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Just when you thought Smash Up might escape - the International Gaming Authority reminded us we were honor bound to include Cthulhu in one of our products. So we set on to make the Cthulhuest product ever which you will soon hold in your hands.

Smash Up: The Obligatory Cthulhu Expansion features crazy Cthulhu cultists, fishy Innsmouth locals, horrifying Elder Things, and good old Miskatonic University members (the Fightin' Cephalopods). To be certain we got it right, this set also includes a new card type fittingly known as "Madness", that each of these groups use to various effects. But remember that Madness brings you power but at a price (joking!).

If you're ready to embrace the creatures beyond the understanding of mortal men, then shuffle up these guys with your pirates, bear cavalry, and others for the most awesome fit of crazed insanity you've had in a long time!

Contents:
4 Factions with 20 cards Each
- Cthulhu Cultists
- Elder Things
- Innsmouth
- Miskatonic University

8 Base Cards
1 Token Sheet
12-page Rulebook


Ages: 12+
Players: 2
Game Length: 45 minutes


This game can be played on its own as a two-player game or combined with other Smash Up sets to allow up to four players.

4.57 out of 5 stars

7 of 7 reviews


57%

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7 reviews

Great concept but slightly more stand alone

Average rating of 4 out of 5 stars

A slightly different Smash Up set with a Madness mechanic in the form of an extra deck. It’s a lot of fun but can be a bit harder to implement with other sets than normal because of this. It still works fine, but you have to do a tiny bit of extra work.

August 31, 2022 3:05 PM

Great tongue-in-cheek Cthulhu design

Average rating of 5 out of 5 stars

This expansion adds some exciting new factions to the madness of Smash Up with four factions built around the works of HP Lovecraft. Of course, this is smash up, so the art and abilities are more on the goofy side than the usual eldritch horror game. Each faction has some interesting abilities though they do seem a bit similar to some existing factions in function. For example, Innsmouth residents are very similar to the zombie faction. The most controversial aspect of this expansion is the Madness mechanic. Madness cards are given to players by various cards within this expansion and all of the factions are dependent on the mechanic for some effects. Madness cards that end up in the player's deck at the end of the game subtract from their victory points and can make a big difference. Since only the Cthulhu expansion factions can directly affect Madness cards (though they can be affected by some other card effects in other factions), some faction choices may be greatly hampered by Madness. This can be really off-putting so it really is necessary to make sure every player is OK with Madness cards before starting the game and removing the requisite factions and bases if not. This can be a bit of a headache but a bit of experience has shown that Madness generally adds more to the game than it subtracts and careful play (and decent draws of course) can easily work around it.

October 28, 2015 3:18 AM

Patrick

Average rating of 5 out of 5 stars

This expansion adds some exciting new factions to the madness of Smash Up with four factions built around the works of HP Lovecraft. Of course, this is smash up, so the art and abilities are more on the goofy side than the usual eldritch horror game. Each faction has some interesting abilities though they do seem a bit similar to some existing factions in function. For example, Innsmouth residents are very similar to the zombie faction. The most controversial aspect of this expansion is the Madness mechanic. Madness cards are given to players by various cards within this expansion and all of the factions are dependent on the mechanic for some effects. Madness cards that end up in the player's deck at the end of the game subtract from their victory points and can make a big difference. Since only the Cthulhu expansion factions can directly affect Madness cards (though they can be affected by some other card effects in other factions), some faction choices may be greatly hampered by Madness. This can be really off-putting so it really is necessary to make sure every player is OK with Madness cards before starting the game and removing the requisite factions and bases if not. This can be a bit of a headache but a bit of experience has shown that Madness generally adds more to the game than it subtracts and careful play (and decent draws of course) can easily work around it.

October 28, 2015 12:00 AM

Is this real life?

Average rating of 5 out of 5 stars

Needless to say when i had heard about this expansion I was a little past excited. My two favorite things ever coming together to make my friends lives that much more difficult. Then came the madness cards. If it had been anything else FOR anything else I would have called it a gimmick. But cows of the holiest. It works so well with this expansion and even better with the full game. Once upon a time you could be the boss hog and break bases faster than your pals could keep up. Now you can be target punished for these things and bleed points. 15 points means nothing in the eyes of Cthulhu and 12 madness cards. This was a blast of an expansion and the added deck and rules didn't slow things down at all. It only added a new layer of tactical complexity to an already bang up game. 10/10 Don't miss the chance to drive your friends insane.

October 7, 2015 2:54 AM

Robert

Average rating of 5 out of 5 stars

Needless to say when i had heard about this expansion I was a little past excited. My two favorite things ever coming together to make my friends lives that much more difficult. Then came the madness cards. If it had been anything else FOR anything else I would have called it a gimmick. But cows of the holiest. It works so well with this expansion and even better with the full game. Once upon a time you could be the boss hog and break bases faster than your pals could keep up. Now you can be target punished for these things and bleed points. 15 points means nothing in the eyes of Cthulhu and 12 madness cards. This was a blast of an expansion and the added deck and rules didn't slow things down at all. It only added a new layer of tactical complexity to an already bang up game. 10/10 Don't miss the chance to drive your friends insane.

October 7, 2015 12:00 AM

A Mixed Bag

Average rating of 4 out of 5 stars

I'm a fan of Smash Up in general, so I like this expansion. That being said, it's a bit notorious in my gaming group, and is generally the least liked expansion thus far. I find the factions work well and their play styles make sense. The only complaint is the use of Madness cards. Personally, I like the theme, and the Madness cards are a big part of that. However, some of my gaming friends dislike them and refuse to play this expansion. Their major concern is that if someone plays a Chthulhu faction that gives you Madness cards, it almost mandates that you play one as well so that you can get rid of them and avoid the penalties. I don't find it quite so mandatory and think that it's a bit of an exaggeration. I've had successful rounds with non-Chthulhu factions, it's just how you pair your factions, which is what this game is all about. Short Recap: I think it's pretty good, but some people dislike the Madness cards. But if you choose factions wisely, it's a non-issue.

October 3, 2015 9:25 PM

James

Average rating of 4 out of 5 stars

I'm a fan of Smash Up in general, so I like this expansion. That being said, it's a bit notorious in my gaming group, and is generally the least liked expansion thus far. I find the factions work well and their play styles make sense. The only complaint is the use of Madness cards. Personally, I like the theme, and the Madness cards are a big part of that. However, some of my gaming friends dislike them and refuse to play this expansion. Their major concern is that if someone plays a Chthulhu faction that gives you Madness cards, it almost mandates that you play one as well so that you can get rid of them and avoid the penalties. I don't find it quite so mandatory and think that it's a bit of an exaggeration. I've had successful rounds with non-Chthulhu factions, it's just how you pair your factions, which is what this game is all about. Short Recap: I think it's pretty good, but some people dislike the Madness cards. But if you choose factions wisely, it's a non-issue.

October 3, 2015 12:00 AM

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