video 4bBj2_Mm1p0 Rolling Dice & Taking Names Discussion at 0:00 sentiment: positive
video_pk 5911 · mention_pk 17518
Rolling Dice & Taking Names - Don't Mess with Cthulhu video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong storytelling and deduction
  • no player elimination
  • great interaction
Cons
  • can be hit-or-miss for non-social deduction players
Thematic elements
  • deduction and storytelling with elder signs
  • Lovecraftian mythos; cultists
  • narrative deduction with social interaction
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video 7PnXAsEoG64 Paula Deming Top List at 5:15 sentiment: positive
video_pk 1084 · mention_pk 3118
Paula Deming - Don't Mess with Cthulhu video thumbnail
Click to watch at 5:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong social deduction flavor
  • structured enough to avoid too much confusion
Cons
  • depends on group comfort with suspicion
Thematic elements
  • investigators vs cultists with eldritch signs
  • social deduction table night
  • investigation-driven suspicion with explicit roles
Comparison games
none
Mechanics (from transcript analysis)
  • social deduction — players assume roles (investigators or cultists) and deduce/advance goals through cards
Video topics + discussion points
No key topics recorded for this video.
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
References (from this video)
No references stored for this video.
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