Move the haul out of personal slots and protect the carrier route.

The Mound: Omen of Cthulhu Guide
Read the Captain Contract before buying gear. Protect the six-slot inventory, carry at least one rain-safe ranged option, keep the Ox-wagon route available for treasure and recovery, and choose a Saint that answers the run’s most likely failure.
Captain Contracts
The objective decides the loadout and return rule
Each run starts from the Tempestad galleon. Pick the contract first; then protect the six-slot inventory, weather coverage, Ox-wagon route, and recovery plan.
Six-slot baseline
Carry the route before the treasure
- 1
One firearm or ranged weapon that fits the weather.
- 2
Machete for a low-cost melee and firewood answer.
- 3
Powder only when the chosen firearm needs it.
- 4
Food for route sustain.
- 5
Keep two slots open for the contract item, treasure, or emergency equipment.
Ox-wagon
The Wagon is storage, light, sanity shelter, and recovery
Carry living or downed crewmates back toward Priest recovery.
Use its light and presence to slow the cost of darkness.
Call it only on ground the squad can defend because the noise attracts enemies.
Saint answers
Choose the Saint for the failure you expect
Threat response
Not every threat should become a normal fight
Map order
Use forts and landmarks to extend the known route
The map is hand-built rather than procedurally generated. Story discoveries such as forts expand what the crew can identify and revisit.
- 1Landing Beaches
- 2Valdivian Forest
- 3Scarlet Flower Woods
- 4Abandoned Forts
- 5The Mound
- 6K'n-yan
Player questions
The Mound: Omen of Cthulhu FAQ
Answers reflect the current status and check date shown on this hub.
Can you play The Mound solo?
Yes. The publisher lists a single-player mode as well as co-op for up to four players.
How many players does The Mound support?
The game supports groups of up to four players.
What should a squad decide before an expedition?
Agree on the objective, buddy pairs, a short communication format, and a retreat trigger before leaving the galleon.
What should we do when players see different things?
Stop the push, describe the immediate cue without interpretation, and seek a second angle or second player before splitting the group.
How should a solo player handle perception distortion?
Stop moving, return your view to a stable landmark, restate the objective, and compare the risk of the next room with the cost of losing the current route. Solo play needs more frequent self-checks because there is no second player to verify the cue.