Funny enough the story of Lil' Cthulhu started when we decided to make a game about Cthulhu. We wanted to make a game that was true to the spirit of Cthulhu, where you were at his mercy and there was no way you could win against him. We wanted players to feel the hopelessness of even trying to "win." As we designed the game it quickly became apparent that the game was getting way too dark way too fast. We wanted to make a game anyone could play so we had to move from this really dark theme somehow, and that's when Lil' Cthulhu was spawned.
With Lil' Cthulhu we could easily have the personality of his dark father but also add in the lightness and demands of a young child. His demands would be toys! But these would not be the cute and fluffy toys we give children today, these had to be toys that a spawn of Cthulhu would have. So the Death Rattle, Necronomicoloring Book, Deaddy Bear and other toys were created.
After the theme was set, we built our first prototype, of the already created game, and brought it to PAX East 2015. Quickly we found out that even in its rough state people were loving the theme, liked the game and could not wait for us to make it.
"Liked the game" was not enough, so over the last year we have improved the game from countless play-tests, suggestions and research. We then got our artist in to really get us some fun art, and now believe we have a game that people will like, if not love. It has the things casual gamers will like (easy rules, good pace), sets of subtle strategies for the more strategic players and a lot of slightly hidden Lovecraft Mythos in the card art that will be welcome for those of us that love H.P. Lovecraft. (Good luck finding the Yellow Sign)
Lil' Cthulhu is a quick and quirky card game in which 2-5 players take on the roll as Cultists of Cthulhu, taking turns trying to keep Lil' Cthulhu happy. He has demands and you better see to them or you will know suffering! Your goal is to be the first Cultist to offer up the toys he is demanding or be the last sane cultist standing, which ever comes first.
The length of a normal game is 20-30 minutes. You can adjust this easily by adding or subtracting demand cards at the beginning of the game. Deal out 2 Demand cards to make the game 15-20 minutes and easier to play or deal out 4 Demand cards to make the game much longer and more difficult. You can also make the game playable for any age of gamer by using the alternate rules below:
AYG Selects Lil Cthulhu as Tabletop Game of the Month on Kickstarter
Undead Viking Review - Lil Cthulhu
The Board Game Renegade - Lil' Cthulhu Game Walk Through / Review - You can skip to 3:00 for Game-play & 12:57 for Review :
Geek Dad Review
Listen to our talk with Barry at Sweet Kicks with Bricks:
Full Lil' Cthulhu Trailer Video (Directors Cut):
Once you have backed Lil' Cthulhu or you just want to help, spread the word about Lil' Cthulhu game by using one of these avatars to show your support! These are sized for Facebook, Twitter, and other social media sites!
Honestly not too much! The game is 95% complete and there are only 10 more pieces of art that are placeholders in the game that we need to get swapped out. Lucky those are part of our Kickstarter rewards so that was expected and part of the plan. We already have our production company ready to start printing, as well as a fulfillment house to ship the game out to you!
Of course we will be continuing to play test and do some minor balancing over the next 2 months, but that is about it. Changing a 2 to a 3 in a file is very easy before printing! All in all we are just hoping for a successful campaign and 6 - 7 months later you should have the game in your hands! (sooner if we can help it)
A Quick Note About Shipping and VAT:
The cost of the game without shipping makes the price below the VAT threshold in most countries so you will not have to pay any VAT or extra shipping charges! We are happy to have the campaign USA, EU, Canada and Australia Friendly.
Risks and challenges
As with anything, you plan for the worst and hope for the best and the best way to manage risks by planning for them.
We have done everything in our power to plan for and mitigate any risks in Production & Shipping, but in all things we cannot plan for everything that could go wrong. (Cthulhu rising from the depths and sinking the ship carrying our games for instance!)
We believe though, that with 20 years of international project management under our belt, we can work to iron out any issue that comes our way to ensure a successful delivery of the product.Learn about accountability on Kickstarter
- (30 days)