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Cthulhu Wars - Game 3

MordenthralMordenthral Registered User regular
edited December 12 in Critical Failures
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 game 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 (Variable cost)
Place a monster anywhere you control a gate.
-Awaken Great Old One (Variable 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.

Expansions in use
High Priests
Cost: 3
Combat: 0
Unspeakable Oath: (Ongoing) At the end of any player's Action (even if it is not your turn), sacrifice your High Priest (return him to your Pool) and add 2 to your Power. This may also be done during Gather Power or the Doom phase.

Notes: The High Priest is a new type of Cultist. He is Recruited, like an Acolyte. He generates 1 Power during Gather Power, can Create and Control a Gate, and can be Captured. Each Faction has only a single High Priest available, except the Tcho-Tcho, who have three.

The High Priest is Recruited, rather than Summoned, so a Gate is not needed.

The High Priest is affected by all spellbooks or abilities that reference Cultists (but not Acolytes).
Azathoth
Neutral Spellbooks: When you earn a Spellbook, you can take one of these rather than one of your faction Spellbooks
Undimensioned (Action: Cost 2) Rearrange your Units among their Areas as you see fit. You may completely empty an Area, but you may not move to any new Areas.

Umr at-Tawil (Ongoing) Gates now cost you 2 Power to Build.

Stars are Right (Ongoing) During the Doom Phase, if you turn in Elder Signs for Doom points, you also immediately receive Power equal to their face value.

Shriveling (Pre-Battle) Select an enemy Monster or Cultist in the Battle. That Unit is Eliminated, and the owner receives Power equal to the Unit's cost.

Recriminations (Action: Cost 1) Remove any spellbook (including this one) from your Faction Card and replace it with another available spellbook.

The Mao Ceremony (Ongoing) At the end of Gather Power, after Power has been added (i.e., before Determine First Player), you may choose to sacrifice 1 or more of your own Cultists, adding 1 Power apiece to your total
Neutral Monsters
You may purchase the ability to summon Neutral Monsters during the Doom phase. You may only earn one Monster type per Doom phase; however, there is no total limit to how many Neutral Monster Loyalty Cards you obtain.

When it is your turn to perform a Ritual of Annihilation, simply lower your track by 2 Doom points. You may still perform a Ritual if you wish. When you spend the Doom points, choose a Neutral Monster adding the figures into your Pool. When you take the card, you usually get a free Monster that can be placed immediately.

Once you earn a Neutral Monster Loyalty Card, you keep it for the rest of the game. From then on, only you may Summon and control its associated Neutral Monsters.
Units
Dimensional Shambler (3)
Pay 2 Doom Points to obtain this Loyalty Card, plus place 1 Dimensional Shambler on your Faction Card
Cost: 2
Combat: 2

Walk Between Worlds: (Ongoing) When summoned, place on your Faction Card. After any Action (by any player) place one or more Dimensional Shamblers from your Faction Card in any Area. Once placed, Dimensional Shamblers remain on the map (until Killed or otherwise eliminated).

Star Vampire (3)
Pay 2 Doom to obtain this Loyalty Card, plus place 1 Star Vampire at your controlled Gate.
Cost: 2
Combat: 1

Vampirism: (Battle) Roll the Star Vampire's combat dice separately. Each Pain they roll drains 1 Power from the enemy Faction. Each Kill they roll drains 1 Doom point from the enemy Faction. The drained point(s) are transferred to you immediately. If the enemy Faction lacks Power or Doom points, you get nothing. The Pains and Kills rolled still count towards your Combat Results.

Elder Thing (3)
Pay 2 Doom Points to obtain this Loyalty Card, plus place 1 Elder Thing at your controlled Gate.
Cost: 2
Combat: 2

Mind Control: (Ongoing) If an Elder Thing shares an Area with an enemy Great Old One, the latter may not use its Special Ability.

Servitor of the Outer Gods (3)
Pay 2 Doom Points to take this Loyalty Card and hand it to another Player. Do not place a Servitor.
Cost: 1
Combat: -1

Adulation: (Ongoing) The owner of this Loyalty Card may not Summon any Monsters except Servitors if any Servitors are still in his pool.

Moonbeast (4)
Pay 2 Doom to obtain this Loyalty Card, then place 1 Moonbeast on an enemy Faction Spellbook.
Cost: 2
Combat: 0

Blasphemous Obeisance: (Ongoing) When a Moonbeast is Summoned, place it on an enemy's Faction Spellbook. While the Moonbeast is there, the player cannot use that Spellbook (it still counts for other purposes such as Unlimited Battle and winning the game) The next Doom phase, place the Moonbeast on one of your Gates. A Moonbeast can be prematurely returned to the map if the victim spends 1 Doom point (at any time, not as an Action).

Gnorri (3)
Pay 2 Doom to obtain this Loyalty Card, plus place 1 Gnorri at your controlled Gate.
Cost: 3
Combat: 2

Grottos: (Ongoing) During the Doom phase, if you have two (2) Gnorri in play, you earn one extra Doom point. If you have three (3) Gnorri in play, you earn two extra Doom points.

Shantak (2)
Pay 2 Doom to obtain this Loyalty Card, plus place 1 Shantak at your controlled Gate.
Cost: 2
Combat: 2

Horror Steed: (Ongoing) When Moving a Shantak, it can reach any Area on the map. In addition, the Shantak may carry one of your Cultists with it for free.

Ghast (4)
Pay 2 Doom to obtain this Loyalty Card, plus place all 4 Ghasts at your controlled Gate(s).
Cost: 2
Combat: 0

Hordeling: (Ongoing) When you spend 2 Power to Summon Ghasts, all Ghasts in your pool are immediately placed on the map at any Gate(s) you control.

Leng Spider (3)
Pay 2 Doom to obtain this Loyalty Card, plus place 1 Leng Spider at your controlled Gate.
Cost: 2
Combat: 1

Bloodthirst: (Post-Battle) If a Leng Spider is involved in a Battle, you may exchange two Pain results for a Kill. You may do this once per Leng Spider in the Battle. Each use of this ability can either apply to your own results or your opponent's.

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
«13456713

Posts

  • MordenthralMordenthral Registered User regular
    edited November 21
    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
    Cultists
    Acolyte: Count 6, Cost 1, Combat 0

    High Priest: Count 1, Cost 3, 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
    Cultists
    Acolyte: Count 6, Cost 1, Combat 0

    High Priest: Count 1, Cost 3, 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
    Cultists
    Acolyte: Count 6, Cost 1, Combat 0

    High Priest: Count 1, Cost 3, 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
    Cultists
    Acolyte: Count 6, Cost 1, Combat 0

    High Priest: Count 1, Cost 3, 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
    Cultists
    Acolyte: Count 6, Cost 1, Combat 0

    High Priest: Count 1, Cost 3, 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

    High Priest: Count 1, Cost 3, 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

    High Priest: Count 1, Cost 3, 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
    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.

    Tcho-Tcho
    Faction Ability
    Sycophancy (Doom Phase): When an enemy player does a Ritual of Annihilation, either you gain 1 Doom, or he gains 1 fewer Doom, his choice.

    Units
    Cultists
    Acolyte: Count 6, Cost 1, Combat 0 (Spellbook: Soulless)

    High Priest: Count 3, Cost 3, Combat 0 (Spellbooks: Martyrdom, Hierophants, & Tablets of the Gods)

    Monsters
    Proto-Shoggoths: Count 6, Cost 2, Combat 1 (Spellbook: Terror).

    Great Old One
    Ubbo-Sathla: Cost 6, Combat equal to Growth counter on the Doom Track
    Hell's Banquet (Doom Phase): Once Ubbo-Sathla has been Awakened, starting with the following Doom phase, and whether or not Ubbo-Sathla is still in play, roll 1d6 and increase its Growth counter by the die roll.

    How to awaken Ubbo-Sathla

    1) You have a controlled Gate and a High Priest in play (he need not be with the Gate), during the Doom phase or the Action phase.

    2) If it is the Doom phase, pay 0 Power; if it is the Action phase, pay 6 Power.

    3) Eliminate the High Priest, then place Ubbo-Sathla at your controlled Gate.

    Spellbook Requirements
    Another player performs a Ritual of Annihilation OR Another player has 15 Doom
    Earn an Elder Sign
    Own 3 or more Elder Signs
    As an Action, remove your Controlled Gate in your Start Area (On the Primeval or Shaggai Maps, remove any of your Controlled Gates)
    Any Great Old One is Killed in Battle
    Awaken Ubbo-Sathla

    Spellbooks

    Soulless (Ongoing) When Captured and Sacrificed, your Cultists provide 0 Power (instead of the normal 1 Power).

    Terror (Battle) Choose one: 1) Your enemy’s Combat total is reduced by 1 per Proto-Shoggoth in the Battle. 2) Your Combat total is increased by 1 per Proto-Shoggoth in the Battle.

    Martyrdom (Post-Battle) If your High Priest is assigned a Killed, all other Kills inflicted to your other Units become Pains instead.

    Idolatry (Action: Cost 1) Select an Area containing another Faction’s starting Glyph (even if that Faction is not in play). Move any or all of your Units in adjacent Areas into the selected Area.

    Hierophants (Ongoing) Every player places a free High Priest at one of their Gates. For each subsequent Spellbook you earn, you get to place a free High Priest at one of your Gates. If you have no High Priests in your Pool, instead advance Ubbo-Sathla’s Growth counter by 1.

    Tablets of the Gods (Doom Phase) When you perform a Ritual of Annihilation, receive 1 additional Elder Sign for each Area containing a Controlled Gate with one of your High Priests. Eliminate all of your High Priests afterwards. This is not optional.

    Mordenthral on
    stever777 wrote: »
    True. You are good Mord.
  • MordenthralMordenthral Registered User regular
    edited December 15
    Ancients These rules are subject to change. The starting costs of their units are an educated guess
    Faction Ability
    Dematerialization: Each Doom phase, select one area in which you have units. Move any or all of those units to one other selected area, anywhere on the map.

    Cathedrals
    Construct Cathedral: When you perform the Create Gate Action, you may construct either a Cathedral OR a Gate. As with Gates, you must have a Cultist in the selected Area. A Cathedral can be placed in the same Area as a Gate, following these restrictions:

    ‘‘Only one Cathedral can be placed in Areas containing: (Circular)
    ‘‘Only one Cathedral can be placed in Areas containing: (Chevron)
    ‘‘Only one Cathedral can be placed in Areas containing: (Vertical Slashes)
    Only one Cathedral can be placed in Areas that do not contain any of these: (Circular), (Chevron), (Vertical Slashes)
    ‘‘
    Unlike a Gate, you do not “Control” a Cathedral. It simply belongs to you always, even if you have no Units in an Area. It is not a Unit, and does not participate in any Battles. Cathedrals cost 1 power to build, if not in an area adjacent to another cathedral. Otherwise, they cost 3 power to build.

    Cultists
    Acolyte: Count 6, Cost 1, Combat 0

    High Priest: Count 1, Cost 3, Combat 0

    Monsters
    Un-men: Count 3, Cost 3, Combat 0 (Cost is 0 with Festival Spellbook)

    Reanimated: Count 3, Cost 4, Combat 2 (Cost is 1 with Mindless Spellbook)

    Terrors
    Yothans: Count 3, Cost 6, Combat 7 (Cost is 3 with Extinction Spellbook)

    Spellbook Requirements
    Build a Cathedral in an Area marked with the Glyph (Circular)
    Build a Cathedral in an Area marked with the Glyph (Chevron)
    Build a Cathedral in an Area marked with the Glyph (Vertical Slashes)
    Build a Cathedral in an Area which do not contain any of these: (Circular), (Chevron), (Vertical Slashes)
    As an action, allow each other player to place their cheapest monster for free
    As an action, allow each other player to place their most expensive monster for free

    Spellbooks
    Festival (Ongoing) Un-men now cost 0 to summon. When you summon an Un-man, choose an enemy to gain 1 power.

    Brainless (Ongoing) Reanimated now cost 1 to summon. They can no longer Move, Battle, or Capture unless a non-Reanimated unit of yours is in the Area

    Extinction (Ongoing) Yothans now cost 3 to summon. When killed, Yothans are removed from the game.

    Worship Services (Ongoing) During the Gather Power phase, you earn 1 Power for each Cathedral that shares an area with an enemy Gate. That enemy also gains 1 Power.

    Consecration (Ongoing) When you perform a Ritual of Annihilation, if 1-3 Cathedrals are in play, recieve 1 Elder Sign. If all 4 Cathedrals are in play, recieve 2 Elder Signs.

    Unholy Ground (Post-Battle) If a Cathedral is in the battle Area, remove ANY of your Cathedrals. Choose an enemy Great Old One involved in the battle. That Great Old One is eliminated.

    f44fbd688466323.jpg

    Third post for game updates. Credit totally goes to ToeSama on BGG for the Pbf files.

    Mordenthral on
    stever777 wrote: »
    True. You are good Mord.
  • MrBodyMrBody Registered User regular
    I can handle the elder signs.

    Mordenthral
  • MordenthralMordenthral Registered User regular
    Thanks, @MrBody

    I'll be adding Tcho-Tcho and Ancients as options to this game, as well as the Azathoth expansion. Still on the Earth map; not too much new at once.

    stever777 wrote: »
    True. You are good Mord.
  • MrBodyMrBody Registered User regular
    All those optional rules get so complicated o_O

  • MordenthralMordenthral Registered User regular
    MrBody wrote: »
    All those optional rules get so complicated o_O
    Tell me about it. I’ve played with some neutral monsters and independent GOOs, once. Changes everything.

    stever777 wrote: »
    True. You are good Mord.
  • DaemonisDaemonis Registered User regular
    Sign up!

    Mordenthral
  • mindflare77mindflare77 OhioRegistered User regular
    I've never played before, but am interested.

    icDXIUU.png


    PSN/Steam: mindflare77
    Mordenthral
  • PredaPreda Registered User regular
    edited November 20
    I will not be late for this one!

    Preda on
    Mordenthral
  • MordenthralMordenthral Registered User regular
    edited November 20
    That's 4. I'll probably get this started Friday night (it's Tuesday morning here) to allow a couple more days for sign ups. I'll be posting up the rules and such before then.

    Mordenthral on
    stever777 wrote: »
    True. You are good Mord.
    mindflare77
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Sure, I'd like to try this.

    Have never played before, have not yet read the rules. Did play a good amount of Chaos in the Old World though, in the before times.

    bgg / steam / goodreads / Bnet: Bygasto#2537
    mindflare77
  • SaurfangSaurfang Registered User regular
    I know I'm already playing in the other game, but I'd love to sign up for this one if there's room. Wheee!

  • NotoriusBENNotoriusBEN Registered User regular
    same here. I'll sign up for this game and actually have a proper start.
    I will of course, let someone who hasn't played get first crack at signing in

    notoriusben_zpsa205e831.png
    Steam, Fortnite - NotoriusBEN
    Uplay, Arc Gigantic - notoriusben
  • MordenthralMordenthral Registered User regular
    jakobagger wrote: »
    Sure, I'd like to try this.

    Have never played before, have not yet read the rules. Did play a good amount of Chaos in the Old World though, in the before times.
    Just like the old days! Man, when was that? 2011-12?

    Hopefully, Darian is still lurking around somewhere...
    Saurfang wrote: »
    I know I'm already playing in the other game, but I'd love to sign up for this one if there's room. Wheee!
    same here. I'll sign up for this game and actually have a proper start.
    I will of course, let someone who hasn't played get first crack at signing in
    Have 5 so far, will definitely give people not currently in a game of CW priority.

    stever777 wrote: »
    True. You are good Mord.
    Saurfangjakobagger
  • MordenthralMordenthral Registered User regular
    I've never played before, but am interested.
    I’m from Ohio originally. Welcome to the War!

    stever777 wrote: »
    True. You are good Mord.
    mindflare77
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    I think Darian has been AWOL from the forum legions for some time.

    bgg / steam / goodreads / Bnet: Bygasto#2537
  • MordenthralMordenthral Registered User regular
    jakobagger wrote: »
    I think Darian has been AWOL from the forum legions for some time.
    That’s too bad.

    Say, we also play this “face-to-face” on Steam sometimes. NotoriusBEN and Saurfang have both played a game or two, and I have a FB group of about 10 others from all over the globe. If you have Tabletop Simulator, you should join in sometime. It’s a whole different experience when you see the 3D models crowding the board.

    stever777 wrote: »
    True. You are good Mord.
    Saurfang
  • MordenthralMordenthral Registered User regular
    I’ve put in some details and where to download the rules in post 1 and 2, including how High Priests work.

    I’ll be adding details on Ancients faction and the Azathoth stuff in awhile.

    stever777 wrote: »
    True. You are good Mord.
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    jakobagger wrote: »
    I think Darian has been AWOL from the forum legions for some time.
    That’s too bad.

    Say, we also play this “face-to-face” on Steam sometimes. NotoriusBEN and Saurfang have both played a game or two, and I have a FB group of about 10 others from all over the globe. If you have Tabletop Simulator, you should join in sometime. It’s a whole different experience when you see the 3D models crowding the board.

    Been thinking about it, but haven't gotten TS yet. And it will be a while before I do unless a particularly insane Steam deal happens.

    bgg / steam / goodreads / Bnet: Bygasto#2537
    Mordenthral
  • MordenthralMordenthral Registered User regular
    OK, Azathoth himself may be a bit too chaotic for this game, but we will use some neutral monsters and the neutral spellbooks from the expansion.

    (Maybe add in some independent GOOs in game 4)

    stever777 wrote: »
    True. You are good Mord.
  • MordenthralMordenthral Registered User regular
    edited November 23
    Me (Australia, GMT+11 [stupid Daylight Saving])
    @Daemonis (GMT+3)
    @mindflare77 (GMT-5)
    @Preda (GMT+1)
    @jakobagger (GMT+1)
    Saurfang (GMT-6)
    Brody (GMT-8)
    NotoriusBEN (GMT-6ish)

    That's 5 players, so far, with the possibility of Saurfang and NotoriusBEN adding a player or two.

    Can we add country information and/or timezone? I'd like to arrange players in timezone order. I think it will help with posting times.

    Mordenthral on
    stever777 wrote: »
    True. You are good Mord.
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Denmark, GMT +1 (aka Central European Time)

    bgg / steam / goodreads / Bnet: Bygasto#2537
    Mordenthral
  • MordenthralMordenthral Registered User regular
    Also, any pre-game clarifications/questions, feel free to discuss.

    stever777 wrote: »
    True. You are good Mord.
  • MordenthralMordenthral Registered User regular
    I've never played before, but am interested.
    If you are getting your Spellbooks and not getting into a back-and-forth war with another player, then you'll be doing fine.

    While it's especially true in the 3-player game, you have to be an equal opportunity aggressor and always go after the person you think is winning. Even if it seems like it would be easier to take a gate from someone weak, it's not worth it at the end. You have to steal from the leader.

    stever777 wrote: »
    True. You are good Mord.
    mindflare77
  • PredaPreda Registered User regular
    Italy, (also GMT+1)

  • DaemonisDaemonis Registered User regular
    Russia, GMT+3

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Gettin' real European in here

    bgg / steam / goodreads / Bnet: Bygasto#2537
    Mordenthral
  • mindflare77mindflare77 OhioRegistered User regular
    I'm in Ohio, so GMT -5.

    And I appreciate the advice! I read through the last game and tried to pick up what I could there. Between that, CitOW experience, and some blind luck, should be fun!

    icDXIUU.png


    PSN/Steam: mindflare77
    Mordenthral
  • SaurfangSaurfang Registered User regular
    I'm in mountain time if you end up using me, so that's GMT -6.

  • MordenthralMordenthral Registered User regular
    A day and a half left for sign-ups.

    Do any current players object to:
    1) A 7-player game
    2) Allowing Saurfang and NotoriusBEN into a second simultaneous match

    I’m fine with both.

    stever777 wrote: »
    True. You are good Mord.
  • mindflare77mindflare77 OhioRegistered User regular
    No objections here.

    icDXIUU.png


    PSN/Steam: mindflare77
    jakobagger
  • BrodyBrody Cabot CoveRegistered User regular
    I would like to express interest, but I've never played this game

  • MordenthralMordenthral Registered User regular
    Brody wrote: »
    I would like to express interest, but I've never played this game

    You’re not the only one. You can be our 6th player. What timezone are you in?

    stever777 wrote: »
    True. You are good Mord.
  • BrodyBrody Cabot CoveRegistered User regular
    Best Coast Time. Or Pacific Standard

  • MordenthralMordenthral Registered User regular
    The image in my head of someone making the surfer sign and saying, in a distinctly Californian accent, “Hey, Brody, man. Want to catch some waves?” is very strong now.

    stever777 wrote: »
    True. You are good Mord.
  • BrodyBrody Cabot CoveRegistered User regular
    Haha. I live a little farther North than that, but let's face it, once Cascadia declares independence, it'll all be the same.

    Mordenthral
  • PredaPreda Registered User regular
    A day and a half left for sign-ups.

    Do any current players object to:
    1) A 7-player game
    2) Allowing Saurfang and NotoriusBEN into a second simultaneous match

    I’m fine with both.

    Good with both, even to an 8-player game if Brody is in.

  • DaemonisDaemonis Registered User regular
    No objs.

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Are 8-player games supported by the rules/design? If yes, I have no objections.

    I would prefer my first game not be some house-ruled home brew, but I'm not gonna like, veto anything. In the end, whatever the consensus ends up being I can live with.

    bgg / steam / goodreads / Bnet: Bygasto#2537
  • MordenthralMordenthral Registered User regular
    It's all above board. No house rules.

    We'll go ahead and call it 8-player with what we have. Here's turn order; and I used random.org to randomise the factions.

    Daemonis (GMT+3) - Sleeper
    Preda (GMT+1) - Yellow Sign
    jakobagger (GMT+1) - Black Goat
    mindflare77 (GMT-5) - Windwalker
    Saurfang (GMT-6) - Tcho-Tcho
    NotoriusBEN (GMT-6ish) - Ancients
    Brody (GMT-8) - Crawling Chaos
    Me (Australia, GMT+11) - Great Cthulhu (Should be interesting; I've never been GC!)

    I'll add two more neutral Monsters to the rules section, for a total of 9.

    Keep in mind, that you can do perfectly well without the neutral Spellbooks and Monsters. Don't let them confuse you; but if you see an awesome combo you want to give a whirl, go for it.

    Table talk and group-think are encouraged.

    My number one suggestion -- Don't go after a weak player for an easy gate:
    1) You'll knock them out of the game, and the next couple months will be boring for them
    2) You will make an enemy, and they won't do anything but try to bring you down
    3) You won't be able to rely on them later to help keep any leader in check

    stever777 wrote: »
    True. You are good Mord.
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