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.
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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AstaerethIn the belly of the beastRegistered Userregular
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.
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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admanbunionize your workplaceSeattle, WARegistered Userregular
Move an acolyte into the North Atlantic. Gain a spellbook for occupying four regions. Pick Frenzy.
AstaerethIn the belly of the beastRegistered Userregular
@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)
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)
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)
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)
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
We'll need a way to track which spell book requirements have already been met.
MrBody on
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AstaerethIn the belly of the beastRegistered Userregular
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?
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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AstaerethIn the belly of the beastRegistered Userregular
Trouble brewing in the South Atlantic...
Player statuses:
Lykouragh (1 Power)
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)
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)
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)
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
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).
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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AstaerethIn the belly of the beastRegistered Userregular
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.
Posts
I'll re-evaluate later, I guess. Depends on how crowded things get.
Bad Crawling Chaos!
No capturing my cultists!
5 power.
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.
@Jam Warrior
All power gone.
@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)
Great Cthulhu Spellbooks:
-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)
Yellow Sign Spellbooks:
-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)
Black Goat Spellbooks:
-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)
Crawling Chaos Spellbooks:
-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
We'll need a way to track which spell book requirements have already been met.
2 power.
I think the only one that matters is Cthulhu's. Might remove them tonight.
Question: do all pained units have to retreat to the same area? The rules are unclear on this.
@admanb
Trouble brewing in the South Atlantic...
Player statuses:
Lykouragh (1 Power)
Great Cthulhu Spellbooks:
-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)
Yellow Sign Spellbooks:
-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)
Black Goat Spellbooks:
-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)
Crawling Chaos Spellbooks:
-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
--
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).
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.
Move the Acolyte from South Atlantic to East Africa.
1 power.
@admanb
thats what she said
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.