Table feel
Moderate interaction
Cthulhu Tales is a storytelling card game for people who enjoy the weird tales of the Cthulhu Mythos, love games and have a sense of humour with a touch of darkness to it... Incarcerated in a sanatorium, you must convince the staff that you are sane by telling the story of the te...
Players
2-5
Time
20-60
Age
15+
Weight
1.33
Rating
5.97
Should this hit the table?
Moderate interaction
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate interaction
Cthulhu Tales has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, with room for players to improve their strategy over time. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. Although it may take some time to learn, the depth it offers makes it worth the effort.
Cthulhu Tales has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Cthulhu Tales is a storytelling card game for people who enjoy the weird tales of the Cthulhu Mythos, love games and have a sense of humour with a touch of darkness to it... Incarcerated in a sanatorium, you must convince the staff that you are sane by telling the story of the terrifying events that led you there. The other players try to disrupt your tale to make themselves look more sane in comparison, and the success of your tale determines which misguided therapies and medication are administered by the terrifying medical staff. These treatments are the way the game is scored, the player ending with the least amount of treatment is the winner, and is free to go. Each player is trying to persuade the sanatorium staff that they are sane and can be released. As well as giving a convincing account of their own story, players can improve their chances of being freed by casting doubt on the other players’ tales – making themselves seem sane by comparison.
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