There are many, many games set in H.P. Lovecraft’s Mythos universe, and they trend to be on the large side. Travel around the city, or even the world to stop the Great Old Ones from awakening. The scale makes sense when you consider that Cthulhu was put back to sleep by ramming him with a ship the last time he woke up. And he’s supposed to be small compared to some of the others.
What those games often forget is Lovecraft’s stories are not primarily the giant monster kind of horror. Much of Lovecraft’s writing is more intimate than that. It’s the horror of insanity that you may find, for instance, in the New England countryside. Or in a luxurious mansion anywhere in the world.
Fantasy Flight Games have in their catalog the biggest names of the former kind of game: Arkham Horror and Eldritch Horror. But they also have the other side of Lovecraftian horror with Mansions of Madness.
I’ve been a long-time sufferer from collectible card games, buying way too many booster packs to find that one card I really wanted. I’m out of that now, but I’ve been reluctant to get into Fantasy Flight’s Living Card Games because of it. They are much nicer than CCGs, of course. There are no booster packs that always have the same worthless cards. But their business model is still to keep you buying cards to remain competitive every time a new expansion comes out. But that’s not a concern with Arkham Horror: The Card Game. It’s a cooperative game, so no one has to buy cards just to be able to compete. You just buy an expansion when you want more story to experience.
The Witch of Salem is one of many board games set in Lovecraft’s Cthulhu Mythos, and its art really makes that world come to life. Four scholars of the paranormal set out to keep the Great Old Ones imprisoned in R’lyeh. Will they succeed?