It may be worth reading the other game. We didn't play the expansion races but I think we got the base strategy for the main races. May Cthulhu roll better than I did
I'm....not sure how I feel about the host feeding exact counters to everyone's plays as they happen. I would have just played conservatively if I knew that was the case.
I mean I appreciate hosting the game, but neutral rules clarifications should be the limit of player aid. An explanation for jdark about capturing, blocking, and spellbooks would have been fine. Other players trying to ruin plays is fine because we're competing and trying to cut each other's throats.
Jdark. The 6 conditions on your faction sheet earn you 1 spellbook of your choice as you fulfill them. Think of spellbooks like the upgrades in Chaos in the Old World.
The nightgaunt abduction ability only applies to a battle.
Monsters or great old ones can capture cultists. The presence of monsters block other monsters from capturing, but not great old ones. Great old ones block anything from capturing.
I'm....not sure how I feel about the host feeding exact counters to everyone's plays as they happen. I would have just played conservatively if I knew that was the case.
Awww. He's new, and you were about to ruin him..
That said, I apologise if I ruined your fun. I won't give any play advice.
That said, I don't have the 2 power for my cheapest monster to block the nightgaunt, and I certainly can't take Nylarlathotep's word that he won't capture cultists if I don't, so my only choice is
Move South Asia gate to West Africa
1->0
You can capture my cultists or move to block and save the gate from being captured.
@MrBody don't forget that when you take the gate, the cultist comes with it, so you'll need to battle it off or capture it to control it with your own cultist. Since you had 2 power left, that is definitely an option; alternatively, you can afford to summon a mutant to block captures.
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KetarCome on upstairswe're having a partyRegistered Userregular
I'll give MrBody a chance to revise things based on the extra power if desired before I go ahead.
Not a big deal to reboot:
- Would appease @NotoriusBEN and @MrBody
- New players would have a better idea of what to watch out for
- I could keep my big nose out of it
Chaos would fly over to my cultists, turn rolls around I still have one power, I immediately give Chaos 3 Doom points and enlist passion as a Spellbook. Chaos steals my cultist, I'm pumped up to 2 power.
It would have been a safe bet to give him my Doom points because he be lagging behind on turn 2.
I would have been had another shot at desecrating Scandinavia. Not ideal, for turn 2 Power, but I would have had a third spell book
I just opened a sev 1 case with vmware this fine Saturday morning. I -am- online in Steam though, don't know when I'll get a call from support. Have another CW-interested person online on my list. Don't know if you know anyone else.
It's his built-in Opener of the Way power called The Beyond One. If you look in the OP, under Factions and check out the first entry for Opener, you'll see the ability.
ooooooooh. For some reason I thought I already gave myself that extra power.
Order still stands though. If I spend 2 to summon a mutant to east africa, he can still fly to west africa and eat that cultist. At least this is the more interesting option. Save your gate or eat my dudes!
No hard feelings. I just would have done things differently if I knew a long time player was involved. I made that risky aggressive move thinking everyone was either a new player or super rusty like me. It beat the usual safe boring opening play of 2 guarded gates. I'm also happy to wait or start over another game where you can join in playing if you want.
(although if i wanted to do that move I should have started right next to someone. I only realized I should try to be an aggressive gate thief after looking over my sheet again)
I don't understand, how is he taking my gate, there's nothing in his spellbook or action sections about that.
Every faction has a built in Faction Ability they start with. "Flight" is yours. Moving gates is mine.
Here is an old game we played if you want to study it. It only has the base 4 factions though. You can see how early mid and late games look.
Early game is getting new gates set up and guarding them from being sniped while trying to do the same. It is possible to get greedy and use all your power to get 3 gates the first turn if you don't bother with any monsters.
Factions in a nutshell:
Cthulhu is the best at standup fights. Most efficient monsters, "disposable' ancient one, and that submerge ability for mass offense.
Yellow Sign gets a big death ball going with the King in Yellow and his world-touring undead entourage. Very hard to stop that blob. His ancient one Hastur is TERRIFYING because he gets to choose hit assignment which makes him able to assassinate enemy ancient ones regardless of their meat shields.
Crawling Chaos is the most mobile and flexible.
Opener and Sleeper....I have not played with before.
One thing to keep in mind: not only is getting all 6 spellbooks mandatory to be eligible to win, but once you get all 6, initiating combat becomes an unlimited action for you. That means it doesn't count as your turn, so you can do an action (move, summon) then immediately initiate a battle without having to wait a turn. It opens up a ton of options of very nasty surprises and encourages you to get all 6 books as soon as possible beyond the simple final victory requirement.
@jdarksun I recommend you check the faction powers for all your opponents.
@MrBody Not a long-time player, I've just spent a lot of time thinking about the game and watching live plays. I'm only in my 5th game now (on BGG, the other 4 were face-to-face). I get carried away sometimes analysing and discussing the tactics...
This game is going slowly enough that when I get my hands on some upcoming alternate graphic files, I'll go ahead and start up another game if there are enough lurkers now that would want to play.
@Ketar You're up (though MrBody keeps tagging keytar)
OR super rusty like me. It's been years since I've played and I probably wouldn't have spotted that play either. Azathoth knows what kind of crazy stuff I'm going to get blindsided by from the Sleeper.
One thing to keep in mind: not only is getting all 6 spellbooks mandatory to be eligible to win, but once you get all 6, initiating combat becomes an unlimited action for you. That means it doesn't count as your turn, so you can do an action (move, summon) then immediately initiate a battle without having to wait a turn. It opens up a ton of options of very nasty surprises and encourages you to get all 6 books as soon as possible beyond the simple final victory requirement.
Another quick thing that confuses some people, unlimited doesn’t mean free. Each battle still costs 1 power, even when you can do it “unlimited”. And no more than one battle per area per turn (except for one rare, outside case with Sleeper, haha.)
Yeah, that's a weird edge case with Sleeper that I'm not sure is even useful. But hey!
For the curious: Sleeper has a spellbook that allows a (limited) action before a battle if there's a wizard present, so you could use that action to declare a battle... before the battle. Probably not a lot of utility there.
By the way, @jdarksun , a little advice since you're new: remember that you can still summon a monster at the gate that Opener just moved, since your cultist is still controlling it. That will prevent Opener from capturing your cultist, since monsters block capture from other monsters. Now, Opener can still declare battle to try and oust you, but there's a chance he rolls poorly, and your cultist will likely survive to give you power next turn. Alternately or in addition, you could capture some of his cultists to punish him. You've definitely got some options here.
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KetarCome on upstairswe're having a partyRegistered Userregular
Summon a Deep One in the South Pacific.
1->0
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KetarCome on upstairswe're having a partyRegistered Userregular
Posts
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@MrBody
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Jdark. The 6 conditions on your faction sheet earn you 1 spellbook of your choice as you fulfill them. Think of spellbooks like the upgrades in Chaos in the Old World.
The nightgaunt abduction ability only applies to a battle.
Monsters or great old ones can capture cultists. The presence of monsters block other monsters from capturing, but not great old ones. Great old ones block anything from capturing.
That said, I apologise if I ruined your fun. I won't give any play advice.
Move South Asia gate to West Africa
1->0
You can capture my cultists or move to block and save the gate from being captured.
@keytar
- Would appease @NotoriusBEN and @MrBody
- New players would have a better idea of what to watch out for
- I could keep my big nose out of it
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
It would have been a safe bet to give him my Doom points because he be lagging behind on turn 2.
I would have been had another shot at desecrating Scandinavia. Not ideal, for turn 2 Power, but I would have had a third spell book
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Order still stands though. If I spend 2 to summon a mutant to east africa, he can still fly to west africa and eat that cultist. At least this is the more interesting option. Save your gate or eat my dudes!
@keytar
No hard feelings. I just would have done things differently if I knew a long time player was involved. I made that risky aggressive move thinking everyone was either a new player or super rusty like me. It beat the usual safe boring opening play of 2 guarded gates. I'm also happy to wait or start over another game where you can join in playing if you want.
(although if i wanted to do that move I should have started right next to someone. I only realized I should try to be an aggressive gate thief after looking over my sheet again)
Every faction has a built in Faction Ability they start with. "Flight" is yours. Moving gates is mine.
Here is an old game we played if you want to study it. It only has the base 4 factions though. You can see how early mid and late games look.
Early game is getting new gates set up and guarding them from being sniped while trying to do the same. It is possible to get greedy and use all your power to get 3 gates the first turn if you don't bother with any monsters.
Factions in a nutshell:
Cthulhu is the best at standup fights. Most efficient monsters, "disposable' ancient one, and that submerge ability for mass offense.
Yellow Sign gets a big death ball going with the King in Yellow and his world-touring undead entourage. Very hard to stop that blob. His ancient one Hastur is TERRIFYING because he gets to choose hit assignment which makes him able to assassinate enemy ancient ones regardless of their meat shields.
Crawling Chaos is the most mobile and flexible.
Opener and Sleeper....I have not played with before.
One thing to keep in mind: not only is getting all 6 spellbooks mandatory to be eligible to win, but once you get all 6, initiating combat becomes an unlimited action for you. That means it doesn't count as your turn, so you can do an action (move, summon) then immediately initiate a battle without having to wait a turn. It opens up a ton of options of very nasty surprises and encourages you to get all 6 books as soon as possible beyond the simple final victory requirement.
@MrBody Not a long-time player, I've just spent a lot of time thinking about the game and watching live plays. I'm only in my 5th game now (on BGG, the other 4 were face-to-face). I get carried away sometimes analysing and discussing the tactics...
This game is going slowly enough that when I get my hands on some upcoming alternate graphic files, I'll go ahead and start up another game if there are enough lurkers now that would want to play.
@Ketar You're up (though MrBody keeps tagging keytar)
Penny Arcade Rockstar Social Club / This is why I despise cyclists
For the curious: Sleeper has a spellbook that allows a (limited) action before a battle if there's a wizard present, so you could use that action to declare a battle... before the battle. Probably not a lot of utility there.
Summon a Deep One in the South Pacific.
1->0
CC -> Opener -> CC then we're done with the action phase.
Edit: Pretend there's a Deep One in the South Pacific.
I guess I'll summon a Flying Polyp at the contested gate.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
(see what I did there?)
1->0
geth roll 3d6 for Opener
geth roll 1d6 for Crawling Chaos
Lose a cultist.
Claim Dragon Ascending spellbook
Question: my Channel Power spellbook says "reroll all dice which missed". Does that mean enemy dice too?