Designing Cthulhu: Death May Die – Forbidden Reaches: A Behind-the-Scenes Look
Hello, my name is Marco Portugal, co-designer of Cthulhu: Death May Die – Forbidden Reaches. Today, I’m excited to share the story behind the design process of this new core set expansion for the game series.
My journey with Cthulhu: Death May Die began when Eric Lang showed me an early playable prototype of the first Core Box and appointed me as the Lead Developer. It was an incredible experience to collaborate with him and Rob Daviau, two of the most renowned game designers in the industry. My primary goal as a developer was to ensure the game was simple, streamlined, and easy to understand, while still delivering an epic and memorable experience. I’m thrilled with how the game was received and the passionate fanbase it has cultivated.
One aspect of the game that immediately stood out to me was its modularity. From the outset, Cthulhu: Death May Die was designed to allow players to combine Episodes and Elder Ones, ensuring that each playthrough would feel unique. The rules and components needed to be flexible and dynamic to support this modular structure. The excitement of opening a new Episode or Elder One and discovering new rules and components creates a sense of novelty with every session. This approach gives the game a “legacy” experience without relying on legacy mechanics. This was originally an inspired idea from Lang and Daviau.
When I began designing additional content for the game for the Fear of the Unknown Box, I was determined to stay true to its core principles. My focus was on mechanics that would further expand the game’s modularity. This is where the concept of Unknown Monsters and Relics from Fear of the Unknown came into play. They were two new features that not only adjusted the difficulty, but also enhanced the game’s modular nature.
As we began work on the Forbidden Reaches Core Box, the fifth season of the game, Rob and I had our first meeting to discuss the new mechanics we wanted to introduce. One of the most requested features was a Campaign Mode, so we decided to include it in this installment.
The Campaign Mode consists of a deck of cards with an overarching narrative that spans three Episodes played in sequence, with each Campaign offering multiple configuration options. Players can choose Episodes from any of the Cthulhu: Death May Die sets, allowing for a vast array of combinations. Additionally, the Campaign can feature any existing Elder One as the final boss, adding even more variety to the experience.
I also suggested expanding the available Investigator skills by introducing new Basic Skills. We created four new Basic Skills, bringing the total to ten. Our goal for this expansion was to ensure that each Investigator would have at least one of these new Basic Skills, further enhancing the feeling of being modular, as each new Investigator feels fresh and different, but also familiar.
However, the part that truly excited me most about this new season was learning that we would be doing a Godzilla crossover. As a lifelong fan of the King of Monsters, I was absolutely thrilled. I’d already had the privilege of designing the Godzilla miniature’s gameplay, but now I had the opportunity to create not just one, but two Epic Episodes featuring a massive Godzilla sculpture. For Godzilla Rising, my focus was on creating an experience that made players feel like they were in a Godzilla movie, strategizing to repel its devastating attacks. In Godzilla vs. Cthulhu, players will team up with Godzilla to defeat the Great Old One once and for all.
I’m incredibly excited for you to experience the new mechanics in Forbidden Reaches, as well as the epic Godzilla Episodes. It’s truly a pleasure to know that people enjoy the experiences I help create, and I can’t wait for you to dive into this new season.
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