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

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    MrBodyMrBody Registered User regular
    edited October 2015
    Oops, meant east africa.

    Crap, cant do that either without controlling the gate. Changed.

    MrBody on
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    PredaPreda Registered User regular
    Can't do east africa too. Mine gate again...

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    MrBodyMrBody Registered User regular
    I swapped your cultist there with Shub from Scandinavia.

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    MrBodyMrBody Registered User regular
    edited October 2015
    Board
    jBsmWO9.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
    2


    Crawling chaos: 9 Current Turn
    Black goat: 5
    Yellow sign: 0
    Cthulhu: 0




    MrBody on
  • Options
    PredaPreda Registered User regular
    Move cultist from Scandinvia and Nyarlathotep to West Africa. 9->7

    @MrBody

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    MrBodyMrBody Registered User regular
    edited October 2015
    Hmmmm I have to think on this. My instinct is to move to west africa and attack, but I'd need 3 sixes with a dozen dice plus blue would get the GOO pain bonus again.

    Suggestions?

    MrBody on
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    DaemonisDaemonis Registered User regular
    Well, otherwise he will eat your cultists and take the gate

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    PredaPreda Registered User regular
    Daemonis wrote: »
    Well, otherwise he will eat your cultists and take the gate

    No, he will pain the king and follow him around...

  • Options
    MrBodyMrBody Registered User regular
    Caution I guess

    Move dark young from South Asia to Indian Ocean

    5->4

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    PredaPreda Registered User regular
    That's rude!
    Summon Horror in Indian Ocean 7->4

    @MrBody

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    MrBodyMrBody Registered User regular
    edited October 2015
    Just positioning!

    Summon dark young to west africa

    Dark young takes control of gate

    4->2

    MrBody on
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    MrBodyMrBody Registered User regular
    I have no idea how I forgot that Blue gets the bonus for just paining GOOs, considering that I just played as them last game :(

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    PredaPreda Registered User regular
    Play hide and seek with Yellow king in West africa. 4->3

    Geth, roll 8d6 for Nyarlathotep playing with food.

    Nyarlathotep playing with food:
    8d6 27 [8d6=5, 1, 2, 2, 6, 5, 3, 3]

  • Options
    PredaPreda Registered User regular
    Damn, I've broken it!
    King dies, I get the extra power this time, because i might need it, if Black goat wants another major battle. 3->5

    @MrBody

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    MrBodyMrBody Registered User regular
    edited October 2015
    Combat is for the uncivilized.

    Instead, I think it's time for...

    groth Groth GROTH!!!

    lotr_king110ram.jpg

    2->0


    Geth roll 1d6

    1d6 1 [1d6=1]

    MrBody on
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    MrBodyMrBody Registered User regular
    Well fuck that.

    I highly doubt anyone wants to take the hit for blue, so Preda to lose a cultist.

  • Options
    MrBodyMrBody Registered User regular
    Unless someone does want to lose a cultist for blue!

  • Options
    PredaPreda Registered User regular
    I really don't want to lose a cultist, but I fear no one will stand in for me...
    Refresh the map and I'll lose the cultist and do the rest of my turn.

    Unless someone want to sacrifice...

  • Options
    MrBodyMrBody Registered User regular
    @Preda @Daemonis to offer to take the cultist hit for Preda or not. Or until 24 hours have passed.

  • Options
    MrBodyMrBody Registered User regular
    edited November 2015
    Ok, no takers for cultist hit.

    @Preda to lose a cultist, then your turn

    MrBody on
  • Options
    PredaPreda Registered User regular
    I'll lose the cultist in West africa.
    Then summon a cultist in west africa. 5->4
    Then Summon a cultist in West africa. 4->3
    Then eat a black goat cultist in West africa. 3->2
    Then eat a black goat cultist in West africa. 2->1
    Then attack Black goat in West Africa. 1->0
    The orror in South atlantic will join the combat, the Indian ocean's one will not.


    Geth, roll 12d6 for Crawling chaos
    Geth, roll 2d6 for Black goat

    Crawling chaos:
    12d6 35 [12d6=1, 5, 6, 2, 1, 3, 3, 1, 1, 6, 4, 2]
    Black goat:
    2d6 5 [2d6=1, 4]

  • Options
    PredaPreda Registered User regular
    Dark young dies, horror takes the pain and runs to North atlantic. One of my cultist takes control of the gate. I rest, sated.

    @MrBody to close the turn.

  • Options
    MrBodyMrBody Registered User regular
    Necrophage both ghouls to west africa. Choose 2 units to retreat.

  • Options
    PredaPreda Registered User regular
    Damn ghoul could actually teleport to eat dead? Damn scary...

    Nyarlathotep and 1 cultist run too, all togheter in North Atlantic, last cultist still takes the gate.

    @MrBody

  • Options
    MrBodyMrBody Registered User regular
    edited November 2015
    Board
    fApI86T.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
    2


    Crawling chaos: 0 cultist x 2
    Black goat: 0
    Yellow sign: 0
    Cthulhu: 0


    MrBody on
  • Options
    MrBodyMrBody Registered User regular
    edited November 2015
    Gather Power
    5 cultists (5) + 4 gates (8) + 2 captured cultists (2) = 15
    6 cultists (6) + 2 gates (4) + 3 uncontrolled ocean gates (3) = 13
    2 cultists (2) + 1 gate (2) + 4 desecration (4) = 8
    4 cultists (4) + 4 gates (8) + 1 dark young (1) = 13



    Determine First player


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

    MrBody on
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    PredaPreda Registered User regular
    I pick whatever order places Chtulhu before Black goat.

    Than no ritual for me.


    @MrBody to set right turn order.

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    MrBodyMrBody Registered User regular
    edited November 2015
    Doom Phase
    Doom track advancement-

    4 gates (+4) 13->17
    2 gates (+2) 11->13
    1 gates (+1) 7->8
    4 gates (+4) 12->16



    @Preda to perform or pass ritual of annihilation (pay power according to current ritual track cost, +1 doom per gate, +1 elder sign if great old one is on board), then each player going down.

    ec5jkO4.jpg

    MrBody on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
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    DaemonisDaemonis Registered User regular
    Pass

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    MrBodyMrBody Registered User regular
    edited November 2015
    Sooo....I think it's obvious we need some sort of alliance against blue. Not only does he get the most power and delay actions, but he can set up a crazy chain reaction paining GOOs and collecting those elder signs.

    He HAS to spend that 10 power on spellbooks sometime...

    MrBody on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I believe the ritual is to you @mrbody

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I am also pretty worried about blue. Less about yellow now that he has been set back a bit

    Paining GOOs for him is very risky as only the King is chainable - Hastur can straight up kill him, I eat his support and can always take a kill easily and you roll a bunch of dice

  • Options
    MrBodyMrBody Registered User regular
    edited November 2015
    derp

    No ritual, but sacrifice South Atlantic cultist for elder sign

    MrBody on
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    MrBodyMrBody Registered User regular
    edited November 2015
    Board
    Joyw00W.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
    x05z371.jpg

    Ritual track
    ec5jkO4.jpg

    Elder signs
    2
    4
    3
    2


    Crawling chaos: 15 CURRENT TURN
    Cthulhu: 13
    Yellow sign: 8
    Black goat: 13


    MrBody on
  • Options
    MrBodyMrBody Registered User regular
  • Options
    PredaPreda Registered User regular
    Move Cultist from North Asia and Nyarlathotep to West Africa. 15->13

    @Phyphor

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    MrBodyMrBody Registered User regular
    Oh, you

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited November 2015
    Cultist in Arctic ocean to NAsia. Control gate
    13->12

    Phyphor on
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    MrBodyMrBody Registered User regular
    Just for my record keeping

    Cultist in Arctic ocean to NAsia. Control gate
    13->12


    @Daemonis

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