
- BGG rank
- BGG #19,382
- BGG rating
- 6.7
Wonderland Xiii
- 2–4 players
- 15–30 min
- Complexity 1.7/5
- 2018

2025
Rules assistance for Club of Cthulhu
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Club of Cthulhu is a board game released in 2025 for 2–4 players, 15–30 minutes per game, and ages 15 and up. It was designed by Shi Chen and its main mechanics are Hand Management, Take That, and Set Collection.
In Club of Cthulhu, 2–4 players assume the roles of daring researchers performing forbidden rituals to glimpse the secrets of ancient gods. Each turn, players “sacrifice” a manuscript into one of five arcane decks, invoking omens and triggering deity powers as they push their luck in a delicate balance between revelation and madness. Omens drawn from the ritual circle reveal which gods are stirring. Matching three or more signs of the same deity grants that god’s blessing—and unlocks powerful abilities. But each blessing also limits your endgame scoring, and drawing too much divine attention may lead to a complete mental collapse. Players must decide when to stop and when to delve deeper, risking additional sacrifices to gain knowledge or activate devastating effects. Timing, bluffing, and strategic manipulation of the ritual decks are key to claiming victory. The game ends when the ritual burns out (two decks are emptied), or when a player receives all five blessings—vanishing in madness. Only those who’ve best hidden their insights from the gods will score and survive. —description from the publisher
Club of Cthulhu supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Club of Cthulhu is 15–30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Club of Cthulhu for ages 15 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Club of Cthulhu has a complexity rating of 1.8 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Club of Cthulhu belongs to these categories: Card Game, Fantasy, and Humor. Its main mechanics are Hand Management, Take That, and Set Collection. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Club of Cthulhu are: Shi Chen. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Club of Cthulhu as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.