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Cthulhu Wars - (Chaos in the Great Old One World)

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Oh and I'll take the Y'ha Nthlei spellbook

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    MrBodyMrBody Registered User regular
    edited September 2015
    Technically Chaos gets to choose which unit is devoured, but I doubt he was going to choose a horror over a cultist.

    Keep in mind for the future though when the choice might not be clear cut.

    MrBody on
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    PredaPreda Registered User regular
    1 Starspawn runs to North Pacific, the other one to Arabia. All the small guys run to Indian Ocean.
    Nyarlathothep goes to Europe to lick his wounds.

    Than is Time for The Thousand Forms!


    Geth, roll 1d6 for The ever changing reality

    The ever changing reality:
    1d6 4 [1d6=4]

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    PredaPreda Registered User regular
    Ok, either all agree to lose 4 power or I gain 4.

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    DaemonisDaemonis Registered User regular
    I do agree :)

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    MrBodyMrBody Registered User regular
    Preda wrote: »
    1 Starspawn runs to North Pacific, the other one to Arabia. All the small guys run to Indian Ocean.
    Nyarlathothep goes to Europe to lick his wounds.

    Retreats have to be to an adjacent region, even for units with a normal movement of 2. Please revise.

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    MrBodyMrBody Registered User regular
    I can't afford to spend my last power, so the burden would be all on Cthulhu. I highly doubt he wants to shoulder the whole burden (but if he did I would totally be up for shouldering the entire burden myself next round!).

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    PredaPreda Registered User regular
    MrBody wrote: »
    Preda wrote: »
    1 Starspawn runs to North Pacific, the other one to Arabia. All the small guys run to Indian Ocean.
    Nyarlathothep goes to Europe to lick his wounds.

    Retreats have to be to an adjacent region, even for units with a normal movement of 2. Please revise.

    Ops! Posted considering my next moves and obviously jumped ahead ...
    All the same, but retreat Nyarlathothep to North Asia Instead.

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    MrBodyMrBody Registered User regular
    Regardless if Cthulhu chooses to spend the 4 power or not,

    Recruit cultist in Scandanavia

    1->0


    @Phyphor

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    MrBodyMrBody Registered User regular
    Board
    mHE7L3O.jpg
    Player status
    Great Cthulhu
    ba5OE7i.jpg
    Spellbooks-

    Devolve (Ongoing): At the end of any player's Action (even if it's not your turn), transform one or more of your Acolyte Cultists anywhere on the map into Deep Ones.

    Absorb (Pre-Battle): Remove any of your non-GOO units from the area. For each such unit, the Shoggoth adds 3 to his Combat.

    Regenerate (Battle): Star Spawn can accept up to 2 combat results. If they are both kills, it dies. On ANY other combination, it is pained.

    Submerge (Action: Cost 1): If Cthulhu is in an Ocean Area, remove him from the map and place him on your Faction card, along with any or all friendly Units in the same area. On a later Action, perform Submerge again to place Cthulhu (plus any accompanying Units) anywhere on the map.


    Dreams (Action: Cost 3): Choose an area with enemy Acolyte Cultists. Your enemy must eliminate an Acolyte Cultist (chosen by victim) and replace it with one of yours from your pool.


    Y'ha Nthlei (Ongoing): If Cthulhu is in play you get 1 power for each Gate in an Ocean area that you do not control. (uncontrolled Gates do not count, because everyone gets one
    power from them anyway, but Yog-Sothoth does count).

    Crawling Chaos
    8BpZYWf.jpg

    Spellbooks-

    Abduct (Pre-Battle): Eliminate a Nightgaunt, your foe must eliminate a non-GOO unit in the same area.

    Invisibility (Pre-Battle): Each Flying Polyp can select one non-GOO to be sidelined, and not take part in the battle.

    Seek and Destroy (Pre-Battle): Whenever a battle is declared in which one of your units participates, you may move any or all of your Hunting Horrors on the board to the location of the battle.

    Madness (Ongoing): Whenever there is a combat anywhere on the map, you may choose where units that are pained move to.


    Emissary of the Outer Gods (Ongoing): Nyarlathotep must be in play; Unless an enemy Great Old One is in the battle, any kill inflicted on Nyarlathotep becomes a pain.

    The Thousand Forms (Once-Per-Action-Round: Cost 0): Nyarlathotep must be in play; roll 1d6 and all other players have one minute to decide if they will lose that much power. If they decide not to lose the Power, Nyarlathotep gains that much Power.

    Black Goat
    GfTu83P.jpg

    Spellbooks-

    Frenzy (Ongoing): Cultists have a Combat of 1.

    Necrophagy (Post-Battle): Move any or all Ghouls to that battle and apply an additional pain result to each side for each Ghoul so moved. Ghouls that are already in the combat cannot participate in Necrophagy.

    Ghroth (Action: Cost 2): Roll a die. If the result is equal to or less than the number of areas containing Fungi, then your enemies must collectively lose that many Acolyte Cultists from the map. If they can't decide in one minute do it for them.

    The Red Sign (ongoing) your Dark Young can now Build Gates, Control Gates, earn 1 Power each during the Gather Power phase, and add +1 apiece to Shub-Niggurath's Combat. They do not act as Cultists with respect to any other purpose.


    Blood Sacrifice (Ongoing): Each Doom Phase you may sacrifice 1 Cultist to get an Elder Sign. Shub-Niggurath must be in play.

    The Thousand Young (Ongoing): Shub-Niggurath must be in play. All Ghouls, Fungi, and Dark Young cost 1 less power to summon.

    Yellow Sign
    0cTpcNN.jpg
    Spellbooks-

    Passion (Ongoing): When one of your Cultists is eliminated by an enemy Action (Captured, Killed, Etc.) during the Action phase, gain 1 Power.

    Zin Gaya (Action: Cost 1): In an area with an Undead and an enemy Acolyte Cultist replace that Acolyte Cultist with another Undead.

    Shriek of the Byakhee (Action: Cost 1): Move any or all Byakhee on the map to any single area on the map.

    The Screaming Dead (Action: Cost 1): Move the King in Yellow and any Undead in the same area to a neighboring area, you may immediately perform a second, different action (may not perform He Who Must Not Be Named as the second action).

    He Who Must Not Be Named (Action: Cost 1): Hastur immediately moves to an area on the map with a Cultist. He may then perform a second, different action (may not perform The Screaming Dead as the second action).

    The Third Eye (Ongoing): Hastur must be in play; Desecrate costs only 1 Power to perform, and grants you an Elder Sign when successful.

    Doom track
    00m8kve.jpg

    Ritual track
    d4NoFRx.jpg

    Elder signs
    0
    1
    2
    0



    Black goat: 0
    Yellow sign: 0
    Cthulhu: 5 Current Turn
    Crawling chaos: 8 (4 if Cthulhu spends 4 power)


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    MrBodyMrBody Registered User regular
    edited September 2015
    I'd be willing to do major favors for Cthulhu next turn if you spend that 4 power :p

    MrBody on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I cannot afford to lose any power.

    Build gate in indian ocean. Get absorb spellbook
    5->2


    @preda

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    PredaPreda Registered User regular
    Nyarlathotep and the cultist from South America move to East Africa 8->6

    @Phyphor

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    MrBodyMrBody Registered User regular
    Psssst...Cthulhu can move to North Asia and munch a cultist for +2 power next turn!

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    MrBodyMrBody Registered User regular
    I guess the weakness of Crawling Chaos is those last 2 spellbooks are a doozey.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yeah, he still has to spend 10 power on that as well as re-summon the guys he just lost. I don't want to hit him so bad he can't come back, just to get back for that terrible first combat

    Summon cultist in S Asia
    2->1


    @Preda

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    MrBodyMrBody Registered User regular
    I'm wondering why the heck Black Goat would ever want to use Groth. Even with the max Fungal Forms all spread out to 4 regions, that's still only a 1 in 3 chance of coming out ahead in the power exchange, and a 50% chance of coming out behind.

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    PredaPreda Registered User regular
    Let's eat East africa Black Goat cultist. My cultist take over the gate. 6->5

    @Phyphor

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Summon another cultist to S Asia

    @Preda

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    MrBodyMrBody Registered User regular
    5 uncontested power to finish the round!

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    PredaPreda Registered User regular
    Move Nyarly to indian Ocean. 5->4
    Attack Cthulhu forces 4->3


    @Phyphor to choose to either devolve and/or absorb.

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    MrBodyMrBody Registered User regular
    hmmmm

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Not doing anything @Preda
    Really just hurting my ability to hit at yellow now

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    MrBodyMrBody Registered User regular
    Next turn, Cthulhu has all 6 spellbooks. Submerge + instant combat = shit gets real.

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    PredaPreda Registered User regular
    Geth, roll 9d6 for Nyarlathotep Attack
    Geth, roll 3d6 for Cthulhu Counterattack

    Nyarlathotep Attack:
    9d6 25 [9d6=3, 3, 1, 1, 4, 1, 4, 3, 5]
    Cthulhu Counterattack:
    3d6 7 [3d6=3, 3, 1]

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    PredaPreda Registered User regular
    edited October 2015
    Fantastic! 3 pains aganist nothing!
    @MrBody Do the Ghouls in South atlantic want to intrude?

    Preda on
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    MrBodyMrBody Registered User regular
    They do not

    @Preda

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    PredaPreda Registered User regular
    Than, let's send the cultist to south atlantic and both the deep one and the shoggoth to New Zealand.
    Than, let's attack the black goat too! 3->2


    No pre battle this time, so let's roll...

    Geth, roll 10d6 for Nyarlathothep
    Geth, roll 4d6 for Dark youngs trying to fight him off...

    Nyarlathothep:
    10d6 30 [10d6=2, 1, 4, 5, 3, 5, 6, 1, 1, 2]
    Dark youngs trying to fight him:
    4d6 13 [4d6=1, 2, 5, 5]

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    PredaPreda Registered User regular
    One dark young dead and 1 running. Nyarly will have to relocate too.

    @Mrbody do a ghoul want to come here (no more people running, but the relocation might be useful..)

    Anyway, the dark young will join Chtulhu in South Asia, while Nyarlathotep will wait on the ghoul choice to choose himself.

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    MrBodyMrBody Registered User regular
    edited October 2015
    No ghouls

    The Goat strongly disapproves of this move.

    MrBody on
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    MrBodyMrBody Registered User regular
    (oh how I would have laughed if I rolled two 6s)

    @Preda

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    PredaPreda Registered User regular
    As I read Emissary of the outer gods you could even have rolled four 6 and Nyarlathotep wouldn't have died. Do I read it wrong?

    Meanwhile, my last actions will be run on an enemy gate, snatch cultist, than put mine in it's place, but since all 3 powers are in range I want to make an informed decision. Who will have more power?

    I assume:
    Chtulu 11 (6 cultists, 2 gates, 1 uncontrolled gate)
    Yellow sun 10/11 (4 culrists, 2 gates 1 uncontrolled gate 2/3 desacration, can't remeber if SA is desacrated or not)
    Black goat 11 (4 cultists, dark young, 3 gates)


    Am I right?

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    You don't actually have a choice. You can't retreat to anywhere that has a red

    You can't take either of my gates

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited October 2015
    You could eat my NPacific cultist, but that's it

    You could also try your luck attacking me in asia and that's basically it... But anything you do offensively leaves you incredibly vulnerable next turn

    Phyphor on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    MrBody wrote: »
    I'm wondering why the heck Black Goat would ever want to use Groth. Even with the max Fungal Forms all spread out to 4 regions, that's still only a 1 in 3 chance of coming out ahead in the power exchange, and a 50% chance of coming out behind.

    I think it's more of a strategic move, like my dreams, vs a strict power gain. Done when they are low on or out of power it can force them to lose the power for next turn, and have to resummon and possibly lose gate control

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    PredaPreda Registered User regular
    Oh, right, I can't run to areas with red is...

    So, I'll get it simple and run East Africa.

    Than, I move back to indian Ocean 2->1, summon a cultist there and claim the gate 1->0.

    @MrBody to wrap up the turn.

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    MrBodyMrBody Registered User regular
    Eh, evven in those cases id rather just take the gate for myself.

    Im already going to be hurting next turn. Plus yellow is coming for me to bash me further

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    MrBodyMrBody Registered User regular
    edited October 2015
    Board
    mIF4Ocq.jpg
    Player status
    Great Cthulhu
    FmCJ03v.jpg
    Spellbooks-

    Devolve (Ongoing): At the end of any player's Action (even if it's not your turn), transform one or more of your Acolyte Cultists anywhere on the map into Deep Ones.

    Absorb (Pre-Battle): Remove any of your non-GOO units from the area. For each such unit, the Shoggoth adds 3 to his Combat.

    Regenerate (Battle): Star Spawn can accept up to 2 combat results. If they are both kills, it dies. On ANY other combination, it is pained.

    Submerge (Action: Cost 1): If Cthulhu is in an Ocean Area, remove him from the map and place him on your Faction card, along with any or all friendly Units in the same area. On a later Action, perform Submerge again to place Cthulhu (plus any accompanying Units) anywhere on the map.


    Dreams (Action: Cost 3): Choose an area with enemy Acolyte Cultists. Your enemy must eliminate an Acolyte Cultist (chosen by victim) and replace it with one of yours from your pool.



    Y'ha Nthlei (Ongoing): If Cthulhu is in play you get 1 power for each Gate in an Ocean area that you do not control. (uncontrolled Gates do not count, because everyone gets one
    power from them anyway, but Yog-Sothoth does count).

    Crawling Chaos
    8BpZYWf.jpg

    Spellbooks-

    Abduct (Pre-Battle): Eliminate a Nightgaunt, your foe must eliminate a non-GOO unit in the same area.

    Invisibility (Pre-Battle): Each Flying Polyp can select one non-GOO to be sidelined, and not take part in the battle.

    Seek and Destroy (Pre-Battle): Whenever a battle is declared in which one of your units participates, you may move any or all of your Hunting Horrors on the board to the location of the battle.

    Madness (Ongoing): Whenever there is a combat anywhere on the map, you may choose where units that are pained move to.


    Emissary of the Outer Gods (Ongoing): Nyarlathotep must be in play; Unless an enemy Great Old One is in the battle, any kill inflicted on Nyarlathotep becomes a pain.

    The Thousand Forms (Once-Per-Action-Round: Cost 0): Nyarlathotep must be in play; roll 1d6 and all other players have one minute to decide if they will lose that much power. If they decide not to lose the Power, Nyarlathotep gains that much Power.

    Black Goat
    GfTu83P.jpg

    Spellbooks-

    Frenzy (Ongoing): Cultists have a Combat of 1.

    Necrophagy (Post-Battle): Move any or all Ghouls to that battle and apply an additional pain result to each side for each Ghoul so moved. Ghouls that are already in the combat cannot participate in Necrophagy.

    Ghroth (Action: Cost 2): Roll a die. If the result is equal to or less than the number of areas containing Fungi, then your enemies must collectively lose that many Acolyte Cultists from the map. If they can't decide in one minute do it for them.

    The Red Sign (ongoing) your Dark Young can now Build Gates, Control Gates, earn 1 Power each during the Gather Power phase, and add +1 apiece to Shub-Niggurath's Combat. They do not act as Cultists with respect to any other purpose.


    Blood Sacrifice (Ongoing): Each Doom Phase you may sacrifice 1 Cultist to get an Elder Sign. Shub-Niggurath must be in play.

    The Thousand Young (Ongoing): Shub-Niggurath must be in play. All Ghouls, Fungi, and Dark Young cost 1 less power to summon.

    Yellow Sign
    0cTpcNN.jpg
    Spellbooks-

    Passion (Ongoing): When one of your Cultists is eliminated by an enemy Action (Captured, Killed, Etc.) during the Action phase, gain 1 Power.

    Zin Gaya (Action: Cost 1): In an area with an Undead and an enemy Acolyte Cultist replace that Acolyte Cultist with another Undead.

    Shriek of the Byakhee (Action: Cost 1): Move any or all Byakhee on the map to any single area on the map.

    The Screaming Dead (Action: Cost 1): Move the King in Yellow and any Undead in the same area to a neighboring area, you may immediately perform a second, different action (may not perform He Who Must Not Be Named as the second action).

    He Who Must Not Be Named (Action: Cost 1): Hastur immediately moves to an area on the map with a Cultist. He may then perform a second, different action (may not perform The Screaming Dead as the second action).

    The Third Eye (Ongoing): Hastur must be in play; Desecrate costs only 1 Power to perform, and grants you an Elder Sign when successful.

    Doom track
    00m8kve.jpg

    Ritual track
    d4NoFRx.jpg

    Elder signs
    0
    1
    2
    0



    Black goat: 0
    Yellow sign: 0
    Cthulhu: 0 Current Turn
    Crawling chaos: 0 1 x cultist


    MrBody on
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    MrBodyMrBody Registered User regular
    edited October 2015
    Gather Power
    4 cultists (4) + 4 gates (8) + 1 captured cultists (1) = 13
    6 cultists (6) + 2 gates (4) + 3 uncontrolled ocean gates (3) = 13
    4 cultists (4) + 2 gate (4) + 2 desecration (2) = 10
    4 cultists (4) + 3 gates (6) + 1 dark young (1) = 11



    Determine First player
    Tie between Cthulhu and Crawling Chaos, current first player Goat chooses...

    Crawling Chaos to decide on direction of player order. "Up" or "down".
    @Preda
    everyone double check for mistakes

    MrBody on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    My cultist is in SAtlantic instead of NZ
    I have +3 power from Y'ha Nthlei

    I also need an elder sign from @Lykouragh

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