Cthulhu: Death May Die - Review (unboxing and reboxing)

Daniel (@dungeondive) places Cthulhu: Death May Die at the opposite end of the Mythos spectrum from Call of Cthulhu. This is not cosmic dread — this is the Wild Bunch versus the Elder Gods. A burly band of investigators kicks down cultist doors, shotguns minions in the face, and actively wants the ritual to resolve so the Great Old One manifests in a beatable form. If that idea delights you, this is an essential purchase. If it offends you, stay clear.

He bought the base game, Season 2, and the Yog-Sothoth elder box at retail (~$150 total) and considers it a complete experience. What he most admires is presentation — CMON’s insert lets you set up a scenario and then close the box for the entire game. Investigators level skills off a sanity track, insanity cards add flavour with upsides and downsides, and scenario-boss combinations generate huge variety. Scenarios are the X-Files of the system: episode-of-the-week stories with unique mechanics (dancing cultists in a ballroom, artefact heists through a museum).

A frequent comparison to Mansions of Madness misses, he argues. This is dice-chucking action; MoM is atmospheric investigation. Both can coexist in a collection.


Is Death May Die best understood as a Mythos dungeon crawl, or a standalone action-horror romp that happens to share the pantheon?