Rules Summary
In this game, each player represents a group of cultists trying to summon various beasties from the Cthulhu mythos of H P Lovecraft. The game centres around a play area made up of grid of 25 double-sided square star cards. Each star card shows one of 8 different celestial bodies on the front and back. The cards are repeated so you always know what is on the back of a particular card - e.g. the shooting star card will always have meteors on the back and vice versa. A summary card shows the possible combinations and also on the cards themselves the symbol on the reverse side is shown in the corners.
The 25 star cards are shuffled front and back and laid out in a grid before play. The deck of 75 beastie cards is shuffled.
Each player is dealt five beastie cards and then play begins:
In a turn, players may:
1. Discard a card to alter the playing field
2. Summon a beastie into their cult area
3. Discard one card out of their hand
Finally they must draw their hand back up to a total of 5 cards.
Play continues until one player manages to get 10 victory points worth of beasties in their cult area in front of them.
Beasties
There are several types of beastie in the game, split between 4 different pantheons of the Cthulhu mythos and some independent creatures. Beasties are worth different amounts of victory points based on how hard they are to summon - Independent creatures such as the Hounds of Tindalos are worth 0 victory points but are very easy to get into play, Great Old Ones (GOOs) are worth 4 victory points but are extremely difficult to get out.
Summoning a Beastie
Beasties can only be summoned if "The Stars are Right" and the constellation on their card can be found somewhere in the play area. For example, the Miri Nigri shown requires an L shape with a single star, a pair of stars and a shooting star. The dark empty space is wild and could be anything. This constellation pattern can appear in any orientation but may not be inverted.
Easier beasties sometimes require 2 or 4 separate constellations - these may be found anywhere on the board but both are required. For example the Hound of Tindalos requires two shining suns and two full moons be visible anywhere on the board, regardless of location.
The GOOs are the hardest to get out and require 5 symbols to be visible in a specific constellation pattern. Luckily there is some help available. Each GOO belongs to a specific pantheon according to the symbol on the top left of the card. If you already have beasties summoned in front of you that match this symbol, you may ignore certain parts of the constellation of the GOO according to the symbol on the top right of the minion. For example, the Miri Nigri above allows you to ignore the single star requirement of the matching Great Old One. Having multiple beasties that match different symbols for a specific GOO can bring down the requirements significantly.
This pantheon bonus only applies when summoning GOOs, and when used, you must discard the minions used for this bonus.
Because of these bonuses, you may end up ignoring a lot of the GOO's requirements. In this case, the "empty" squares may be off the playing board. For example if you had minions that matched the Hastur symbol as above, and could ignore the full moon and the empty moon symbols, the requirement is reduced to the constellation of three on the left (note the shaded blue space matches an empty space on the board). This constellation of three could then appear anywhere on the board, even if that would put the ignored moon symbols off the edge of the playing area. (There is a pictorial example in the rules)
Each player may summon the same GOO, but a single player may not have two GOO from the same pantheon at the same time.
Changing the Board
The first thing each player may do in their turn is to discard a beastie card in order to alter the board. In addition to other features, each card features a set of symbols along the left hand side which can be used to change the setup of the board.
"Swap"
allows you to switch any two adjacent (vertical or horizontal) star cards in the board.
"Nudge"
allows you to nudge an entire row or column by one card. The card that is nudged off the board appears in the same orientation at the start of the row, retaining the square playing field.
"Flip"
allows you to flip a single star card to expose its other side.
Some cards have multiple symbols on them, so if you discard that, you get to use all the features to alter the board.
In addition, many summoned beasties have powers along the bottom of the card. If you have that beastie in your cult area, you may use it to enhance the card discarded to alter the board. For example, a summoned Miri Nigri would allow you to swap a flip for two flips. This effect does not require you to discard the Miri Nigri, and it may be chained. For example, one of those two flips could be converted into a nudge using some other creature. The only limit is that each ability can only be used once (so you can't get infinite flips by chaining the Miri Nigri's ability to itself!)
This combo ability will allow you to change a lot of the board quickly and hopefully set you up to be able to summon a creature later in your turn.
Independent beasties (Unabhängiger)
The independent beasties are worth 0 points and aren't aligned to a particular pantheon, so don't give bonuses to GOOs. Their main use is in their special ability. This is written (in German) on the bottom of those cards, and is the only non-language independent part of the game. Luckily there are only a handful of these and they are easy to remember (thanks to HëllRÆZØR):
HëllRÆZØR wrote:
- Dhole: "Discard the Dhole to add a card of your choice from the draw or discard pile to your hand."
- Ghast: "At the end of your turn, replenish your hand to 6 cards."
- Ghoul: "At the end of your turn, discard up to 2 cards from your hand."
- Gug: "Discard the Gug to swap a 'Diener' from your 'Kultbereich' with one from another player."
- Tindaloo: "Discard Tindaloo to swap a 'Günstling' from your 'Kultbereich' with one from an opponent."
Winning the Game
The game ends when one player manages to get 10 points worth of beasties in front of them. Note that if you have 6 points and manage to summon a GOO, you will win even if you must discard some minions for the summoning bonus.
Review Bit
I picked this game up based on the theme, and managed to figure out the majority of the rules using my limited German skills and the great pictorial examples in the rules. We played several times over the course of Essen 2008 with two, three and four players, and again back home with four players.
The box lists the game as suitable for 2-4 and taking 45-60 minutes. From our experience this is about correct. The rules are fairly straightforward and simple to explain and new players will be up and going quickly.
The game length is highly variable based on the number of players - two player games move very quickly at about 30 minutes, and I would estimate that each additional player adds another 15 minutes.
The theme is tightly linked with the rules and the illustrations of the various Cthulhu beasties are excellent. The box cover especially is great, with the Great Old Ones ready for dinner with knives and forks above a group of worshipping cultists! The star cards are clear and well designed - it is easy to see what is needed and because the symbol from the reverse side of the card is also shown in the corners, it is clear how your moves will affect the board. A slight criticism is that new players are sometimes confused between the single star, the shining sun and the full moon, but this is quickly corrected.
The quality of the components are good, the cards are solid and of regular size, and the square star cards are made from thicker card which is easy to pick up (i.e. to flip). The box is sturdy although small (slightly bigger than the Amigo double-width card boxes). In fact for 5 minutes after your first play you will be struggling to figure out how to fit the components back into the box, which seems to morph and change in shape according to some non-euclidian geometry!
We've greatly enjoyed playing, but by all means this game won't appeal to some people. In particular, if you don't have great spacial awareness and pattern recognition skills, you will be in trouble. A lot of the game is spent trying to find constellations in the board and then figuring out the quickest way to change the board using the different transformations (flip, switch and nudge). It has definitely got the potential to cause extreme analysis paralysis (AP) so if you are prone to this I'd advise you to try the game first.
This leads on to my main criticism of the game which is that it is almost impossible to plan ahead by a turn, especially with 4 players. For complicated constellations like the Great Old Ones, your best laid plans can come crashing down if another player nudges some rows around during their turn. This can be very frustrating, but if you keep your eye out, sometimes people do you a favour by making one of your other cards easier to play.
Overall
This is a medium-light card game that has several strong strategic elements tempered by a dose of frustration from other players. It is thematic but accessible to those unfamiliar with the mythos, well presented and does not outstay its welcome. I'd rate it higher for two or three players than for four simply due to additional length and frustrations.
four tentacles out of five:




A perfect gift for the cultist in your family.
Ia, Ia! Cthulhu ftaghn! Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl ftaghn!
*edit* I strongly recommend you read the rest of this thread before playing. There are several rules clarifications that will save a few headaches (especially the tips on how to get it back in the box!
Last edited on 2008-11-06 15:59:09 CST (Total Number of Edits: 1)














































































