Cthulhu Dice is a quick dice game where cultists try to drive each other mad. Players roll a custom 12-sided die to steal Sanity from opponents or lose it to Cthulhu. The last sane cultist wins – unless Cthulhu drives everyone mad, in which case Cthulhu wins.
Components
1 custom 12-sided die (with 5 different symbols)
18 glass Sanity tokens
1 ziplock bag
Rules
Setup
Each player takes 3 Sanity tokens.
Set aside any extra tokens (not used).
The game owner decides who is the first Caster. In a series of games, the previous winner goes first.
Turn Structure
The Caster picks a Victim (any other player with Sanity).
The Caster rolls the die; results apply immediately.
The Victim responds by rolling the die with the Caster as their target; results apply immediately.
This completes one turn. Play passes clockwise to the next player.
You may not pass – you must roll.
Actions
Die Results:
Symbol
Count on Die
Effect
Yellow Sign
4 faces
Target loses 1 Sanity to Cthulhu (center of table)
Tentacle
4 faces
Caster takes 1 Sanity from Victim (regardless of who rolled it)
Elder Sign
1 face
Roller gains 1 Sanity from Cthulhu (if any available)
Cthulhu
1 face
Everyone loses 1 Sanity to Cthulhu
Eye
2 faces
Roller chooses any of the above results
Note: When a mad Caster rolls Tentacle, the stolen Sanity goes to Cthulhu instead of the Caster.
Scoring / Victory Conditions
Win: Be the only player with Sanity remaining at the end of a turn.
Cthulhu wins: If all players are Mad (0 Sanity) at the end of a turn, nobody wins – Cthulhu wins.
Special Rules & Edge Cases
Madness:
Losing all Sanity = going Mad.
Mad players can still attack on their turn but cannot be targeted.
Stealing Sanity while Mad: the Sanity goes to Cthulhu, not to you.
Losing Sanity while Mad has no effect.
The only way to recover from Madness is rolling Elder Sign and taking Sanity back from Cthulhu.
Rival Cults (2-player variant):
Each player controls 2 or 3 cultists.
Players still alternate turns.
Winner is the player with the last sane cultist.
Sometimes the best strategy is to attack your own cultist.
Player Reference
Symbol
Effect
Yellow Sign
Target loses 1 Sanity to Cthulhu
Tentacle
Caster steals 1 Sanity from Victim
Elder Sign
Roller gains 1 Sanity from Cthulhu
Cthulhu
All players lose 1 Sanity to Cthulhu
Eye
Choose any result
Start: 3 Sanity each
Mad = 0 Sanity (can attack, can’t be targeted, stolen Sanity goes to Cthulhu)