Cthulhu Wars Stuff

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Re: Cthulhu Wars Stuff

Post by Juri » Mon Dec 02, 2019 6:18 pm

then put the spoiler box in rot 13

then put the rot 13 into a cipher

then hide the cipher in an ancient grimoire

then store the grimoire in a forbidden library

then let the forbidden library sink into the depths of the desert sand, never to be seen again by mortal eyes
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Re: Cthulhu Wars Stuff

Post by Doug » Tue Dec 03, 2019 7:01 pm

Expansion list -- official expansions sold as such:

Dreamlands Surface Monsters
Moonbeasts, shantaks, gnorri (neutral monsters)

Dreamlands Underworld Monsters
Gugs, ghasts, leng spiders (neutral monsters)

Cosmic Terrors
Great Race of Yith, Quachil Uttaus, Dhole (neutral terrors)

Great Old Ones Pack 1
Cthugha, Mother Hydra, Chaugnar Faugn, Abhoth, Yig (neutral GOOs)

Great Old Ones Pack 2
Father Dagon, Bokrug, Ghatanothoa, Atlach Nacha (neutral GOOs)

Great Old One Pack 3
Gobogeg (neutral GOO)

Great Old Ones Pack 4
Nyogtha, Tulzscha, Byatis (neutral GOOs)

Azathoth
Neutral spellbooks (rule addition)
Servitors of the outer gods, dimensional shamblers, star vampires, elder things (neutral monsters)
Azathoth (neutral GOO)

Masks of Nyarlathotep
Dark demons (neutral cultists)
The Shadow Pharaoh (neutral terror)
The Bloated Woman, Haunter of the Dark (neutral GOOs)

Beyond Time and Space
Wamps, voonith (neutral monsters)
Hound of Tindalos (neutral terror)

Ramsey Campbell Horrors 1
Insects from Shaggai (neutral monster)
Gla'aki, Eihort (neutral GOOs)

Ramsey Campbell Horrors 2
Satyrs (neutral monster)
Y'golonac, Daoloth (neutral GOOs)

Something About Cats
Mercury cats, Venus cats, asteroid cats (neutral monsters)
Neptune cat (neutral terror)
Hagarg Ryonis, the Jupiter Cat (neutral elder god)

High Priests
(Rule addition)

Expansions through Kickstarter, not sold as such:

Faction Great Old Ones as Independents
(Neutral GOOs)

Unique High Priests
(Neutral cultists) (requires High Priests)

Investigators
Amelia, Cindrew, John, Hannah, Naomi, Moose, Tarang, Victor (neutral investigators)

Colour Out of Space
(Rule addition)

Individual units through Kickstarter, not sold as such:

Elder Shoggoth (neutral terror)
Worms of Ghroth (neutral terror) (can't use on Shaggai)
Brown Jenkin (neutral terror)
Cacodemon (neutral terror)
Dire Cthulhu (neutral GOO)
Dire Azathoth (neutral GOO)
Nodens (neutral elder god)
The Prophetess (neutral cultist)
The Eidolon (neutral cultist)
Eradicators (neutral marker) (can't use on Shaggai)
Astral Acolyte (rule addition)
Brain cylinders (rule addition) (Yuggoth always uses)
Slime molds (neutral monster) (Yuggoth always uses)
Giant albino penguins (neutral monster)

Planet Apocalypse
Hannah, Prof. Maxwell, Tarang, Naomi, Cindrew, John (neutral investigators)
Larvae, grylluses, fiends (neutral monsters)
Cacodemon, Hellhound, Catoblepas (neutral terrors)
Baphomet (neutral GOO)

Planet Apocalypse Void Pack
Moose, Dorothy (neutral investigators)
Secutor, Magdalene, Mandrake (neutral terrors)
Tarasque, Stheno (neutral GOOs)

Planet Apocalypose Dragon Pack
Victor, Bernice (neutral investigators)
Elemental, Cendiary, Nucklavee (neutral terrors)
Chthon, Stroma (neutral GOOs)

Planet Apocalypse Pack of the Pit
Penrod, Amelia (neutral investigators)
Gadarene, Raparee, Hortator (neutral terrors)
Orobas, Humbaba (neutral GOOs)

Planet Apocalypose Power Pack
Dr. Hunter, Cissy (neutral investigators)
Bellatrix, Philter, Tardigrade (neutral terrors)
Geryon, Argus (neutral GOOs)

Individual Planet Apocalypse units through Kickstarter:

Jabootu (neutral GOO)
Pulgasaur (neutral GOO)
Scylla (neutral GOO)
Asmod (neutral GOO)
Procrustes (neutral GOO)
Demon Gate (neutral marker)

Glorantha: The Gods War
Kyger Litor, Yelm, Malia, Thed, Ragnaglar, Orlanth (neutral GOOs)

Gods War Empires
Pamalt, Genert, Magasta, Sedenya (neutral GOOs)

Gods War Dragons
Red Dragon, Black Dragon, Brown Dragon (neutral dragons)

Gods War Chaos Monsters
Mother of Monsters, Sky Terror, Cwim (neutral chaos monsters)

Gods War Cosmic Monsters
Juggernaut, Androgeus, Leviathan (neutral cosmic monsters)

Gods War Elder Races
Luathans, Vadeli, Scorpion Men, Dragonewt, Ducks, Maidstone Archer, Boggles, Elfs, Dwarfs, Waertagi, Giant, Slarges (neutral elder races)
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Re: Cthulhu Wars Stuff

Post by Doug » Fri Jan 03, 2020 6:49 pm

Cthulhu.jpg
Cthulhu.jpg (91.76 KiB) Viewed 2603 times
Black Goat.jpg
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Crawling Chaos.jpg
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Yellow Sign.jpg
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Opener.jpg
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Sleeper.jpg
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Windwalker.jpg
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Tcho-Tchos.jpg
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Ancients.jpg
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Bubastis.jpg
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Daemon Sultan.jpg
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Re: Cthulhu Wars Stuff

Post by Juri » Sat Jan 04, 2020 3:07 am

I really can't get behind a set of pieces where the windwalker cultists aren't 'eskimo with a GUN'
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Re: Cthulhu Wars Stuff

Post by Juri » Sat Jan 04, 2020 3:08 am

cthulhu's man in a raincoat and YS's dancing woman are strong in my memory also
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Re: Cthulhu Wars Stuff

Post by Doug » Sat Jan 04, 2020 3:17 am

Juri wrote: Sat Jan 04, 2020 3:07 am I really can't get behind a set of pieces where the windwalker cultists aren't 'eskimo with a GUN'
Yeah those are alternative pieces that are available

They're just not out of the box

They are incredible and we always use them
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Re: Cthulhu Wars Stuff

Post by Juri » Sat Jan 04, 2020 3:23 am

I'm sure they're maybe not ideal for visual clarity but damn do they look good
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Re: Cthulhu Wars Stuff

Post by Juri » Sat Jan 04, 2020 3:24 am

and your groups presumably a bunch of regulars by now so I imagine you don't need to worry about that anyway
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Re: Cthulhu Wars Stuff

Post by Doug » Sat Jan 04, 2020 3:25 am

Oh IRL it's so much easier to know what's what
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Re: Cthulhu Wars Stuff

Post by Juri » Sat Jan 04, 2020 3:25 am

Also an interesting choice to source the mold for the power marker sculpt from the guys at Bad Dragon
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Re: Cthulhu Wars Stuff

Post by Crunchums » Sat Jan 04, 2020 8:42 pm

I accidentally awakened deep horrors beyond human understanding twice, now I'm Two Shoggoths
u gotta skate

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Re: Cthulhu Wars Stuff

Post by Juri » Fri Jan 17, 2020 9:39 am

is there anyone except for GC faction that cares about ocean tiles?
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Re: Cthulhu Wars Stuff

Post by Doug » Fri Jan 17, 2020 2:07 pm

Some neutrals -- Father Dagon and Mother Hydra
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Re: Cthulhu Wars Stuff

Post by Doug » Mon Jan 20, 2020 5:18 pm

Gods War errata revealed today:

Storm
Whirlwind -- You only get to add the battle die if you have an actual unit (not merely a building) in the battle (nerf)

Darkness
The fifth heroquest requirement -- (The one where you capture enemy buildings/units) You now only need at least half as many "captured" buildings/units as the total number of players, rather than one from each opponent. Also, you get 1 power for each player instead of 1 for each opponent (so, 1 more power than before) (buff)
Castle of Lead -- only costs 1 to build instead of 3 (buff)

Invisible God
Every heroquest requirement, except for The Final Ritual, now requires you to pay 1 power or 1 VP as you meet the requirement in order to get the gift. (Note that all the ones that give you VP for meeting them still do, so you often might be paying a VP and then immediately getting it back.) (nerf)
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Re: Cthulhu Wars Stuff

Post by Juri » Tue Jan 21, 2020 9:06 am

Is the Doomsday action of the Sarkomand Tcho-Tchos a 0-cost turn action like Psychosis, or a 0-cost game action like Dragon Ascending?
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Re: Cthulhu Wars Stuff

Post by Juri » Tue Jan 21, 2020 9:10 am

Also it's weird to me that the out-of-the-box acolytes for Daemon Sultan and Ancients aren't standard. If you're going to use the regular models instead of the cool ones surely you want them to actually have a standardized look for legibility?

I guess it's possible that these are the ONLY printings of Ancients and Daemon Sultan cultists, meaning they wanted to get them out the door with a themed set.
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Re: Cthulhu Wars Stuff

Post by Doug » Tue Jan 21, 2020 1:04 pm

Juri wrote: Tue Jan 21, 2020 9:06 am Is the Doomsday action of the Sarkomand Tcho-Tchos a 0-cost turn action like Psychosis, or a 0-cost game action like Dragon Ascending?
Neither -- it happens when you get the spellbook. Let me amend the summary
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Re: Cthulhu Wars Stuff

Post by Juri » Tue Jan 21, 2020 1:08 pm

:0
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Re: Cthulhu Wars Stuff

Post by Juri » Tue Jan 21, 2020 9:48 pm

Can Bubastis use brain cylinders to control gates?
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Re: Cthulhu Wars Stuff

Post by Doug » Wed Jan 22, 2020 12:36 am

Juri wrote: Tue Jan 21, 2020 9:48 pm Can Bubastis use brain cylinders to control gates?
Yes. It's a bit of a challenge for Cats to have any brain cylinders, because they at first have no way to control a gate at the Laboratory. But if Cats capture a brain cylinder, they can turn it into their own, and then set about controlling gates
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Re: Cthulhu Wars Stuff

Post by Juri » Wed Jan 22, 2020 5:28 am

cat has to knock a jar off the table and onto the floor before it can get its face into the jar and unlock its mysteries
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Re: Cthulhu Wars Stuff

Post by Juri » Wed Jan 22, 2020 5:31 am

ooh could you use neutral spellbooks to rebuy Doomsday multiple times? or is it an OPG under RAW
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Re: Cthulhu Wars Stuff

Post by Rylinks » Wed Jan 22, 2020 5:31 am

Juri wrote: Wed Jan 22, 2020 5:28 am cat has to knock a jar off the table and onto the floor before it can get its face into the jar and unlock its mysteries

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Re: Cthulhu Wars Stuff

Post by Doug » Wed Jan 22, 2020 1:33 pm

Juri wrote: Wed Jan 22, 2020 5:31 am ooh could you use neutral spellbooks to rebuy Doomsday multiple times? or is it an OPG under RAW
I believe it is OPG
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Re: Cthulhu Wars Stuff

Post by Doug » Thu Jan 30, 2020 1:34 pm

Doug wrote: Fri Nov 01, 2019 3:09 pm
Juri wrote: Fri Nov 01, 2019 3:01 pm please explain the tactical value of mercury cats ability to a pleb
The only general use I can figure out is so limited as to be wacky. You can move and attack with all-monster forces, and then if you anticipate winning where there's a gate, you can bring in an acolyte so that you'll be able to take the gate

Special uses:
- If you're Black Goat, you can get ghouls into position (which roll no dice) and then swap in acolytes (Frenzy gives them 1 die each)
- If you have stupid Servitors, which are negative combat, you can blink in acolytes, which at least have zero combat

The text says choose one or more of your monsters, and replace them with your acolyte cultists -- it doesn't say from your pool, actually. They don't mean switching their location i.e. teleporting, do they

EDIT: I now assume they do mean that, which makes this effect very interesting
OK so it's replace monsters in the battle with acolytes from your pool

As niche as can be, huh

And asteroid cat can hit any player who doesn't have all his spellbooks -- it doesn't matter how many spellbooks the asteroid cat player has

Also, Hagarg Ryonis' spellbook hits all opponents who are at 1, not just one of them
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Re: Cthulhu Wars Stuff

Post by Doug » Thu Jan 30, 2020 6:06 pm

I now have good high-res images of Shaggai's 4-, 5- and 6- player maps.

I don't have a 3, 7, or 8
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Re: Cthulhu Wars Stuff

Post by Doug » Thu Jan 30, 2020 8:22 pm

Shaggai 55.jpg
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Shaggai -- a world being destroyed

This world falls apart as the players try to conquer it. The terrible worms of Ghroth will signify the destruction of spaces. However, as they do so, they will grant the players a strange ability.

The game starts with one worm of Ghroth on the Worm space in the center of the map. There are six worms total, and each one has a number on it, 1-6. Choose any one worm to start the game in the center. Worms cannot be affected by players -- they are not monsters, terrors, or GOOs here, but merely markers.

At the end of each Doom Phase, each player rolls a die. For each worm on the map that had one or more dice matching it, remove that worm, and replace it with an eradication marker.

- Any gate there is destroyed. Its controller gains 1 elder sign
- Any cathedral there is destroyed. Ancients gets 1 doom
- Any other game marker, such as the Ice Age marker, is destroyed
- All units there are eliminated. Players get 1 power for each unit they lost. Players also get 1 elder sign for each GOO they lost. Yog is a gate and a GOO and a unit, so Opener would get 1 power and 2 elder signs just for Yog!
- Nothing may ever enter that space again by any means

Each player, beginning with the first player, must now place a new worm on the map, in a space adjacent to another space with either a worm, or an eradication marker. Do this until each player has placed 1 worm, unless you run out of worms first, or run out of eligible spaces first.

If the number of noneradicated spaces ever reaches fewer than 2 per player, everyone loses!

HOWEVER, the worms provide a benefit.

A player who controls a gate in the same area as a worm can tap into the Cosmic Power. This means two things:

- The player may purchase any of their own spellbooks for 6 power, placing it into any spellbook requirement, even if not met. For example, for 6 power, Black Goat could take Frenzy and put it on the "In eight spaces" requirement, despite only being in four spaces.
- The player may waive the location requirement for any Awakening, Summoning, or Constructing, for 2 extra power.

For example, for 2 extra power, Cthulhu could Awaken the Cthulhu GOO on any space on the map, even with no gate there, instead of having to use the space with the Cthulhu faction glyph.

Another example, for 2 extra power, Ancients could Construct a second cathedral on a "claw symbol" space, pretending it's a "serpent symbol" space, and even get the serpent symbol space spellbook for this.

Another example, for 2 extra power, Windwalker could Awaken Ithaqua on Yog's space, and if there were no other gate there, annihilate Yog (because Ithaqua destroys a gate where he appears, but must choose a normal gate first if there is one).

By the way, Cats get a special caveat here. Cats may always pay 6 for any spellbook on this map instead of meeting the actual requirement, when they wish. However, they do not get the other benefit, paying 2 power to waive a location requirement, for free like this.

ERADICATED spaces cannot be entered by any means. However, players may skip over them when moving! In order to skip over one or more eradicated spaces when moving, you must eliminate any one of the units that you move, no matter how many units you're moving. Yes, this means that a lone unit cannot actually manage to perform this. However, a bunch of units could, by sacking any one of them. Note that the moving units do not have to be traveling together i.e. three units on one side of the map could move over an eradicated space by sacking a fourth unit on the other side of the map, paying 4 power for the move.

What a dangerous place!
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Re: Cthulhu Wars Stuff

Post by Juri » Thu Jan 30, 2020 9:27 pm

Watch out for the bees
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Re: Cthulhu Wars Stuff

Post by Doug » Fri Jan 31, 2020 1:53 pm

Have you ever been to The Dord?
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Re: Cthulhu Wars Stuff

Post by Doug » Wed Feb 05, 2020 1:49 pm

I now have Shaggai 33, which means we can do 3-, 4-, 5-, and 6-player
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