Cthulhu Wars Stuff

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Cthulhu Wars Stuff

Post by Doug » Mon Sep 03, 2018 5:56 pm

Great Cthulhu
Spoiler!
Immortal - Cost is 4 to awaken Cthulhu after the first time. Get an elder sign for awakening any GOO.

6 Acolytes (cultist) cost 1 combat 0

4 Deep Ones (monster) cost 1 combat 1
2 Shoggoths (monster) cost 2 combat 2
2 Starspawns (monster) cost 3 combat 3

Cthulhu (GOO) cost 10/4 combat 6
Must be gate in own faction start area (owner irrelevant), appears in own faction start area only
Devour - pre-battle, enemy eliminates one monster or cultist

Spellbook Requirements:
First doom phase, get this spellbook and one elder sign
Any doom phase where you have five spellbooks, get this spellbook and one elder sign
Kill or devour an enemy unit in battle
Kill or devour two enemy units in battle (may earn this in same battle as previous if you kill or devour three)
Control 3 sea gates or exist 4 sea gates
Awaken Cthulhu

Spellbooks:
Devolve - After any player action, turn acolytes into deep ones 1-for-1 for free.
Absorb - Pre-battle, shoggoths eat any of your own monsters or cultists and get 3 dice for each.
Regenerate - Starspawns can take two battle results. Any permutation of kills and/or pains other than two kills makes them retreat and not be killed.
Submerge - As an action that costs 1, remove Cthulhu and any or all units with him from any sea. As an action that costs 0, replace Cthulhu and all those units into any space.
Dreams - As an action that costs you 2, an enemy replaces one of his acolytes in a space of your choice with your own from your pool.
Y'ha Nthlei - Enemy sea gates give you 1 power each during gather power if Cthulhu is in play, including being submerged.
Black Goat
Spoiler!
Fertility Cult - You summon monsters as an unlimited action.

6 Acolytes (cultist) cost 1 combat 0

2 Ghouls (monster) cost 1 combat 0
4 Fungi from Yuggoth (monster) cost 2 combat 1
3 Dark Young (monster) cost 3 combat 2

Shub-Niggurath (GOO) cost 8 combat (your own cultists) + (your own gates)
Awaken at your own gate only, must sack two cultists from anywhere when you do
Avatar - As an action that costs 1, teleport Shub into a space targeting any faction with a monster or cultist there (including yourself), that faction must send one monster or cultist back to where Shub had been.

Spellbook Requirements:
Be present in four spaces
Be present in six spaces
Be present in eight spaces
As an action that costs 0, sack any two cultists
Be present in areas such that every other faction shares some area with you. You gain 1 power per enemy player
Awaken Shub

Spellbooks:
Frenzy - Your cultists now have combat 1
Necrophagy - Post-battle, any battle, teleport any ghouls you wish who weren't in the battle to the battle site (may include teleporting in place if they weren't in the battle but were in the space). Each ghoul adds a pain to both sides.
Ghroth - As an action that costs 2, roll a die. If you roll equal or less than the number of spaces containing fungi from Yuggoth, other factions have (moderator time limit) to collectively sack that many cultists. If they don't agree how, you decide which players sack how many. If the roll was not equal or less, place one dead acolyte of any faction onto any space.
The Red Sign - Dark youngs now can create gates, control gates, add 1 each to Shub's combat just by existing, and give you 1 power each during gather power.
Blood Sacrifice - If Shub is in play during the doom phase, you may sack any one cultist for an elder sign.
The Thousand Young - While Shub is in play, ghouls, fungi from Yuggoth and dark youngs cost you 1 less.
Crawling Chaos
Spoiler!
Flight - Your units may move two spaces. They may fly over (ignore) the first space.

6 Acolytes (cultist) cost 1 combat 0

3 Nightgaunts (monster) cost 1 combat 0
3 Flying Polyps (monster) cost 2 combat 1
2 Hunting Horrors (monster) cost 3 combat 2

Nyarlathotep (GOO) cost 10 combat (your spellbooks) + (opponent's spellbooks)
Awaken at your own gate
Harbinger - If Nyarlathotep is in a battle and you pain or kill an enemy GOO, you get either power equal to half the awaken cost of that GOO, or two elder signs

Spellbook Requirements:
As an action that costs 4, fulfill this
As an action that costs 6, fulfill this (may earn this and previous in one action that costs 10)
Control 3 gates or have 12 power
Control 4 gates or have 15 power
Capture an enemy cultist
Awaken Nyarlathotep

Spellbooks:
Abduct - Pre-battle, you may sack any nightgaunts and the enemy must eliminate a monster or cultist for each.
Invisibility - Pre-battle, you may select one monster or cultist (including your own) for each flying polyp present. That monster or cultist is no longer in the battle. If either side has no one left in the battle, the battle is over.
Seek and Destroy - Pre-battle, you may teleport any hunting horrors on the map into the battle.
Madness - You control the retreat direction for all pains, and may do the retreats defender first if you wish.
Emissary of the Outer Gods - Kills on Nyarlathotep in battle become pains unless an enemy GOO is in the battle.
The Thousand Forms - Once per round. If Nyarlathotep is in play, as an action that costs 0, roll a die. The other factions have (moderator time limit) to collectively pay that much power. If they don't agree how, you gain that much power.
Yellow Sign
Spoiler!
Feast - During gather power, you get 1 power for each desecration token where you have a unit.

6 Acolytes (cultist) cost 1 combat 0

6 Undead (monster) cost 1 combat (all undead collectively roll dice equal to number minus 1)
4 Byakhee (monster) cost 2 combat (all byakhee collectively roll dice equal to number plus 1)

King in Yellow (GOO) cost 4 combat 0
Awaken at any of your units but there cannot be a gate there
Desecrate - As an action that costs 2, in a space with no desecration token, roll a die. If you roll equal to or less than your units present, place a desecration token. Succeed or fail, put a unit that costs 2 or less into the space. There are 12 desecration tokens total.

Hastur (GOO) cost 10 combat (current ritual cost)
Awaken at your own gate where King in Yellow is present
Vengeance - When Hastur is in a battle, you decide where to put all the enemy pains and kills

Spellbook Requirements:
Awaken the King
Succeed at Desecration at serpent symbol
Succeed at Desecration at peak symbol
Succeed at Desecration at claw symbol
As an action that costs 0, choose someone else to gain 3 doom
Awaken Hastur. Gain an elder sign for this

Spellbooks:
Passion - Gain 1 power whenever one or more of your cultists are removed by an enemy.
Zingaya - As an action that costs 1, if you have undead where an enemy has an acolyte, turn one acolyte (victim chooses) into another undead from your pool.
Shriek of the Byakhee - As an action that costs 1, teleport any or all byakhee you wish to any single space.
The Screaming Dead - As an action that costs 1, move the King. Any undead with him may move with him for free. You may immediately take another action, but not Screaming Dead again, and not He Who is Not to be Named.
The Third eye (I) - As long as Hastur is in play, Desecrate only costs you 1, and you get an elder sign for each success.
He Who is Not to be Named - As an action that costs 1, teleport Hastur onto any cultist. You may immediately take another action, but not He Who is Not to be Named again, and not Screaming Dead.
Opener of the Way
Spoiler!
The Beyond One - As an action that costs 1, choose a gate where you have a unit present that costs 3 or more, and no enemy GOO present. Teleport that gate, your unit, and the unit controlling the gate, to any space without a gate.

(Opener does not have a glyph on the board. Opener always sets up last, in any unoccupied space.)

6 Acolytes (cultist) cost 1 combat 0

4 Mutants (monster) cost 2 combat 1
3 Abominations (monster) cost 3 combat 2
2 Spawns of Yog-Sothoth (monster) cost 4 combat 3

Yog-Sothoth (GOO) cost 6 combat (twice the number of enemy faction GOOs in play)
Awaken where you have a spawn of Yog-Sothoth. The spawn goes back to your pool.
The Key and the Gate - Yog-Sothoth counts as a gate, except that he can exist where there's another gate, he is controlled by you and not by a unit, and doesn't count as a gate for Beyond One.

Spellbook Requirements:
Eight gates exist
12 gates exist (10 gates for a 2-3-player game)
You share spaces with two enemy gates
Lose a unit in a battle
Your GOO shares a space with an enemy GOO
Awaken Yog-Sothoth

Spellbooks:
They Break Through - You can summon monsters at enemy gates, or unowned gates.
Channel Power - After rolling battle dice, you may pay 1 (total) to reroll any or all of the misses (not the pains or kills). You may do this over and over.
The Million Favored Ones - After resolving kills and pains, promote any of your units who survived (including being pained). Spawns "promote" into any or all mutants from your pool.
Dread Curse of Azathoth - As an action that costs 2, choose a space and roll dice equal to abominations plus spawns in play. Apply the results as pains and kills. You decide which factions receive how many. No battle abilities apply. You decide all retreat directions regardless of Madness, and retreat restrictions do not apply.
Dragon Ascending - Once per game, during any phase (not an action). Set your power to the same as anyone else's.
Dragon Descending - Once per game. During a ritual, receive double the doom from the ritual.
Sleeper
Spoiler!
Death From Below - During each doom phase, place the lowest cost monster still in your pool into any space where you have a unit.

6 Acolytes (cultist) cost 1 combat 0

2 Wizards (monster) cost 1 combat 0
3 Serpent Men (monster) cost 2 combat 1
4 Formless Spawns (monster) cost 3 combat (number of formless spawns and Tsathogguas in play)

Tsathoggua (GOO) cost 8 combat (opponent's remaining power, or 2, whichever is greater)
Awaken in any area, gate or no, where you have a formless spawn.
Lethargy - As an action that costs 0, do nothing.

Spellbook Requirements:
As an action that costs 3, each other player gains 1 power
As an action that costs 3, choose another player to gain 3 power
As an action that costs 3, each other player loses 1 power
Roll 6 or more dice in battle
Perform a ritual
Awaken Tsathoggua

Spellbooks:
Energy Nexus - Before pre-battle, any battle, if a wizard is present, take one action (that you pay for) originating in the battle area. Only then does pre-battle occur. If either side no longer has units present, the battle is over.
Ancient Sorcery - As an action that costs 1, remove a serpent man from the map and place it on an enemy sheet. You have that faction's ability (the one listed at the top) until the end of the next doom phase. At that time, gain 1 power and return the serpent man to any space. If the faction ability in question mentions a GOO, then for you it includes Tsathoggua.
Cursed Slumber - As an action that costs 1, remove your own gate and its controlling unit from the map. You still gain power from them during gather power and doom from the gate during the doom phase, ritual, etc. The gate doesn't count for anything else. As an action that costs 1, return that gate and unit to any area without a gate. You may only have one gate at a time off the map in this way.
Demand Sacrifice - If Tsathoggua is in play, your enemy in any battle must choose pre-battle either that you gain an elder sign, or that all kill results against your units count as pains this battle.
Capture Monster - Tsathoggua can capture monsters as though they were cultists. You gain power from them etc.
Burrow - Whenever you move and spend 2 or more, you gain 1 power immediately afterward.
Windwalker
Spoiler!
Hibernate - As an action that costs 0, stop taking actions this turn. You immediately gain power equal to the enemy GOOs in play, or your own current power, whichever is less. You save your power until next turn and add it to the power you gain during gather power.

(Windwalker has two glyphs. Windwalker may set up on either glyph, but must set up after Tcho-Tchos, who can take one of the glyphs and force Windwalker to take the other.)

6 Acolytes (cultist) cost 1 combat 0

4 Wendigos (monster) cost 1 combat 1
4 Gnoph-Keh (monster) cost (number of gnoph-keh in your pool) combat 3

Rhan-Tegoth (GOO) cost 6 combat 3
Awaken on either of your own glyphs, regardless of gates or units there
Eternal - After Rhan-Tegoth is assigned a pain or a kill, you may pay 1, and the pain or kill doesn't affect Rhan-Tegoth. (He can only be assigned one pain or kill, like normal.)

Ithaqua (GOO) cost 6 combat (half the doom of your opponent, rounded up)
You can only awaken Ithaqua if Rhan-Tegoth has been awakened first, although Rhan-Tegoth does not still need to be in play. Awaken on a gate that is on either of your own glyphs. The gate owner is irrelevant. The gate is destroyed.
Ferox - While Ithaqua is in play, enemies can only capture your cultists with their GOOs.

Spellbook Requirements:
Awaken Rhan-Tegoth
A gate exists on the Windwalker glyph where you didn't begin the game
Manage to become the first player
Another faction gets its sixth spellbook
Take this spellbook anytime (not an action). Gain 1 elder sign for each enemy faction that has 6 spellbooks (max 3 elder signs in this way)
Awaken Ithaqua

Spellbooks:
Cannibalism - Post-battle, any battle, if any enemy units were killed, you may place a dead acolyte or wendigo there.
Howl - Pre-battle, if you have one or more wendigos there, the enemy must move one unit out of the space.
Berserkergang - Post-battle, for each gnoph-keh assigned a kill, the enemy must assign an elimination to his own monster or cultist (that hasn't already been assigned a kill, naturally).
Ice Age - As an action that costs 1, place the ice age token in any area. Enemy actions that end in that space (but not merely taking control of a gate) cost them 1 extra power.
Arctic Wind - When Ithaqua moves, any of your units with him may move with him for free.
Herald of the Outer Gods - Rituals always cost you 5. The ritual track still advances.
Tcho-Tchos
Spoiler!
Sycophancy - Any other player who rituals must either agree that you get 1 doom; or that player gets 1 fewer doom for the ritual.

(When you select Tcho-Tchos, secretly choose whether they are Tsang Tcho-Tchos, Leng Tcho-Tchos, or Sarkomand Tcho-Tchos. Take the appropriate spellbooks for your choice, concealed, and set aside the other spellbooks, also concealed. Reveal your spellbooks as you acquire them (it will become obviously apparent to everyone which tribe you chose once you acquire a spellbook specific to that tribe, and so you might as well reveal them at that point.)
(Tcho-Tchos do not have a glyph on the board. After everyone except Opener, Windwalker, and Invasion sets up, Tcho-Tchos set up on any as-yet-unoccupied faction glyph. If they choose one of the Windwalker glyphs, but Windwalker is playing, Windwalker must choose the other Windwalker glyph.)

6 Acolytes (cultist) cost 1 combat 0

3 High Priests (cultist) cost 3 combat 0
Unspeakable Oath - At the end of any player's action, or during Gather Power or Doom, sacrifice this high priest to gain 2 power.

6 Proto-Shoggoths (monster) cost 2 combat 1

Ubbo-Sathla (GOO) cost 6 combat (according to Growth counter)
Summon at your own gate. You must have a high priest in play (need not be with gate). The high priest is removed. You may summon Ubbo-Sathla for 0 power during the doom phase (requirements do not change).
Hell's Banquet - When Ubbo-Sathla appears the first time, place its Growth counter on 0 on the Doom Track. Each doom phase starting with the following one after it was first summoned, whether in play or not, roll a die and advance the Growth counter by 1-6 spaces.

Spellbook Requirements:
Another player performs a ritual, or another player has 15 doom
Earn an elder sign
Own 3 or more elder signs
As an action, remove your controlled gate in your start area. On Primeval or Shaggai, remove any controlled gate
Any GOO is killed in a battle
Awaken Ubbo-Sathla

Spellbooks:

Tsang Tcho-Tchos:
Soulless - When your cultists are captured, they provide 0 power.
Hierophants - Whenever you earn a spellbook (including this one), put a high priest into play at one of your gates. If you have no high priests in your pool, advance Ubbo-Sathla's Growth counter instead. When you take this spellbook, each opponent with a high priest in his or her pool may put it into play at one of their gates.
Terror - In battle, choose: Either you roll an extra die for each proto-shoggoth, or the enemy rolls one fewer die for each proto-shoggoth.
Martyrdom - If your high priest is assigned a kill in battle, all kills assigned to your other units become pains.
Idolatry - As an action that costs 1, choose a space with a faction glyph (even a faction not playing), and move any or all of your units in spaces adjacent to that glyph onto the space with that glyph. If Opener or Ancients are playing, there is considered to be an Opener or Ancients glyph on that faction's respective starting space.
Tablets of the Gods - When you ritual, sacrifice all your high priests. You get an extra elder sign for each unique space that had both your high priest and your controlled gate. Once you have this spellbook, this is mandatory.

Leng Tcho-Tchos:
Soulless - When your cultists are captured, they provide 0 power.
Hierophants - Whenever you earn a spellbook (including this one), put a high priest into play at one of your gates. If you have no high priests in your pool, advance Ubbo-Sathla's Growth counter instead. When you take this spellbook, each opponent with a high priest in his or her pool may put it into play at one of their gates.
Terror - In battle, choose: Either you roll an extra die for each proto-shoggoth, or the enemy rolls one fewer die for each proto-shoggoth.
Surprise - As an action that costs 2, choose an opponent. That player replaces one of their acolytes on the map with one of your proto-shoggoths from your pool. (You control it. If the acolyte was on a gate, the proto-shoggoth simply appears off of the gate.)
Dark Rituals - As an action that costs 0, flip this spellbook face-down. Each opponent who has one of your high priests in their starting area must choose "power" or "doom." That person loses 2 of what they chose, and you gain the amount they lost. (So if they have no power and say "power," they lose nothing and you gain nothing.) Flip this spellbook face-up again during the doom phase.
Fulmination - Use this once per game. Post-battle, if Ubbo-Sathla was killed, remove it from the game permanently. You gain 1 elder sign for each unit killed in that battle. (Including Ubbo-Sathla.)

Sarkomand Tcho-Tchos:
Soulless - When your cultists are captured, they provide 0 power.
Hierophants - Whenever you earn a spellbook (including this one), put a high priest into play at one of your gates. If you have no high priests in your pool, advance Ubbo-Sathla's Growth counter instead. When you take this spellbook, each opponent with a high priest in his or her pool may put it into play at one of their gates.
Terror - In battle, choose: Either you roll an extra die for each proto-shoggoth, or the enemy rolls one fewer die for each proto-shoggoth.
Otherworld Alliances - Neutral monsters and terrors you control gain +1 combat dice. (Even if they had had a combat of 0.)
Doomsday - When you acquire this spellbook, choose an unobtained neutral GOO that costs exactly 2 or 4. Gain it and place it at your controlled gate. (Even if you have no other GOOs.) Flip this face-down.
Inerrant - Whenever you ritual, gain 1 elder sign for each enemy gate where you have one or more GOOs.
(Sarkomand Tcho-Tchos don't work without independent GOOs and monsters.)
Ancients
Spoiler!
Dematerialization - During the doom phase, you may choose a space where you have units, and may teleport any of your units there to any one other space.

(Ancients set up in any space that has no game symbol, or that only has a Yellow Sign desecration symbol or symbol relating to movement (e.g. tunnel, stairs). Ancients set up before Tcho-Tchos, Windwalker, Invasion, or Opener.)

6 Acolytes (cultist) cost 1 combat 0

3 Un-Men (monster) cost 3 combat 0
3 Reanimated (monster) cost 4 combat 2

3 Yothans (terror) cost 6 combat 7

In addition to their normal powers, Ancients' Acolytes can build Cathedrals. There are four Cathedrals. Cathedrals cost 1, unless being built in a space adjacent to another space with a Cathedral, in which case the new one costs 3. Once built, Cathedrals do not require a controlling unit. Cathedrals are not units. They don't participate in battles and can't be attacked by themselves. They can't get eliminated, killed, or pained. Only one Cathedral may be built on a space with a Yellow Sign serpent symbol; only one on a space with a Yellow Sign peak symbol; only one on a space with a Yellow Sign claw symbol; and only one on a space without any such symbols. Also, as long as Ancients have all four Cathedrals on the map, they may Awaken independent GOOs as though they controlled a GOO of their own, even if they don't, at any of their controlled gates.

Spellbook Requirements:
Build a Cathedral on a space with a serpent symbol
Build a Cathedral on a space with a peak symbol
Build a Cathedral on a space with a claw symbol
Build a Cathedral on a space with no Yellow Sign desecration symbol
As an action, declare that each opponent now place their lowest-cost available monster at one of their gates
As an action, declare that each opponent now place their highest-cost available monster at one of their gates

Spellbooks:
Consecration - Your rituals now give you an elder sign if you have any Cathedrals, or two elder signs if you have all four of your Cathedrals.
Worship Services - During gather power, each Cathedral that shares a space with an enemy gate gives you and that player each 1 extra power.
Unholy Ground - Post-battle, a battle you're in, if your Cathedral is present, you may remove any of your Cathedrals to make the opponent eliminate one of their own Great Old Ones that was in the battle.
Festival - Un-Men now cost you "Choose an opponent to gain 1 power" to summon instead of 3.
Brainless - Reanimated now cost you 1 to summon instead of 4. They no longer can move, declare battle or capture cultists unless you have a non-Reanimated unit present.
Extinction - Yothans now cost you 3 to summon instead of 6. From now on, when a Yothan is killed, it is out of the game permanently.
Bubastis
Spoiler!
Lunacy - Your Earth cats can be targeted by spellbooks and abilities as though they were cultists. They still cannot control gates and cannot be captured by Capture Cultist. (e.g. Zingaya and Ghroth can remove them, they can be turned into brain cylinders, etc.)

(You begin the game with 8 power, and your six earth cats on the Moon.)

The Moon -- The Moon is a location. It is used whenever the Bubastis faction is used. It is considered adjacent to all other spaces in the game. However, no other faction can get their units to the Moon by movement, including retreats (however, Avatar, Emerge, etc. would work). Another faction that has units on the Moon may move off of it normally. No gate other than Yog can be put onto the Moon by any means, and even Yog cannot be put there except via Catnapping. The Moon always counts as a gate for you and generates 2 power during Gather Power and 1 doom during the Doom Phase. If high priests are being used in a game, you generate 1 power extra during Gather Power although you have no high priest.

6 Earth Cats (monster) cost 1 combat 0 - Generate 1 power each for you during Gather Power
2 Mars Cats (monster) cost 2 combat 1 - Generate 1 power each for you during Gather Power
2 Saturn Cats (monster) cost 3 combat 2 - Generate 1 power each for you during Gather Power
2 Uranus Cats (monster) cost 4 combat 3 - Generate 1 power each for you during Gather Power

Bastet (Elder God) cost 6 combat 0
(Elder Gods do not generate an elder sign during a ritual. They are otherwise treated as GOOs.)
To Awaken Bastet, you must have 1+ of each variety of cat in play (anywhere). Awaken her in any area that has no enemies -- no gate is needed.
Bastet adds 1 kill in your favor, and reduces 1 kill against you, in any battle she is in.
Requires Attention - During the doom phase, you may perform an alternate ritual if Bastet is with an enemy cultist. Bastet adds 4 doom, adds 1 elder sign if she is with an enemy gate, and adds 2 (more) elder signs if she is with an enemy GOO. (You don't get 1 doom for the Moon during this alternate ritual. You may do the normal ritual that gives 1 doom for the Moon if you want to.)

Spellbook Requirements:
As an action, pay 2 power
No Earth cats are on the Moon
Have a cat unit in every enemy start area. You gain 1 power for each such area
A Mars cat or Saturn cat is killed or eliminated
A Uranus cat is killed or eliminated
Awaken Bastet

Spellbooks:
Catabolism - You may Recruit your monsters where you have Earth cats. (i.e. you don't need a gate.)
Zagazig - Pre-battle, if a Mars cat is in the battle, you may announce that all pains are kills instead and all kills are pains instead.
Savagery - Pre-battle, you may pay 1 power to give Saturn cats combat 6 instead of combat 2.
Predator - Post-battle, if a Uranus cat was in the battle, choose the name of a unit that was lost in the battle. Its owner must eliminate one more unit with that name from anywhere.
Ailurophobia - During the doom phase, gain 1 doom for each type of cat monster unit on the map sharing a space with an enemy, not counting on the Moon.
Catnapping - As an action that costs 1, choose a faction in Bastet's area. Relocate all units of that faction in that space to the Moon, except Bastet does not relocate if you chose yourself. Also, whenever any enemy takes an action to have a unit leave the Moon, you gain power equal to the cost of that action.
Daemon Sultan
Spoiler!
Psychosis - As an action that costs 0, place an acolyte from your pool into a space that has no units (not even yours). You must have an acolyte in your pool to do this action.
Also, during each doom phase, flip your face-down spellbooks face-up again (so that you can re-use them).

(Daemon Sultan sets up with all of its units off the map. It begins the game with 4 power despite not controlling any gates or having any acolytes. The first space any Daemon Sultan unit is in becomes their start area, for game effects that need to know this.)

6 Acolytes (cultist) cost 1 combat 0

2 Thesis Larvae (monster) cost 1 combat 0/2
2 Antithesis Larvae (monster) cost 1 combat 0/2
2 Synthesis Larvae (monster) cost 1 combat 0/2
A larvae's combat value is 2 as long as the GOO it is named after is in play, and 0 otherwise.
(The figures are miniature versions of the GOOs.)

Thesis (GOO) cost (Azathoth marker position) combat (Azathoth marker position)
Awaken Thesis at your own Thesis larvae location -- no gate is necessary. Remove the larvae.
Each time you Awaken Thesis, choose a number from 0-8, and put the Azathoth marker on the doom track at that position. The Awaken cost is the number you chose. (Choose carefully, because Antithesis' cost and combat values are affected by your choice.) Also, each time you Awaken Thesis, either each opponent gains 1 power, or one opponent gains 2 power (you choose).

Antithesis (GOO) cost (8 minus the Azathoth marker position) combat (8 minus the Azathoth marker position)
Awaken Antithesis at your own Antithesis larvae location -- no gate is necessary. Remove the larvae. Antithesis cannot be Awakened unless Thesis has been Awakened at least once.
Each time you Awaken Antithesis, each opponent gains 1 doom, or one opponent gains an elder sign (you choose).

Synthesis (GOO) cost 8 combat 1d6+2 (redetermined each battle)
Awaken Synthesis at your own Synthesis larvae location -- no gate is necessary. Remove the larvae. Synthesis cannot be Awakened unless Thesis and Antithesis have each been Awakened at least once.
Each time you Awaken Synthesis, roll the 3-8 Azathoth die (or a regular die and add 2). In a two- or three-player game, halve this result, rounding up. Your opponents have two minutes collectively to decide how to lose that much power and/or doom. If they can't decide how, you win the game.
Cosmic Ruler -- Whenever any of your faction GOOs would be killed or eliminated, you may leave that faction GOO in place by eliminating a different one of your faction GOOs.

3 Chaos Gates
Chaos gates are gates, and not units. They act like gates except for the following:
- Only Daemon Sultan faction units can control chaos gates. No other units can ever be on them.
- Chaos gates cannot be built. They may only be placed using the requisite Daemon Sultan spellbook.
- In the doom phase, any unoccupied chaos gates become (are replaced by) normal gates.

Spellbook Requirements:
Awaken Thesis
Awaken Antithesis
Awaken Synthesis
There is an uncontrolled gate during Gather Power (It can be a chaos gate)
You have at least one of each type of your larvae in play
During any doom phase, take this spellbook by allowing each opponent to gain either 1 power or 1 doom, their choice. You also gain the combined total of everything they choose to gain

Spellbooks:
Consummation - As an action that costs 1, flip this spellbook face-down. Flip another of your spellbooks face-up.
Chaos Gate - As an action that costs 1, flip this spellbook face-down. Place a chaos gate in an area that does not have a gate.
Animate Matter - As an action that costs 1, flip this spellbook face-down. Move a controlled chaos gate and its controlling unit into an adjacent area that isn't a player's start area. If there is a normal gate at the destination, destroy it.
Traitors - As an action that costs 1, flip this spellbook face-down. Replace your controlled chaos gate with a normal gate, and replace your controlling acolyte with an opponent's cultist from that player's pool. If you now have no units in the area, you gain an elder sign. (You can't use this spellbook unless you actually do place an opponent's cultist that can control the gate.)
Undirected Energy - As an action that costs 1, flip this spellbook face-down. Gain 1 power for each player who has units in Thesis' area (including you, for Thesis itself).
Fiendish Growth - As an action that costs 1, flip this spellbook face-down. Place one monster or acolyte from your pool into Antithesis' area for each player who has units in that area (including you, for Antithesis).
Invasion
Spoiler!
Eternal Servitude - When it would be your turn and you have 0 power, if Baphomet is in play and another player is active, you take a turn as though you have 2 power. (You are still at 0. You remain at 0 at the end of your turn whether you spend both power or not.) Also, you cannot perform Rituals of Annihilation. You cannot Awaken an independent GOO when this would give you more GOOs than the number of Lord's Shadows you currently control.

(Invasion sets up after Windwalker and before Opener, in an unoccupied area, with 8 power, a Lord's Shadow, one fiend, and six larvae. Then, each of your first five opponents in turn order places a Portent in any area with no gate, no other Portent or Lord's Shadow, and not adjacent to your start area. In a game with high priests or dark demons, you simply don't get one.)

6* Lord's Shadows and Portents
Lord's Shadows are a type of gate, but they cannot be created or moved (not even by Opener), they cannot be occupied by a unit, and they do not stop any other type of gate from being built in their space. You also have Portents, which also cannot be created, moved, or occupied, and Portents can be turned into Lord's Shadows by you using your larvae. Lord's Shadows (but not Portents) do stop other gates from being moved in, except for Yog itself. Portents are added to spaces that have at least one, and when a fourth Portent would be added to a space, they collectively turn into a Lord's Shadow. Lord's Shadows produce power, and units can be Summoned from them -- Portents do not produce power, and units cannot be Summoned from them. Lord's Shadows do not have an occupying unit, but are considered controlled by you, unless another player occupies another gate in the space in which case that player (also) controls the Lord's Shadow. If a Lord's Shadow is somehow destroyed (Windwalker, for example), you gain 2 elder signs. If a group of Portents is somehow destroyed (Shaggai, for example), you gain 1 elder sign.
*The number of Lord's Shadows in a game equals the number of players, or 6, whichever is fewer.

6 Larvae (cultist) cost 1 combat 0
Larvae cannot build or control gates. They cannot be turned into brain cylinders. They do give you 1 power during gather power, and are affected by abilities or actions that can affect cultists or acolytes.
Portend - As an action that costs X, add a Portent if there is a Portent in this area. The X cost is equal to the final number of Portents, unless the number of larvae in the area is that amount or greater, in which case X is zero. When you Portend a fourth Portent in a space, they create (are replaced by) a Lord's Shadow, and you place a fiend in that space from your pool.

6 Grylluses (monster) cost 2 combat 1
4 Fiends (monster) cost 4 combat 3

Baphomet (GOO) cost 0 combat (4 plus the value of the elder signs you have revealed and turned in for doom this action phase)
To Awaken Baphomet, remove one of your units from the map and game permanently. Baphomet appears in that space.
Unquenchable Thirst - To declare Battle or Capture Cultist in Baphomet's space, you must pay 1 doom instead of 1 power. This is not optional. (Opponents still pay power as normal.)
Sacrament of Flesh - During each doom phase, if Baphomet is in play, you must remove one of your faction units from the map and game permanently, and then you must do this a second time if you have all six of your spellbooks. This is not optional. However for each cultist you had on your faction sheet during gather power (i.e., Captured), you remove one fewer of your own units. After this if Baphomet is in play you gain an elder sign, and a second one if you have all six of your spellbooks.

Baphomet's Fury (card)
This card remains outside the game until the ritual cost reaches 7, at which point it enters the game under your control. "You" on the card refers to whomever controls the card at the moment.
Torment - When you would kill or eliminate enemy units, the enemy must instead lose power equal to half those units' total original cost, rounded up. If the enemy doesn't have enough power, then the units are lost as normal. This is not optional. (If a unit causes power loss, it is not killed or eliminated, and doesn't trigger things that trigger off of killed/eliminated units.) If multiple units would be lost simultaneously, the player must pay for all of them or none of them -- there are no partial payments.
Transference - When an enemy faction kills or eliminates one of your units, you must give control of this card to that player, and the Invasion player gains 1 doom. This is not optional.

Spellbook Requirements:
At the end of the second doom phase, gain this spellbook, and each opponent loses 1 doom.
As an action, pay 4 power and 1 doom.
Create a Lord's Shadow.
Create another Lord's Shadow.
Have captured cultists from 2 or more factions on your faction sheet simultaneously.
Awaken Baphomet.

Spellbooks:
Blood Offering - Once per round. As an action that costs 0, draw and reveal four elder signs. Enemies may offer their cultists to you for the doom from these elder signs, on a one-cultist-per-one-elder-sign basis -- treat these cultists as Captured. You may accept one (and only one) offer, and that player gains the doom value of the elder sign you agreed to. This elder sign is removed from the game. The elder signs you didn't agree to reward are returned to the bag. A deal must involve exactly one cultist and the doom from exactly one elder sign.
Infernolatria - Whenever you would gain elder signs, draw and look at elder signs equal to the number of Lord's Shadows, plus one, and choose the elder signs you gain, and then return the rest to the bag. (You don't do this twice if you would gain two, but rather take two from among the drawn ones, for example. If you would gain more elder signs than Infernolatria would let you look at, you gain the excess elder signs the normal way.)
Entropy Siphon - Fiends can control gates. (They can't build them.) Each doom phase, your opponents must collectively decide how to lose 4 power for each fiend that controls a gate. If they can't decide, every opponent with more doom than you loses 1 doom per such fiend.
Scavenge - As an action that costs 2, Move any or all grylluses. Then, as part of this same action, for each space where you have grylluses, you may declare Battle or Capture Cultists for free. In spaces where you declare Battle, your forces other than grylluses do not participate in the battle. (You may chose differently for different spaces. You only do one Battle in a space even if you have multiple grylluses there.)
Hellgate - As an action that costs 2, relocate any or all of your units with a single Lord's Shadow to a different space with a Lord's Shadow.
Eclipse - Once per game. As an action, flip this down and in the next doom phase, your opponents do not gain doom for controlling gates. (You still do.) They may still perform rituals. Sleeper is granted a special immunity to this spellbook's effect when copying Eternal Servitude.
Strategy Thread: http://forums.goodgamery.com/viewtopic.php?f=8&t=7645

Omega Rulebook download: https://petersengames.com/download/cthu ... a-edition/

Strategy Wiki with text of abilities (be careful, does not have errata): http://cthulhuwars.wikia.com/wiki/Cthul ... tegy_Wikia
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Re: Cthulhu Wars Stuff

Post by Juri » Mon Sep 03, 2018 6:03 pm

ay thanks boss

dredging the grobot graveyard for this was a pain
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Re: Cthulhu Wars Stuff

Post by Doug » Mon Sep 03, 2018 6:09 pm

Juri wrote: Mon Sep 03, 2018 6:03 pm ay thanks boss

dredging the grobot graveyard for this was a pain
I also just put it in the first post in the game thread
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Re: Cthulhu Wars Stuff

Post by Juri » Mon Sep 03, 2018 6:11 pm

thats probly even more useful right now
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Re: Cthulhu Wars Stuff

Post by Doug » Mon Sep 03, 2018 6:35 pm

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These are the Dreamlands. As you see, the eight-player one looks terrible, while the six-player one looks really good. We had the same problem with the Earth board -- perhaps we can fix this one the same way.

The Dreamlands is two boards. There is a surface world, and an underworld. These boards are not contiguous, and do not wrap around either. Each board is a flat world with four edges. It's possible to go from one board to the other -- there are tunnels labeled A, B, C, and D. Spaces with the same tunnel name are adjacent for all purposes. Also, any ability that "teleports" -- Avatar, Shriek of the Byakhee, Submerge -- can get you from one board to the other. The boards have water, for Cthulhu. Every space with "sea" in the name or in parentheses is water, regardless of color.

Also, each board has four citadels. These are the spikey buildings with numbers beside them. The citadels have an incredible power. If a player controls a gate on each of the four citadels on one board, that player instantly wins the game, without needing six spellbooks and without needing 30 doom. Controlling gates at two citadels on one board and two on the other board doesn't do anything. You must control all four on the same board. Also, since Yog is a gate, if Yog is sitting on a citadel space, Opener only needs to control gates on the other three citadels on that board.

Controlling gates on the citadels is hard, though, because of two inherent menaces in the Dreamlands.

First, the surface world is plagued by zoogs. There are six zoogs. Each doom phase, every zoog off the map rolls a die, and appears on the surface citadel space with that number. In any space that has zoogs in it, players cannot control gates. Cultists and dark youngs just fall off the gates and can't be put on them. Yog is unaffected, though. The players will have to get rid of the zoogs to own the gates. Zoogs can be attacked. They don't roll dice back. Any kill kills one zoog. Any pain turns into two things -- an elimination of one zoog, and a pain back on the units of the person attacking the zoogs. Zoogs are monsters, and can be affected by player spellbooks. Any zoog that is moved away from a citadel vanishes back off the board.

Second, the underworld has a terrible creature, the Bhole. The Bhole starts the game in the Vale of Pnath. Each doom phase, the Bhole checks to see if there's a gate in its space. If there is, the Bhole instantly destroys the gate, and any unit controlling it, and that's all. Otherwise, the Bhole rolls a die and moves to the underworld citadel site with the matching number. There, it destroys any gate and any controlling unit. The Bhole -does- destroy Yog! It's possible to attack the Bhole. It rolls six dice back. Any kill kills the Bhole. A pain moves it back to the Vale of Pnath, regardless of units there. The Bhole is totally immune to player spellbooks and abilities e.g. Devour, Capture Monster, Howl, etc. although your spellbooks still work on yourself e.g. Terror can pump your proto-shoggoths against it. Finally, if the Bhole is dead during the doom phase, it comes back to life and reappears in the Vale of Pnath, destroying any gate and controlling unit there, and does not roll a die.
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Re: Cthulhu Wars Stuff

Post by Juri » Tue Sep 04, 2018 3:36 pm

Does using a tunnel cost you a move, or is it like occupying a gate
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Re: Cthulhu Wars Stuff

Post by Doug » Tue Sep 04, 2018 3:41 pm

Juri wrote: Tue Sep 04, 2018 3:36 pm Does using a tunnel cost you a move, or is it like occupying a gate
A tunnel means the two spaces are adjacent, allowing you to move normally from one of the spaces to the other
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Re: Cthulhu Wars Stuff

Post by Doug » Thu Sep 06, 2018 5:57 pm

Here are Dire Azathoth's stats. He adds an alternate win condition, which you might say wackifies the game, but he doesn't wackify the game as much as Gobogeg.

Dire Azathoth (GOO) cost 10 combat 1d6 (redetermined each battle)
Dire Azathoth can only be awakened at your controlled gate that is in an enemy start area. (You do not need already to have a GOO, unlike other neutral GOOs)
Mindless Destruction - For battles in the area with Dire Azathoth, any battle, factions gain 1 doom or 1 power (choose) for each enemy unit they kill or eliminate.
Spellbook requirement - As an action, pay 20 power.
Spellbook - The Blind Mad God. You win the game. (Regardless of your doom total, and you do not need all your spellbooks.)
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Re: Cthulhu Wars Stuff

Post by Doug » Thu Sep 06, 2018 5:58 pm

Two-player rules

- Use three-player map
- Use four-player Ritual Track
- There is a "decay marker." Choose something to be that, and place it at zero on the Doom Track.
- When an opposing unit is eliminated or killed, you gain doom equal to that unit's power cost. This includes self-elimination such as Black Goat sacking two cultists for a spellbook, or a shoggoth absorbing a deep one. However, there's an exception. If the self-elimination removes units to place a new unit, then no doom is awarded e.g. Black Goat sacking two cultists because Shub has appeared awards no doom; Opener promoting a mutant into an abomination awards no doom; etc. If the eliminated unit has more than one cost e.g. Cthulhu costs 10 but also costs 4, then the doom gain is always the average of these two numbers rounded up, in this particular example being 7. Gnoph-keh are always 3 doom (average cost 2.5), and so on.
- Units that would be eliminated or killed but are saved by an ability such as Eternal or Emissary of the Outer Gods still provide doom, but only half.
- If either player earns Unlimited Battle, the other player may also do Unlimited Battle even though he hasn't earned it.
- You -cannot- voluntarily drop to 0 power and end your participation in the action phase. You -must- do something.
- When one faction runs out of power and would be skipped, increase the decay marker by 1 each skip. The other faction must lose power equal to the decay marker at the beginning of each go. For example, CC is out of power, and is being skipped. The decay marker goes to 1. Black Goat must now lose 1, and then go. Then CC would go again, so the decay marker goes to 2. Black Goat must now lose 2 power, and then go. (The effect of this is to make running out of power not as bad.) Reset the decay marker to 0 during the next gather power.
- During the doom phase, the two players do -not- gain any doom merely for owning gates. Rituals still function as normal, though.
- Thousand Forms takes only 1 power when a 1-2 is rolled, and takes only 3 power when a 5-6 is rolled. 4 is now the best roll.
- Ghroth eliminates only 1 cultist on a 1-2, and only 2 cultists on a 3-4 (assuming that that's not a miss due to lack of fungi).
- Windwalker's "Another player has six spellbooks" requirement becomes "Another player has six spellbooks, or as an action, eliminate Ithaqua."
- Opener of the Way gets a spellbook if there are 10 gates instead of 12 (this is written on the faction card anyway).
- Yog-Sothoth's combat is always 4 instead of what the faction card says.
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Re: Cthulhu Wars Stuff

Post by Doug » Thu Sep 06, 2018 5:58 pm

As of Onslaught 3, it's now possible to officially handicap Cthulhu Wars.

Each faction has a grey cultist in addition to its six faction cultists.

- To make a player stronger, that player now has seven cultists. The final, grey, cultist does not start in play. But that player can recruit that seventh cultist normally. (Note that this cultist is not special in any way other than starting in the pool, so if you have a seventh color model, or are playing online, it doesn't particularly need to be grey in color.)

- To make a player weaker, that player now has five normal cultists and one grey one. They all start on the map. If the grey cultist is removed to its owner's unit pool for any reason, it goes out of the game permanently.
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Re: Cthulhu Wars Stuff

Post by Doug » Thu Sep 06, 2018 5:58 pm

One of the new things we'll have for Cthulhu Wars as of Onslaught 3 is a new unit type called Investigators.

Investigators are "bad units" that you pay for and give to someone else during the doom phase. They're like cultists that work against their own owner, as if they were playing Arkham Horror against the players. They make the game harder for everyone.

If you're playing a game with investigators, you use the same number of investigators as players. Each player may only be given one investigator. You are allowed to purchase an investigator and give it to yourself -- you might do this because to prevent anyone from giving you an even worse one. You may purchase an investigator for someone in addition to purchasing a neutral monster for yourself, if you're playing with both. It costs 1 doom to purchase an investigator. You then give the card to a player who does not yet have one. That investigator appears in that player's pool -- that player will still have to recruit the investigator as an action. There are usually reasons to recruit the investigator that someone gave you, as you'll see below.

Investigators are a type of cultist for rules purposes. They do not provide power, cannot build gates, and cannot control gates. But they can be captured, and are recruited like cultists i.e. wherever you have a unit. Capturing someone else's investigator can be a bad idea -- a captured investigator causes the capturing faction to lose one power during gather power rather than gain one power. Unlike acolytes, investigators often have combat dice. So they are not strictly bad for their owner. Investigators on the map can be moved by any player as a Move action e.g. Opener can move the investigator that Black Goat gave to Yellow Sign. Investigator abilities generally are drawbacks, and are not optional unless stated. They also work even if the investigator is in your pool. Some of these drawbacks are easier to work around than others.

Here are the investigators. Note that they are not actually published yet, and so these abilities might change. Each investigator has a unique figure.

John Dark -- cost 1, combat 1. Hellbound: If John Dark is in your pool and you would earn an elder sign, you place John Dark on the map instead of getting that elder sign.

Moose Kowalski -- cost 1, combat 1. Overconfident: Battles you declare where Moose is not present cost you 1 doom to declare instead of 1 power.

Naomi Johnson -- cost 0, combat -3. Consumed by Vengeance: Your opponents can Recruit Naomi Johnson for you.

Hannah Hazard -- cost 1, combat 1. Loner: You can only declare Battle in an area adjacent to Hannah's area (her own area does not count as adjacent). You add 1 pain to what you inflict on the opponent when you declare such a battle. (The flavor is that she has a sniper rifle.)

Cindrew Putorius -- cost 1, combat 1. Short Attention Span: After taking any action that ends in Cindrew's area, lay Cindrew down on her side. The next action you take cannot end in her area. You stand her back up after that action.

Tarang -- cost 1, combat 1. Tarang spawns (for free) in the doom phase if he is not in play. Cowardice: If a GOO (including your own) moves into Tarang's area, Tarang immediately retreats to an adjacent area, taking all your cultists there along with him.

Amelia Azevedo -- cost 1 combat 1. Self-Sacrificing: You must assign the first kill against you in battles to Amelia if she is present. Whenever she is not present, you must assign the first kill against you on your most expensive monster present.

Victor Steele -- cost 2, combat 1. Poor Planning: Whenever Victor is not on the map at the end of the doom phase, choose an opponent. That player names a legal action e.g. Move, Battle, Dreams, Avatar, etc. You must do that action on your first go. You still make all decisions about where and how to do that action.

Dorothy Hall -- cost 1, combat 1. Unsophisticated: As long as Dorothy is not in play, you always summon your cheapest monster or terror when Summoning.

Professor Maxwell -- cost 1, combat 1. Professor Maxwell spawns (for free) in the doom phase if he is not in play. Arthritis: It costs 2 power to Move Professor Maxwell. Whenever another player kills or eliminates him, that player gains 1 doom.

Bernice Kuchler -- cost 1, combat 1. Bernice Kuchler spawns (for free) in the doom phase if she is not in play. Bossy: If Bernice is killed in battle, remove her from the game and you lose 3 doom. (Eliminations and captures are not kills.)

Penrod Wallenstein -- cost 1, combat 2. Brash: Whenever you are in a battle and Penrod is not present, your opponent gains 1 doom or 1 power, his choice.

Doctor Hunter -- cost 1, combat 1. Addiction: Whenever Doctor Hunter is not in play at the end of your action, you must pay 1 power or 1 doom.

Cissy Salem -- cost 1, combat 1. Cissy Salem spawns (for free) in the doom phase if she is not in play. Uninspiring: Whenever you summon or recruit in an area where Cissy is not present, an opponent selects which of your cultists, monsters, or terrors you summon or recruit. The opponent must choose a unit you can currently afford.
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Re: Cthulhu Wars Stuff

Post by Rylinks » Thu Sep 06, 2018 5:59 pm

ah yes, cthulu wars combat needed to be _more_ random good design

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Re: Cthulhu Wars Stuff

Post by Doug » Thu Sep 06, 2018 6:00 pm

Several people have asked me to explain this game in a way shorter than the rules

Here is my quick and dirty explanation of this game.

This is an army purchase game. You get power points, and you need these in order to do anything. You earn power points based on how many gates you have (times two), and how many cultist pieces you have. You use power to purchase your other pieces, or to bring back your dead ones, but also to move them and attack with them. Unlike most army purchase games, in this game, you only take one action when it's your go, only using a tiny portion of your power. Then the next person takes one action, and then the next, and so on. Then it's back to you. Eventually you're out of power, and then you stop going until everyone else is out. Then the round ends. Then we do what's called a doom phase, and everyone scores doom points.

The object of the game is to get 30 doom points, which are victory points, which are earned by owning gates. So gates are super important, because they give you your power and your doom both. During the doom phase, after you get 1 doom for each gate, you may pay power and "ritual," which means you get 1 more doom for each gate. This is expensive, but you're winning twice as fast.

Certain actions give you "elder signs," which are tokens worth from 1-3 doom. The amount is random, and nobody sees what elder sign you got. When you ritual, you get 1 elder sign if your great old one, your signature monster, is on the board. You also get elder signs for certain things depending upon which faction you're playing. If your doom plus your elder signs reaches 30, you win.

As we said, gates are crucial. Only cultists can make or control gates! Monsters can't.

You have three kinds of units in this game.

Cultists -- you have six, and they all start in play. They have no combat ability, but you need them to control gates. They can also make gates. They also give you power each round just by being alive.
Monsters -- every faction has different monsters. Some are bigger and more expensive than others.
Great old one -- this is your signature monster. Two of the factions, white and yellow, have two great old ones. Everyone else has one, except Ancients don't get one.

Here's the actions you can take on your go:

Move -- costs 1 per unit, and they only move one space per go. You may move several units at once. The units do not have to start together or end together.
Make a gate -- costs 3. Each space can only have one gate, so sometimes you need to make a new gate. You must have a cultist there to make a gate.
Summon back a cultist -- costs 1. Cultists die, so sometimes you have to resummon them. You can do this anyplace you have any dudes.
Summon a monster -- cost is variable, depending on which monster it is. You can only do this where you have a gate with a cultist on it.
Summon your great old one -- costs a ton. Every faction has different rules for summoning their great old one. For some, like blue, you just have to pay a lot and place it at one of your gates. But for others, like purple, you have to have a certain monster out, and then something weird happens like you pay and that monster turns into the great old one or something. The factions are different.
Capture a cultist -- costs 1. Your monsters, and great old one, can capture enemy cultists. The enemy cultist goes on your sheet, and then next time we gather power, he gives you a power instead of giving his owner one. But then the cultist goes back to your opponent's pool. Your monsters can't capture enemy cultists who are guarded by monsters. Your great old one can't capture an enemy cultist who is guarded by another great old one.
Attack -- costs 1. All your dudes in one space attack one player in that space. We roll lots of dice. Every 6 is a kill, and every 4 or 5 is a pain, which makes somebody retreat. Once you have all six of your spellbooks, you can combine attacking with another action, before or after. So you could move and attack.

Each faction has six tasks it must complete. You cannot win the game unless you fulfill all six. If someone gets to 30 doom points, the game ends, but only the person with the most doom who has completed all six of his tasks is the winner. So if you get to 30 points but haven't done all six tasks, you could actually cause yourself to lose. Some of these tasks are like labors where you have to meet a certain condition, like "be in eight spaces" or "control four gates." Some are actions, you just have to pay for them. Orange has three that literally say to pay 3 power. A couple are weird, like, white has one that is just, complete this anytime you say you do, and you get elder signs based on how many other people have done all six of theirs. So white is always thinking about whether it's time to pull the trigger on that.

Each time you complete a task, you get a spellbook. These are abilities for your faction. You take whichever of your spellbooks you feel like at that time. There are six and eventually of course you'll have to have all six. Some spellbooks give you new actions, for example green has one that now lets him submerge under the ocean. Others change the rules for you without it being an action, for example blue has one that says that blue now controls all retreats for everybody. Some give your monsters abilities, for example green has one that let green's starspawns regenerate. Some are weird, like, purple has two that cause two super strong things when used and that can only be used once per game.

So to sum up:

- Gates and cultists give you power points
- Spend your power points to make and take over more gates
- Actions are done one tiny action at a time, using a fraction of your power, and then the next person goes, until everyone runs out of power
- You have six objectives that you must meet or you cannot win
- Every time you meet an objective, you get another ability for your faction
- You have a great big giant monster that you'll have to summon at some point
- Since every faction has different abilities and different monsters, you have to learn how to play a faction, like the way you would have to learn how to play a Magic deck
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Re: Cthulhu Wars Stuff

Post by Doug » Thu Sep 06, 2018 6:01 pm

Rylinks wrote: Thu Sep 06, 2018 5:59 pm ah yes, cthulu wars combat needed to be _more_ random good design
lolol I assume you're referring to Dire Azathoth
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Re: Cthulhu Wars Stuff

Post by Rylinks » Thu Sep 06, 2018 6:01 pm

yes

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Re: Cthulhu Wars Stuff

Post by Doug » Thu Sep 06, 2018 6:10 pm

Regular Azathoth (GOO) cost 1d6+2 (you must have 8 power to attempt this) combat (position of Azathoth glyph)
Awaken Azathoth at your controlled gate where you have a GOO present. When you do, each opponent secretly chooses a number 1-6. Reveal the numbers simultaneously. Each opponent receives power equal to the number that player chose. The player(s) who chose the lowest number each lose 2 doom. Place the Azathoth marker on the doom track equal to the sum of all the numbers all your opponents chose.
Daemon Sultan: If Azathoth is chosen to receive a Kill, roll 1d6. Lower the Azathoth marker by the result. If the marker reaches 0, Azathoth is Killed.
Spellbook requirement - Every non-Ancients player controls a GOO.
Spellbook - Nuclear Chaos. Use this only once per cycle. As your action that costs 0, each player rolls a die. The player(s) who roll highest gain that much power. The player(s) who roll lowest gain that many elder signs. You may add or subtract 1 from your roll after seeing the other rolls and before the rewards are determined.

how's that for random
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Re: Cthulhu Wars Stuff

Post by Rylinks » Thu Sep 06, 2018 6:14 pm

i feel like the people designing this stuff have lost any sense of discipline or restraint

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Re: Cthulhu Wars Stuff

Post by Doug » Thu Sep 06, 2018 6:19 pm

Rylinks wrote: Thu Sep 06, 2018 6:14 pm i feel like the people designing this stuff have lost any sense of discipline or restraint
No you're looking at it all wrong. Ancients for example are very recent, and they're not very wacky. It's that the expansions have varying degrees of wackiness, from merely altering to wildly sillymaking

Just don't use the silly ones if you don't like them
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It's your turn in Squirrel Wars
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Re: Cthulhu Wars Stuff

Post by Doug » Thu Sep 06, 2018 6:38 pm

Or I guess, Dire Azathoth is Unhinged
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Re: Cthulhu Wars Stuff

Post by Rylinks » Thu Sep 06, 2018 6:47 pm

Doug wrote: Thu Sep 06, 2018 6:19 pm
Rylinks wrote: Thu Sep 06, 2018 6:14 pm i feel like the people designing this stuff have lost any sense of discipline or restraint
No you're looking at it all wrong. Ancients for example are very recent, and they're not very wacky. It's that the expansions have varying degrees of wackiness, from merely altering to wildly sillymaking

Just don't use the silly ones if you don't like them
oh the factions are fine sure

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Re: Cthulhu Wars Stuff

Post by Juri » Thu Sep 06, 2018 10:54 pm

thats a lot of investigators

and they all have a unique sculpt?
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Re: Cthulhu Wars Stuff

Post by Rylinks » Thu Sep 06, 2018 10:55 pm

Rylinks wrote: Thu Sep 06, 2018 6:47 pm
Doug wrote: Thu Sep 06, 2018 6:19 pm
Rylinks wrote: Thu Sep 06, 2018 6:14 pm i feel like the people designing this stuff have lost any sense of discipline or restraint
No you're looking at it all wrong. Ancients for example are very recent, and they're not very wacky. It's that the expansions have varying degrees of wackiness, from merely altering to wildly sillymaking

Just don't use the silly ones if you don't like them
oh the factions are fine sure
but like, designing some good things, and then designing a ton of uh other things is a good description of lacking restraint

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Re: Cthulhu Wars Stuff

Post by Doug » Thu Sep 06, 2018 11:29 pm

Juri wrote: Thu Sep 06, 2018 10:54 pm thats a lot of investigators

and they all have a unique sculpt?
Yeah
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Re: Cthulhu Wars Stuff

Post by Juri » Fri Sep 07, 2018 3:41 am

Sounds like an impressive amount of work

Is this expansion out already?
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Re: Cthulhu Wars Stuff

Post by Doug » Fri Sep 07, 2018 3:42 am

Investigators are not out in real life, no. But since we have the pics, stats and rules, they're out for us online XD
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Re: Cthulhu Wars Stuff

Post by Doug » Tue Sep 11, 2018 10:25 pm

It's your turn in Cthulhu Wars
It's your turn in Squirrel Wars
It's your turn in Demon Wars
It's your turn in Wall Street Wars

http://devilsbiscuit.com/

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Re: Cthulhu Wars Stuff

Post by seathesee » Tue Sep 11, 2018 11:24 pm

i watched a little bit of this, and will finish it at some point. i kind of wonder if a game's designer is really the best at strategizing for their own game. worth a watch it seems, none the less.
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Re: Cthulhu Wars Stuff

Post by Doug » Tue Sep 11, 2018 11:52 pm

His first BG opening is identical to mine, or I guess vice-versa
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Re: Cthulhu Wars Stuff

Post by kouharti » Wed Sep 12, 2018 1:16 am

if richard garfield had magic solved, his solution would probably be some kind of math thing that i wouldn't understand, but i'd believe he got there

anyway have you guys seen Artifact? jesus

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Re: Cthulhu Wars Stuff

Post by Doug » Wed Sep 12, 2018 1:43 am

No, what is it? One of your gimmick accounts?

:omg:
It's your turn in Cthulhu Wars
It's your turn in Squirrel Wars
It's your turn in Demon Wars
It's your turn in Wall Street Wars

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