As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

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

1111213141517»

Posts

  • MrBodyMrBody Registered User regular
    Board
    DYLE6Bc.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
    rl3ztRh.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: 0 CURRENT TURN
    Cthulhu: 0
    Yellow sign: 0
    Black goat: 3

  • MrBodyMrBody Registered User regular
    Avatar swap Shub with cultist in Europe
    3->2

    Recruit cultist in Europe, control gate.
    2->1

    Summon ghoul in East Africa
    1->1

    Capture cultist in East Africa
    1->0

  • MrBodyMrBody Registered User regular
    edited January 2016
    lgXa2ZP.jpg

    Gather Power
    4 cultists (4) + 1 gates (2) = 6 (increased to 10)
    6 cultists (6) + 4 gates (8) + 2 enemy ocean gates (2) = 16
    2 cultists (2) + 1 gate (2) + 4 desecration (4) = 8 (increased to 10)
    6 cultists (6) + 5 gates (10) + 3 dark young (3) + 1 captured cultist (1) = 20


    Everyone gets at least half lead player's power (10).

    Determine First player

    Black Goat to decide on direction of player order. Play will proceed "up".


    everyone double check for mistakes

    MrBody on
  • MrBodyMrBody Registered User regular
    edited January 2016
    Doom Phase
    Doom track advancement-

    5 gates (+5) 16->21
    1 gates (+1) 8->9
    4 gates (+4) 13->17
    1 gates (+1) 17->18


    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).

    ec5jkO4.jpg

    MrBody on
  • MrBodyMrBody Registered User regular
    Perform ritual of annihilation
    20->13
    +5 doom for 5 gates (21->26), +1 elder sign for 1 great old one
    Perform Blood Sacrifice on South Pacific cultist. +1 elder sign


    @Lykouragh for 2 elder signs to me

    @Phyphor to decide on ritual (cost 7)

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    MrBody wrote: »
    Perform ritual of annihilation
    20->13
    +5 doom for 5 gates (21->26), +1 elder sign for 1 great old one
    Perform Blood Sacrifice on South Pacific cultist. +1 elder sign


    Lykouragh for 2 elder signs to me

    Phyphor to decide on ritual (cost 7)

    You've won. You're at 26 with 4 elder signs

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    But I will also ritual. +4 VP (17->21), 1 elder sign, reveal 1, 1, 1, 3 + this elder sign = 27 + ?

  • LykouraghLykouragh Registered User regular
    That sign draw is a 2.

  • MrBodyMrBody Registered User regular
    You cant reveal until the action phase, and then only if youre at least 30.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Oh? I thought you could reveal at any time. Still your win is guaranteed at this point since you act first

  • MrBodyMrBody Registered User regular
    edited January 2016
    Well once you reveal, everyone else gets to reveal their elder signs and then points are compared.

    Although, you're the only other one with 6 spell books so if you don't have 30 then yes the game is over.

    Daemonis and Preda go through the motions of ritualing? (8 cost each)

    MrBody on
  • PredaPreda Registered User regular
    MrBody wrote: »
    If it makes you feel better, I'm the #1 target now while everyone is going to ignore you.

    MrBody wrote: »
    Avatar swap Shub with cultist in Europe
    3->2

    Recruit cultist in Europe, control gate.
    2->1

    Summon ghoul in East Africa
    1->1

    Capture cultist in East Africa
    1->0

    :?

    No ritual.

  • DaemonisDaemonis Registered User regular
    Ritual
    I can not win anyway.

  • LykouraghLykouragh Registered User regular
    PM sent since I guess they need to be private

  • MrBodyMrBody Registered User regular
    Daemonis wrote: »
    Ritual
    I can not win anyway.

    10->2

    Doom 9->10
    +2 elder signs

  • MrBodyMrBody Registered User regular
    Sorry, working on a finish for this. Should be up tonight.

  • MrBodyMrBody Registered User regular
    Reveal elder signs: 2, 2, 1, 1

  • MrBodyMrBody Registered User regular
    Final Doom scores (of 6 spell book players)

    29
    32

  • MrBodyMrBody Registered User regular
    Black Goat Victory
    https://www.youtube.com/watch?v=cwmE6BLfDTs


    Thank you to everyone for playing and allowing this game to be brought to the forums! Thanks for sticking with it through the rough patch of uncertainty.

    Thoughts? Comments?

    I was deathly afraid of Crawling & Yellow getting all 6 spellbooks. Blue being able to fly Nyarl anywhere with instant horrors and immediate combat to feed off ancient one pains was scary, but not as terrifying as Yellow being able to teleport Hastur into a cultist region, cast Call of Byakees for instant meat shield, then immediate combat with the first kill going towards assassinating the enemy ancient one.

  • DaemonisDaemonis Registered User regular
    Good game! Thanks for hosting.
    For me Chaos in OW is better. :)

  • PredaPreda Registered User regular
    Never got a chance to play Chaos in OW (you stopped pbp before my time...) but from the games I've seen around you're probably right. Not that this is bad, far from it, but old Warhammer flair is better imho.

  • MrBodyMrBody Registered User regular
    I liked CitOW back in the day, but eventually the rigid upgrades (you only really got 2 all game and you always picked the same 2), imbalance, and chance you would be screwed on unlucky card draws (Tzeench lived and died on drawing the card that canceled combat) wore me down on it. It felt like a typical Fantasy Flight game where they needed an expansion to fix the balance and then an expansion to the expansion to fix the new imbalances.

Sign In or Register to comment.