Cults Across America
List Price: $44.95
Your Price: $35.95
(Worth 3,595 Funagain Points!)
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from 2 customer reviews
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Pummel the President. Buy a Tank. Sack Arkham. Sink R'lyeh. Shoot Nyarlathotop with a Cosmic Ray Gun. Rule the Free World.
In Cults Across America, you'll do all that and more. You'll take charge of an insanity-inducing faction of frothing fanatics. You'll command cultists, high priests, tanks, nuclear reactors, the national guard, the Pope, the President, and maybe even Cthulhu himself.
You can start the plague, assert yourself with whips and chains, race in the Mythos 500 aboard a satanic pushcart, and invade the Dreamlands. What could be more fun than sacking Waco aboard a Big Honkin' Truck with Ghatanothoa at your back and the Necronomicon in your hand?
Cults Across America is a high-powered board game featuring challenging resource management, detailed combat choices, three scenarios that let you plan the game you want to play, a host of cards that can change the game's course in seconds, and a severe attitude like nothing you've ever seen in a board game.
- 1 game board
- 1 rule book
- 112 cards
- 384 counters
- 2 dice
Average Rating: 4 in 2 reviews
How to describe this game? Well, one of the members of the group said that it was basically like Risk, but with a lot of weirdness added, and that it also had some of the same problems of risk, one of them being that the game mechanism encourages players to gang up on anyone who is in a weak position, perhaps removing him from the play.
Another problem with the game is that the rules are somewhat confusing and badly laid out - it took us an hour to figure out the rules before we could start playing.
However, the weirdness is fun - we haven't laughed this much while playing for quite a while.
Overall, a nice game, with a few flaws, but certainly worth playing.
My favorite types of games are Wargames with a compelling (often fantastic) theme. A theme that is compelling enough to really put you in the universe of the game. The rules and method of play should reflect the theme and the universe it is trying to convey. Games like Dune, Gammarauders, Deluxe Illuminati, and Risk 2210 A.D. all do this very well.
Cults Across America falls nicely into this category. There is a great deal of strategy, and the rules aptly reflect the free-for-all, apocalyptic satire of U.S. underground culture, which keeps the game fun. There is a great deal of luck as well. But there are several ways of playing the game provided in the rules so you can tilt your games in favor of hard-core strategy or beer-and-pretzels, city-burning mayhem.
Good points about the game:
- Unique form of combat resolution
- Funny cards/game rules
- Fast paced (once you get how combat resolution works)
- Marvelous social satire in a comedic parody of H.P. Lovecraft horror
- The rules are well written and unambiguous.
Bad points abou the game:
- Cheap components (It looks like they went down to Kinko's to print the board.)
- A lot of the rules are special condition rules. (E.g., if the ambassador from Uruguay is ever in the same city as another character, that character is dead permanently with the exception of the president who re-appears the next turn in a city determined by a dice roll.) Every individual piece has it's own rule set. And keeping track of who can do what where and under what circumstances can take some getting used to. But it adds to the flavor of the game and is worth the price of the inconvenience it causes.
- The game takes at *least* 2 hours to play. But it's a fun two hours.