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

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    @mrbody you're missing my other useless starspawn in the NPacific

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    MrBodyMrBody Registered User regular
    map fixed

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    StericaSterica Yes Registered User, Moderator mod
    edited July 2015
    Move a Fungal Form from West Africa to North Atlantic.

    2 -> 1

    Sterica on
    YL9WnCY.png
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    PredaPreda Registered User regular
    Eat the cultist 9->8 3->4

    @Phyphor

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    All of my choices are bad

    summon a cultist

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    MrBodyMrBody Registered User regular
    Phyphor wrote: »
    All of my choices are bad

    summon a cultist

    Which location? North Pacific, South Pacific, or South America?

    @Phyphor

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yes sorry. Npacific with the big guy

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    MrBodyMrBody Registered User regular
    edited July 2015
    Actually my mistake. You have no available cultists to summon. Captured cultists are held captive until they are sacrificed the next gathering power phase.

    Please revise order. @Phyphor


    Double my mistake. You still have 1 cultist in reserve.

    MrBody on
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    MrBodyMrBody Registered User regular
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Also two of them died

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    DaemonisDaemonis Registered User regular
    Move the cultist from South Asia to Indian Ocean, 4->3


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    MrBodyMrBody Registered User regular
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    StericaSterica Yes Registered User, Moderator mod
    Swipe the Cultist in North Atlantic.

    If that is not possible then rest.

    Either way, 1 -> 0

    YL9WnCY.png
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    MrBodyMrBody Registered User regular
    edited July 2015
    Swipe the Cultist in North Atlantic.

    If that is not possible then rest.

    Either way, 1 -> 0

    It's legal.

    3->4

    MrBody on
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    MrBodyMrBody Registered User regular
    edited July 2015
    Board
    z8wQatD.jpg
    Player status
    Great Cthulhu
    mfHULoX.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
    cR23HAP.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
    GLY4j3s.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
    YNX74sA.jpg

    Ritual track
    d4NoFRx.jpg

    Elder signs
    0
    0
    2
    0



    Crawling chaos: 81 x cultist Current Turn
    Black goat: 0 1 x cultist
    Yellow sign: 4 2 x cultist
    Cthulhu: 2

    Play order: UP ^


    @Preda

    MrBody on
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    PredaPreda Registered User regular
    Hunting horror in Europe moves to Scandinavia 8->7

    @Phyphor

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    DaemonisDaemonis Registered User regular
    Stop eating my cultists!

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    PredaPreda Registered User regular
    The cultist won't be eaten. I only needed anothet place to put a gate in. So he has 2 turns to move away. if he's still there then...

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    MrBodyMrBody Registered User regular
    Food fight?

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I think you have the map wrong. Two of my cultists died.

    So, cultist to NPacific

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    DaemonisDaemonis Registered User regular
    Summon a cultist to South Pacific, 4->3
    @Preda

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    PredaPreda Registered User regular
    Summon cultist to Scandinavia 7->6

    @Phyphor

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Cultist to NPacific

    1->0

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    PredaPreda Registered User regular
    @Daemonis since Bobkins finished points.

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    DaemonisDaemonis Registered User regular
    Move the cultist from Scandinavia to North Atlantics, 3->2
    @Preda

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    PredaPreda Registered User regular
    Build Gate in Scandinavia. 6->3

    @Daemonis

    Also, @Daemonis or @Bobkins Flymo , there will be combat next with one of you. Is ok If I roll for defence too or do you prefear to roll yourself?

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    DaemonisDaemonis Registered User regular
    Screaming Dead the King + 4 Undead to South Pacific, 2->1
    @Phyphor, response?
    I'm ok with rolling for defence. Not ok with attacking me though :)

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    MrBodyMrBody Registered User regular
    Daemonis wrote: »
    Screaming Dead the King + 4 Undead to South Pacific, 2->1
    @Phyphor, response?
    I'm ok with rolling for defence. Not ok with attacking me though :)

    You're already in the South Pacific.

    I'll fix the green cultists. New computer, getting all the image files transferred.

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    DaemonisDaemonis Registered User regular
    MrBody wrote: »
    Daemonis wrote: »
    Screaming Dead the King + 4 Undead to South Pacific, 2->1
    @Phyphor, response?
    I'm ok with rolling for defence. Not ok with attacking me though :)

    You're already in the South Pacific.

    I'll fix the green cultists. New computer, getting all the image files transferred.
    Meant South America

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Nope go ahead

    @daemonis

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    MrBodyMrBody Registered User regular
    Board
    BYBvaSF.jpg
    Player status
    Great Cthulhu
    mfHULoX.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
    cR23HAP.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
    GLY4j3s.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
    YNX74sA.jpg

    Ritual track
    d4NoFRx.jpg

    Elder signs
    0
    0
    2
    0



    Crawling chaos: 31 x cultist
    Black goat: 0 1 x cultist
    Yellow sign: 2 2 x cultist Current Turn
    Cthulhu: 0

    Play order: UP ^


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    StericaSterica Yes Registered User, Moderator mod
    I don't mind about the combat, for what it's worth.

    YL9WnCY.png
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    DaemonisDaemonis Registered User regular
    Eat the cultist in South America, 1->0
    @Preda, wrap it up

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    MrBodyMrBody Registered User regular
    Crawling Chaos to finish the round with free reign at 3 power.

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    PredaPreda Registered User regular
    Let's do what must be done, even if it might hurt...

    Move Nyarlathotep and Flying Polyp to East Africa 3->1, than Attack 1->0.
    No pre battle effect for Black Goat, let's call the Cavalry (both Hunitng Horrors join the battle) for me.
    12 Dices for me, 8 for Black Goat.


    Geth, roll 12d6 for Crawling Chaos
    Geth, roll 8d6 for Black Goat

    Crawling Chaos:
    12d6 36 [12d6=1, 2, 6, 2, 5, 3, 4, 2, 4, 5, 1, 1]
    Black Goat:
    8d6 20 [8d6=3, 4, 2, 2, 1, 2, 4, 2]

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    PredaPreda Registered User regular
    Ops... When that ghoul got to Indian Ocean? That become an incredibly stupid move, and the dice even spared me...
    I choose flying polyp and 1 Horror to die stupidly because no way to run.
    @Bobkins Flymo to choose 1 to die and 3 to run where I will choose after he will tell me who runs.
    @MrBody I'm missing 1 cultis and 1 gate in North Asia.

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    MrBodyMrBody Registered User regular
    edited August 2015
    If Black Goat had Necrophagy he could have forced 2 more retreats and wiped out the other horror plus Nyarly! Hell, if the die rolls had averaged out, blue would have been wiped out.

    Also if I'm reading it right, the Hunting Horrors summon for combat is mandatory.

    MrBody on
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    MrBodyMrBody Registered User regular
    Hmm...is Bobkins around? I messaged him 2 days ago.

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    StericaSterica Yes Registered User, Moderator mod
    Kill Nyarlathotep and have the hunters run.

    If that isn't legal then kill a hunter and have Nyarlathotep and two hunters run.

    YL9WnCY.png
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    MrBodyMrBody Registered User regular
    Hate to burst your bubble, but you have to choose your own units: 1 to die, 3 to retreat (Blue player gets to choose retreat paths via Madness spellbook). Only Hastur has the power to choose enemy casualties.

    @Bobkins Flymo

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