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Snooze Fest
United States
North Carolina
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We love our pups!! Misu, RIP 28 Nov 2010. Tikka, RIP 11 Aug 2011.

- A decent little game, sort of an old dungeon crawl.
- It's apparently the same rules as Monster Mash, but rethemed and with 4 more characters so the sets can be combined.
- Cool ideas: player to left controls monsters, interesting weapons, spells and items.
- Plays quickly once you've learned the system, although the first game will be a bit slow.
- Playable with 1-4, but the solo game is pretty easy since spawning only happens on the current player's tile -- need more players to get more monsters out. Most monsters only require 1 hit to kill.
- Too easy? The stronger monsters don't come out much (lower likelihood for generator to successfully spawn). But that's easily adjustable by bringing more generators out, giving monsters more HP, increasing likelihood, etc.
- Having more variety in monsters would be nice, too. Of course, you could buy and add Monster Mash....
- Just OK production. The board tiles are decently sturdy and well-illustrated, but once tokens are on the board it's sometimes difficult seeing where the thin blue and green lines are! The rest of the bits are mostly one-sided somewhat thin chits; I'd rather have sturdy, double-sided tokens I can draw out of a bag.
- Game play is a bit repetitive, with a lot of die-rolling. But the game plays quickly enough so it's probably not a big problem, especially if you like the theme.



- Players each take one of the 4 characters. Shuffle the powerups (which each give you 1 to various characteristics) into a face down pile. Characters may start with certain items/spells, which are fished out from supply. Take the appropriate number of health/mentality (red/blue) markers.
- The board is made up of a random selection of face down 6x6 tiles arranged in a block, plus each character's starting tile set face up connected to the block.
- The generator tiles, item tiles, and spell tiles are shuffled into separated face down piles.
- Players start the game on their start tiles if playing individually; if playing the cooperative rules, all start on one of the tiles (appearing on the tile in turn order).
- Place generators on all face up tiles as if they were New Tiles (below).

Turn Sequence
1. Spawn monsters on current player's tile
2. Player actions
3. Monsters on current player's tile move/attack THAT player.
All monster actions (#1 and #3) are conducted by the player to your left.

1. Spawning
- Each generator has a range: 1, 1-2, 1-3 or 1-4. It spawns a monster if you roll in that range on a d6.
- The new monster is placed in a legal adjacent space (cannot cross solid or blue dashed lines, which represent walls or half-walls?, or place monster in red-bordered space (hazard space). Also, may not stack monsters (I think).

2. Player Actions
- Move: up to your character's move allowance. Move Points are also used to pick up (and use?) items. If you move through a gate to a new tile, your movement ends. If moving to an already revealed tile, any generators there spawn.
- Attack: melee (the 4 orthogonally adjacent spaces) or ranged (if you have a ranged weapon, and have line of sight to any not-orthogonally-adjacent space). Must roll on die indicated on your character sheet; hit by rolling equal to or higher than target defense. Usually inflict 1 damage.
- Push/Grapple: use the appropriate die according to your character. Can push targets through gates or into hazard spaces, for example.
- Read: for spell book items, once/item/game. Take random spell(s) from supply -- associated with that item for the rest of the game.
- Cast Spell: also spend 1 mentality.
- Operate Machinery: some spaces (green-dash border) can be used to do stuff; roll the die indicated on your character sheet.

Move: New Tile Revealed
- Player revealing decides on orientation.
- The # n of gates on the tile determines the number of generators placed: random from 1-n (roll d6 or d8 as appropriate). The location is determined randomly (2d6 for x,y coordinates) - reroll till legally placed (no hazard or occupied spaces, not surrounded by blue or dash-blue border).
- Each generator Spawns as above.

Attack: Destroying Generators
- When you destroy a generator, keep it in front of you
- Place random # of items there, according to the spawn range (e.g., 1-4 --> 1-4 items; roll d4). Requires a move point to pick up an item.
- You may turn in n generators (# specific for each character, shown on card) to get one of your power ups = permanent improvements to your character.

3. Monsters Move/Attack
- May only target current player.
- Controlled by player to left.
- #actions, speed, attack type and dice as indicated on token. Most have special abilities (e.g., fly = ignore obstacles during movement, attach = cause 1 wound/turn till target push/grapples monster away).
- Attacks usually inflict 1 wound.

- Cooperative Game: destroy all monsters and gates. Players start on 1 of the starting tiles. The enter the board on their own turn through one of the gates (so spawning happens each turn).
- Death Match: kill the others! If you're killed by a player, you're eliminated. If killed differently, respawn at your starting location at start of next turn.
- Solo: same as Cooperative, but just 1 player!
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