Cluethulhu Game Guide

PDF Icon

Downloadable Game Guide:
Click Here to Download PDF Version of the Game Guide


Introduction

Cluethulhu is a social deduction party game for up to 20 players. It evolved from the famous Mafia and Werewolf games. It’s quite different, in that the Cultists (ostensible bad guys) are the majority, and it is the Investigators (good guys) who must conceal their identity to destroy the Cult before their evil plan reaches fruition.

What’s the cultist plan? Doesn’t matter – it involves Something Terrible, like Cthulhu rising.

Components

  • Rules
  • Tokens
    • 1 High Priest (2 votes)
    • 1 Haunted doll (if you die while holding it, the Evil Child wins, if she’s alive and wasn’t the one holding it)
  • Tablets:
    • 4 Investigators
      • 2 Investigators
      • 1 Detective (detains one cultist for questioning, who can’t talk or vote or use special powers tomorrow; Detective can only do this before the High Priest declares a Ritual of Annihilation)
      • 1 Psychiatrist (cures 1 cultist, turning him into a normal cultist)
    • 13 Cultists
      • 1 Shoggoth (when it’s murdered, it can choose someone to die in its place, but if it kills an Investigator it dies)
      • 1 Wizard (saves 1 person)
      • 1Tcho-Tcho (detective; peeks once per night)
      • 1 Mother (chooses Blood Siblings)
      • 9 Cultists
    • 3 Ambiguous Loyalty
      • 1 Traitor (starts as a cultist, but once during the game can switch to Investigator)
      • 1 Yithian (once only can choose a target and steal his identity)
      • 1 Evil Child (hands out Haunted doll, which must be transferred each night – the doll can be shown to others)

Winning The Game

The Cultists win if they murder all of the Investigators.

The Investigators win if their number equals or exceeds the total Cultists left.

The Evil Child wins if the player holding the Haunted doll dies while the Evil Child is still in the game and is NOT holding the Haunted doll! When this happens, she immediatelys declare victory.

The Yithian automatically loses if he has not yet used his ability before the Ritual of Annihilation is declared. Players who are given the Yithian card stay Cultists or Investigators (whatever they were before, but lose any other power.

If the Blood Siblings are on different teams (i.e., one is an Investigator and the other a Cultist), then they only win if they can arrest or murder every other player and be the last two remaining. If they are on the same team, they win normally. If the Evil Child is a Blood Sibling and wins the game, her Sibling wins along with her – unless the Blood Sibling is the one who died, in which case the Evil Child also dies and loses.

Let’s Go

Cluethulhu is a party game – you need at least 7 people, but the game works with up to 20 players. If you have more than 20 players, you can play two separate games of Cluethulhu, either in different rooms or opposite ends of a large space. Gather everyone together and the first thing to do is pick a player as Keeper.

Lovecraft’s Tip: unlike many games, an odd number of players works great. Also odd players themselves are well-suited.

The Keeper isn’t a direct participant in the game. Instead, he moderates and channel the play. He is the only person who knows everything, but he must take care not to give ANY hints or let anything slip, because this can ruin the fun of the others. We have a script for him to follow.

Once the Keeper is chosen, he takes out all the tablets from the game box and puts together that game’s Terror deck. He’ll needs one tablet for every player besides the Keeper, plus he’ll need a High Priest and Haunted Doll tablet.

As a memory aid, the Cultist tablets have a green-themed background and the Investigators’ have a blue-themed background. Before play, the Keeper should hold each type of tablet up and show it around, explaining how it works (unless everyone has played the game and is familiar).

7-10 players

  • 2 Investigators
  • All other players are Cultists
  • (option) swap out up to three cultists for a special role, chosen from Shoggoth, Yithian, Mother, Tcho-Tcho, Wizard, or Evil Child. (NOT Traitor.)

11-15 players

  • Add 1 Psychiatrist (Investigator)
  • (option) swap out up to five Cultists for special roles, chosen from Shoggoth, Yithian, Mother, Tcho-Tcho, Wizard, Evil Child, or Traitor.

16-20 players

  • Add 1 Detective (investigator)
  • (option) swap out up seven Cultists for special roles, chosen from the Shoggoth, Yithian, Mother, Tcho-Tcho, Wizard, Evil Child, and Traitor.

Special Roles

The special roles are here for you to use to spice up the game. Do not use the Traitor in a game with 10 or fewer players. You should never feel forced to use a special role, including the Tcho-Tcho, Wizard, Detective, or Psychiatrist. You can play a perfectly good game of Cluethulhu with just vanilla Cultists and Investigators.

The Game alternates between Night and Day rounds, starting with the Day. Cultists, of course, sleep during the Day.

Lovecraft’s Tip: as the Keeper, you’re not required to truthfully say which special roles are in the game. Not knowing if there is a Traitor or a Mother can spice up the game. You can still call on nonexistent roles to take their turns during the daytime to keep players guessing.

Fundamentals

Secrecy

NEVER show your tablet to another player (except the Keeper), unless you are expressly allowed to do so by the rules. Exception: the Shoggoth reveals its identity (and shows its card) when it first uses its ability.

The Haunted doll and High Priest tokens are not tablets and can be shown at any time.

Tapping a Player

Whenever a player is tapped, the Keeper does so after saying what he’s doing. He then walks once or twice around the circle of players and taps the head or shoulder of the player(s) targeted. At some point he announces he’s finished, and the game proceeds.

Arrested/Death

If you are arrested or dead, you cannot speak or use gestures to indicate any information to the remaining active players. Doing so hurts their fun and is bad sportsmanship. You are, however, allowed to stay in your seat and watch the entire game, day or night, so you can see what’s happening.

If an arrested or dead player sees an error, she must raise a hand. This might happen for instance if the Wizard or Detective chooses the same player twice in a row and the Keeper doesn’t notice; or if the Keeper forgets to transfer the Haunted doll or any other error. When the Keeper sees a raised hand, he can take that player aside and discuss this where they can’t be heard, after which they return to the game. The Keeper’s ruling in a dispute, is final.

GAME SEQUENCE

DAY

  1. Evil Child Identification or Haunted doll Swap
  2. Detective
  3. Investigators
    1. Vote
    2. Sleep
    3. Arrest
  4. Mother (once)
  5. Psychiatrist (once)
  6. Tcho-Tcho
  7. Traitor (once)
  8. Wizard
  9. Yithian (once)

NIGHT

  1. First night – choose high priest
  2. When Needed – Keeper declares Ritual of Annihilation
  3. Discussion
  4. Accusation
  5. Vote

Lovecraft’s Tip – a handy way to remember the sequence of special day time abilities is that they are in alphabetic order, except for the Evil Child and Wizard. The Evil Child because the doll needs to be handed off before the Investigator Vote, and the Wizard for the same reason.

Day Sequence

The Keeper tells all players “close your eyes”. Then the keeper invites players with various roles to wake up, one by one.

First Day Only – Evil Child Identification

The Keeper says, “Evil Child, open your eyes.” The Evil Child opens her eyes. The Keeper says, “Choose your target” and she points to any target. She MUST choose and can’t abstain. The Keeper then says, “Evil Child, close your eyes” and then, calling the chosen player by name says, “<Name>, hold out your hand for the Haunted doll.” The Keeper gives that player the Haunted doll token. 

Lovecraft Tip: The Evil Child can choose herself the first night. The keeper still calls her by name and gives her the Haunted doll. Of course the other players won’t know that she chose herself.

Second and Subsequent Days - Haunted Doll Swap

If the Evil Child is in play, say, “If you have the Haunted doll, open your eyes and point to your target.” That player points to another target – she cannot choose herself. The player MUST choose and can’t abstain. The Keeper then takes the Haunted doll token from the owner and, naming the new owner, says, “<Player Name> gets the Haunted doll – hold out your hand.” The Keeper puts the Haunted doll into that player’s hand.

Lovecraft Tip: it is in your interest to have the Haunted doll because it might keep you alive – the other players won’t want to kill you if they think the Evil Child is still in the game.

Lovecraft Tip: if the Haunted doll is slowing play in the late game, and the Evil Child is murdered or arrested, the keeper should feel free to tell players that the Doll now has no power.

Day – Wizard

Next, the Keeper says, “Wizard, open your eyes. Whom would you like to protect?” The Wizard points to his target, and the Keeper remembers it. The Wizard cannot choose the same target two nights in a row. He can choose himself. If the Wizard errs by choosing the same target on a second consecutive night, the Keeper says, “The Wizard’s protection fails.” In this case no one is protected, and the Wizard does not get to pick an alternate.

The target of the Wizard cannot be arrested or murdered until the next Wizard turn – if that player would otherwise be eliminated, the Keeper simply states, “<name> was under the Wizard’s protection and lives”. This does use up the elimination. For instance, if the Shoggoth tries to save itself by choosing a person under the Wizard’s protection, the Keeper says he fails, and the Shoggoth is not saved.

The Wizard’s turn ends with the Keeper saying “Wizard, close your eyes.”

Day – Investigators

The Keeper says, “Investigators, open your eyes.” The Investigators do so and look around to recognize each other. The Keeper must also note who the Investigators are. Note that with the roles of Yithian and Traitor in play, the number of Investigators might increase during the game.

Investigators – Vote 

The Keeper says,” Investigators, choose your target.” The Investigators silently agree on 1 target by pointing or nodding. All other players keep their eyes closed. If the Investigators cannot agree on a target within 1 minute, the Keeper says, “No target is chosen tonight.” The vote must be unanimous. A player that’s detained doesn’t get to vote.

Investigators - Sleep

Once the Investigators have chosen a target, or failed to agree, the Keeper says, “Investigators, close your eyes.”

Investigators – Arrest

The Keeper says “The person whose head or shoulder I tap has been arrested. Don’t react till nightfall.” The Keeper then taps the target (by walking around the circle, as described above). If the target was protected by the Wizard, the Keeper doesn’t tap anyone.

Day – Detective

The Keeper says, “Detective, open your eyes.” The Detective opens his eyes. The Keeper says, “Detective, who do you detain?” The Detective points silently to a player. The Keeper says, “Detective close your eyes. I will tap the person you detain.” Then the Keeper taps his target.

The Detective cannot choose the same target two days in a row. If he does, the Keeper says, “The Detective’s choice is invalid.” and doesn’t tap anyone. The Detective doesn’t get to pick an alternate.

You can remind players what “detained” means by saying, “The detained person cannot speak, vote, or use a special ability until the next time the Detective uses his ability or the Keeper frees him.”

Important – if the Detective is eliminated while someone is detained, that night the Keeper must free the detained victim. He can do this by pretending the Detective is still in play (in which case the victim knows he’s released) or the Keeper can just say, “The detained victim is released” if that is more appropriate.

Lovecraft’s Tip: if the Detective detains a cultist that the Investigators previously arrested, nothing more happens. The cultist is still arrested and is out of the game. The detective basically wasted his pick.

Lovecraft’s Tip: it’s in the Detective’s interest to occasionally choose an Investigator, so that they don’t become conspicuous by never being detained. He can choose himself – this won’t reveal his role, because he’ll be freed the next night during the Detective segment, so he can choose someone new.

Day – Mother (once only)

The Keeper says, “Mother, open your eyes.” Mother opens her eyes. Then the Keeper says, “Choose the Siblings?” If she shakes her head, he says, “Mother, close your eyes.” If she nods, she then points at two different players (she can be one of them) and the Keeper takes note. The Keeper then says, “Mother close your eyes.” Followed by, “The two people I tap are the Blood Siblings”. The Keeper then taps both two Siblings. The Keeper then says, “Blood Siblings open your eyes” and the two siblings look around and identify each other. “The Keeper says, “Blood Siblings, if one of you is murdered or arrested, the other immediately dies. Now close your eyes.”

The Mother’s ability can only be used once in the game, and she loses it if the Ritual of Annihilation is declared first.

Lovecraft’s Tip: Even if a special-role player is eliminated before using her ability, the Keeper can go through the motions pretending that role is in play. He doesn’t tap anyone of course. This can be fun because if the Keeper stops pretending a role is active, the other players won’t know if this is because that character role was eliminated, or because they were being spoofed. Only do this if you know your players will enjoy the extra challenge.

Day – Psychiatrist (once-only)

The Keeper says, “Psychiatrist, open your eyes.” Psychiatrist opens her eyes. Then the Keeper says, “Choose a target to cure?” If she shakes her head, he says, “Psychiatrist, close your eyes.” If she nods, she then points at another player and the Keeper takes note. The Keeper then says, “Psychiatrist close your eyes.” Followed by, “The person I tap needs to hand me their tablet. I will give you a new one.” The Keeper then taps the target, takes the target’s card, and gives the target a normal Cultist card in exchange. It’s possible that the target might have already been just a normal Cultist, of course. In the rare case that the Psychiatrist chooses an investigator as her target, swap out the target’s card with a normal Investigator card instead of a Cultist.

The Psychiatrist’s ability can only be used once in the game, and she loses it if the Ritual of Annihilation is declared first.

Day – Tcho-Tcho

The Keeper says, “Tcho-Tcho, open your eyes.” The Tcho-Tcho opens his eyes. If the Tcho-Tcho was detained by the Detective, he does not get to use his ability. The Keeper can still call on him, even though he can’t use his ability, to keep the Tcho-Tcho’s identity secret.

The Keeper says, “Tcho-Tcho, who do you spy on?” The Tcho-Tcho then silently points at another player. The Keeper says, “The person I tap is the Tcho-Tcho’s target. When I tap you, hold up your tablet, and show it so all can see.” The Keeper then walks around the circle once or twice, and while so doing, taps the head or shoulder of the Tcho-Tcho’s target, who holds up their tablet and shows it. Once the Tcho-Tcho has identified the tablet, the Keeper says, “Hide your card. Tcho-Tcho close your eyes.”

If the Tcho-Tcho is detained, the Keeper can still tap someone, making them think that the Tcho-Tcho knows who they are, but indicate to the Tcho-Tcho that he should close his eyes so he can’t see the target’s tablet.

Note: if the Tcho-Tcho sees the Yithian’s tablet after the Yithian ability has been used, he won’t know whether the Yithian is an Investigator or a Cultist. Tough beans.

Lovecraft’s tip: if you’re the Tcho-Tcho DO NOT let the other players know! If you let it slip, the Investigators will arrest you for sure the next night.

Day – Traitor (once-only)

The Keeper says, “Traitor, hold up your tablet if you want to become an Investigator.” If the Traitor holds up his tablet, the Keeper silently exchanges it for an Investigator card (or just remembers, if no spare card is available). The Keeper should walk around the circle and pause several times so that it’s difficult for the other players to know the Traitor’s identity.

Once the Traitor has exchanged his tablet, his ability is gone. If he hasn’t used his ability before the Ritual of Annihilation, he loses it, and can’t switch any more.

Lovecraft’s tip: If the Tcho-Tcho learns you are the Traitor before you switch sides, he’s pretty much bound to pick you again later in the game, to see if you’re now an Investigator. Be aware.

Day – Yithian (once-only)

The Keeper says, “Yithian, open your eyes.” Then “Do you wish to choose a target?” If the Yithian nods his head, he then points to another player and holds up his tablet The Keeper then takes the Yithian’s tablet and says, “Yithian, close your eyes.” Then “I will tap the chosen target. If I tap you, give me your tablet.” The Keeper then taps the target, who must hold up his tablet. The Keeper exchanges the target’s tablet for the Yithian. The target loses any ability he had and can’t reuse the Yithian ability. The target now holds the Yithian card but remains an Investigator or Cultist as before – he can’t use the Yithian ability.

If the Yithian got a card with an unused or ongoing ability, he can use it at the proper time in the sequence.

Lovecraft’s Tip: The Yithian can’t use a role the night he gets it, since the Yithian goes last.

The Yithian’s ability is only used once. If the original Yithian doesn’t use his ability before a Ritual of Annihilation is declared, he automatically loses, and is hurled back to the Cretaceous to be eaten by flying polyps. He must declare this immediately when it happens. A player who was handed the Yithian card (i.e., not the original Yithian) is not killed when the Ritual of Annihilation happens.

Night Sequence

The keeper says, “Everyone wake up. It’s nightfall.” Any player arrested during the night is now out of the game and does NOT reveal their character. They can act out their arrest and even death if they want (killed while trying to escape? Hanged in their cell? Whatever.)

First Night – High Priest

First order of business is to choose a High Priest. All players vote on this matter. Winner is the new High Priest. In case of a draw, either the Keeper can choose or randomly select via eenie meenie minie moe or whatever.

Lovecraft tip: it is possible for the High Priest to secretly be an Investigator.

Night – Declare Ritual of Annihilation (once only)

If, after the players wake up, the Keeper sees that there are fewer than twice as many Cultists as Investigators (do not count the Evil Child or a Yithian that has not yet used its ability), he declares the Ritual of Annihilation. This lasts for the rest of the game and cannot be lifted.  If the Yithian hasn’t used its ability, it immediately dies and is out of the game.

Once the Ritual of Annihilation is in play, ALL SPECIAL ABILITIES ARE CANCELLED. The Detective can’t Detain, the Tcho-Tcho can’t Spy, the Shoggoth can’t Absorb, etc. Even one-use abilities, if they have not yet been used, are canceled – the Mother can’t pick Siblings, the Traitor can’t switch sides, etc.

EXCEPTIONS: The High Priest, Blood Siblings, and the Evil Child still keep their special abilities.

Lovecraft’s Tip – even if the proportion of Cultists to Investigators improves later, the Ritual of Annihilation is NOT stopped. It keeps up till game end.

Night – Discussion

Players discuss who they think are the Investigators. Players can keep their knowledge secret, or share information, but remember you might become a target if you are identified. The Discussion naturally evolves into the Accusation segment.

Night – Accusation

The players can now accuse other players of being an Investigator. Any such accusation must be seconded by at least one other player. The accused can, of course, defend themselves. More than one accusation can be made. Once it seems clear no further accusations are to be made, go to the Vote.

Night – Vote

After accusations are made and players have had chances to defend themselves, a vote is held for each accused player. The Keeper simply says something like “Everyone in favor of murdering <Name> raise your hand.> Then he rotates through the other accused players. The voting is open. No player is required to vote and a player can vote more than once as other names come up.

To be murdered, a majority of the votes must be logged against the accused. The High Priest gets TWO votes, while everyone else just gets one.

If more than one accused player gets a majority of the votes, then the voting continues until only one player has a majority. That player is then murdered and is out of the game. The Keeper then goes on to the Day sequence.

If no player scores a majority, and this goes around a couple of times, then the Keeper can decree that the vote is deadlocked, and no one is murdered. He then goes on to the Day sequence.

When the High Priest is Arrested or Murdered

When this happens, the High Priest, as his last act, picks someone else to take the High Priest token and lead the cult. No discussion is held. He just names his successor and hands over the card or gives it to the Keeper to hand over. He does not get a final inspirational speech.

Day or Night - when the Shoggoth is Arrested or Murdered

If the Shoggoth is arrested or murdered, then the Shoggoth can announce its role. To do this, it reveals its tablet openly and that it is not eliminated, because it is going to absorb another player. A brief amount of discussion is allowed. If the Shoggoth doesn’t absorb anyone, then the Shoggoth is out of the game.

DAYTIME – if the Shoggoth is arrested, the Keeper has the Shoggoth wake up and choose his victim of absorption. The Shoggoth points to a victim, then the Keeper reveals if the target is an Investigator. If so, the Shoggoth immediately dies (as does the target Investigator). (All Investigators carry a vial of anti-Shoggoth poison on their person.) If the target is another Cultist, then only the Cultist dies. In this case, the investigators now know the Shoggoth’s identity.

NIGHT TIME – if the Shoggoth is murdered or killed because of the death of a Blood Sibling, it can reveal itself and point openly to a victim of absorption. If the Shoggoth’s target is an Investigator, the Keeper reveals this and the Shoggoth also dies. Otherwise, the game continues – the keeper does not reveal the role of the victim if he is not an Investigator, and if the victim IS an investigator, the Keeper doesn’t reveal his role beyond vanilla Investigator.

Day or Night - when a Blood Sibling is Arrested or Murdered

If one of the siblings is arrested or murdered, the other immediately dies of a broken heart. They can make this as dramatic as they wish.