11-20-2010, 10:05 AM | #1 |
Join Date: Feb 2009
Location: in the cleverless room
|
Cthulu dice - if you ain't got nothing good to say...
Ok, sorry to say, none of my friends seem to like Cthulu dice. The same from 2 different groups of friends.
As for myself, having dished out the dough for it, I have not yet given up on it. - Us simple minded folks believe the game would go a lot smoother if the response shake was eliminated. Whose turn is it next? Oh, yeah. - And before anyone is able to memorize what the symbols mean, the game is already over. Maybe just start out with 5 sanity tokens rather than only 3? One possible solution I have thought of was to purchase..! a 2nd die of another color scheme and designate one of them as the Curser's die and the other as the response die. -- or..., I guess we could use that zombie/cthulu promo coin as the current player's place marker
__________________
New World Order the soundtrack, the book 'WorldOrders Old&New' by Noam Chomsky, the movie Charlie Wilson's War w/review by Chalmers Johnson @Tom Dispatch |
11-20-2010, 07:29 PM | #2 | |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
|
Re: Cthulu dice - if you ain't got nothing good to say...
Quote:
__________________
Andrew Hackard, Munchkin Line Editor If you have a question that isn't getting answered, we have a thread for that. Let people like what they like. Don't be a gamer hater. #PlayMunchkin on social media: Twitter || Facebook || Instagram || YouTube Follow us on Kickstarter: Steve Jackson Games and Warehouse 23 |
|
11-21-2010, 11:43 AM | #3 |
Join Date: Feb 2009
Location: in the cleverless room
|
Re: Cthulu dice - if you ain't got nothing good to say...
Since most of the games I play with people on this one is with 3 people,
I think we shall play with 5 sanity tokens each from now on. It is way too short of a game otherwise, imo.
__________________
New World Order the soundtrack, the book 'WorldOrders Old&New' by Noam Chomsky, the movie Charlie Wilson's War w/review by Chalmers Johnson @Tom Dispatch |
11-21-2010, 12:54 PM | #4 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: Cthulu dice - if you ain't got nothing good to say...
Okay, but you know it's supposed to be a short game, right? Like, there's no real meaning in saying, "I won a game of CD!" If you want to treat it as a full game instead of filler, you should run several games of CD. Winning a game = 1 point. Winner is the person with the most points after an <insert time frame here> of playing.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
11-21-2010, 09:10 PM | #5 | |
Moderator Emeritus
Join Date: Aug 2004
Location: Salem, OR.
|
Re: Cthulu dice - if you ain't got nothing good to say...
Quote:
Also, it really is, I think, a killing time game. I have 20 minutes between this game and this game at a convention, I pull out the dice and play... Oh, by the way, the Cthulhu Dice bag will only hold about a dozen of the dice and the tokens and rules sets... Pat
__________________
Salem Midnight Crew / MIB 1987 Or the Wrong MIB. Salem Cell leader, for the clueless in Oregon. Ahhhh... I see the Screw-Up Fairy has visited us again. Closed Captioned for the Humor Impaired |
|
11-22-2010, 04:50 PM | #6 |
Join Date: Jul 2008
Location: Salt Lake City
|
Re: Cthulu dice - if you ain't got nothing good to say...
If someone wins you are playing the game wrong anyhow! Cthulu wins by default regardless. Anyhow.... I like having the dice to play in other Cthulu games using rule variations. Especialy in RPGs.
__________________
I am a Level 1 Human with no Class. |
11-27-2010, 04:25 PM | #7 |
Join Date: Dec 2009
Location: Vancouver BC Canada
|
Re: Cthulu dice - if you ain't got nothing good to say...
One option to simplify the game and keep "Who's turn?" confusion down is simple. No response rolls, and no going around the table for turns.
Caster targets and rolls. Apply effects. Now it's the target's turn. Repeat. It's easy to track turns, and balances out. You might say some people don't get as many turns, but they're also not being attacked as often. Someone who never gets a turn will most likely win, because they could only have lost sanity to Cthulhu, while everyone else is losing it to everything. This also eliminates the response-tentacle confusion.
__________________
MIB #5799 - Vancouver, BC, Canada, Eh? CON SCHEDULE August 24 - 26, 2012 - Cos & Effect, Vancouver BC |
04-25-2011, 08:39 PM | #8 |
Join Date: Apr 2011
|
Re: Cthulu dice - if you ain't got nothing good to say...
My wife and I bought two sets of Cthulhu Dice and gave it a try but we ran into some of the same issues people are talking about here (turn order is confusing, don't like playing multiple cultists, game is too short, not a lot of strategy).
The concept of the game is cool, and the big `ol dice is awesome. The fact that it's simple and fast is great. But we were hoping for something a bit closer to Zombie Dice than what we got. I wrote up some alternate rules and we tried them out for the first time tonight. It was pretty fun! The game is still simple and I tried to keep all of the stuff that works well, but I tried to eliminate the things that our gaming group found confusing or weak. Here are my alternate rules. If anyone gets a chance to try them out, or has any questions, or comments, or suggestions, please post. I'd be thrilled to hear it. -------- Alternate Cthulhu Dice Rules Setup You will need:
Give each human player 10 sanity tokens. Place the Cthulhu doll prominently. Give him 5 sanity tokens. Play The owner of the game decides who goes first. Take turns rolling the Cthulhu die. Based on the results do the following:
Play continues until only one player has any sanity left. That player is the winner. If all players lose their sanity to Cthulhu then Cthulhu wins! Madness In a game of 3 or more players, if a player loses all of their sanity tokens they go "Mad." When a player is Mad they roll the Cthulhu die as normal. However, the rules are slightly different: A player who is mad can only receive sanity from Cthulhu. If the Yellow sign appears they lose their turn. If a Tentacle appears they have a chance to regain their sanity without making a wager. The Mad player rolls a d6 and if they get a 6 they reclaim 1 sanity. The Cthulhu, Elder sign, and Eye symbols have the same effect as normal. If a Mad player has any sanity tokens at the end of their turn, they are no longer mad and may play normally again. Betting The betting player wagers 1 - 5 sanity tokens. He or she then rolls a d6. If the roll is greater than or equal to the amount of the bet, the rolling player steals the wagered amount from their opponent. If the roll is less than the player's bet than they lose all wagered sanity to their opponent. A player cannot lose more sanity tokens than they have. If a player wagers 5 tokens and wins against an opponent who only has three tokens, the player will only receive the three. (i.e. don't wager more tokens than your opponent has to lose). Last edited by GloryFish; 04-25-2011 at 08:40 PM. Reason: typo |
05-05-2011, 07:30 PM | #9 |
Join Date: Aug 2008
|
Re: Cthulu dice - if you ain't got nothing good to say...
...it is a five buck game...fun to collect...and FNORD...
|
05-06-2011, 05:39 PM | #10 |
Join Date: Aug 2004
Location: Pacheco, California
|
Re: Cthulu dice - if you ain't got nothing good to say...
Why not add the Cthulhu die to Chez Cthulhu?
Setup and play CC normally, but one action per turn can be taken as a casting with the CD. Read the CD sanity loss backwards as an increase (or less often decrease) of CC madness. And with strange aeons even death may roll a die.
__________________
-HJC |
|
|