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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
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
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
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 Ritual track Elder signs
2 4 3 2
Crawling chaos: 8 CURRENT TURN Cthulhu: 3 Yellow sign: 0 Black goat: 6
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
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
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
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 Ritual track Elder signs
2 4 3 2
Crawling chaos: 4 CURRENT TURN Cthulhu: 2 Yellow sign: 0 Black goat: 5
Sorry for the delay. Combat now is better than combat later, so, let's fight in East Africa. 1->0
Horror will join and polyp will not sidetrack anyone, more useful as meat shield. Red has no precombat so dices immediately.
Geth, roll 14d6 for Crawling Chaos
Geth, roll 14d6 for Black Goat
That's game... I got in only 1 kill and 3 pains, aganist 3 kills and an enormous number of pain, usless because everyone of my peces is already dead...
Although I had 18 dice total (4 from dark young, 2 from cultists, 12 from Shub (5 cultists + 4 gates + 3 dark young)), so even sidelining a dark young would leave me with 16 dice.
Everyone runs to south atlantic. I forgot the gates when I rolled.
Also, I'm pretty sure the polyp work's that way, or at least it seems so in the examples in the rulebook.
Q. When the Crawling Chaos exempts a Unit with his Invisibility Spell Book, does he pick the Unit? Can he pick an enemy? Can he exempt his Flying Polyp?
A. Yes, yes, and yes. Remember he cannot exempt a Great Old One.
Q. What if the Flying Polyp is eliminated by Devour or some other effect after using Invisibility on a Unit? Does this cancel the Invisibility?
A. No. Effects, once initiated, remain regardless of the fate of the instigating Unit.
The 2nd one in particular seems to say that polyps have to use invisibility on themselves to be exempted. I did a search for "polyp" and "invisib" in the rulebook and didn't find any examples of this not being the case. Where did you see it?
In the how to use and how to beat section. But given the example it could be read in that way too.
Even using his ability you still have 2 dices more than the ones I throwed, so no change.
Minor change since one dark young wouldn't be eligible as a retreat option.
I read the how to use & beat section about invisibility as putting a lone polyp being a major nuisance since they can never get rid of it (it can just invisible itself every battle).
Posts
Geth roll 11d6 for cthulhu
@Preda
@Daemonis to go next.
@MrBody
7->6
Player status
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
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
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
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
Ritual track
Elder signs
4
3
2
Crawling chaos: 8 CURRENT TURN
Cthulhu: 3
Yellow sign: 0
Black goat: 6
@Preda
Extracting kidney and sacrifying it
Spend action and 4 powers to buy invisibility spellbook 8->4
@Phyphor
fixed
Submerge all in NAtlantic
3->2
@MrBody
6->5
Player status
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
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
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
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
Ritual track
Elder signs
4
3
2
Crawling chaos: 4 CURRENT TURN
Cthulhu: 2
Yellow sign: 0
Black goat: 5
@Preda
@Phyphor
Cultist from SA->SPacific
2->1
@MrBody
Avatar swap Shub with blue cultist in Europe
5->4
@Preda
@Phyphor
Submerge in SPacific
1->0
@MrBody
4->3
@Preda to choose if the cultist or polyp gets swapped.
When... If you start combat in E. Africa, Horror will join and polyp will sidetrack a dark young.
Move Dark Young from Arabia to East Africa
3->2
Your move 8-)
@Preda
@MrBody to redo...
@Preda
Horror will join and polyp will not sidetrack anyone, more useful as meat shield. Red has no precombat so dices immediately.
Geth, roll 14d6 for Crawling Chaos
Geth, roll 14d6 for Black Goat
@MrBody to choose 1 dead and 3 pained.
@Preda to choose retreat destinations
Also, I'm pretty sure the polyp work's that way, or at least it seems so in the examples in the rulebook.
The 2nd one in particular seems to say that polyps have to use invisibility on themselves to be exempted. I did a search for "polyp" and "invisib" in the rulebook and didn't find any examples of this not being the case. Where did you see it?
Even using his ability you still have 2 dices more than the ones I throwed, so no change.
I read the how to use & beat section about invisibility as putting a lone polyp being a major nuisance since they can never get rid of it (it can just invisible itself every battle).
Anyway, I didn't use it so let the combat stand as it is.