Unlocking Insanity
You are all aspiring cultists in the rising Cult of Cthulhu. As you continue your indoctrination, you must prove you can handle the teachings of the Great Old One. You might go insane, or perhaps just gain a touch of the madness, but as long as you prove that you have the most mastery, you will be welcomed as the newest neophyte of Cthulhu.
In Unlocking Insanity: Dice Vermiis Mysteriis, each player is trying to place dice results as efficiently as possible. Every turn, you must place a positive die result (your mastery of the indoctrination training) and also negative dice results (your growing madness). The game ends after someone fills up all of their positive or negative spaces. Your positive scores (from each positive row) are subtracted from your negative scores (from your negative brain spaces) and the player with the highest overall score wins the right to be called a neophyte of Cthulhu.
2-5 players
Ages 10+
30 minute play time
In Unlocking Insanity: Dice Vermiis Mysteriis, each player is trying to place dice results as efficiently as possible. Every turn, you must place a positive die result (your mastery of the indoctrination training) and also negative dice results (your growing madness). The game ends after someone fills up all of their positive or negative spaces. Your positive scores (from each positive row) are subtracted from your negative scores (from your negative brain spaces) and the player with the highest overall score wins the right to be called a neophyte of Cthulhu.
2-5 players
Ages 10+
30 minute play time