mm3cocrules
TRANSCRIPT
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page 1MAZE MODULE M3 – Cocktails of Cthulhu
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CO C KTAILS
OF CTHULHU
For use with The MAZES & MOSTERS Drinking Game
Intrepid Investigator have you survived the perils of the PEQUOD CAVERNS? Have you gone toe to toe with the
Cazadores de la Muerte? Are you ready to plunge the depths of sanity and face the MIGHTY CTHULHU himself!
Then step right up....to TM&MDG Maze Module D3: COCKTAILS OF CTHULHU. Grab your copy of the TM&MDG
rules, this rules pamphlet, and gather a random party of dilettantes, investigators and academics as you stare
INSANITY FULL IN THE FACE!
(not included in this rules pamphlet)
1 copy of the MAZES and MONSTER DRINKING GAME RULES
1 copy of MAZE MODULE D3
1 copy of the neo-classic silent movie, “THE CALL OF CTHULHU”
(N-1)/2 Cases of Beer (Where N = Number of Players)
2d10 (i.e. percentile dice)
About an hour of time, and seriously strong constitutions
Something to act as a Cthulhu Idol (like a Cthulhu plush, or a gigantic HorrorClix mini, or 36 pounds of raw
calamari)
To select a language other than English and set the subtitles to it (COC comes with 24 languages. We suggest
Basque)
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Each player needs to select their character archetype (COC is way to cool for classes – this shit is skil l based
mutherfucker!). Your “archetype” determines your special abilities and conditions of sanity. You can select your
archetype, or roll on the chart below. For party balance, it is best if each other major roles are covered.
Die Roll (%) Archetype inSAity Offense
0-30% Dilettante Sartorial Headgear
31-60% Academic Mustaches
61-100% Detectives Violence
As an Investigator, you are intrigued by the opening and closing of boxes, books, and cold cases. Obviously, all of
that opening and closing of things have driven you INSANE! As an investigator, you are particularly set off by
violence, death, and corpses. Unlike other investigators, you lost your mind fighting with monsters beyond
comprehension. As such, whenever you witness violence, you MUST DRINK!
As an academic you were already pretty far gone in the Insanity department, so that no one really noticed when
you finally flew over the cuckoo’s nest and right into the swirling miasma of the Dreamlands! You are particularly
fond of anything that has to do with reading and writing, and the occasional use of arithmetic gets you hot and
bothered! Unlike other investigators, you lost your mind researching the power of the Great Old Ones – and the
wriggling mass of tentacles and pseudopodia that protrude from their ancient faces. As such, whenever you see a
mustache, you MUST DRINK!
As a Dilettante, you have no real excuse for poking your nose into the forbidden arts and inscrutable mysteries of
the Yellow Sign, the Black Goat, or the Elder Mythos. You literally had nothing better to do with your time and
money than pursue whatever happened to catch your attention, and unluckily for you, your attention was caught
by the strange and tantalizing geometry of madness! Unlike other investigators, you lost your mind peering into the
depth of your own callous, flippant soul. As such, whenever you see a new fashion (generally, in the form of a hat
or other headgear), you MUST DRINK!
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Unlike other Mazes and Monsters Drinking Games, Cocktails of Cthulhu is meant to be played by seriousdrinkers that have evolved beyond the need for “classes” and “levels”. In CoC, the only thing that is
important is INSANITY. Obviously, you need to be a little crazy to play this game, but hey. Each player starts the
game with 9 SANITY PINTS (not a typo). Each time they finish a beverage, they “lose” a SAN PINT. When they do
this, they should loudly exclaim “DING!” (since you’re all a little nutty, making the sound more like a clarion or bell
bong is pretty fun).
At the end of the game, Player’s compare how “SANE” they are. The player with the least number of SANITY PINTS
(a number which can go negative) is announced the sanest, and awarded the coveted title of MAZE CONTROLLER!
During a game of Cocktails of Cthulhu (and just because there are no levels) doesn’t mean that people still
aren’t going to “DING!” Whenever a player “DINGS!” everyone else needs to say “GRATZ!” Of course,
this is a drinking game, so you need to take a drink every time you “GRATZ!”
Any time Cthulhu is seen, mentioned, or appears – you must loudly exclaim IA IA! Any time you utter the
phrase IA IA! You must then drink. If anyone catches you not saying IA IA! Then you have to take 2x
drinks.
Just as CoC is a great LARPing system, M&MTDG:COC is a far more “enlightened” set of role-playing
drinking rules that accommodates the fringe elements of the LARP community. As such, you may LARP
this game, by standing near the screen, and making up your own dialog for whatever incompressible
nonsense is going on onscreen. While you are “LARPING”, you are not held to the other rules of this
game. If you decide to LARP, anyone else can “swap” with you, by taking a large drink, and “tapping you
out”.
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M&MTDG:COC is a little different than other M&M games. As a silent movie, there aren’t a host of hysterically funny lines to guffaw and drink over. Luckily, there are plenty of things that would cause an
urban movie house* to erupt in screams of “Don’t Go In There” and “Don’t Open that Box” and “Oh No
He Didn’t”.
In Cocktails of Cthulhu, audience participation isn’t just accepted, it’s mandatory. There are a number of
“scream outs” in the film that require the audience to yell at the movie. Then, since you just yelled out,
you have to drink.
As experienced gamers, we all know that there are some things that you should never do in a Call of
Cthulhu game. Since we are all on the road to recovery (back to Sanity), we need to encourage thepeople on the screen NOT TO DO THESE THINGS.
These things are:
1) Don’t open or look in a box.
2) Don’t go through any door.
3) Don’t explore the Dreamlands.
4) (And whatever else you do, never, ever, ever) open or read a book.
*If you don’t get this joke, you need more black friends.
The first person to “gain” a PINT OF SANITY gets the CTHULHU IDOL.
While you are holding the IDOL, you must drink 2x for each drink (because you would have to be crazy to
want to hold onto this thing). You must hold onto that IDOL until you have dinged, at which point, you
may pass it to any player that you want (take that!).
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During the watching of the film, many things will occur which will cause our intrepid investigators to
drink! Each of the following causes every adventurer to take a drink. There are some activities that only
cause certain archetypes to drink (as explained earlier). Undoubtedly, your party will achieve some
measure of success and have some Maze Controllers add to this list.
+1 DRIK (ALL IVESTIGATORS)
Start of a DREAM SEQUENCEStart of a FLASHBACK
Any NEWSPAPER CLIPPINGAny EYEPATCH
Seeing MISTRowing or Running Away
IA IA CTHULHU FATGH!
Whenever you see Cthulhu, an image of Cthulhu,
Or the word Cthulhu you must yell IA IA! And then drink.If you are caught not drinking, you must drink x2
CIEMA OIR DRIKS
“DON’T OPEN THE BOX”“DON’T READ THAT BOOK”
“DON’T GO IN THERE”“DON’T WANDER IN THE DREAMLANDS”
SOLO DRIKS (Dilettante)
HEADGEAR
SOLO DRIKS (Detectives)
VIOLENCE
SOLO DRIKS (ACADEMIC)
MUSTACHES