Compare/Head to head

Zombicide: Black Plague vs Cthulhu: Death May Die: Which Should You Buy?

If you've been eyeing one of these, you've probably been eyeing both. They're the same species of game: big, loud, co-op dice-chuckers stuffed with miniatures people actually want to paint, rated 14+, light-medium weight, and teachable in about ten minutes. Both come from the CMON school of design where the theme does the heavy lifting and the dice do the deciding. Neither one pretends to be a brain-burner, and honestly, that's the charm. You come for a great night with friends, not a tense math exam.

The real difference is the shape of the fight. Black Plague is a survival grind, you and your crew scrambling through a medieval town while an endless zombie tide rises around you. Death May Die is a boss fight with a twist, where you complete an objective, an Elder One shows up, and you try to shoot a god in the eye before it finishes its ritual (going insane on purpose to hit harder along the way). Once you know which of those sounds like your table's kind of chaos, you basically know your answer.

Co-op Dudes-on-a-Map2015
Zombicide: Black Plague board game box art

Zombicide: Black Plague

2015 · Raphaël Guiton, Jean-Baptiste Lullien, and Nicolas Raoult

3.63.6 out of 5

It's a loud, lucky, gorgeous co-op that asks almost nothing of your brain and gives back a great night with friends. Just don't expect a deep strategy game under all those minis.

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Co-op Dice Combat2019
Cthulhu: Death May Die board game box art

Cthulhu: Death May Die

2019 · Rob Daviau and Eric M. Lang

3.93.9 out of 5

A loud, gorgeous, dice-chucking co-op that trades careful investigation for pulpy monster-smashing, and it's a riot if you don't expect a tactical puzzle.

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Read full review
Head to head
Zombicide: Black Plague
Cthulhu: Death May Die
Rating
3.6/5
3.9/5
Players
1-6
1-5
Play time
60-180 min
90-120 min
Complexity
Light-Medium
Light-Medium
Category
Co-op Dudes-on-a-Map
Co-op Dice Combat
Best for
Big groups who want beer-and-pretzels zombie chaos
Tables craving pulpy Lovecraft action with a wild risk mechanic
Strengths and trade-offs

Zombicide: Black Plague

  • Genuinely easy to teach, you'll be playing in ten minutes
  • The miniatures and board sell the medieval-zombie fantasy hard
  • Scales from solo up to six and the chaos is the fun part
  • The endless zombie tide gets repetitive on longer missions
  • Dice luck decides a lot, so swingy wins and deaths happen

Cthulhu: Death May Die

  • Sanity-as-power flips the genre: going mad makes you stronger, which is a genuinely fun risk you'll chase
  • Fast to teach and quick to set up, so you're rolling dice and yelling within minutes
  • The minis and the Elder One reveal land the horror-pulp theme hard
  • The dice swing wildly, so a bad run can gut you early through no real fault of your own
  • Die first and you're stuck rolling for monsters with no real decisions, which stings on a 90-minute game
  • Only two Elder Ones in the base box, so replay value leans on you buying more

Zombicide: Black Plague and Cthulhu: Death May Die both sit in our Cooperative list. See the full Cooperative ranking to find where each one lands and what else is worth a spot on your shelf.

How they actually play

Black Plague is Zombicide dropped into a medieval world, so swap guns for swords, longbows, and exploding dragon bile. You and up to five friends run survivors through a town, grabbing gear, leveling up, and racing to finish a scenario before the dead swamp you. The hook is how fast it clicks. Turns are simple, the rulebook is clear, and the fun is pure popcorn: glorious saves, dumb deaths, and cheers when someone clears a room on one wild roll. It's a hangout game that happens to have a gorgeous board.

Death May Die flips the usual Lovecraft script. Instead of carefully sleuthing around, you kick the door in and start killing cultists, then face down an actual Elder One. The bit players love (me included) is the sanity system. Losing your mind isn't a punishment here, it earns you powerful upgrades, so you'll gladly go a little crazy to hit harder. That push-your-luck madness gamble gives it a spark Black Plague doesn't have. Where Zombicide is about outlasting a tide, Death May Die builds to one big cinematic reveal, and that Elder One hitting the table is a genuine moment.

Complexity and learning curve

Good news: there's no wrong answer here. Both are light-medium weight, both teach fast, and both are the kind of game where new players are rolling dice and yelling within minutes. Black Plague's rulebook is clear and you'll be playing in ten, which makes it a lovely pick when your group includes someone who's never touched a minis game. Death May Die is just as quick to set up and teach, with the one wrinkle that the sanity-as-power idea takes a minute to click (going mad is good, actually).

The first-game experience differs a little. Black Plague's swinginess is spread across the whole session, so a bad roll stings but rarely ends you. Death May Die's difficulty lurches: early turns feel easy, then it spikes hard, and a rough dice run can knock you out early through no real fault of your own. If your table treats bad luck as a story, that's fine. If someone at your table treats bad luck as a betrayal, ease them in with Zombicide first.

Replayability and table presence

Table presence is a tie, honestly. Both boxes land their theme hard. Black Plague's minis and board sell the medieval-zombie fantasy, and Death May Die's Elder One reveal is horror-pulp at its best. Where they split is staying power. Black Plague scales from solo all the way up to six, and the chaos genuinely is the fun part at a full table, though the endless zombie spawns can turn longer missions into a slog. Death May Die caps at five and ships with only two Elder Ones in the base box, so variety thins out fast unless you're willing to buy more.

One more thing worth weighing. In Death May Die, if you die first, you're stuck rolling for the monsters with no real decisions for the rest of a 90-minute game, and watching from the sidelines is a drag. Black Plague dodges that particular sting, but trades it for its own repetition problem on high-difficulty missions. Neither is a dealbreaker. They're just different flavors of the same honest truth: these are dice games, and the dice call some shots.

The verdict

Both earn their shelf space, so this comes down to your table. Buy Zombicide: Black Plague if you regularly host five or six people, want the easiest possible teach, and love the idea of a long, chaotic zombie survival night. Buy Cthulhu: Death May Die if your group tops out around four or five, you want a shorter and punchier session, and that go-insane-to-get-stronger gamble sounds irresistible (it is). If I had to pick just one for most tables, Death May Die's sanity twist and boss-fight structure give it the edge, which is why it rates a bit higher. But if player count six ever matters to you, Black Plague is the safer buy.

Pick Black Plague for big-table zombie chaos, pick Death May Die for a punchier night of punching a god in the face.