The End is Nigh Game Review

Protect your bunker at the end of the world with this meta social deduction game.

The world is coming to an end and you -- and the other players -- are in charge of who to let into your bunker. You have a total of 24 hours to question six refugees regarding their traits, trying to locate two cultists within the pile. And you have to be careful; you only get to vote two people out throughout the game. Each refugee has their own methods of being questioned. Complicating this further is the fact that there may be fanatics amidst the players as well.

The End is Nigh is a fun, engaging game that's deceptively challenging. Players aren't sure who to trust and questioning the suspects is difficult; there's often no way to get the information that you need with complete certainty. The traits that the refugees have are set but can be convoluted; the "jerk" needs to be outed as a cultist even if they aren't one, and a "pet dog" can render a cultist moot.

Because there's some complexity involved in the traits, it's often impossible to know who to trust. Did the player to your left see a pet dog with a cultist? Or are they simply lying about them being safe? The game is almost definitely tilted towards the cultists, as a single mistake can mean that the fanatics win and the civilians lose. It's even possible for there to be no fanatics at all (in smaller games), which means all the distrust was for nothing.

As a meta hidden role game, The End is Nigh is good for semi-large groups that have tired of traditional hidden role games. It's also good for people who find it difficult to lie directly, as players need to be vague about what they have and haven't seen. However, it can also be frustrating for players, because it can feel that the deck is stacked against them. The inclusion of additional "identity" cards (which have special abilities) also feels somewhat extraneous and many players forget about their ability entirely during play of the game.

  • A hidden role game with a fun twist and some intriguing, unique gameplay. 
  • Fast to setup and fairly easy to explain, with a direct turn order. 
  • Replayability is a bit strange. Refugees and traits don't change. Identities do. This can get very repetitive.