Table feel
Carcosa has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation in the game.
Players
1-4
Time
45-60
Age
12+
Weight
2.7
Rating
6.14
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Carcosa has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation in the game.
Carcosa offers a high level of variability with its gameboard, expansions, and strategic depth. The game adapts well to different player counts and has a moderate learning curve. Overall, it provides a fresh and engaging experience with good replay value.
Carcosa has a moderate influence of luck. Random elements like dice rolls and card draws have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
In Carcosa, you summon forth the home of the Tattered King, one tile at a time, using your cultists to control leylines, conduct rituals, and influence the districts of Carcosa itself. If they displease you, you can sacrifice them to the dark waters of Lake Hali for the pleasure of the King. Each player leads a Lovecraftian cult, taking turns using their prophet to select a tile representing a section of Carcosa from the cult board and adding it to the growing magnificent landscape of ritual sites, leylines, towers and domes. Players can then deploy cultists to control a leyline, conduct a ritual, or influence the districts they have just summoned. But Carcosa is no normal city! You must stabilize your summoned tiles with power drawn from leylines or they may be reshaped by other cults! Recruit more cultists by conducting the Forbidden Play at theatres you summon! Send your cultists to gather power and watch them be driven mad by the terrible secrets! Use your oracles to spend power on game-changing spells! Sacrifice your cultists to the horrific avatars of the King! The game will end either when a cult gathers enough power to conduct the final summoning of the King in Yellow or enough tiles are placed such that Carcosa becomes a permanent feature of our Earth and the cult with the most power seizes control. Only one cult can succeed in these insane tasks — but in Lovecraft's mythos, can one truly call that winning?
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