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

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    PredaPreda Registered User regular
    All Chtulhu forces get back to New Zealand, Yellow sign undead scatter one each in South America, South Atlantic and Antartica. 2 go to Indian Ocean.
    Than my turn, time to A Thousand form.


    Geth, roll 1d6

    1d6 5 [1d6=5]

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    PredaPreda Registered User regular
    Either Black goat and Yellow sign agree to lose 5 power between them or i get 5.

    @MrBody
    @Daemonis

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    DaemonisDaemonis Registered User regular
    Not lose

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    MrBodyMrBody Registered User regular
    edited October 2015
    Error

    Only 4 undead survived the battle (one was devoured pre-battle).

    Please choose which unit takes the 5th pain (King, cultist, or Byakee), then @Preda chooses its retreat destination.

    @Daemonis

    MrBody on
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    DaemonisDaemonis Registered User regular
    edited October 2015
    Cultist

    Daemonis on
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    PredaPreda Registered User regular
    One of the undead that go to indian ocean is replaced by the cultist.

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    MrBodyMrBody Registered User regular
    No power spending. Blue gains 5 power.




    Recruit cultist in South Pacific, take control of gate.

    9->8

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    MrBodyMrBody Registered User regular
    edited October 2015
    Board
    aB3jppm.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
    fGWSFl3.jpg

    Ritual track
    ec5jkO4.jpg

    Elder signs
    1
    3
    3
    0


    Crawling chaos: 12
    Black goat: 8
    Yellow sign: 2
    Current Turn
    Cthulhu: 0

    @Daemonis

    MrBody on
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    DaemonisDaemonis Registered User regular
    Move King to South America, 2--> 1
    @Phyphor

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    DaemonisDaemonis Registered User regular
    @Preda, actually

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    PredaPreda Registered User regular
    Attack Yellow sign in atlantic ocean. The horror in North Asia join the fight. 12->11

    Geth, roll 12d6 for Crawling Chaos
    Geth, roll 2d6 for Yellow Sign

    Crawling Chaos:
    12d6 49 [12d6=2, 2, 5, 6, 2, 2, 5, 6, 5, 2, 6, 6]
    Yellow Sign:
    2d6 2 [2d6=1, 1]

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    PredaPreda Registered User regular
    Ops! Too much. Everything Yellow Sign got slaughtered into nothingness. 1->3
    @MrBody to decide if ghoul want to make me run away from here, than, if not, to move.

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    MrBodyMrBody Registered User regular
    No necrophage. (You mean Indian Ocean?)

    I was going to say, if you had He Who Shall Not Be Named, you could have tteleported Hastur to Indian Ocean and easily wiped out blue's GOO

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    MrBodyMrBody Registered User regular
    Summon fungal form to South Atlantic

    8->7


    @Daemonis

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    MrBodyMrBody Registered User regular
    edited October 2015
    Board
    WNJV220.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
    fGWSFl3.jpg

    Ritual track
    ec5jkO4.jpg

    Elder signs
    1
    4
    3
    0


    Crawling chaos: 11
    Black goat: 7
    Yellow sign: 3
    Current Turn
    Cthulhu: 0

    @Daemonis

    MrBody on
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    DaemonisDaemonis Registered User regular
    Move Undead from Antarctica to South Atlantic, 3->2

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    DaemonisDaemonis Registered User regular
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    PredaPreda Registered User regular
    Move Nyharlathotep to South Atalntic. 11->10

    @MrBody

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    MrBodyMrBody Registered User regular
    It's going to be like that hmmm

    Avatar swap Shub Niggarath with East Africa cultist

    7->6


    @Daemonis

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    PredaPreda Registered User regular
    Hey, I got there only to stop the king from getting to africa with 2 undead. But if you prefear that I come back to stop you...

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    DaemonisDaemonis Registered User regular
    Stop stopping me! :)

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    MrBodyMrBody Registered User regular
    Preda wrote: »
    Hey, I got there only to stop the king from getting to africa with 2 undead. But if you prefear that I come back to stop you...

    I am not believing this! :p

    I could leave your units alone if you do...

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    MrBodyMrBody Registered User regular
    Yellow! Are you going to let blue treat you this way? You should ram Hastur straight into Nyarlathotep!

    You would needanother spell book to pull that off, and the easiest way to get one would be to give me 3 doom points!

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    DaemonisDaemonis Registered User regular
    Screaming Dead King and Undead to South Atlantic, then Desecreate, get Byakhee, 2->0
    Geth roll 1d6 for desecreation

    @Preda

    desecreation:
    1d6 5 [1d6=5]

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    PredaPreda Registered User regular
    Risky move...

    Attack Yellow sign in South Atlantic. 10->9
    Both Horrors join the battle.
    No other prebattle moves possible, so to the fight!


    Geth, roll 12d6 for Crawling Chaos
    Geth, roll 3d6 for Yellow Sign

    Crawling Chaos:
    12d6 48 [12d6=5, 4, 6, 5, 3, 4, 6, 2, 4, 6, 1, 2]
    Yellow Sign:
    3d6 10 [3d6=1, 3, 6]

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    PredaPreda Registered User regular
    Damn, 1 kill! An Horror bites the dust.
    @Daemonis to choose 3 dead and 1 single surviving runner.
    @MrBody to Choose if he wants to involve the ghouls.

    Anyway, since the king has been at least pained, I have to choose between 2 extra power or 2 elder sign. Let me think about it...
    I get 2 Elder sign.
    @Lykouragh to give me 2 elder sign.

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    DaemonisDaemonis Registered User regular
    Shouldn't I roll 4 dice? 3 Undead + 1 Byakhee?

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    PredaPreda Registered User regular
    Ops, lost undead move from antartica...

    Geth, roll 1d6 for Extra yellow sign attack

    Extra yellow sign attack:
    1d6 2 [1d6=2]

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    PredaPreda Registered User regular
    You now have 3 dead and 2 people that have to run. Choose wisely...

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    DaemonisDaemonis Registered User regular
    edited October 2015
    Undead are dead, King and Byakhee retreats.

    Daemonis on
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    MrBodyMrBody Registered User regular
    Cant move the undead from Antarctica. Screaming. Dead. Only works with undead that start in the same area as the king. Moving the undead from another area would be a second action, and that was used for desecrate.

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    DaemonisDaemonis Registered User regular
    MrBody wrote: »
    Cant move the undead from Antarctica. Screaming. Dead. Only works with undead that start in the same area as the king. Moving the undead from another area would be a second action, and that was used for desecrate.
    I moved it on the previous turn.

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    MrBodyMrBody Registered User regular
    Oh. :(

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    MrBodyMrBody Registered User regular
    No ghouls

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    PredaPreda Registered User regular
    The king runs in west africa, The Byakee to South Pacific.

    @MrBody

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    MrBodyMrBody Registered User regular
    Oh wow, 2 elder signs.every time you painthe king. O_O

    Probably shoud escort his highness with Hastur from now on.

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    DaemonisDaemonis Registered User regular
    Now it's obvious that Nyarl is the One To Be Stopped, not me :)

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    LykouraghLykouragh Registered User regular
    2 elder signs to Preda.

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    MrBodyMrBody Registered User regular
    edited October 2015
    move west africa cultist to East Africa

    Take control of gate

    6->5


    Ill update map tonight.

    @Preda

    MrBody on
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    PredaPreda Registered User regular
    Uh, europe is mine, you can't do that...
    @MrBody

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