
- BGG rating
- 6.6
Rise of Cthulhu: Dark Secrets
- 2 players
- 30 min
- Complexity 2.0/5
- 2016

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

For 2 players
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Answers come from the official rulebook, with the page to check.
Rise of Cthulhu is a board game released in 2015 for 2 players, 30 minutes per game, and ages 14 and up. It was designed by Chuck D. Yager and its main mechanics are Hand Management, Set Collection, and Area Majority / Influence.
Darkness looms on the horizon. Strange signs have started to appear all over the world: seas flecked with blood, flocks of shadowy figures wheeling in the sky, prophetic visions that leave people mumbling in addled madness. The time has finally come. The Old Ones are stirring, and it’s your job to wake them up! In Rise of Cthulhu you play as the leader of a cultist faction wishing to awaken Cthulhu and the other Old Ones awaken to rule this world. But a competing faction races against you to be the first to awaken these chaotic masters. By playing various numbered and colored Cultist Cards, you must control the prime Lovecraftian locations – Arkham, Dunwich, Innsmouth and Kingsport – in an effort to awaken an Old One. The faction that maintains the most influence on a location will gain favor when the Old One arises, while the losing faction risks the destruction of their sanity and souls. Through clever pairing of colored and numbered cards, players can summon dangerous Monster Cards to their aid, unlock the eldritch secrets of lost Artifact Cards, and even manipulate an Unspeakable Guardian to terrorize your opponent. All of this and more await the cunning and adventurous in this tactical card game of influence and horror for 2 players. On your turn you will have 2 actions: you can either draw 2 cards, play 2 cards from your hand, or draw a card and play a card. Cards can be drawn from a face down deck of Cultist cards or a face up pile of discarded Cultists cards, known as the Valley. Cards must be played on your side of one of the four main Lovecraftian locations - Arkham, Dunwich, Innsmouth and Kingsport. The player with the most total points on a given location turns the location to face them, marking that location as being influenced by their cultists. As the values change during gameplay, locations will shift their influence from player to player. Playing three of the same color, three of the same number, or a run of three cards of the same color (ex. 2-3-4 of green) will earn players the right to draw from special Monster and Artifact cards to help their hold on locations or hinder their opponent. At key points in the game, Old Ones will be drawn from the Cultist Deck and attach themselves to a location: the player currently influencing that location will reap the benefits of the Old One. When all three Old Ones awaken, the game ends and the person with the most locations facing them (or points in play if there's a tie) is the winner.
Rise of Cthulhu supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Rise of Cthulhu is 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 Rise of Cthulhu for ages 14 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.
Rise of Cthulhu has a complexity rating of 1.7 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.
Rise of Cthulhu belongs to these categories: Card Game, Horror, and Adventure. Its main mechanics are Hand Management, Set Collection, and Area Majority / Influence. 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 Rise of Cthulhu are: Chuck D. Yager. 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 Rise 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.