Cthulhu: Death May Die

Rating: 4 / 5

Box cover of Cthulhu: Death May Die, showing an armed investigator confronting a towering cosmic horror

Lovecraft would have hated this game and I mean that as a genuine compliment. His whole thing was slow dawning dread and the wrongness of things too vast to comprehend, and this game’s answer to that is handing your investigator a Tommy gun and letting you empty two magazines into a shambling cultist while your sanity track ticks down and your character card physically flips over to a stronger, madder version of themselves. It should not work as well as it does.

The insanity mechanic is the actual design here, more than the monster-mashing on top of it. The crazier you get, the more powerful your abilities become, so there’s this real tension between playing safe and staying sane versus pushing yourself toward genuinely useful mutations that also inch you closer to losing the character entirely. It’s the best translation of “cosmic horror corrupts you” I’ve seen in a game that otherwise plays like an action movie.

I’ll say the tiles are undersized for how many minis end up clustered on them by the mid game, groups of cultists jammed shoulder to shoulder in a way that looks messier than it needs to. The insert, though, credit where due, is genuinely one of the more functional ones I’ve unboxed, everything has a slot and it goes back together fast, which after Twilight Imperium’s box of chaos felt like being personally thanked by the designers.

Downtime is low, turns move fast, and it scales fine from two up through the higher counts, though it’s most tense with a smaller group where every death actually stings. Not the deepest game on my shelf and it knows it, this is a beer-and-pretzels monster brawl wearing a mythos coat, but it’s a genuinely great one, and I’ll take “never boring” over “prestigious” most weeknights.

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