Game Info
Players
1-5
Age
14+
Playtime
90 min
Collection
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Description
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
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mix 1 ·
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Video IJa_hDlt6kE
The Discriminating Gamer Review at 0:15 sentiment: mixed
video_pk 37968 · mention_pk 114116
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- beautiful artwork and strong Lovecraftian theme
- uncommon deck-building integration with area control mechanics
- tension from hidden roles and asymmetric scoring, not a straightforward team game
- variety and thematic depth that feels distinct from other Cthulhu games
Cons
- rulebook can be unclear; core concepts not intuitive
- timing and scoring mechanics can feel opaque and require a learning curve
- not a game for everyone due to complexity and potentially long play time
Thematic elements
- Lovecraftian intrigue, cultism vs investigators, ritual and gatekeeping
- Eastern and Midwestern United States, with gates, mythos, and occult sites
- hidden factions with scoring focus, asymmetric information, tension through bluff and area control
Comparison games
- A Study in Emerald
- Cthulhu Death May Die
- Abraham Lincoln in Tentacles
Mechanics (from transcript analysis)
- Area Control — place influence cubes to claim assets or locations and influence cards and mythos events
- claim action — the act of claiming a card or asset requires majority presence; used as a pivotal early move
- Deck building — start with a personal deck; acquire new cards from locations and decks to power actions
- deck-building — start with a personal deck; acquire new cards from locations and decks to power actions
- gate opening/closing — open or close gates for points and access; requires strength to perform; can trigger scoring shifts
- gold/resource management — spend gold to travel and purchase cubes; manage resources to control board state
- hidden roles — allegiance cards determine scoring direction; no formal teams, but deltas in scoring reveal factions over time
- hidden roles / non-team scoring — allegiance cards determine scoring direction; no formal teams, but deltas in scoring reveal factions over time
- influence/area control — place influence cubes to claim assets or locations and influence cards and mythos events
- Resource management — spend gold to travel and purchase cubes; manage resources to control board state
- sanity tests — risk of insanity tokens during events or gates; a triple token draw can drastically affect game state
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This essentially is a remake of a Study in Emerald.
- I think this game really brings something new and unique to the Abraham Lincoln in Tentacles genre of games.
- I like the deck building aspect of this game... the game moves pretty quickly once you know what all the actions are.
- I really like the notion of the hidden roles... not playing a team game and it gradually becomes more obvious to you as the game goes by who is what.
- the rule book is kind of weak; core concepts could have been clearer.
References (from this video)
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