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Cerberus New Edition

Cerberus New Edition

Regular price €24,90 EUR
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 3 to 7 players 45 min 10 years and up

Cerberus is a semi-cooperative race and betrayal game for 3 to 7 players, designed by Pierre Buty and published by La Boîte de Jeu. Trapped in the Underworld, players must flee together to the boat that will allow them to cross the Styx — but spaces are limited, and not everyone will be able to get on board. Cooperate while it's useful, betray when necessary, and most importantly, don't get caught by Cerberus: those captured join the infernal dog's camp and will try to prevent others from escaping. A remarkably interactive atmosphere game, perfect for evenings where dirty tricks are welcome.

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How to play Cerberus?

Game Setup

  • Assemble the 5 double-sided boardslinearly: the Starting Board, 3 Intermediate Boards, and the End Board.
  • Place the Cerberus pawnon the first space of the Starting Board, in his Lair.
  • Position each player's Adventurer pawnson the starting space.
  • Shuffle the 3 Boat tiles(1, 2, or 3 spaces) and place them face down on their spots at the end of the board—no one knows yet how many spaces will be available.
  • Deal each player their 4 identical Action cards. Place the Survival cardand Betrayal carddecks within reach of everyone.
  • Position the Speed dieon the starting space of the Rage Track.

Gameplay outline

On your turn, you perform 2 actions:

  • Mandatory action: play 1 Action cardfrom your hand, face up in front of you. Action cards all have two sides: the Adventurerside (mutual aid) which advances an adventurer but also advances Cerberus, and the Cerberusside (betrayal) accessible only to captured players. All cards allow you to move your pawn or another player's pawn forward or backward.
  • Optional action: also play 1 Survival card(if you are an adventurer) or 1 Betrayal card(if you have been captured) for additional effects.

After each turn, check the Rage Track: each card played advances it. When it reaches its maximum, Cerberus goes on the hunt and advances by the number indicated by the Speed die - which increases over time. Any Adventurer on the same space as Cerberus is captured: they flip their Action cards to the Cerberus side and join the hound's camp to prevent their former companions from escaping.

Win/Loss Condition

The game ends in two ways:

  • Adventurers' victory: the boat is filled with the correct number of Adventurers — those inside win the game.
  • Cerberus's victory: the hellhound captures all Adventurers, OR there are not enough free Adventurers left to fill the boat. The first captured is the big winner for the Cerberus camp.
  • Help the group early, betray late

    The game is 75% diplomacy and 25% strategy. At the beginning of the game, playing collectively is the only way to advance quickly: an isolated player who goes it alone will find themselves without support and be Cerberus's first target. Wait until you are close to the boat before switching to individual mode.

  • Never roughly push a player back

    A player you violently push back becomes your enemy for the rest of the game. If they are captured, they will focus all their Cerberus cards on you.Choose your victims wisely: preferably target the one who is already behind, not the one who still has a role to play in the cooperation.

  • Watch the hidden boat like a hawk

    The size of the boat is only revealed at the end. If you suspect it only has1 seat, betray early and make a run for it. If it has 3, remain cooperative longer. Observe other players' reactions when the boat is revealed — their behavior will tell you everything.

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FAQ – All About Cerberus

Does the game really play well with 3 players?

It's playable with 3 players, but 5, 6, or 7 playersis clearly when Cerberus reaches its full potential. The more players there are, the richer and more unpredictable the dynamics of betrayal, alliance, and backstabbing. With 3 players, the game is more direct and less explosive.

What happens if all the players get captured?

If Cerberus captures all the Adventurers before the boat is full,the Cerberus camp players win. The first captured Adventurer is considered the grand winner of this camp—as they contributed the longest to preventing the escape.

Are the Action cards the same for everyone?

Yes, all players start with the same 4 Action cards. It is the Survival and Treachery cards drawn during the game that create differentiation between players. This initial symmetry is intentional: it is diplomacy, not equipment, that determines the outcome of the game.

Is Cerberus suitable for players who don't like direct confrontation?


This is not the ideal game for highly cooperative players. Betrayal is inevitablein Cerberus and some players may not take kindly to the low blows at the end of the game. However, for groups who love plot twists and explosive party atmospheres, this is one of the best games of its kind.