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Cthulhu Wars 2: R'lyeh Boogaloo

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    Jam WarriorJam Warrior Registered User regular
    I wasn't complaining mind you, more just checking I haven't fundamentally misunderstood the rules somewhere!

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    MrBodyMrBody Registered User regular
    Maybe a small dot according to player color on the monsters? "Deep One" and "star spawn" are easy enough to tell it's Cthulhu, but it's going to get confusing when it gets crowded with the other gods.

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    MrBodyMrBody Registered User regular
    You know when you study the rules of a game you have yet to play, think you have a good strategy figured out, then realize less than half a turn into the first game that you were completely wrong?

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    AstaerethAstaereth In the belly of the beastRegistered User regular
    MrBody wrote: »
    Maybe a small dot according to player color on the monsters? "Deep One" and "star spawn" are easy enough to tell it's Cthulhu, but it's going to get confusing when it gets crowded with the other gods.

    I'll re-evaluate later, I guess. Depends on how crowded things get.

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    LykouraghLykouragh Registered User regular
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    Jam WarriorJam Warrior Registered User regular
    MrBody wrote: »
    You know when you study the rules of a game you have yet to play, think you have a good strategy figured out, then realize less than half a turn into the first game that you were completely wrong?

    Bad Crawling Chaos!

    No capturing my cultists!

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Move an acolyte into the North Atlantic. Gain a spellbook for occupying four regions. Pick Frenzy.

    5 power.

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    AstaerethAstaereth In the belly of the beastRegistered User regular
    @MrBody You're up.

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    MrBodyMrBody Registered User regular
    edited May 2015
    Pay 4 power to gain "seek & destroy" spell book

    5->1


    @lykouragh

    If the King in Yellow goes on his merry way towards his Americas world tour, we will have no need wasting power on starting battles.

    P.S. I'm getting the feeling that getting a power lead quickly snowballs.

    MrBody on
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    LykouraghLykouragh Registered User regular
    Move a cultist from South Pacific to South America. 3->2

    @Jam Warrior

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    Jam WarriorJam Warrior Registered User regular
    edited May 2015
    King in Yellow tactically withdraws to Europe to watch over his children.

    All power gone.

    Jam Warrior on
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    Jam WarriorJam Warrior Registered User regular
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    AstaerethAstaereth In the belly of the beastRegistered User regular
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    @MrBody You had 4 power this last turn, not 5, putting you at zero now. Given the way things are going in your corner of the globe, I don't think I can let you adjust that turn. Sorry.

    With that, only Cthulhu and the Black Goat are still in the round.

    Player statuses:

    Lykouragh (2 Power)
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    Great Cthulhu Spellbooks:
    -In the first Doom Phase, receive this Spellbook. Also receive 1 Elder Sign.
    -In any Doom Phase in which you have 5 Spellbooks, receive this Spellbook. Also receive 1 Elder Sign.
    -Kill and/or Devour an enemy Unit in a battle
    (these 2 can be earned in a single battle, if you Kill and/or Devour 3 or more Units)
    -Kill and/or Devour two enemy Units in a battle
    -Control 3 Gates in Ocean Areas OR Four Gates exist in Ocean Areas
    -Awaken Cthulhu

    Jam Warrior (0 Power)
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    Yellow Sign Spellbooks:
    -Passion (Ongoing): When one of your Cultists is eliminated during the Action Phase, (Captured, Killed, etc.), gain 1 Power.
    -Place a Desecration Token in an Area marked with the Glyph (swirl)
    -Place a Desecration Token in an Area marked with the Glyph (carrot)
    -Place a Desecration Token in an Area marked with the Glyph (scratches)
    -As your Action for a round, select another player. That player gains three Doom points.
    -Awaken Hastur. Also receive 1 Elder Sign.

    admanb (5 Power)
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    Black Goat Spellbooks:
    -Frenzy (Ongoing): Your Cultists now have a combat value of 1.
    -Have Units in six Areas
    -Have Units in eight Areas
    -As your Action for a Round, eliminate two of your Cultists
    -Share Areas with all enemies (i.e. both you and the enemy have Units there.)
    -Awaken Shub-Niggurath

    MrBody (0 Power)
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    Crawling Chaos Spellbooks:
    -Seek and Destroy (Pre-Battle): Immediately move any or all Hunting Horrors from any Area to the Battle Area.
    -As your Action for a Round, pay 6 Power
    -Control 3 Gates OR have 12 Power
    -Control 4 Gates OR have 15 Power
    -Capture an enemy Cultist
    -Awaken Nyarlathotep

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    MrBodyMrBody Registered User regular
    edited May 2015
    Oof boy did I botch this.

    We'll need a way to track which spell book requirements have already been met.

    MrBody on
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    AstaerethAstaereth In the belly of the beastRegistered User regular
    Right now I'm replacing the listed requirements with the acquired spellbook text under the "spellbooks" section of the update for each faction. Is there some other information you need beyond that?

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    MrBodyMrBody Registered User regular
    nah

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    Jam WarriorJam Warrior Registered User regular
    Do the starting position symbols have any effect now? If not then you could save a bit of map real estate if needed by dropping them.

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Build a Gate in East Africa and take control.

    2 power.

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    MrBodyMrBody Registered User regular
    edited May 2015
    @lykouragh is up

    MrBody on
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    AstaerethAstaereth In the belly of the beastRegistered User regular
    Do the starting position symbols have any effect now? If not then you could save a bit of map real estate if needed by dropping them.

    I think the only one that matters is Cthulhu's. Might remove them tonight.

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    MrBodyMrBody Registered User regular
    edited May 2015
    Oh wow. I just realized my Madness spell book lets me choose the retreat destination for ALL battles, not just ones I'm in.

    Question: do all pained units have to retreat to the same area? The rules are unclear on this.

    MrBody on
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    LykouraghLykouragh Registered User regular
    Move Deep One to South Atlantic. 2->1
    @admanb

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    MrBodyMrBody Registered User regular
    Oooooooo!

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    Jam WarriorJam Warrior Registered User regular
    Fight! Fight! Fight!

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    LykouraghLykouragh Registered User regular
    You two should talk! I am simply sending an emissary of tentacled peace to our goaty friends.

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    MrBodyMrBody Registered User regular
    The deep one is there to pick the cultist up from school. You'll drop him back off to his parents' after.

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    AstaerethAstaereth In the belly of the beastRegistered User regular
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    Trouble brewing in the South Atlantic...

    Player statuses:

    Lykouragh (1 Power)
    ylKIW1M.jpg

    Great Cthulhu Spellbooks:
    -In the first Doom Phase, receive this Spellbook. Also receive 1 Elder Sign.
    -In any Doom Phase in which you have 5 Spellbooks, receive this Spellbook. Also receive 1 Elder Sign.
    -Kill and/or Devour an enemy Unit in a battle
    (these 2 can be earned in a single battle, if you Kill and/or Devour 3 or more Units)
    -Kill and/or Devour two enemy Units in a battle
    -Control 3 Gates in Ocean Areas OR Four Gates exist in Ocean Areas
    -Awaken Cthulhu

    Jam Warrior (0 Power)
    8ibIlT2.jpg

    Yellow Sign Spellbooks:
    -Passion (Ongoing): When one of your Cultists is eliminated during the Action Phase, (Captured, Killed, etc.), gain 1 Power.
    -Place a Desecration Token in an Area marked with the Glyph (swirl)
    -Place a Desecration Token in an Area marked with the Glyph (carrot)
    -Place a Desecration Token in an Area marked with the Glyph (scratches)
    -As your Action for a round, select another player. That player gains three Doom points.
    -Awaken Hastur. Also receive 1 Elder Sign.

    admanb (2 Power)
    MypEqUn.jpg

    Black Goat Spellbooks:
    -Frenzy (Ongoing): Your Cultists now have a combat value of 1.
    -Have Units in six Areas
    -Have Units in eight Areas
    -As your Action for a Round, eliminate two of your Cultists
    -Share Areas with all enemies (i.e. both you and the enemy have Units there.)
    -Awaken Shub-Niggurath

    MrBody (0 Power)
    PoLl1JM.jpg

    Crawling Chaos Spellbooks:
    -Seek and Destroy (Pre-Battle): Immediately move any or all Hunting Horrors from any Area to the Battle Area.
    -As your Action for a Round, pay 6 Power
    -Control 3 Gates OR have 12 Power
    -Control 4 Gates OR have 15 Power
    -Capture an enemy Cultist
    -Awaken Nyarlathotep

    --
    MrBody wrote: »
    Oh wow. I just realized my Madness spell book lets me choose the retreat destination for ALL battles, not just ones I'm in.

    Question: do all pained units have to retreat to the same area? The rules are unclear on this.

    Units retreat individually; you can absolutely retreat multiple units to the same or different areas, as long as the other retreat requirements are met (the area must be adjacent and cannot contain units belonging to the other faction in the battle).

    Additional details/caveats regarding Madness--the player chooses which units will retreat, then you choose where. Also, because of the way battle works, you get to choose which faction's units you want to place first--which I believe means you could, say, send one side's units into an area in order to make it impossible for the other side's units to retreat to that same area. In this way you could potentially force a retreating unit to have no safe area to retreat to, thereby forcing one Pain result to switch to a Kill (the limit on that is one "can't retreat" penalty per faction per battle).

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    MrBodyMrBody Registered User regular
    Hmmm...the rules don't say one way or the other, but the FAQ on page 45 says, "(Crawling Chaos with madness) also does not get to choose WHICH Units retreat, only their destination." Destination singular. That's the only reference I can find.

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    AstaerethAstaereth In the belly of the beastRegistered User regular
    edited May 2015
    In the battle results section, there's an example of somebody splitting up units in a retreat, with pictures. It's super obvious.

    Also the rules in that section describe you retreating each unit one at a time; you don't retreat as a group action, so there's no reason why one unit's retreat destination must be shared by the next.

    Astaereth on
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    MrBodyMrBody Registered User regular
    ah

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    LykouraghLykouragh Registered User regular
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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Rude.

    Move the Acolyte from South Atlantic to East Africa.

    1 power.

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    Jam WarriorJam Warrior Registered User regular
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    LykouraghLykouragh Registered User regular
    Summon Deep One in South Pacific. 0 power.

    @admanb

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited May 2015
    Summon a Ghoul in East Africa. 0 power.

    admanb on
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    MrBodyMrBody Registered User regular
    Lykouragh wrote: »
    Summon Deep One in South Pacific.

    thats what she said

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    Jam WarriorJam Warrior Registered User regular
    edited May 2015
    So new round?

    10 power for Green and Red
    8 power for Blue and Yellow

    @Lykouragh as first player last round, decides if he or Amanb will go first this round as they both tie for most power.

    Then whoever is first gets to choose to reverse play order or stick as we are.

    Jam Warrior on
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    LykouraghLykouragh Registered User regular
    I'll let @admanb go first.

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    MrBodyMrBody Registered User regular
    North Asia truce this turn?

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited May 2015
    No change to play order

    admanb on
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