Top 10 Cooperative Cthulhu Mythos Games!

Welcome to the end … of Cooperative Cthulhu month! We’ve seen three brand new cooperative Cthulhu games in the last month! How do these stack up against old favorites? It seems fitting to end Cooperative Cthulhu month with a Top 10!

This list is a composite of about 20 different people’s opinions! It was compiled over the last month to try and capture what a community of board gamers think of cooperative Cthulhu games! The data wasn’t clear in some cases, so I made the best judgment I could based on all the ratings I saw! In the end, my preferences tended to shape the final list!

10. Elder Sign

At its core, Elder Sign is really just a dice game, kinda like Yahtzee. But it’s the expansions that keep Elder Sign alive and thematic! Players explore someplace creepy, a museum, an ice flow, the oceans, … and uses dice to help resolve things!


This one may have made the list for nostalgic reasons, but there are so many expansions that keep this game fresh and alive through the years!

A lot of people put this on their list, even if it wasn’t their favorite Cthulhu-esque game! This is a favorite that still comes out from time to time!

9. Cthulhu Rift

I was surprised how much my friends who have played Cthulhu Rift liked it! Not many have played this, but those who had liked it and its roll-and-write simplicity!

Like any good Cthulhu game, players must fight cultists, navigate Arkham, find clues, and plug portals! It’s surprising how well this works in a roll-and-write (kind of) games.

Take a look at our review of Cthulhu Rift to see if you might be interested in this! This is a bit of hidden gem, but all my friends who played this have liked it!

8. Roll For Great Old Ones

Roll For Great Old Ones was one of our favorite cooperative roll-and-write games from the Top 10 Cooperative Roll-And-Write Games! It’s actually quite thematic for a roll-and-write game in this universe!

Every turn, players roll the dice and “COPY TWICE” and mark things off their sheet! Summon creatures! Perform rituals! This is a fairly complicated roll-and-write with lots of stuff going on. See one of the the great laminated sheets above! Everyone has their own sheet as well with different powers!

Even though this is a little more complicated that Cthulhu Rift (previously mentioned at #9), I generally think Roll For Great Old Ones is the better game. See our review of Roll for Great Old Ones here to see if this is something you might like.

7. Eldritch Horror

Although I have never played Eldritch Horror, a lot of my friends spoke up and gave Eldritch Horror a nod! For some of them, it replaces Arkham Horror 2nd Edition! It’s nominally a little shorter and less dense!

It’s also a little different theme! Rather than wandering the streets of Arkham looking for Cthulhoid type creatures, you are more like Indiana Jones wandering the earth! This is an adventure game in the Cthulhu-esque universe with epic combats and thematic treks across the globe!

Some people still prefer Arkham Horror 2nd edition, arguing that Eldritch Horror is not THAT much shorter or THAT much simpler. But, some people prefer Eldritch Horror for that epic sprawling adventure! Either way, it deserved a space!

6. Mansions of Madness: 2nd Edition

I have a complicated relationship with Mansion of Madness. The first time I played the 1st edition of Mansions of Madness, I absolutely hated it! The 1st edition is a one-vs-many game as one player runs the mansion, and the other players play against him! This antagonistic atmosphere really put me off the game.

I did pick up the 2nd Edition of Mansions of Madness on a whim, and I am glad I did! In the 2nd Edition, an app plays the role of the Mansion and the players all work together fully cooperatively to survive! Some people may not love the idea of an app running the bad guys, but I it does work.

Over the years, I have played some fun games of Mansions of Madness, usually on Halloween! The game is creepy and thematic as the app boths runs the game and plays creepy music! There’s a ton of content for the game and I have come to have some really good creepy times playing in this creepy Mansion! Also, a lot of my friends also gave the same props to Mansions of Madness, 2nd Edition.

5. Arkham Horror: The Card Game

Arkham Horror: The Card Game is probably the most divisive game on this list, which is why it is only #5! Some people loved it, and claimed it as their #1 game, and some people said how much they didn’t like it, and other people said that Marvel Champions has completely replaced The Arkham Horror Card Game for them! It’s very similar to Marvel Champions in terms of gameplay, but arguably the Arkham game has a lot more story!?

Still, a small group of my friends in Las Cruces get together and play this regularly! They LOVE it! There’s a ton of story! There is SO MUCH content with new adventures for this game! If you find yourself drawn to this, you will have plenty of content to choose from! Just be careful, as there is a 1st edition and 2nd edition (and newer one which is still compatible with 2nd).

4. Horror on the Orient Express

For a newer game, Horror on the Orient Express went over quite well with my groups! This is basically Cooperative Cthulhu Clue as players work together to solve a mystery while traveling on the Orient Express!

Players have to uncover facts to find out who are the Cultists in your group, with a kind of Clue-like vibe!

At the same time, players must fight Cthulhoid type creatures racing along with the train in the Dreamlands! It doesn’t matter if you solve the mystery if you can’t keep the train and its passengers safe!

There’s an awful lot to this game: it will require a substantial time investment. And there’s a ton of content and expansions! But, like some of us, if you love the idea of an Agatha Christie mystery novel taking place in a Cthulhu-esque world, this is a perfect game for you! See our review here of Horror on the Orient Express to see if this might be a game for you and your group!

3. Death May Die

Death May Die is not the most popular game in my gaming circles, but the people who love it, love it! This was far and away the favorite Cthulhu game of a number of people, which is why it’s so far up the list!

This was far and away Adrian’s favorite game! And I am pretty sure it is one of Mike Heller’s favorite Cthulhu games too!

2. Mythos Tales

This one might surprise you … some of you have probably never even heard of this! Mythos Tales is basically Sherlock Homes: Consulting Detective themed with Cthulhu Mythos! Of course, there’s a very good chance you’ll go insane solving the mystery, but that’s par for the course for most Cthulhu games!

Part of the reason this game ranks so highly is that it hit some of us so hard … in a good way! My friend Joe, at his job as a teacher, was able to engage at-risk readers with this game! The idea of reading stories, looking at maps, and investigating this world was so much fun! It turns out, if you gives someone a reason to read (investigating horror), then they want to read!

This is, unfortunately, long out-of-print, but it’s pretty easy to get a used copy. If you like the idea of being a detective in the Cthulhu world, using Sherlock Holmes: Consulting Detective mechanics, this is the perfect game for you! (Make sure you get the 2nd edition if you can; if not, make sure you get the errata).

1. Arkham Horror: 2nd Edition

Arkham Horror: 2nd edition has a special place among me and my friends! That’s why it’s #1! It was arguably the first cooperative board game many of us have played, and we embraced all the content for it! I think I personally have all the expansions for it! You’ll notice Arkham Horror: 3rd Edition is nowhere on this list … frankly, most of us saw no reason for investing in the 3rd edition since we still had and loved the 2nd edition!

At the time of this writing, a newer revised 2nd edition called Arkham Horror: Remastered will be coming to Gamefound. It will curious to see how well this does in our hearts and minds!

At the end of the day, Arkham Horror: 2nd edition is one of me and my friends favorite games of all time. Sure, it’s long. Sure, it’s overly thematic. Sure, it’s complex. But me and my friends have had so many fun hours playing Arkham Horror: 2nd edition, it had to be in the #1 spot!

Abyss Echo: A Game (?) in a H.P. Lovecraft-esque Universe. Part I: Unboxing and Initial Playthrough Thoughts

Welcome back to Cooperative Cthulhu Month! We’ve seen some new games in the past few weeks: Horror on the Orient Express (cooperative Cthulhu Clue) and Cthulhu Rift (a simple roll-and-write). This week, we head to the opposite end of the spectrum and take a look at a big, massive game in an H.P. Lovecraft-esque Universe called Abyss Echo: The Forbidden Rite!

Abyss Echo is a cooperative Escape Room type game …. well, maybe it’s more of a Choose-Your-Own-Adventure Game. Or something else? Well, it was on Kickstarter back in July 2025. It promised delivery in April 2026 and it was basically on time (it might have been a month or two late).

The reason it took me so long to get to this game: I had the hardest time getting a group of people together! This is a BIG game! And it requires a bit of commitment!

From the box (above): you can see an estimated 25h+ playthrough! Zoinks! I wanted to try to get a dedicated group together to play this so we could commit to the game (if we liked it).

Abyss Echo was on my Top 10 Anticipated Cooperative Games of 2026 at the #2 position!!! Did we like it enough to continue playing?

Unboxing

I went ahead and backed at the ALL-IN level, which game me three boxes of stuff!

The Stretch Goals box (see above) was pretty much just “extraneous”.

It was mostly just “thematic” stuff which added to the vibe of the universe, but really did nothing for gameplay. If I had to do it over again, I would NOT have gotten all this. This box in particular really wasn’t useful. It looked cool.

The second box was a “Miskatonic Archive Box”: see above. It was a little more useful, but I’m still not sure I would have picked it up either.

The most useful thing was a notebook extender. But even that wasn’t that useful. The thing we LIKED the most was the thematic CD of music!

I don’t know; if you can get this box for a reasonable price, it might be worth getting.

The main box was the Abyss Echo: The Forbidden Rite box! See above!

This is a pretty big box of stuff.

There is a lot in here but it’s all really nice! A lot of it STILL seems extraneous!

The most important part of the game are the 4 parts of a story: see above.

Because this is a Cthulhu game, you must track you Sanity! See the San Tracker!

As you unlock things in the game, you will read from the Redacted Archive. When you “finish” the game, you will read from the 13 Echos … there are 13 endings, depending on where you get and your SANITY!!! If you ever die early, because you know, NO SANITY, you reading ending 0!

There’s also a little notebook that you will hold all your papers as you investigate: It is the centerpiece of the game.

Gameplay

I hesitate to call this a game: it has a few “Choose-Your-Own-Adventure” moments, and a few dice rolls, and some combat. But the majority of the game is reading text out loud for everyone. This feels like you are in a Lovecraft-based book club, where everyone takes turns reading from the book!

As you read, characters will be introduced. See above. It’s cool! The characters have story and depth and they are interesting: the little pop-ups help you see them in your mind’s eye!

The book is the most important part of this game: it’s the story. You start off in Chapter One. Based on what we’ve seen so far, it looks like each Chapter will take “about 6 hours”, so in a 3-hour game session will finish half a chapter. This does jive with the expected playtime: 25 hours+ of content! (8 sessions of 3 hours each?)

Over the course of the night, you pass the book around and people read from it and tell the very thematic story of students at Miskatonic University. It’s VERY thematic; it feels like the style of H.P. Lovecraft, but maybe the text flows a little more easily.

Let’s be clear: we read the story for a 3 hours and made a few dice rolls and a few Choose-Your-Own Adventure decisions. And that was 3 hours! It feels more like a “shared narrative” and less like a game.

Reactions

A group of me and 4 friends took one crazy evening to take this for a test run; our first session was abut 3.5 hours (.5 hours setting up, 3 hours playing). We made it about halfway through Chapter 1 (we think).

We have decided we will continue to the end of Chapter 1 and see if we want to continue from there. We liked it enough to continue moving forward for now.

I bought Abyss Echo as an expectation of an Escape Room game with elements of a Mystery in a Cthulhu universe … and I was completely wrong what this was. I was right about the theme, but the “game” is much much much more about reading. Much much more about reading!

Worries or Thematic Elements?

We did encounter some inconsistencies in the game as we read. Olga’s hair was first described as blonde then very black? And she drank Vodka but then it was Bourbon? We hope this is the game messing with us and not a translation issue (the game came from Hong Kong). After all, as our grip on reality loosens, you could see the game “thematically” being inconsistent so as to screw with you …

We just hope it’s not translation errors, but thematic immersion. We hope?

Legacy?

Is this a legacy game? There are stickers you put on a map. There are things to open. There are actually spaces to scratch-off (see Rodrigo has one space scratched).

So far, it sounds like it is will be a Legacy game, with the stickers and scratch-off, but it feels (from what we’ve seen) that it could be reset with just a little effort? Not sure. I think “nominally” this a is a Legacy game for the moment, but it’s not clear it has to be. I need to see more.

Conclusion

Abyss Echo was not at all what I expected. I thought it was going to be an Escape Room with Mystery/Detective elements; it’s really not. Abyss Echo is really an interactive novel with just a few points of “game” interactions (roll dice, make decisions, fight monsters), but generally you spend the vast majority of your time reading the text aloud to become part of a story set in the Miskatonic University.

Stepping back away from the disappointment of initial expectation, this was a wonderfully thematic group novel. My friends and I had fun reading aloud the text and immersing ourselves in an H.P. Lovecraft-esque world of Misakatonic University. The text was pretty good (it was thematic) and the characters were pretty interesting. And it was creepy … just like you expect in this world.

Be aware: H.P. Lovecraft has a stye that can be a little wordy/turgid and it really turns some people off. This H.P. Lovecraft writing style influences the text in Abyss Echo, but it is a little more modern. Still, if you hate H.P. Lovecraft’s writing style, this style and text might really turn you off.

We still have plenty of material to get through, and so far, my friends seem willing to continue playing. Will we make all the way through all 25 hours? Or will we stop after Chapter 1?

If you find yourself interested in this, just be aware of what it is and isn’t. There’s a lot of reading! And I think I recommend ONLY getting the base game: all the other boxes were almost useless.

Be on the lookout for Part II for our final summary. It may be a while if we play through the entire thing, or it may be over quickly if we decide this isn’t for us! Only time will tell!

Cooperative Cthulhu! A Review of Cthulhu Rift (Solo and Cooperative Modes), A Roll-And-Write Game!

Welcome back to Cooperative Cthulhu Month! We’ve been looking at cooperative Cthulhu Mythos games, starting last week with Horror on the Orient Express! For the next few weeks, we will be continue delving into the cooperative games in the Cthulhu Mythos! This week, we’ll with a cooperative roll-and-write game (kinda) called Cthulhu Rift!

Cthulhu Rift was one of of a group of three Cthulhu-based games from the Lovecraft Games Collection on Kickstarter back in June/August 2025. They promised delivery Feb 2026 and were about 6 months late: my backed collection of games arrived mid August 2026. (Technically, one of them arrived much earlier, but that’s not this game).

I backed this collection because of the game Cthulhu Rift! Cthulhu Rift is a cooperative roll-and-write board game (sort of) for 1 to 4 players! Like Yahtzee, but cooperative and Cthulhu? Sort of?

Would Cthulhu Rift make our Top 10 Cooperative Roll and Write/Flip And Write Games? Let’s take a look!

Unboxing and Gameplay

See game above with Can of Coke for scale.

Players each take the role of one of the investigators in the game! See above!

Each investigator has their own roll-and-write board! They also each have a once-per-game special powers (lower left) and some skills you can unlock as the game unfurls (bottom right).

This is a dice game (after all, it is fundamentally a roll-and-write game): see the different colored dice above. On a turn, the “driver” (first player) rolls the dice and each player must take a die … and that’s the symbol they get for that turn! (Some players may get more than one symbol).

Symbols aren’t immediately used! After you record a symbol on your sheet, you “may” cross out and activate a symbol if it’s adjacent to another symbol! This is a game about “collecting” symbols so you can use them later!

You can literally get stuck in a corner! The orange magnifying glass (above) can’t be used because there are no other adjacent (non-crossed) magnifying glasses!

There’s all sorts of symbols you use: magnifying glasses to find runes, books to decipher runes, and portals to seal rifts! And guns to kill cultists! Gulp!

The overall objective (at least in Case 1) is to find and decipher the runes to seal the gates! For the 2-Player “easy” game (see above), we have to seal 4 gates! The runes on each row indicate what you need to find in order to close and seal it!

The reason I said this is “kind of” a roll-and-write is that you also traverse a map! On the active player’s turn, you move around the map, trying to find what you need as well as “disposing of” Cultists along the way!

If you don’t deal with the Cultists quickly enough, they WILL summon Cthulhu! Or at least some of his tentacles. That’s what Cultists do!

See a winning board above, where 4 portals have been sealed! The Cultists (blue stars) had taken over almost half the map, and they even summoned one Cthulhu tentacle, but we did win!

You might have noticed that the dice and the symbols in the game all have colors! Generally, you can “only” apply one your symbols to an activity if you have the matching color! The colors of the location and the colors of the dice “generally” matter! You can only record symbols on the appropriately colored spaces! So, the colors do matter of the Location for activating and recording symbols!

To repeat: the colors matter! White is wild, but generally the symbols can only be applied to a Location with a matching color!

Seal all the gates before you run out of space, Cultists, or Tentacles!

The game generally has pretty good components: see above. The art might be slightly divisive, but I think it’s very thematic art as it has an “edge” to it that implies a supernaturally weird element.

Rulebook

So, this game has 4 different rulebooks in 4 different languages! See above! That’s why there’s not a lot of text anywhere; it was meant to be language independent!

Sigh. The rulebook form factor is ok. It gets like a C+/B- on the Chair Test: it can sit on the chair next to me, but it droops more than it should (see below).

The rulebook is fine. I didn’t love it, but I didn’t hate it. For some reason, I had trouble reading this! I don’t know if it’s because it’s a translation or the organization? Or something else? You will have to read it a few times to get the game. It’s not a hard game, but it felt like this should have been easier to get. I think that a Player Summary Card might have helped quite a bit? (There is no Play Summary cards; probably because of the language independence of the game).

It was fine. It taught the game.

Solo Mode

So Huzzah to Cthulhu Rift for having a solo mode! Congratulations for following Saunders’ Law!

The included solo mode is even a true solo mode! The solo player plays the one character, Dr. Elias Grimsby. Now, even though this is the official solo mode, that is NOT how I played my first solo game.

For my first solo mode, I played two-handed solo, alternative between two characters as-if it were a 2-Player game. Why?

If you look at the solo rules (see above), there’s about a page of exceptions to the rules. This game is kind of a bear to learn and teach, so after reading through the rules, I thought it would better to play “the simplest way” possible, which is to play the game without all the rules exceptions of the solo mode.

Another reason to play two-handed solo is that my plan is always to teach and play with my friends! So , it’s easier to teach the cooperative mode if I have played the cooperative mode (albeit solo)!

I think playing two-handed solo was the right way to play the first game. This game has rules that are hard to grok the first time through, so it makes sense to avoid the extra complications of the solo game and play it straight vanilla the first time through.

I lost in my first game, pretty badly. I think that’s because some rules that take at least one full game to grok (if you are playing from the rulebook). In fact, I was very worried about how poorly I had done because my dice rolls were so bad!! Is this going to be a game that’s too random?? I held off making a pronouncement until I had a few more plays under my belt.

I think it’s important to play this at least a few times before you decide if you do or don’t like it: there’s enough rules interactions you might not get the game the first few times through.

BUT it was important to see the base rules unadorned by solo exceptions to get the sense of the game. I recommend playing your first solo game two-handed solo.

Once I got the base rules down, then I tried the solo game. I liked it! There were enough rules changes/additions that I think it makes sense to have played that two-handed game first, but I think the official solo game is the better way to play solo once you know the game.

You’ll notice the solo player has a lot more spaces than a plain character! But, that makes sense as spaces are a fundamental resource in this game! You need enough spaces to make progress. (You have to unlock some of those spaces when you roll Chthulhus too).

Once you get the sense of the extra rules, this is the better way to play solo. You only have to deal with one page, and I generally prefer true solo modes when possible because you feel like you are inhabiting the character! You are becoming Dr. Elias Grimsby!

After losing my two-handed solo game and winning my true solo game, I am a little less concerned about the randomness of the dice. That first game was a pretty rough loss, but after the second game, everything started the make sense.

The true solo game is fun, it’s engaging, and the way I will play solo moving forward. Yet, I still recommend playing your first solo game as a two-handed solo mode so you can learn the vanilla cooperative rules! With the vanilla cooperative roles under your belt, you can then apply the (fairly numerous) changes to the solo mode without getting lost.

Cooperative Mode

The cooperative mode works up to 4 players! This is a cooperative roll-and-write!

It’s a bit hard to teach this game. Even after explaining a bunch of things, it’s still kind of hard to wrap your head around everything. Here’s the thing: once you get it, you get it! It’s pretty easy once you put everything together. But I absolutely recommend playing the game solo (maybe even twice: both two-handed and true solo) so one player can shepherd the game. Luckily, the game does start hitting for people quickly. I think the idea that you “save symbols” to mark-off later is different than most roll-and-write games; it takes a while for this and all the little rules to sink in.

There’s a good level of cooperation in the game; mostly high-level discussions. Where do we drive? What can we do? How many Cultists can we “take care of”?

Because each player has their own sheet, there is a good element of “multi-player solitaire” to the game: you have your own sheet and other people don’t really interfere on it. Each player having their own sheet is a good Alpha Player deterrent too. Most of the cooperation is pretty high-level: which dice do you want? You discuss what to do and what you can do, but you don’t really tell people how to do things!

I noticed that we did tend to specialize: Beatrice Langford became the “Cultist Assassin” and her main task was to take out Cultists! So many guns on her sheet!

Overall the game was pretty fun and pretty cooperative … once you got the rules. There was enough high-level cooperation to make the game feel cooperative, but enough low-level activity (recording symbols on your sheet) that each player still felt like they had their own agency.

Play the game solo before you teach your friends. I feel like the game is weird enough that a cooperative learn might go poorly?

A Few Recommendations

Make Copies. The number of roll-and-write sheets in the game is a limited resource. There’s a lot, but you can run out. I went ahead and made copies of the sheets and used those instead. I supposed you could also laminate them too.

Don’t Mark Up Some of the Sheets! In my first solo plays, I did what the rulebook said and marked out some of the spaces on the Big Bad (Cthulhu): see above.

Don’t do that! Just use some coins to “mark-out” the places you aren’t supposed to use! See above as we use the Stonemaier coins to mark off the spaces we don’t use! There is NO REASON to completely waste a sheet for that!

Play Solo Two-Handed Before Teaching. This is an easy game, once you grok it, but it’s kinda weird and kinda hard to grok. Play solo (two-handed) to get a sense of the game and then teach it: I think the play will go a lot better that way.

What I Liked

Choose Where You Drive: There’s a certain play element we didn’t emphasize, but I think it might be critical to the game: when you drive somewhere, “someone” on your team gets the symbol of the place you are driving too! This means, if you are rolling badly, you can ALWAYS guarantee you can get at least one of the symbols you need (if you can drive there). This rule really helps mitigate the randomness of the dice, as you can always get at least one symbol you need. Don’t overlook this rule; it can be easy to miss.

Once You Get It, It’s Easy: This game is hard to teach, but once you get it, it’s pretty straight-forward to play.

What I Didn’t Like

Randomness: At the end of the day, this is still a dice game. Even with some of mitigation techniques in the game, you can still roll badly and lose badly. I was very very concerned about the random nature of the game on my first solo playthough, but once I understood the game better, it’s not that bad.

Having said that, randomness in a game with limited resources (the sheets you write on) is a little more concerning than most games. I would be so very frustrated if I rolled badly and used up 5 sheets in one game! What a waste!

And you can still roll badly, especially on the bad news phase (which summons cultists and then tentacles) and just lose.

A few very minor house rules helped us a little:
1) You can re-roll just the dice you want. When you unlock this ability, the driver can re-roll the dice. But only all of them? This seems to lean into the “too much randomness”.

2) Once you unlock all your abilities, you can choose to not take a die (and someone else has to take it). It seems unnatural that you can’t choose to do NOTHING on your turn. Of course, there are consequences to doing “nothing”, and one of your compatriots must take the die and write the symbol down. But this feels like it should be a choice.

These very minor house rules are in the name of making the game feel a little less random and giving you some agency.

Conclusion

I liked Cthulhu Rift game and so did my friends. It wasn’t the greatest game ever, but we had fun. It’s a 7/10 for the cooperative game.

The solo game is true solo, and it’s a good game (7/10), but I’d recommend playing your very first time as a two-handed solo game with the vanilla rules to learn the game. The true solo game is the better game, but there are too many rules exceptions in the solo game to make it a good first game.

I recommend making copies of the sheets or laminating them so you don’t waste the limited sheets in the game. I also recommend using coins instead of actual marks on some of the sheets so you don’t HAVE to waste them. Because this is a game with more randomness than some others, we do recommend a few minor house rules: nothing is more annoying than wasting a limited resource because you rolled poorly.

If you like the idea of a cooperative roll-and-write game with a Cthulhu theme, I also recommend you check out Roll For Great Old Ones (see review here). It’s a little better game, but it’s also a little more complicated. Cthulhu Rift is an easier game to sit-back and just play … once you’ve grok it.

And yes, Cthulhu Rift would make our Top 10 Cooperative Roll-And-Write Games!