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

1246717

Posts

  • MrBodyMrBody Registered User regular
    edited May 2015
    Board
    4hLi0uJ.jpg
    Player status
    Great Cthulhu
    iEAfsiI.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
    bfbbiuM.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
    3R6mxxy.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
    y21iy7N.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
    BP4Nheo.jpg

    Ritual track
    d4NoFRx.jpg

    Elder signs
    0
    0
    1
    0

    Black goat: 2 current turn
    Yellow sign: 4
    Cthulhu: 4
    Crawling choas: 0



    MrBody on
  • MrBodyMrBody Registered User regular
  • PredaPreda Registered User regular
    3rd error... Can't do an action at 0, even if it costs 0...

  • MrBodyMrBody Registered User regular
    ?

  • PredaPreda Registered User regular
    Counting my errors. I planned to ude the thousand forms now, forgetting that even a 0 power cannot be used when you are at 0....

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yeah... You should have eaten goats gate cultist instead of taking the gate which would have given you 11 this turn

  • MrBodyMrBody Registered User regular
    edited May 2015
    (derp)

    MrBody on
  • StericaSterica Yes Registered User, Moderator mod
    We must welcome our newest sibling to the family...

    Cultist in East Africa.

    2 -> 1

    @Daemonis

    YL9WnCY.png
  • DaemonisDaemonis Registered User regular
    The Screaming Dead move all from North Pacific to North America, then desecreate.
    4->1
    Geth roll 1d6

    1d6 6 [1d6=6]

  • DaemonisDaemonis Registered User regular
    Get Undead
    @Phyphor


  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited May 2015
    Move cultist from SPacific -> NPacific. Control gate

    4->3


    @Bobkins Flymo

    Phyphor on
  • StericaSterica Yes Registered User, Moderator mod
    Another cultist to West Africa

    1 -> 0

    @Daemonis

    YL9WnCY.png
  • DaemonisDaemonis Registered User regular
    Move Cultist from Europe to North Atlantic, 1->0
    @Phyphor

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Well I am the combat faction so let's roll some dice
    Deep one + Starspawn to NA. Attack

    Geth roll 4d6 for cthulhu
    Geth roll 3d6 for yellow

    cthulhu:
    4d6 17 [4d6=4, 6, 5, 2]
    yellow:
    3d6 14 [3d6=2, 6, 6]

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Deep one dies, starspawn retreats to SA (woo regen!)
    Grab Devolve

    @Daemonis to retreat 2 units

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited June 2015
    Since devolve can interrupt basically any sequence of actions, @ me if you move into a zone containing one of my cultists and have unlimited attack, or if you can zingaya them, or if it's screaming dead/he who must not move

    Phyphor on
  • MrBodyMrBody Registered User regular
    edited June 2015
    Bazingaya!

    Also a yellow undead dies.

    MrBody on
  • DaemonisDaemonis Registered User regular
    Retreat King and Undead to North Atlantic
    @MBody

  • MrBodyMrBody Registered User regular
    edited June 2015
    standby

    MrBody on
  • MrBodyMrBody Registered User regular
    ZCXEw4v.jpg


    Gather Power
    6 cultists (6) + 3 gate (6) = 12
    6 cultists (6) + 1 gate (2) + 2 desecration (2) = 10
    6 cultists (6) + 2 gates (4) = 10
    5 cultists (5) + 1 gates (2) = 7



    Determine First player

    @Phyphor to decide on direction of player order. From now on we'll just call it "down" (going down the order listed above) or "up" (going up the order listed above).

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Let's up up this time around

    Cthulhu dreams no more!

    Pick up submerge

    12->2

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
  • MrBodyMrBody Registered User regular
    Hold yer tentacles there. Gotta do the gather power and ritual phase first.

    @Phyphor to decide whether to perform ritual of annihilation, then moving up the list

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Nope

  • DaemonisDaemonis Registered User regular
    No rituals

  • MrBodyMrBody Registered User regular
    We really should start going in strict order now that it's feasibly worth it to do rituals.

  • StericaSterica Yes Registered User, Moderator mod
    No ritual

    YL9WnCY.png
  • PredaPreda Registered User regular
    No ritual.
    And Unless Phyphor want to change his order after no change on the board, my Hunting Orror will abduct that savory yellow cultist in North Asia. Pick Search and Destroy as spellbook. 7->6


    @Phyphor to confirm.
    @Bobkins Flymo to go next.

  • MrBodyMrBody Registered User regular
    Slow down, guys!

  • MrBodyMrBody Registered User regular
    Doom Phase
    Doom track advancement-
    2 gates (+2) 2->4
    1 gate (+1) 1->2
    3 gates (+3) 1->4
    1 gate (+1) 2->3


    Ritual of annihilation-
    none

  • MrBodyMrBody Registered User regular
    edited June 2015
    Board
    ZCXEw4v.jpg
    Player status
    Great Cthulhu
    iEAfsiI.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
    bfbbiuM.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
    3R6mxxy.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
    y21iy7N.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
    TCjemFx.jpg

    Ritual track
    d4NoFRx.jpg

    Elder signs
    0
    0
    1
    0

    Cthulhu: 12
    Crawling chaos: 7
    Black goat: 10
    Yellow sign: 10


    Cthulhu summons GOO, gets Submerged spellbook: 12->2
    Crawling Chaos captures yellow cultist in North Asia, gets Seek & Destroy spellbook: 7->6
    @Bobkins Flymo

    MrBody on
  • DaemonisDaemonis Registered User regular
    I see the old board...

  • MrBodyMrBody Registered User regular
    Daemonis wrote: »
    I see the old board...

    We were always at war with East Asia fixed

  • StericaSterica Yes Registered User, Moderator mod
    Begin the ritual! Let more of her children into this wretched world!

    Use Fertility Cult to summon a Fungi Form Yuggoth into West and East Africa

    10 -> 8

    @Daemonis

    YL9WnCY.png
  • DaemonisDaemonis Registered User regular
    Try to desecreate NA, 10->8, get Undead
    Geth roll 1d6 for desecreation

    @Phyphor

    desecreation:
    1d6 2 [1d6=2]

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I'm assuming you first moved to NA so are at 7

    Summon Shoggoth
    2->0

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
  • MrBodyMrBody Registered User regular
    edited June 2015
    Phyphor wrote: »
    I'm assuming you first moved to NA so are at 7

    I'm assuming NA = North Atlantic, but it is confusing.

    Speaking of confusing locations, where are you summoning your shoggoth to?

    MrBody on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Ah yeah there are 2 NAs I guess
    Summon to SPacific

  • DaemonisDaemonis Registered User regular
    Sorry, meant North Atlantic

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