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Cthulhu Wars - Game: 2

MordenthralMordenthral Registered User regular
edited November 20 in Critical Failures
pic1689273_lg.jpg

Welcome to Cthulhu Wars!

The rules can be downloaded here

Objective
Be the player with the most doom points when the game ends.
The game ends when:

-One player reaches 30 or more doom points (VP essentially). The game ends at the end of that turn's doom phase.
-The ritual track reaches "sudden death". The game ends at the end of that turn's doom phase.
-One player reaches 30 or more doom points via revealing elder signs (hidden VP chits worth 1-3 doom points each). The games ends immediately. (other players may still reveal their elder signs)

Only players with all 6 spell books are eligible to win when the game ends, regardless of doom points. If the game ends and no one has 6 spellbooks, the Great Old Ones lose and humanity wins!

Basic turn
Gather power phase-
1. Earn 1 Power for each Cultist you have on the map.
2. Earn 2 Power for each Gate you control.
3. Earn 1 Power for each abandoned Gate on the map – each player gains 1.
4. Return all captured Cultists to their owner’s Pools, and earn 1 Power for each Cultist you return.

At the end of Gather Power, if your Power is less than half that of the player with the most Power, set your Power to be half of his (round fractions up).

Doom Phase-
1. Doom Track advancement
+1 doom point for each controlled gate

2. Rituals of Annihilation
The current player may spend Power equal to the current position of the Ritual marker on the track.
The player now advances the Ritual marker one step up the Ritual of Annihilation track, which often increases the cost for later players.
Finally, the player now advances his Doom marker on the Doom track 1 step for each Gate he controls. (doubling his Doom boost for this turn based on Gates.) In addition, for each faction Great Old One he controls in play, he gains an Elder Sign.

Action phase
The current player may perform one non-unlimited action. (Unlimited actions may be performed as many times as you wish in your turn, but note that "unlimited" does not mean "free.")

-Recruit Cultist (1 power)
Place a cultist anywhere you have a unit (if no units, cultist can be placed anywhere)
-Summon Monster (See faction sheet for cost)
Place a monster anywhere you control a gate.
-Awaken Great Old One (See faction sheet for cost)
Your faction's special conditions for doing so must be met.
-Build Gate (3 power)
Place a gate anywhere you have a cultist. Limit one gate per area.
-Move
Spend as much power as you wish. For each power spent, move one unit one space. Each unit may only move once that action.
-Battle (1 power)
Initiate a battle against ONE other player in an area where that player has units and you have at least one combat die.
-Capture Cultist (1 power)
Capture a cultist belonging to another player if you have a monster/GOO present. Monsters block capture by other monsters, but not GOOs. GOOs can only be blocked by other GOOs.
-Unique action
Faction specific action.

Battle
1) Pre-Battle
The attacker, then defender, applies any Pre-Battle abilities he wants to.
2) Battle
Roll dice
3) Post-Battle
Determine casualties. Remove one unit for every 6 rolled by opponent. Retreat one unit for every 4 or 5 rolled by opponent. Cannot retreat to area where that opponent has units. Post-battle abilities are applied in attacker first order.

Spellbooks
Spellbooks are upgrades and special abilities specific to your faction. Your faction sheet tells you the conditions that need to be fulfilled to earn your spellbooks. When the condition is met, choose a book of your choice.

Factions
Great Cthulhu
Faction Ability
Immortal (Ongoing): Once Cthulhu has Awakened, he costs only 4 Power each additional time he is Awakened. Whenever you Awaken any Great Old One, gain 1 Elder Sign.

Units
Cultist
Acolyte: Count 6, Cost 1, Combat 0

Monsters
Deep One: Count 4, Cost 1, Combat 1

Shoggoth: Count 2, Cost 2, Combat 2

Starspawn: Count 2, Cost 3, Combat 3

Great Old One
Cthulhu: Cost 10/4, Combat 6
Devour: (Pre-Battle) The enemy player eliminates one of his Monsters or Cultists in the area, his choice.

How to Awaken Cthulhu:

- There must be a gate in Great Cthulhu's starting Area (Can be abandoned or enemy-controlled)
- If this is the first Awakening: pay 10 Power. Otherwise pay 4 Power.
- Cthulhu appears in the starting Area. (Remember to gain 1 Elder Sign).

Spellbook Requirements
In the first Doom phase, receive this Spellbook. Also receive 1 Elder Sign.
In any Doom phase in which you have 5 faction Spellbooks, receive this Spellbook. Also receive 1 Elder Sign.
Kill and/or Devour an enemy Unit in a battle *
Kill and/or Devour two enemy Units in a battle *
Control three Gates in Ocean Areas OR four Gates exist in Ocean Areas
Awaken Cthulhu
* You may earn both these Spellbooks in a single Battle, if you Kill and/or Devour 3 or more Units

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) If a Shoggoth is present, eliminate one or more of your Monsters or Cultists from the Area. For each Unit so removed, add 3 dice to the Shoggoth's Combat for that Battle.

Regenerate (Post-Battle) Apply up to 2 Battle results to the same Starspawn when taking losses. If both results are Kills, the Starspawn dies. On any other combination of Kill or Pain results, the Starspawn retreats.

Dreams (Action: Cost 2) Choose an area with enemy Acolyte Cultist(s). Your enemy must eliminate one and replace it with one from your Pool.

Y'ha Nthlei (Ongoing) During Gather Power, if Cthulhu is in play, you gain 1 Power for each enemy-controlled Gate in an ocean Area.

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. As a later Action, place Cthulhu, along with any accompanying Units, anywhere on the map, including land.

Crawling Chaos
Faction Ability
Flight (Ongoing): All your Units can fly (even Cultists). When moved, they can travel 2 Areas. They can fly over Areas containing enemy Units.

Units
Cultist
Acolyte: Count 6, Cost 1, Combat 0

Monsters
Nightgaunt: Count 3, Cost 1, Combat 0

Flying Polyp: Count 3, Cost 2, Combat 1

Hunting Horror: Count 2, Cost 3, Combat 2

Great Old One
Nyarlathotep: Cost 10, Combat "Equals the total of your own Faction Spellbooks plus the Faction Spellbooks of your opponent in the Battle."
The Harbinger: (Post Battle) If Nyarlathotep is in a Battle in which one or more enemy Great Old Ones are Pained or Killed, you receive Power equal to half the cost to Awaken those Great Old Ones. (Even if Nyarlathotep is killed or Pained himself.) Per enemy Great Old One, you may choose to receive 2 Elder Signs instead of the Power.

How to Awaken Nyarlathotep:

You must have a Controlled Gate.
Pay 10 Power. Nyarlathotep appears at the controlled Gate.

Spellbook Requirements
As your Action for a Round, pay 4 Power *
As your Action for a Round, pay 6 Power *
Control three Gates OR have 12 Power
Control four Gates OR have 15 Power
Capture an enemy Cultist
Awaken Nyarlathotep
* You may earn both these Spellbooks in a single Round by paying 10 Power

Spellbooks

Abduct (Pre-Battle) Eliminate one or more Nightgaunts in the Battle Area. For each such Nightgaunt, your opponent must eliminate one of his own Monsters or Cultists (his choice) in the Area. After this, combat proceeds.

Invisibility (Pre-Battle) Select one Monster or Cultist (from either Faction) per Flying Polyp present and "exempt" it. The selected Unit takes no part in the rest of the Battle.

Seek and Destroy (Pre-Battle) Immediately move any or all Hunting Horrors from any Area to the Battle Area.

Emissary of the Outer Gods (Post-Battle) Unless an enemy Great Old One is involved in the Battle, any Kill inflicted on Nyarlathotep becomes a Pain.

The Thousand Forms (Action: Cost 0) If Nyarlathotep is in play, roll 1D6. Your foes must lose that much Power between them, they have 1 minute to decide how much each loses. If they cannot agree, you get the rolled number as Power added to your total. Flip this spellbook face-down to indicate it cannot be used again this turn. During Gather Power, flip it face up again.

Madness (Ongoing) You get to choose to which adjacent Area enemy Units flee to on a Pain result. This happens even in Battles in which you do not participate.

Black Goat
Faction Ability
Fertility Cult (Ongoing): When you Summon Monsters, you can Summon multiple Monsters of one or more types, from one or several Gates. You still may only Recruit a single Cultist per Recruit Action.

Units
Cultist
Acolyte: Count 6, Cost 1, Combat 0

Monsters
Ghoul: Count 2, Cost 1, Combat 0

Fungi From Yuggoth: Count 4, Cost 2, Combat 1

Dark Young: Count 3, Cost 3, Combat 2

Great Old One
Shub-Niggurath: Cost 8, Combat "Equals the total of your Cultists plus your controlled Gates. If you have unlocked the Red Sign Spellbook, also add +1 per Dark Young in play."
Avatar: (Action: Cost 1) Choose an Area and a faction. Swap the location of Shub-Niggurath and a Monster or Cultist in the Area, chosen by the faction owner.

How to Awaken Shub-Niggurath:

You must have a Controlled Gate, plus at least two Cultists anywhere.
Pay 8 Power
Remove two Cultists from anywhere on then map. Place Shub-Niggurath on your Controlled Gate.

Spellbook Requirements
Have Units in four Areas
Have Units in six Areas
Have Units in eight Areas
As your Action for a Round, eliminate two of your Cultists
Share Areas with all enemies (i.e. both you and your enemy have Units there.)
Awaken Shub-Niggurath

Spellbooks

Frenzy (Ongoing) Your Cultists now have a combat value of 1.

Necrophagy (Post-Battle) Move any or all Ghouls (who were also not involved) from any Area to the Battle Area, even if you are not involved in a Battle. For each Ghoul so moved, both sides in the Battle suffer an additional Pain result.

Ghroth (Action: Cost 2) Roll 1 die. If the result is equal to or less than the number of Areas containing Fungi, your enemies must Eliminate Cultists equal to the roll, between them. They have 1 minute to decide how many each must lose. If they cannot agree, you choose for them. If the result is higher than the number of Areas with Fungi, place an Acolyte (of any Faction) anywhere on the Map.

The Red Sign (Ongoing) Dark Young can Create Gates, Control Gates, each add 1 to Shub-Niggurath's Combat, and each earn 1 Power each during the Gather Power Phase. They do not act as Cultists with respect to any other purpose.

Blood Sacrifice (Ongoing) If Shub-Niggurath is in play during the Doom Phase, you can choose to eliminate one of your Cultists (from anywhere on the map). If you do so, get 1 Elder Sign.

The Thousand Young (Ongoing) If Shub-Niggurath is in play, Ghouls, Fungi, and Dark Young cost 1 less Power each to summon.

Yellow Sign
Faction Ability
Feast (Ongoing): During Gather Power, you gain 1 Power for each Area containing both a Desecration Token and one or more of your units.

Units
Cultist
Acolyte: Count 6, Cost 1, Combat 0

Monsters
Undead: Count 6, Cost 1, Combat "Roll 1 die less than the total Undead in the area. (i.e. 4 undead roll 3 dice in all)

Byakhee: Count 4, Cost 2, Combat: "Roll 1 die more than the total Byakhee in the area. (i.e. 4 Byakhee roll 5 dice in all)

Great Old Ones
King in Yellow: Cost 4, Combat 0
Desecrate: (Action: Cost 2) If the King is in an Area with out a Desecration Token, roll 1 die and compare to your total units in the Area (including the King). On a roll equal or less than your unit total, place a Desecration Token in the Area. If you succeed or fail, place a Monster or Cultist with a cost of 2 or less in the Area.

How To Awaken The King In Yellow:

You must have a unit in an Area lacking a Gate
Pay 4 Power. The King appears in that Area.

Hastur: Cost 10, Combat "Equals the current Cost of a Ritual of Annihilation."
Vengeance: (Post Battle) If Hastur is involved in a Battle, choose which Combat results are applied to which enemy Unit. (e.g. apply a Kill to a particular Great Old One.)

How To Awaken Hastur:

You must have a controlled Gate and the King in Yellow in the same area.
Pay 10 Power. Hastur appears in the King's Area.

Spellbook Requirements
Awaken the King in Yellow
Place a Desecration Token in an Area marked with the Glyph (Circular)
Place a Desecration Token in an Area marked with the Glyph (Chevron)
Place a Desecration Token in an Area marked with the Glyph (Vertical Slashes)
As your Action for a round, select another player. That player gains three Doom points.
Awaken Hastur. Also receive 1 Elder Sign.

Spellbooks

Passion (Ongoing) When one or more of your Cultists are Eliminated by an enemy (Killed, Captured, etc.), gain 1 Power.

Zingaya (Action: Cost 1) If Undead are in an area with enemy Acolyte Cultists, transform one such Acolyte Cultist into an Undead.

Shriek of the Byakhee (Action: Cost 1) Move any or all Byakhee from their current Area(s) to one selected Area, regardless of distance.

The Screaming Dead (Action: Cost 1) Move the King in Yellow to an adjacent Area. Any Undead in the same Area can move with him for free. Immediately after, you may take a second, different, Action. You may NOT take He Who is Not to be Named as your second Action.

He Who is Not to be Named (Action: Cost 1) Move Hastur to any area containing a Cultist of any Faction (the Cultist said his name, possibly by accident). Immediately after, you may take a second, different, Action. You may NOT take The Screaming Dead as your second action.

The Third Eye (Ongoing) If Hastur is in play, the cost of Desecration is reduced to 1. If the Desecration succeeds, you also obtain 1 Elder Sign.

Windwalker
Faction Ability
Hibernate (Action: Cost 0): Add +1 Power to your total for each enemy Great Old One in play, but you cannot more than double your current Power in doing so. You can perform no more Actions during the rest of this Action Phase (as if you were at 0 Power). Add your current Power to your total next Gather Power Phase.

Units
Cultist
Acolyte: Count 6, Cost 1, Combat 0

Monsters
Wendigo: Count 4, Cost 1, Combat 1

Gnoph Keh: Count 4, Cost "Equals the number of Gnoph- Keh in your Unit pool. (i.e. if only one Gnoph Keh is in your pool, the cost is 1.)", Combat 3

Great Old Ones
Rhan-Tegoth: Cost 6, Combat 3
Eternal (Post-Battle): If Rhan Tegoth receives a Pain or a Kill, you may pay 1 power to cancel its effect on him. He can only receive one combat result per battle.

How to Awaken Rhan-Tegoth:

Pay 6 Power.
Rhan-Tegoth appears in an Area containing the Windwalker Glyph.

Ithaqua: Cost 6, Combat "Equals half the Doom total of your opponent, rounded up."
Ferox (Ongoing): While Ithaqua is in play, your Cultists cannot be captured by enemy Monsters. They are still vulnerable to enemy Great Old Ones.

How to Awaken Ithaqua:

Rhan-Tegoth has been awakened (he need not be in play).
A Gate must exist in an Area marked with your Glyph. You need not control the Gate.
Pay 6 Power and replace the Gate with Ithaqua.

Spellbook Requirements
You are the starting Player
A Gate exists in the area marked with the Windwalker Glyph in which you did not start
Another Faction has six Faction Spellbooks
Take this spellbook at any time. For each enemy player with six Faction Spellbooks, gain one Elder Sign, to a maximum of 3 Elder Signs
Awaken Rhan Tegoth
Awaken Ithaqua

Spellbooks

Cannibalism (Post-Battle): After a Battle in which one or more enemy Units were Killed, spawn a Wendingo or Acolyte in that Area, even if you were not involved in the Battle.

Howl (Pre-Battle): Before Battle, if any Wendigos are present, you may force the enemy to Retreat one Unit (of their choice) out of the Area to an adjacent Area.

Berserkergang (Ongoing): For each Gnoph-Keh Killed in a Battle, the enemy must Eliminate one Monster or Cultist.

Herald of the Outer Gods (Ongoing): Pay 5 Power for Windwalker's Ritual of Annihilation, regardless of the position of the Ritual marker.

Arctic Wind (Ongoing): When Ithaqua moves, any or all of his Units in the Area can be moved with him for no additional cost.

Ice Age (Action: Cost 1): Place or move your Ice Age token to any Area. When an enemy Faction takes any Action ending in the Ice Age Area, they must pay +1 Power.

Opener of the Way
Faction Ability
The Beyond One (Action: Cost 1): Select your unit with a Cost of 3+ in an Area with a Gate, but lacking an enemy Great Old One. Move your Unit to any Area on the map lacking a Gate. In doing so, your Unit takes the Gate with him, plus any controlling unit.

Units
Cultists
Acolyte: Count 6, Cost 1, Combat 0

Monsters
Mutant: Count 4, Cost 2, Combat 1

Abomination: Count 3, Cost 3, Combat 2

Spawn of Yog-Sothoth: Count 2, Cost 4, Combat 3

Great Old One
Yog-Sothoth: Cost 6, Combat "Equals twice the number of enemy-controlled Faction Great Old Ones in play."
The Key and the Gate (Ongoing): Yog-Sothoth counts as a Gate for every purpose, except for The Beyond One ability (Also he is not Controlled by a Cultist, and can exist in the same Area as another Gate).

How to Awaken Yog-Sothoth:

You must have a Spawn of Yog-Sothoth on the map.
Pay 6 Power. Replace the Spawn with Yog-Sothoth.

Spellbook Requirements
8 Gates exist on the map
12 Gates exist on the map (In a 2-3 player game, only 10 Gates need to be on the Map)
You have units in at least 2 Areas containing enemy-controlled Gates
Lose 1 of your own Units in Battle
Your Great Old One is in the same Area with an enemy Great Old One
Awaken Yog-Sothoth

Spellbooks

Dread Curse of Azathoth (Action. Cost 2): Select an Area and roll 1 Combat die per Abomination and Spawn of Yog-Sothoth in play. Apply the die results as Kills and Pains to enemy Factions in the Area (you choose which Faction receives which results). No Battle-type abilities apply. You choose to which Area(s) Units are Pained.

The Million Favored Ones (Post-Battle): After Pains and Kills are resolved, "promote" any or all surviving Acolytes to Mutants, Mutants to Abominations, and Abominations to Spawns of Yog-Sothoth. You can Promote a Spawn of Yog-Sothoth by transforming it into as many Mutants as are in your Pool.

They Break Through (Ongoing): You can Summon Monsters at Enemy Controlled and Abandoned Gates. You do not need to have any Units present in the Area.

Dragon Ascending (Once Only): Once during the game (at any time), set your Power to be equal to the current Power of one chosen enemy Faction. Flip this spellbook face-down after use to indicate you cannot use it again.

Dragon Descending (Once Only): Once during the game when you perform a Ritual of Annihilation, you receive twice the normal Doom points. Flip this spellbook face down after use to indicate you cannot use it again.

Channel Power (Battle): After rolling Combat dice, you may pay 1 Power to reroll all dice which "missed" (i.e., were not Kills or Pains).

Sleeper
Faction Ability
Death From Below (Ongoing): In the Doom phase, place your lowest cost Monster in an Area containing any of your Units.

Units
Cultists
Acolyte: Count 6, Cost 1, Combat 0

Monsters
Wizard: Count 2, Cost 1, Combat 0

Serpent Man: Count 3, Cost 2, Combat 1

Formless Spawn: Count 4, Cost 3, Combat "Roll 1 die per Formless Spawn and Tsathoggua on the map. (i.e. if you have 2 Formless Spawn in play, each roll 2 dice - If Tsathoggua were also in play, each would roll 3 dice)"

Great Old One Edit
Tsathoggua: Cost 8, Combat "Equals the opponent's current Power or 2, whichever is greater."
Lethargy (Action: Cost 0): If Tsathoggua is in play, do nothing. This counts as an Action.

How to Awaken Tsathoggua:

You must have a Formless Spawn on the map.
Pay 8 Power. Place Tsathoggua in the area with the Formless Spawn.

Spellbook Requirements
As your action spend 3 Power. Select another player. He gains 3 Power
As your action spend 3 Power. Each other player gains 1 Power
As your action spend 3 Power. Each other player loses 1 Power
Roll 6 or more combat dice in a single Battle
Perform a Ritual of Annihilation
Awaken Tsathoggua

Spellbooks

Energy Nexus (Ongoing): Just before a Battle occurs in an Area containing a Wizard, you may take one Action that originates in the Area, for normal Power Cost. When you finish the Action, the Battle proceeds, starting with the Pre-Battle spellbooks and abilities.

Ancient Sorcery (Action: Cost 1): Remove a Serpent Man from the map, and place him on an enemy Faction’s card. For the remainder of that turn, you have access to the enemy Faction's Unique Ability. During the Doom phase, gain 1 power, and the Serpent Man returns to the map to An area of your choice. If the Unique Ability mentions a Faction’s Great Old One, it is considered to also include Tsathoggua.

Demand Sacrifice (Pre-Battle): If Tsathoggua is in play, your opponent chooses ONE of the following options before a Battle with you:
You gain an Elder Sign -OR- All their Kill results count as Pains on your units this Battle.

Capture Monster (Action: Cost 1): Tsathoggua can Capture Enemy Monsters in the same manner as Cultists are Captured. They are sacrificed for 1 Power in the next Gather Power Phase.

Burrow (Ongoing): After a Move Action in which you spend 2 or more Power moving Units, regain 1 Power.

Cursed Slumber (Action: Cost 1): Remove your Controlled Gate and its Cultist from the map and place it on your Faction Card. This Gate and Cultist still provide Power and count normally for Doom points, but are immune to enemy action. As a Cost 1 Action, return the Gate and Cultist to any Area lacking a Gate. You may only have one Gate on your Faction Card at a time.

Posting actions

Post your action just like Chaos in the Old World. All orders in your player color, then list how much power you have remaining. For remaining power, list what your power was at the start of the action then the amount you have left after your action. This is to easily catch any mistakes made with how much power you have left and the cost of what your actions was. Ideally, also mention the player that is up next.

Ex. Red starts his action with 8 power. He recruits a cultist, which costs 1 power.

Recruit cultist
8->7


Opener is up.

=====================

This OP has been slightly modified from MrBody's original. Big thanks to MrBody for allowing me to use it!

I will keep the map, status and faction board in the second post. You will always find them there during the game, but I will naturally post when things have been updated.

stever777 wrote: »
True. You are good Mord.
Mordenthral on
«13456711

Posts

  • MordenthralMordenthral Registered User regular
    edited 8:57AM
    All-in-one
    38545257112_5d81cae624_k.jpg

    Mordenthral at
    stever777 wrote: »
    True. You are good Mord.
  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    Sign me up!

    Sometimes our strengths lie beneath the surface - far beneath, in some cases - but I'm sure there's more to Ketar than meets the eye!
  • SaurfangSaurfang Registered User regular
    Heck yeah!

  • MrBodyMrBody Registered User regular
    Yup

  • NotoriusBENNotoriusBEN Registered User regular
    Brand new to the game, but sure.
    Greetings, would you like to hear the message from our Lord and Savior? Hail Dagon!

    notoriusben_zpsa205e831.png
    Steam, Fortnite - NotoriusBEN
    Uplay, Arc Gigantic - notoriusben
    Mordenthral
  • MordenthralMordenthral Registered User regular
    That's 5, so far, counting me.

    Hoping that admanb's card tracker is still up and running somewhere so it can handle our Elder Signs.

    I've updated the OP with game info.

    stever777 wrote: »
    True. You are good Mord.
  • MordenthralMordenthral Registered User regular
    I'll give sign-ups another 9 - 10 hours, then call it a 5-player game,

    stever777 wrote: »
    True. You are good Mord.
  • MordenthralMordenthral Registered User regular
    I've changed the faction descriptions in the OP to text and put the faction sheets that will be used in the game in the second post.

    stever777 wrote: »
    True. You are good Mord.
  • MrBodyMrBody Registered User regular
    What's with the 2nd post faction sheets? They don't list any numbers and instead of the faction ability, they just list one of the 6 spellbooks?

  • MordenthralMordenthral Registered User regular
    You can see the numbers in the faction details in the OP, along with the spellbooks. The spellbooks on the faction sheets in the 2nd post are in a stack.

    Along with the map itself, there will be a status picture that shows current Power, Doom, Number of Spellbooks and number of Elder Signs per player for all players in turn order, also indicating who is first player and play direction.

    stever777 wrote: »
    True. You are good Mord.
  • MordenthralMordenthral Registered User regular
    edited October 29
    5-player map up in the second post now.

    Players in sign-up order:
    @Ketar
    @Saurfang
    @MrBody
    @NotoriousBEN
    @jdarksun
    Mordenthral

    Select your faction, in that order.

    If I don't hear back from @admanb about the card tracker, I'll just have to sit out and mod because of the Elder Sign problem.

    Edit: Ping people and add jdarksun.

    Mordenthral on
    stever777 wrote: »
    True. You are good Mord.
  • jdarksunjdarksun Scion of Chaos Registered User regular
    edited October 29
  • MordenthralMordenthral Registered User regular
    jdarksun wrote: »
    Sign up?

    Edit: n/m, looks like I'm late
    It's fine. You can still get in. That makes 5/6-ish. Pick your faction after @NotoriousBEN

    stever777 wrote: »
    True. You are good Mord.
  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

    Sometimes our strengths lie beneath the surface - far beneath, in some cases - but I'm sure there's more to Ketar than meets the eye!
  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    Sometimes our strengths lie beneath the surface - far beneath, in some cases - but I'm sure there's more to Ketar than meets the eye!
  • SaurfangSaurfang Registered User regular
    Sleeper, please and thank you!

    Mordenthral
  • MordenthralMordenthral Registered User regular
    stever777 wrote: »
    True. You are good Mord.
  • MrBodyMrBody Registered User regular
    Let's try a new faction, Opener of the Way

    Though I have played with the Windwalker before, and actively disliked every game they were in. Their strategy is very boring, but very effective. Boring to play as, frustrating to play against. Their stuff is just too good with no real drawbacks.

    Magic Pink
  • MordenthralMordenthral Registered User regular
    edited October 30
    MrBody wrote: »
    Though I have played with the Windwalker before, and actively disliked every game they were in. Their strategy is very boring, but very effective. Boring to play as, frustrating to play against. Their stuff is just too good with no real drawbacks.

    I agree. They have won every game I have played in except one (they tied in that one.) I always try to get people to stunt the Windwalker build up, but never see it happen. As soon as they get 3 gates and both GOOs, they start ritualing for 5 every Doom phase and rack up the Elder Signs.

    @NotoriusBEN

    Mordenthral on
    stever777 wrote: »
    True. You are good Mord.
  • NotoriusBENNotoriusBEN Registered User regular
    edited October 30
    Ride again, the Rapine Storm! <--- this is dark goldenrod
    The Yellow Sign <--- this is olive

    which one fuck's with everyone's eyes less?

    @jdarksun

    NotoriusBEN on
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  • NotoriusBENNotoriusBEN Registered User regular
    also, holy crap, this instruction book is a frickin novel. yea, sure a lot of it are token sheets, but holy crap its still like 100 pages. its the omega rules right?

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  • MordenthralMordenthral Registered User regular
    also, holy crap, this instruction book is a frickin novel. yea, sure a lot of it are token sheets, but holy crap its still like 100 pages. its the omega rules right?

    Yeah, Omega rules. A lot of stuff past halfway is for expansion stuff.

    Will probably add in High Priests in any follow-up game (Tcho-Tcho too, if my sources get updated.) Then neutral monsters, terrors, GOOs, etc. :twisted:

    stever777 wrote: »
    True. You are good Mord.
  • jdarksunjdarksun Scion of Chaos Registered User regular
    edited October 30
    Ketar - Cthulhu
    Saurfang - Sleeper
    MrBody - Opener of the Way
    NotoriousBEN - Yellow Sign
    jdarksun - Crawling Chaos
    @Mordenthral

    jdarksun on
  • MrBodyMrBody Registered User regular
    edited October 30
    MrBody wrote: »
    Though I have played with the Windwalker before, and actively disliked every game they were in. Their strategy is very boring, but very effective. Boring to play as, frustrating to play against. Their stuff is just too good with no real drawbacks.

    I agree. They have won every game I have played in except one (they tied in that one.) I always try to get people to stunt the Windwalker build up, but never see it happen. As soon as they get 3 gates and both GOOs, they start ritualing for 5 every Doom phase and rack up the Elder Signs.

    @NotoriusBEN

    It's like he has the direct combat ability of Cthulhu (he gets "1 cost = 1 combat die" monsters which is supposed to be Cthulhu's strength) plus a ton of utility that surpasses even Crawling Chaos, AND what looks like the easiest to get spellbooks in the game (he can get 2 guaranteed the first turn at no cost or inconvenience). Only one out of the six makes you think, "I'm going to have to work for this." All but one of the spellbook abilities are great (most factions have at least 2 stinkers).

    Cthulhu faction ability basically tells you, "You're great at combat. You don't get any other bonuses." Windwalker is just as good, if not better at (practical) combat, gets all those other huge bonuses, and its weakness is.....? Having to pay 4 power for your first combat 3 monster? After which you get a better deal on them than Cthulhu's starspawn? That's not exactly kryptonite.


    Opener and Sleeper at least look interesting with some obvious gaps and drawbacks to their strengths.

    MrBody on
    Magic Pink
  • MordenthralMordenthral Registered User regular
    No word on the hand tracker, so I'll cry in my corner sit this one out.

    Sheets, map and status board are up-to-date.

    Opener to choose starting location, @MrBody

    Then Cthulhu to choose direction of play, @Ketar and start us off with the first action.

    stever777 wrote: »
    True. You are good Mord.
  • MrBodyMrBody Registered User regular
    Anywhere? Let's try East Africa then.

    Mordenthral
  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    edited October 30
    Let's go counter-clockwise.

    Summon a Deep One in the South Pacific.

    8->7


    Ketar on
    Sometimes our strengths lie beneath the surface - far beneath, in some cases - but I'm sure there's more to Ketar than meets the eye!
  • MrBodyMrBody Registered User regular
    It's @jdarksun next?

  • PredaPreda Registered User regular
    Damn, I've lost this... Reserve up.

  • MordenthralMordenthral Registered User regular
    MrBody wrote: »
    It's @jdarksun next?

    Yes

    stever777 wrote: »
    True. You are good Mord.
  • MordenthralMordenthral Registered User regular
    We'll see if I can get away with doing one moderator update per game turn.

    stever777 wrote: »
    True. You are good Mord.
  • MrBodyMrBody Registered User regular
    If you want to play, I'm sure a 3rd party can make a randomized elder sign list on random.org and PM it to players as they get them. It's what I did when I ran a CW game.

  • SaurfangSaurfang Registered User regular
    A monster first! Cthulhu's living up to his aggressive reputation. I hope we can be buddies over here in the western hemisphere, my tentacled friend! And that's not just talk, you know. There's power in it for people, er, otherworldly horrors, who want to be pals with ol Tsathoggua.

  • jdarksunjdarksun Scion of Chaos Registered User regular
    Never played this before, but I think I'm understanding the rules.

    Nightgaunt to South Asia.

    @NotoriusBEN

  • Virgil_Leads_YouVirgil_Leads_You Not on Any Podcast or Affliated Don't Even Own a MikeRegistered User regular
    This game looks really neat.
    Thank you for playing it here!
    I'm probably going to quietly spectate and try to understand it!

    VayBJ4e.png
    Mordenthral
  • NotoriusBENNotoriusBEN Registered User regular
    I'm also trying to shotgun consume this rulebook, but I think this is what I need to do for Yellow Sign.

    Summon Undead in Europe
    8 -> 7


    @MrBody

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  • MordenthralMordenthral Registered User regular
    MrBody wrote: »
    If you want to play, I'm sure a 3rd party can make a randomized elder sign list on random.org and PM it to players as they get them. It's what I did when I ran a CW game.
    It’s alright. Still hoping to hear back from @admanb , but in the meantime this will hopefully build interest and someone can be an Elder Sign lackey next game. :biggrin:
    I'm also trying to shotgun consume this rulebook, but I think this is what I need to do for Yellow Sign.
    Each faction has multiple opening gambits. Figuring out the game is part of the fun. It’s like chess that way.

    stever777 wrote: »
    True. You are good Mord.
  • MordenthralMordenthral Registered User regular
    jdarksun wrote: »
    Never played this before, but I think I'm understanding the rules.

    Nightgaunt to South Asia.
    You didn’t put your power expenditure.

    8 -> 7

    Confirming @MrBody is up.

    stever777 wrote: »
    True. You are good Mord.
  • NotoriusBENNotoriusBEN Registered User regular
    Oh, by the way Sleeper, if you give me the 3 power effect for your spellbook, I'll give you the 3 doom points from mine.

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    Mordenthral
  • MordenthralMordenthral Registered User regular
    Ah well, hand tracker is no more. Will have to rely on the kindness of others.

    stever777 wrote: »
    True. You are good Mord.
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