Mummy the Curse 2e in my opinion is the gem of the chronicles of darkness line. While the other games in the setting are all quite good, Mummy provides a system for storytellers and players to experience a new kind of narrative. One in which time itself is both something to traverse and the enemy as your lifeforce gradually slips away. The juxtaposition of Sekhem and Memory is a brilliant way to explore new themes in roleplay. Many players enjoy playing powerful heroes or creatures and the thrill of having these abilities at your fingertips is exhilarating to explore.
In Mummy the Arisen begin at the peak of their power as if a God and slowly but surely feel it slip away. It's fascinating to watch players get to explore this fantasy and experience the horror of profound loss while at the same time regaining the essential memories that made them who they were in the first place. This second edition perfects the formula in many ways however it gives you so much more within its pages.
Cults, Tombs, Gods of Irem and all of the periphery pieces of this world the Arisen needs are plentiful with varities of not only options, but examples of how to use them in a story. This is by no means a passive compliment. This is a game where you start by playing at God like power, but rely on people like .. Jacob a taxi cab driver in Cincinnati who is a member of your cult and knows the streets in and out. It is very very easy to lose the foundation and ground level perspective in a game that allows you to do as much as Mummy does. The developing team was smart enough to show you how you can still make this game fit a variety of narratives, from heist, to police procedural to the shadow politics of cult vs cult cloak and dagger espionage.
One final piece I found helpful is that there is a mix of a rogues gallery of other immortals you can add in as either antagonists or as player characters for those who wish to play but do something slightly different in the game. I found that to be a very generous and fascinating thing to include and am excited to explore that added facet and perspectives into this narrative.
My professional opinion is that this book deserves at 10/10. From layout, design, content, systems and art work the concept of Mummy the Curse is finally achieved where so many other attempts to make a game about them have fallen short. I hope this game finds itself into the hands of many storytellers and players and will definitely be telling more stories and running more games set in this world, and hopefully will even get to play in it sometime.
Mondo Cane Publishing