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Cthulhu: Rise of the Cults» Forums » Rules

Subject: PLAYING THE GAME - AN OVERVIEW rss

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RedImp Games
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A standard game lasts 6 rounds. However, the players may decide unanimously before the game that they wish to play more rounds. Each round (except for the first and last round) comprises of the same 5 phases.

1. City Phase - Players reveal the top card of the City Deck and resolve its effect.
NOTE: The City Phase is skipped in the first round of the game.

2. Cult Phase - Comprises of 2 actions resolved in the following order:
b) Mobilization - Each player draws 6 cards from their Cult Deck.
a)Recruitment - All players, in order, roll 5 Recruitment Dice and collect Cultist tokens based on the die rolled.

3. Planning Phase - The First Cultist places one of their Plan markers on the designated spot in any district. Then the other players, in a clockwise order, do the same. Players continue placing their Plans in order until each player has placed all four of their Plan markers on the board.

4. Action Phase - This phase is divided into turns in which the cults’ Plans are executed. Starting with the First Cultist, players remove one of their Plan markers lying on top of any stack and decide whether to execute the Plan or forfeit it.

5. Hiding Phase - Players discard all the Cult Cards they have in their hands and also discard down to 5 Cultist tokens they have behind their screens. At the end of this phase, pass the First Cultist marker to the player on the left and advance the Round Marker on the Round Track by 1.
NOTE: The Hiding Phase is skipped in the last round of the game.
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Walts
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Mmmmmmm, not liking the lack of being able to control one's own destiny.

Drawing all Cult Deck cards (rolling random Rec Dice) then discarding those
cards at the end of the Round doesn't give any means of building long
term strategy?

Holding one or two cards, or freezing Rec Dice would add an element of
some control ... Walts
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RedImp Games
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@Walts
about card - deck-building

2. Cult Phase

a)Mobilization
All players simultaneously draw 6 cards from their Cult Decks. If any player has drawn one or more Disorganization cards they need to discard them immediately. Hand size is common knowledge. This means the other cults can see you have fewer cards, and hence less options, to play this round.

REMEMBER! When your Cult Deck runs out of cards and you need to draw a card, re-shuffle your discard pile into a new Cult Deck.

Card’s special ability: If a player has drawn any cards with the keyword “Mobilization”, they may use that ability now. If the player decides to use it they reveal the card, read aloud the text of the ability, and then resolve it. Unless the ability states otherwise, the card is not discarded.

b)Recruitment
Starting with the First Cultist, players roll all 5 Recruitment Dice. If a player is not satisfied with the roll, they may re-roll any of the dice twice, keeping any new rolls they wish. Then the player takes from the common pool the Cultist tokens with the exact same icons they have rolled. Those tokens are placed behind the player’s screen, so that other players cannot see them. Then the other players, in clockwise order, do the same.

Tip: Take notice what Cultist tokens your opponents receive! It may help you plan your actions more efficiently.

Card’s special ability: If a player has any cards with the keyword “Recruitment”, they may use that ability now. If the player decides to use it they reveal the card, read aloud the text of the ability and then resolve it. Unless the ability states otherwise, the card is not discarded.
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John Aronis
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Gorlab wrote:
Mmmmmmm, not liking the lack of being able to control one's own destiny.

Drawing all Cult Deck cards (rolling random Rec Dice) then discarding those
cards at the end of the Round doesn't give any means of building long
term strategy?

Holding one or two cards, or freezing Rec Dice would add an element of
some control ... Walts


I agree. Especially as the dice seem to have blank faces. I can see players having pretty frustrating turns with bad luck which may be hard to pull back with only 6 rounds. Would be interested in hearing what long term tactics you have besides saving cult tokens and what ways there are to mitigate fluff roles (say rolling 3 blanks on turn 1).

Also the KS page gives no explanation about how to play unless you want to watch a 30 minutes video or read a pretty confusing rulebook (confusing as there are no componets or board as a reference).
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Delith Malistar
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Yeah, well, you know, that's just, like, your opinion, man.
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With two rerolls available, getting 3 blanks on 5 dice would seem to be statistically improbable.
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Walts
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Malistar22 wrote:
With two rerolls available, getting 3 blanks on 5 dice would seem to be statistically improbable.

Yeah, that's true, but ur still in the realms of "randomness." Of course, we
all know how the GOO's like to mock us when we throw those dice!!!


Listed as deck-building, you can only do this during your turn, rather than
keep cards from round2round. I would like to see players being able to have
some sort of control of their destiny by being able to save cards for future
rounds so they can build a deck they know they can strike with next round?

Walts

PS: I have backed this game!
 
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Jason Brown
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Alexandria
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Thanks for the overview, how does the solo game differ?
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John Aronis
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I guess it is just preference after playing TEG in that I would like no blank faces.

How about making that last blank face a side that lets you trade in one cultist for another colour, or that let's you keep a card for next round.
 
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Andreas Linke
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some interesting ideas with the dice!

as this game has some similarities to Blood rage regarding the battle mechanics I have been thinking for the last days whether to expect the same level of interaction here. Blood rage has at least 21 battles in the three ages, what makes it so great in interactivity. in cthulhu what is to be expected? maybe each district one dominance confrontation in rounds 2-6, that would be 20 fights in total? "invading" with new rituals is quite expensive here, and you need the cult sites too. I don't know whether you really can initiate so many confrontations.

I like the additional tactical element of placing the plan markers.


what is your opinion regarding interactivity of this game?
 
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