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Episode 190: Cthulhu A Deck Building Game, Root and Approachability in Board Games

Today we explode into the episode covering a bunch of leftover games from our Gen Con trip! Then we jump feet first into Cthulhu: A Deck Building Game and the standalone expansion, Cthulhu: Horrors in Dunwich by Wyvern Gaming and Look back at one of the best games from last year, Root from Leder Games. Tony T, as always, gives the Cabalists the best damned tabletop gaming news segment in the history of gaming. And finally the gang leaves you with a roundtable discussion about Approachability in board gaming.

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Timecodes

  • Cthulhu: A Deck Building Games Overview 01:13:09
  • Cthulhu: A Deck Building Games Review 01:17:31
  • Root Look Back 01:48:20
  • Approachability Discussion 02:38:31

Opening Banter and Reviews

Games of Yesteryear

Feature Review: Cthulhu: A Deck Building Game

The Elder Gods greet and invite you to participate in trying to save your wretched existence. The stars are aligning soon and only those who have dared to piece together the clues from the mythos even know what's coming. Do you and your fellow investigators have what it takes to save everything? I think not... In Cthulhu: A Deck Building Game, you cooperatively work with fellow players (1-6 players) as Investigators to banish the Elder God and his minions by using Moxie (force of character, determination, or nerve) to reduce their health to zero. If you banish the Elder God before he reduces all of the Investigators health to zero you win the game. There are two phases of the game, a planning and combat phase. 1) In the planning phase, the Investigators activate cards in their hand, research new cards at the Miskatonic University and then ready themselves for final preparation. 2) In the combat phase, the Elder God and his minions attack the Investigators' health and sanity. Investigators may go crazy or die out right, however, they have a chance to fight back. The Investigators use Moxie to push back the waves of the occult and supernatural. Building your personal library by researching in the Miskatonic University makes you stronger and is your only hope against the Elders. Keep in mind, every bit of resource used to research is a bit not used against the Mythos. It is a balance you must solve to defeat the Elder Gods.

Designed by Philip Loyer

Published by Wyvern Gaming

BoardGameGeek.com Entry

Lookback Review: Root

Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness. The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods. Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root. Root represents the next step in our development of asymmetric design. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible. The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts. The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling. The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late-game presence--but only if they can manage to keep the other players in check. Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal. In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root!

Designed by Cole Wehrle

Published by Leder Games

BoardGameGeek.com Entry

Gaming News by Tony T

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