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Classic Dungeons & Dragons at Dungeon Masters Guild

Cult of the Deep (B.A. Games)Following a successful Kickstarter, Cult of the Deep is making its way into stores later this month from B.A. Games. In the game, players take on the secret roles of cult members all looking to succeed with their individual objectives. Cult of the Deep is for four to eight players, ages 14+, plays in 45 to 75 minutes, and will carry an MSRP of $45.00.

I shared a Kickstarter preview back in January, which you can check out here.

About the game:

You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult.

Each player is given a role that will remain hidden throughout the game, except the High Priest. This role will determine your win condition:

  • High Priest – Root out corruption in the cult. Kill all Cabalists, the Heretic, and survive.
  • Cabalists – Seek to take control of the cult. Kill the High Priest.
  • Faithful – Protect the High Priest from threats to their power. Kill all Cabalists, the Heretic, and the High Priest must survive.
  • Heretic – Burn the whole cult to the ground. Kill the entire cult, yourself included if necessary.

Each player will also be given a:

  • Character card that determines their starting health, special ability, and a power symbol that provides an additional way to gain life from the dice.
  • Secret sigil card, which gives each cultist a once per game power, will also be given to each player.

A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists.

If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice.

Jeff McAleer

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