
- BGG rank
- BGG #27,686
- BGG rating
- 5.3
Fast & Fhtagn
- 3–6 players
- 45–90 min
- Complexity 1.5/5
- 2016

1998
Rules assistance for Cults Across America
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Cults Across America is a board game released in 1998 for 2–6 players, 180 minutes per game, and ages 12 and up. It was designed by Jeff Tidball and its main mechanics are Dice Rolling and Point to Point Movement.
In Cults Across America, you control a bunch of religious fanatics who aim to dominate the entire United States of America. Your faction consists of cultists, priests, creatures, and others, and their plans for domination include such goals as the creation of a continuous chain of lunatics that stretches from coast to coast. Cults Across America is not a serious simulation. Rather, it allows players of all stripes to have a good time for a few hours, whether they aim to crush their competitors using deep-thinking strategy, enact improbable religious campaigns, or simply froth, foam, yell, and destroy. Three Games in One There are three different ways to play Cults Across America. The Standard Game This is the normal game. It is intended for players who don’t mind taking a few hours to play a game but who like a strong dose of the beer and pretzels factor, even if it means their painstakingly enacted strategic schemes are occasionally foiled by a player who manages to win the Mythos 500. The Strategic Game This is similar to the Standard Game, but removes some of really weird stuff. It allows more conventional board gamers to concentrate on sane strategies and not get too disturbed by wandering madness. The Bloodbath Scenario This is Cults Across America on steroids, and can be played in as little as an hour. The rule set is reduced somewhat so players don’t have to get all concerned about resource management and other fiddly details. The victory conditions are simple too: you win by stomping the hell out of anything that’s not on your side. Last man (or whatever) standing takes the day. Cults Across America has a Cthulhu Mythos theme.
Cults Across America supports 2–6 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 Cults Across America is 180 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 Cults Across America for ages 12 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.
Cults Across America has a complexity rating of 2.4 out of 5 from BoardGameGeek players, which makes it a medium-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.
Cults Across America belongs to these categories: Wargame and Horror. Its main mechanics are Dice Rolling and Point to Point Movement. 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 Cults Across America are: Jeff Tidball. 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 Cults Across America 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.