

Desertcart purchases this item on your behalf and handles shipping, customs, and support to Iceland.
🕹️ Seal the gates or face cosmic madness—dare to play Pandemic: Reign of Cthulhu!
Pandemic: Reign of Cthulhu is a standalone cooperative board game for 2-4 players aged 14+, blending classic Pandemic mechanics with Lovecraftian horror. Players act as investigators working to close four gates before 12 powerful Old Ones awaken. Featuring custom dice, detailed figures, and strategic gameplay, it offers about 40 minutes of intense, replayable fun that sharpens teamwork and problem-solving skills.


























| ASIN | B01DN2BM9O |
| Age Range Description | Kid |
| Are Batteries Required | No |
| Best Sellers Rank | #19,777 in Toys ( See Top 100 in Toys ) #575 in Board Games |
| Brand | Z-Man Games |
| Brand Name | Z-Man Games |
| CPSIA Cautionary Statement | Choking Hazard - Small Parts, No Warning Applicable |
| Color | Multicolor |
| Customer Package Type | FFP |
| Customer Reviews | 4.8 out of 5 stars 1,256 Reviews |
| Edition | Reign Of Cthulhu |
| Educational Objective | Develop and improve teamwork, strategic thinking and problem solving skills in a fun and engaging way. |
| Estimated Playing Time | 40 Minutes |
| Expansion For | Pandemic |
| Game Mechanics | Action Point Allowance, Dice Rolling, Variable Player Powers |
| Genre | Cooperative |
| Global Trade Identification Number | 00681706711409 |
| Included Components | Pandemic: Reign of Cthulhu |
| Indoor Outdoor Usage | Indoor |
| Is Assembly Required | No |
| Item Dimensions | 5.6 x 22.4 x 30 centimeters |
| Item Dimensions L x W | 30L x 22.4W centimeters |
| Item Type Name | Pandemic: Reign of Cthulhu |
| Item Weight | 1.04 Kilograms |
| Language | English |
| Manufacturer | Z-Man Games |
| Manufacturer Part Number | ZM7114 |
| Manufacturer recommended age | 14 - 18 years |
| Material | Cardboard |
| Material Type | Cardboard |
| Minimum Age Recomendation | 14 |
| Model Number | ZM7114 |
| Number of Items | 1 |
| Number of Packs | 1 |
| Number of Players | 2 to 4 players |
| Number of players | 2 to 4 players |
| Operation Mode | manual |
| Product dimensions | 30L x 22.4W centimeters |
| Rulebook Availability | Included |
| Set Name | Pandemic: Reign of Cthulhu |
| Size | Standalone Game |
| Sub Brand | The Call of Cthulhu |
| Subject Character | Cthulhu |
| Theme | Cooperative, Strategy |
| UPC | 681706711409 |
| Unit Count | 1.0 Count |
C**N
Prenez sans crainte
Ce jeu est génial ! Pour tout les amateur de jeux de plateaux et Lovecraft c'est un indétournable. Pour ceux qui ont du mal avec l'anglais le jeu est très simple une fois pris en mains vous n'aurez aucun problème avec les cartes.
W**E
Simple to learn, hard to win Lovecraftian Co-op.
This standalone game is set in the Lovcraftian universe of other worldly ancient ones trying to break through into reality with the help of cultists, casting madness before them. Having played ‘Pandemic’ or any of the spin-offs is not necessary to enjoy this romp around Arkham, Dunwich, Kingsport and Innsmouth. Each town is connected by both traditional transport and a gate network through which the ancient ones are trying to break. The players take the role of investigators, each with a different ability to aid the team defeat cultists and prevent the shoggoths reaching the gates. Each turn consists of three phases: action, where each investigator may travel, trade cards or possibly use their special ability; draw cards which may be either location, mystical power or one of the four nasty evil stirs cards; and finally the summoning phase where cultists are added to the board and shoggoths may move closer to the gates. The aim of the game is to close all of the gates before all of the six ancient ones waken (which happens when evil stirs or a shoggoth reaches a gate and bad things usually ensue) or the game runs out of further cultists to place. It is a difficult game to win. My wife and I play two players each and it is still difficult to win. The key is co-operation between the investigators and planning ahead so that a player with four location cards can get to that location’s gate and close it. We often play our ‘no sanity’ house rule to make the game easier – investigators don’t lose sanity (when they become insane they are distinctly less useful) and to balance it we don’t have gate travel. After many games playing the house rules we now win more often than lose but it is still not easy and depends a lot on the four investigator characters in play. We have never won playing the ‘proper’ rules. The rulebook is very good with no ambiguities, the board is not enormous and the quality components are detailed and robust. The mechanics are easy to learn and the game flows at a decent pace. A fun game to play but difficult to win. With the range of investigators and the randomness of the card draws, no two games are the same although due to the relative simplicity of the gameplay, it can start to feel a bit ‘samey’ if played too much. Having said that, we do have quite a good collection of two player co-op games so we always have a variety from which to choose and ‘Reign of Cthulu’ does get played quite a lot. Rulebook: 10/10 Complexity: 5/10 Component quality: 10/10 Replayability: 9/10 Gameplay pace: 9/10
D**A
I don't even enjoy the original Pandemic!
It took me about a month to win my first beginner's match of Pandemic on my phone. Its a pain. I play exclusively on the lowest difficulty and I lose more than I win. Trading cards is restrictive. The time limit via the Player Deck is short. Bad draws can end a game prematurely. I once experienced a Turn 1 Epidemic into 4 Outbreaks. Why would I play such a torturous affair with friends would I could play the far more accessible and reasonable Forbidden Desert? Since I gained a better grasp of Pandemic, I bought my first physical copy of Pandemic via its latest Lovecraftian sequal and have found it far more enjoyable. It is easier, has effective use of its done to death Lovecraftian horror theme, and has cool figures. For those who play the original Pandemic, Events are now Relics, the Medic is now the Hunter, the Scientist is now the Detective, Disease Cubes are now Cultist figures, and Cures are replaced with sealing Gates. "Epidemics" and "Outbreaks" are merged into an Awakening event, in which one of eight Old Ones are activated, permanently inhibiting the players. This means, at a minimum, there will be four Awakenings in a perfect game! Failure conditions happen more quickly and the game can spiral out of control faster. There are no buildings to build, but there are fixed transportation stations. Cultists are universal in color, and have a much smaller supply. There are also Shoggoth enemy units that can speed up Awakening if not defeated. Like every Lovecraft board game ever, each character has a Sanity limit, and when it reaches zero, your character becomes insane, trading their current ability for a new one, usually an inferior one. And most importantly, my favorite change: trading is easier! In the original, you had to stand in the exact spot to trade a card, making the Researcher a crutch. Instead, players merely have to stand in the same colored region to trade cards. Life is sweet! This feels like a true and better sequel to Pandemic, and if you like the original at all, you can't go wrong with this.
T**A
HEAPS of fun!
I gave this as a gift; it was a huge hit. Loads of fun for family and friends to play. Great quality.
C**T
Very good quality
The game itself is fun. Good mix between strategy, randomness and design. We like cooperative game and this is definitively mandatory to play it through. Instructions are a bit messy but straightforward. First game with rules learning was around 1h30 for two players. Next games around 40 minutes. Board and pieces quality are amazing. Definitively a must have even if price is a bit high.
Trustpilot
1 month ago
1 month ago