Welcome to Cthulhu Wars!
The rules can be downloaded here
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!
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).
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.
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.
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.
Faction specific action.
The attacker, then defender, applies any Pre-Battle abilities he wants to.
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 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
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).
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
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.
Dimensional Shambler (3)
Pay 2 Doom Points to obtain this Loyalty Card, plus place 1 Dimensional Shambler on your Faction Card
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.
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.
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.
Adulation: (Ongoing) The owner of this Loyalty Card may not Summon any Monsters except Servitors if any Servitors are still in his pool.
Pay 2 Doom to obtain this Loyalty Card, then place 1 Moonbeast on an enemy Faction Spellbook.
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).
Pay 2 Doom to obtain this Loyalty Card, plus place 1 Gnorri at your controlled Gate.
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.
Pay 2 Doom to obtain this Loyalty Card, plus place 1 Shantak at your controlled Gate.
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.
Pay 2 Doom to obtain this Loyalty Card, plus place all 4 Ghasts at your controlled Gate(s).
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.
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.
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.
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.