Ghroth

dbuel
Forum Elf
dbuel
Forum Elf
Joined: 12:53 PM - Oct 29, 2007

3:47 PM - Jun 04, 2018 #1

[+] Spoiler
Immortal - Cost is 4 to awaken Cthulhu after the first time. Get an elder sign for awakening any GOO.

6 Acolytes (cultist) cost 1 combat 0

4 Deep Ones (monster) cost 1 combat 1
2 Shoggoths (monster) cost 2 combat 2
2 Starspawns (monster) cost 3 combat 3

Cthulhu (GOO) cost 10/4 combat 6
Must be gate in South Pacific (owner irrelevant), appears in South Pacific only
Devour - pre-battle, enemy eliminates one monster or cultist

Spellbook Requirements:
First doom phase, get this spellbook and one elder sign
Any doom phase where you have five spellbooks, get this spellbook and one elder sign
Kill or devour an enemy unit in battle
Kill or devour two enemy units in battle (may earn this in same battle as previous if you kill or devour three)
Control 3 sea gates or exist 4 sea gates
Awaken Cthulhu

Spellbooks:
Devolve - After any player action, turn acolytes into deep ones 1-for-1 for free.
Absorb - Pre-battle, shoggoths eat any of your own monsters or cultists and get 3 dice for each.
Regenerate - Starspawns can take two battle results. Any permutation of kills and/or pains other than two kills makes them retreat and not be killed.
Submerge - As an action that costs 1, remove Cthulhu and any or all units with him from any sea. As an action that costs 0, replace Cthulhu and all those units into any space.
Dreams - As an action that costs you 2, an enemy replaces one of his acolytes in a space of your choice with your own from your pool.
Y'ha Nthlei - Enemy sea gates give you 1 power each during gather power if Cthulhu is in play, including being submerged.
[+] Spoiler
Fertility Cult - You can summon more than one monster in one go.

6 Acolytes (cultist) cost 1 combat 0

2 Ghouls (monster) cost 1 combat 0
4 Fungi from Yuggoth (monster) cost 2 combat 1
3 Dark Young (monster) cost 3 combat 2

Shub-Niggurath (GOO) cost 8 combat (your own cultists) + (your own gates)
Awaken at your own gate only, must sack two cultists from anywhere when you do
Avatar - As an action that costs 1, teleport Shub into a space targeting any faction with a monster or cultist there (including yourself), that faction must send one monster or cultist back to where Shub had been.

Spellbook Requirements:
Be present in four spaces
Be present in six spaces
Be present in eight spaces
As an action that costs 0, sack any two cultists
Be present in areas such that every other faction shares some area with you
Awaken Shub

Spellbooks:
Frenzy - Your cultists now have combat 1
Necrophagy - Post-battle, any battle, teleport any ghouls you wish who weren't in the battle to the battle site (may include teleporting in place if they weren't in the battle but were in the space). Each ghoul adds a pain to both sides.
Ghroth - As an action that costs 2, roll a die. If you roll equal or less than the number of spaces containing fungi from Yuggoth, other factions have (moderator time limit) to collectively sack that many cultists. If they don't agree how, you eliminate that many cultists, chosen by you. If the roll was not equal or less, place one dead acolyte of any faction onto any space.
The Red Sign - Dark youngs now can create gates, control gates, add 1 each to Shub's combat just by existing, and give you 1 power each during gather power.
Blood Sacrifice - If Shub is in play during the doom phase, you may sack any one cultist for an elder sign.
The Thousand Young - While Shub is in play, ghouls, fungi from Yuggoth and dark youngs cost you 1 less.
[+] Spoiler
Flight - Your units may move two spaces. They may fly over (ignore) the first space.

6 Acolytes (cultist) cost 1 combat 0

3 Nightgaunts (monster) cost 1 combat 0
3 Flying Polyps (monster) cost 2 combat 1
2 Hunting Horrors (monster) cost 3 combat 2

Nyarlathotep (GOO) cost 10 combat (your spellbooks) + (opponent's spellbooks)
Awaken at your own gate
Harbinger - If Nyarlathotep is in a battle and you pain or kill an enemy GOO, you get either power equal to half the awaken cost of that GOO, or two elder signs

Spellbook Requirements:
As an action that costs 4, fulfill this
As an action that costs 6, fulfill this (may earn this and previous in one action that costs 10)
Control 3 gates or have 12 power
Control 4 gates or have 15 power
Capture an enemy cultist
Awaken Nyarlathotep

Spellbooks:
Abduct - Pre-battle, you may sack any nightgaunts and the enemy must eliminate a monster or cultist for each.
Invisibility - Pre-battle, you may select one monster or cultist (including your own) for each flying polyp present. That monster or cultist is no longer in the battle. If either side has no one left in the battle, the battle is over.
Seek and Destroy - Pre-battle, you may teleport any hunting horrors on the map into the battle.
Madness - You control the retreat direction for all pains, and may do the retreats defender first if you wish.
Emissary of the Outer Gods - Kills on Nyarlathotep in battle become pains unless an enemy GOO is in the battle.
The Thousand Forms - Once per turn. If Nyarlathotep is in play, as an action that costs 0, roll a die. The other factions have (moderator time limit) to collectively pay that much power. If they don't agree how, you gain that much power.
[+] Spoiler
Feast - During gather power, you get 1 power for each desecration token where you have a unit.

6 Acolytes (cultist) cost 1 combat 0

6 Undead (monster) cost 1 combat (all undead collectively roll dice equal to number minus 1)
4 Byakhee (monster) cost 2 combat (all byakhee collectively roll dice equal to number plus 1)

King in Yellow (GOO) cost 4 combat 0
Awaken at any of your units but there cannot be a gate there
Desecrate - As an action that costs 2, in a space with no desecration token, roll a die. If you roll equal to or less than your units present, place a desecration token. Succeed or fail, put a unit that costs 2 or less into the space.

Hastur (GOO) cost 10 combat (current ritual cost)
Awaken at your own gate where King in Yellow is present
Vengeance - When Hastur is in a battle, you decide where to put all the enemy pains and kills

Spellbook Requirements:
Awaken the King
Succeed at Desecration at serpent symbol
Succeed at Desecration at peak symbol
Succeed at Desecration at claw symbol
As an action that costs 0, choose someone else to gain 3 doom
Awaken Hastur. Gain an elder sign for this

Spellbooks:
Passion - Gain 1 power whenever one or more of your cultists are removed by an enemy.
Zingaya - As an action that costs 1, if you have undead where an enemy has an acolyte, turn one acolyte (victim chooses) into another undead from your pool.
Shriek of the Byakhee - As an action that costs 1, teleport any or all byakhee you wish to any single space.
The Screaming Dead - As an action that costs 1, move the King. Any undead with him may move with him for free. You may immediately take another action, but not Screaming Dead again, and not He Who is Not to be Named.
The Third eye (I) (I) - As long as Hastur is in play, Desecrate only costs you 1, and you get an elder sign for each success.
He Who is Not to be Named - As an action that costs 1, teleport Hastur onto any cultist. You may immediately take another action, but not He Who is Not to be Named again, and not Screaming Dead.
[+] Spoiler
The Beyond One - As an action that costs 1, choose a gate where you have a unit present that costs 3 or more, and no enemy GOO present. Teleport that gate, your unit, and the unit controlling the gate, to any space without a gate.

(Opener does not have a glyph on the board. Opener always sets up last, in any unoccupied space.)

6 Acolytes (cultist) cost 1 combat 0

4 Mutants (monster) cost 2 combat 1
3 Abominations (monster) cost 3 combat 2
2 Spawns of Yog-Sothoth (monster) cost 4 combat 3

Yog-Sothoth (GOO) cost 6 combat (twice the number of enemy faction GOOs in play)
Awaken where you have a spawn of Yog-Sothoth. The spawn goes back to your pool.
The Key and the Gate - Yog-Sothoth counts as a gate, except that he can exist where there's another gate, he is controlled by you and not by a unit, and doesn't count as a gate for Beyond One.

Spellbook Requirements:
Eight gates exist
12 gates exist (10 gates for a 2-3-player game)
You share spaces with two enemy gates
Lose a unit in a battle
Your GOO shares a space with an enemy GOO
Awaken Yog-Sothoth

Spellbooks:
They Break Through - You can summon monsters at enemy gates, or unowned gates.
Channel Power - After rolling battle dice, you may pay 1 (total) to reroll any or all of the misses (not the pains or kills). You may do this over and over.
The Million Favored Ones - After resolving kills and pains, promote any of your units who survived (including being pained). Spawns "promote" into any or all mutants from your pool.
Dread Curse of Azathoth - As an action that costs 2, choose a space and roll dice equal to abominations plus spawns in play. Apply the results as pains and kills. You decide which factions receive how many. No battle abilities apply. You decide all retreat directions regardless of Madness, and retreat restrictions do not apply.
Dragon Ascending - Once per game, during any phase (not an action). Set your power to the same as anyone else's.
Dragon Descending - Once per game. During a ritual, receive double the doom from the ritual.
[+] Spoiler
Death From Below - During each doom phase, place the lowest cost monster still in your pool into any space where you have a unit.

6 Acolytes (cultist) cost 1 combat 0

2 Wizards (monster) cost 1 combat 0
3 Serpent Men (monster) cost 2 combat 1
4 Formless Spawns (monster) cost 3 combat (number of formless spawns and Tsathogguas in play)

Tsathoggua (GOO) cost 8 combat (opponent's remaining power, or 2, whichever is greater)
Awaken in any area, gate or no, where you have a formless spawn.
Lethargy - As an action that costs 0, do nothing.

Spellbook Requirements:
As an action that costs 3, each other player gains 1 power
As an action that costs 3, choose another player to gain 3 power
As an action that costs 3, each other player loses 1 power
Roll 6 or more dice in battle
Perform a ritual
Awaken Tsathoggua

Spellbooks:
Energy Nexus - Before pre-battle, if a wizard is present, take one action (that you pay for) originating in the battle area. Only then does pre-battle occur. If either side no longer has units present, the battle is over.
Ancient Sorcery - As an action that costs 1, remove a serpent man from the map and place it on an enemy sheet. You have that faction's ability (the one listed at the top) until the end of the next doom phase. At that time, gain 1 power and return the serpent man to any space. If the faction ability in question mentions a GOO, then for you it includes Tsathoggua.
Cursed Slumber - As an action that costs 1, remove your own gate and its controlling unit from the map. You still gain power from them during gather power and doom from the gate during the doom phase, ritual, etc. The gate doesn't count for anything else. As an action that costs 1, return that gate and unit to any area without a gate. You may only have one gate at a time off the map in this way.
Demand Sacrifice - If Tsathoggua is in play, your enemy in any battle must choose pre-battle either that you gain an elder sign, or that all kill results against your units count as pains this battle.
Capture Monster - Tsathoggua can capture monsters as though they were cultists. You gain power from them etc.
Burrow - Whenever you move and spend 2 or more, you gain 1 power immediately afterward.
[+] Spoiler
Hibernate - As an action that costs 0, stop taking actions this turn. You immediately gain power equal to the enemy GOOs in play, or your own current power, whichever is less. You save your power until next turn and add it to the power you gain during gather power.

(Windwalker has two glyphs. Windwalker may set up on either glyph, but must set up after Tcho-Tchos, who can take one of the glyphs and force Windwalker to take the other.)

6 Acolytes (cultist) cost 1 combat 0

4 Wendigos (monster) cost 1 combat 1
4 Gnoph-Keh (monster) cost (number of gnoph-keh in your pool) combat 3

Rhan-Tegoth (GOO) cost 6 combat 3
Awaken on either of your own glyphs, regardless of gates or units there
Eternal - After Rhan-Tegoth is assigned a pain or a kill, you may pay 1, and the pain or kill doesn't affect Rhan-Tegoth. (He can only be assigned one pain or kill, like normal.)

Ithaqua (GOO) cost 6 combat (half the doom of your opponent, rounded up)
You can only awaken Ithaqua if Rhan-Tegoth has been awakened first, although Rhan-Tegoth does not still need to be in play. Awaken on a gate that is on either of your own glyphs. The gate owner is irrelevant. The gate is destroyed.
Ferox - While Ithaqua is in play, enemies can only capture your cultists with their GOOs.

Spellbook Requirements:
Awaken Rhan-Tegoth
A gate exists on the Windwalker glyph where you didn't begin the game
Manage to become the first player
Another faction gets its sixth spellbook
Take this spellbook anytime (not an action). Gain 1 elder sign for each enemy faction that has 6 spellbooks (max 3 elder signs in this way)
Awaken Ithaqua

Spellbooks:
Cannibalism - Post-battle, any battle, if any enemy units were killed, you may place a dead acolyte or wendigo there.
Howl - Pre-battle, if you have one or more wendigos there, the enemy must move one unit out of the space.
Berserkergang - Post-battle, for each gnoph-keh assigned a kill, the enemy must assign an elimination to his own monster or cultist (that hasn't already been assigned a kill, naturally).
Ice Age - As an action that costs 1, place the ice age token in any area. Enemy actions that end in that space (but not merely taking control of a gate) cost them 1 extra power.
Arctic Wind - When Ithaqua moves, any of your units with him may move with him for free.
Herald of the Outer Gods - Rituals always cost you 5. The ritual track still advances.
[+] Spoiler
Sycophancy - Any other player who rituals must either agree that you get 1 doom; or that player gets 1 fewer doom for the ritual.

(Tcho-Tchos do not have a glyph on the board. After everyone except Opener and Windwalker sets up, Tcho-Tchos set up on any as-yet-unoccupied faction glyph. If they choose one of the Windwalker glyphs, but Windwalker is playing, Windwalker must choose the other Windwalker glyph.)

6 Acolytes (cultist) cost 1 combat 0

3 High Priests (cultist) cost 3 combat 0
Unspeakable Oath - At the end of any player's action, or during Gather Power or Doom, sacrifice this high priest to gain 2 power.

6 Proto-Shoggoths (monster) cost 2 combat 1

Ubbo-Sathla (GOO) cost 6 combat (according to Growth counter)
Summon at your own gate. You must have a high priest in play (need not be with gate). The high priest is removed. You may summon Ubbo-Sathla for 0 power during the doom phase (requirements do not change).
Hell's Banquet - When Ubbo-Sathla appears the first time, place its Growth counter on 0 on the Doom Track. Each doom phase starting with the following one after it was first summoned, whether in play or not, roll a die and advance the Growth counter by 1-6 spaces.

Spellbook Requirements:
Another player performs a ritual, 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 Primeval or Shaggai, remove any controlled gate
Any GOO is killed in a battle
Awaken Ubbo-Sathla

Spellbooks:
Soulless - When your cultists are captured, they provide 0 power.
Hierophants - Whenever you earn a spellbook (including this one), put a high priest into play at one of your gates. If you have no high priests in your pool, advance Ubbo-Sathla's Growth counter instead. When you take this spellbook, each opponent with a high priest in his or her pool may put it into play.
Martyrdom - If your high priest is assigned a kill in battle, all kills assigned to your other units become pains.
Terror - In battle, choose: Either you roll an extra die for each proto-shoggoth, or the enemy rolls one fewer die for each proto-shoggoth.
Idolatry - As an action that costs 1, choose a space with a faction glyph (even a faction not playing), and move any or all of your units in spaces adjacent to that glyph onto the space with that glyph. If Opener or Ancients are playing, there is considered to be an Opener or Ancients glyph on that faction's respective starting space.
Tablets of the Gods - When you ritual, sacrifice all your high priests. You get an extra elder sign for each unique space that had both your high priest and your controlled gate. Once you have this spellbook, this is mandatory.
[+] Spoiler
Dematerialization - During the doom phase, you may choose a space where you have units, and may teleport any of your units there to any one other space.

(Ancients set up in any space that has no game symbol, or that only has a Yellow Sign desecration symbol. Ancients set up before Tcho-Tchos, Windwalker or Opener.)

6 Acolytes (cultist) cost 1 combat 0

3 Un-Men (monster) cost 3 combat 0
3 Reanimated (monster) cost 4 combat 2

3 Yothans (terror) cost 6 combat 7

In addition to their normal powers, Ancients' Acolytes can build Cathedrals. There are four Cathedrals. Cathedrals cost 1, unless being built in a space adjacent to another space with a Cathedral, in which case the new one costs 3. Once built, Cathedrals do not require a controlling unit. Cathedrals are not units. They don't participate in battles and can't be attacked by themselves. They can't get eliminated, killed, or pained. Only one Cathedral may be built on a space with a Yellow Sign serpent symbol; only one on a space with a Yellow Sign peak symbol; only one on a space with a Yellow Sign claw symbol; and only one on a space without any such symbols. Also, as long as Ancients have all four Cathedrals on the map, they may Awaken independent GOOs as though they controlled a GOO of their own, even if they don't.

Spellbook Requirements:
Build a Cathedral on a space with a serpent symbol
Build a Cathedral on a space with a peak symbol
Build a Cathedral on a space with a claw symbol
Build a Cathedral on a space with no Yellow Sign desecration symbol
As an action, declare that each opponent now place their lowest-cost available monster at one of their gates
As an action, declare that each opponent now place their highest-cost available monster at one of their gates

Spellbooks:
Consecration - Your rituals now give you an elder sign if you have any Cathedrals, or two elder signs if you have all four of your Cathedrals.
Worship Services - During gather power, each Cathedral that shares a space with an enemy gate gives you and that player each 1 extra power.
Unholy Ground - Post-battle, a battle you're in, if your Cathedral is present, you may remove your Cathedral to eliminate any one enemy Great Old One that was in the battle.
Festival - Un-Men now cost you "Choose an opponent to gain 1 power" to summon instead of 3.
Brainless - Reanimated now cost you 1 to summon instead of 4. They no longer can move, battle or capture cultists unless you have a non-Reanimated unit present.
Extinction - Yothans now cost you 3 to summon instead of 6. From now on, when a Yothan is killed, it is out of the game permanently.
Strategy Thread: http://forums.goodgamery.com/viewtopic.php?f=8&t=7645

Omega Rulebook download: https://petersengames.com/download/cthu ... a-edition/

Strategy Wiki with text of abilities (be careful, does not have errata): http://cthulhuwars.wikia.com/wiki/Cthul ... tegy_Wikia

(Note: People here have different names from this. I'll fix this as we go!)

Great Cthulhu - Rooser
Yellow Sign - GodnetGodhead
Tcho-Tchos - Iteration
Crawling Chaos - Rylinks
Ancients - Marit Lage
Windwalker - sacred questions
Opener of the Way - Jalor
Black Goat - Jack

We are using the following eight neutral monsters and terrors:

Dhole
Dimensional Shamblers
Ghasts
Great Race of Yith
Gugs
Leng Spiders
Shantaks
Star Vampires
[+] Spoiler
1 Dhole (terror) cost 4 combat 5
Planetary Destruction - If the Dhole is killed or eliminated in battle, you earn 2 elder signs, and your opponent earns your choice of 2 doom or 2 power.

3 Dimensional Shamblers (monster) cost 2 combat 2
Walk Between Worlds - When you summon a dimensional shambler, it goes on your sheet instead of the map. You may place it on the map after any player's action (even if you are at 0 power).

4 Ghasts (monster) cost 2 combat 0
Hordeling - Whenever you summon any ghasts, you place all of them at no additional cost.

1 Great Race of Yith (terror) cost 4 combat 3
Possession - The Yithian can capture enemy cultists regardless of enemy monsters, terrors, GOOs, or Ferox. Also, during Gather Power if the Yithian is still on the map, earn 1 extra power for each cultist you captured.

2 Gugs (monster) cost 1 combat 3
Clumsy - Gugs cannot Capture cultists.

3 Leng Spiders (monster) cost 2 combat 1
Bloodthirst - For each leng spider you have in a battle, you may convert two pains into one kill. Each use of this may be for pains assigned to you or for pains assigned to your opponent.

2 Shantaks (monster) cost 2 combat 2
Horror Steed - Shantaks travel any number of spaces when they Move. A moving Shantak may carry one of your cultists for free.

3 Star Vampires (monster) cost 2 combat 1
Vampirism - Roll the star vampires' combat dice separately. You drain and keep for yourself 1 doom from the opponent for each kill they roll, and 1 power from the opponent for each pain.
Quick overview of neutrals: You may purchase one neutral monster card per doom phase, for 2 doom, or one neutral terror card, for 2 doom and 2 power. You may own more than one neutral monster and/or terror card, assuming that on a subsequent doom phase there are any more to purchase. Once you own a neutral monster/terror card, it is yours for the rest of the game (except servitors) even if all the monsters/terror are killed. Purchasing the card gives you one monster/terror for free, except in the case of ghasts where you get all of them, and in the case of servitors where you give the card to an opponent. Subsequent monsters/terrors are summoned just like your own and can be resummoned when killed. Note that servitors are a "bad monster" that you give to an opponent, who is now stuck with them for the rest of the game. Note also that purchasing servitors counts as your purchase for that doom phase and not the purchase of the opponent you give them to.

We are using the following seven neutral GOOs:

Atlach-Nacha
Bokrug
Cthugha
Gla'aki
Gobogeg
Tulzscha
Y'Golonac
[+] Spoiler
Atlach-Nacha (GOO) cost 6 combat 4
Spinnerets - As an action that costs 1, place a web token on Atlach-Nacha's space if there isn't one there already.
Spellbook requirement - all 6 web tokens on the map.
Spellbook - Cosmic Web. As an action that costs 0, you win the game, even if you do not have all six of your spellbooks.

Bokrug (GOO) cost 4 combat 1
Ghosts of Ib - If Bokrug is killed or eliminated, you do not lose this loyalty card. At the end of the next Doom phase, return him to the map in any area containing no enemy units. If there is no such area, he remains in your pool until the next Doom phase. This is not optional.
Spellbook requirement - Give this card to another player at any time. That player now owns Bokrug, and Bokrug gains his spellbook.
Spellbook - Doom That Came to Sarnath. At the end of each Doom phase, choose an opponent, and that player removes one of your monsters or cultists unless you have that player eliminate one of your elder signs. This is not optional.

Cthugha (GOO) cost (sack a GOO and pay (6 - that GOO's cost) (if this is negative, then gain that much power)) combat (the same as an enemy GOO in the battle)
Fire Vampires - When Cthugha is in a battle, you may convert kills assigned to enemy units to pains, and gain 1 power for each unit you spare.
Spellbook requirement - Kill an enemy GOO in battle.
Spellbook - Firestorm. You also gain an elder sign for each enemy unit you spare.

Gla'aki (GOO) cost 4 combat (acolytes in your pool)
The Tomb-Herd - During Gather Power, gain 1 power for each acolyte in your pool.
Spellbook requirement - You are the first player to reach 0 power during an Action phase.
Spellbook - Green Decay. You gain 1 elder sign for each cultist you capture instead of 1 power.

Gobogeg (GOO) cost 0 combat 0
Gobogeg cannot be Awakened until at least one player has all six spellbooks (doesn't have to be you).
Whenever Gobogeg is killed or pained, all units in that battle are killed or pained.
Book of Law - All players receive 6 power each time they Awaken a GOO (doesn't include Gobogeg).
Spellbook requirement - Anyone wins the game.
Spellbook - Book of Chaos. Gloat. Next game, you choose which factions, expansions, map, and neutral monsters/GOOs are used.

Tulzscha (GOO) cost 4 combat 1
Undying Flame - At the end of each Gather Power, earn 1 doom if anyone has more doom; earn 1 power if anyone has more power; and earn 1 elder sign if anyone has more elder signs.
Spellbook requirement - As an action, announce that each opponent gains 2 power.
Spellbook - Ceremony of Annihilation. You may perform a special ritual instead of the normal ritual where you gain the ritual cost instead of pay it, gain no doom or elder signs, and still advance the Ritual Track.

Y'Golonac (GOO) cost 2 combat 1
Orfices - If Y'Golonac is killed, select a surviving enemy cultist, monster, or terror, and replace it with Y'Golonac, giving that player this card. If there were no surviving enemy cultists, monsters, or terrors, Y'Golonac dies normally. This is not optional.
Spellbook requirement - Somebody gives you this card.
Spellbook - The Revelations. Each Doom phase, everyone but you gains an elder sign. This is not optional.
Quick overview of neutral GOOs: You may Awaken a neutral GOO during action rounds, as an action (not during the doom phase). They all require you to have a GOO on the board already, at one of your own gates (except for Ancients, who need four cathedrals instead). The neutral GOO will appear in that space. They each cost varying amounts of power. The GOO and its card become yours, but only for as long as the GOO lives. If it is killed or eliminated, you lose the card, and anyone else (or you) may Awaken it all over again. You may have any number of neutral GOOs as long as you can pay to Awaken them. Neutral GOOs do not give you elder signs when you ritual, but they are GOOs for other purposes. Each neutral GOO has some number of combat dice, and a helpful ability. They also each have a spellbook requirement. When you meet that requirement, that GOO gets its own spellbook, which generally gives it another useful ability (except Bokrug, who is a "bad GOO" that you stick someone else with). Neutral GOO spellbooks do not count toward your own six spellbooks that you must earn, nor do you need to earn any neutral GOO spellbooks to win the game. If the GOO is killed or eliminated, the spellbook falls off and must be re-earned by the next owner (again, except for Bokrug, who can't be gotten rid of just by getting him killed).

We are also using high priests.

1 High Priest (cultist) cost 3 combat 0
Unspeakable Oath - At the end of any player's action, or during Gather Power or Doom, sacrifice this high priest to gain 2 power.

Quick overview of high priests: Each faction has one high priest unit, except Tcho-Tchos have three. They are cultists for all purposes. However, they cost 3 to summon instead of the 1 that acolytes cost. High priests have an ability where you may sacrifice your high priest to gain 2 power. You may do this at any time -- note that "at any time" means during Gather Power, during the Doom Phase, or after a player does an action in the Action Phase -- NOT in the middle of an action or battle. You may even sack your high priest when you are out, and now you will have another go all over again. (Note that even though Windwalker can sack a high priest for 2 power after Hibernating, Windwalker still can't go anymore this round.)

Ground rules!

1. No whining no crying no spitting
2. Lying is legal, except, not about the rules and stuff
2a. Lying about how bad your own position is is legal
2b. Lying about how great someone else is doing is legal
3. Deals are not binding (see 2.)
4. No PMing the other players, no making plans offline, no strategizing on Facebook

Good luck!
Mods, you can go ahead and close this thread
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dbuel
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dbuel
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Joined: 12:53 PM - Oct 29, 2007

4:50 PM - Jun 04, 2018 #2

Jack, it's your turn in Cthulhu Wars
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dbuel
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dbuel
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5:38 PM - Jun 04, 2018 #3

Black Goat recruits a cultist and goes to 7. That makes it Opener's go.
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Iteration
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Joined: 5:37 AM - Jun 21, 2011

5:45 PM - Jun 04, 2018 #4

On the character sheets at the bottom, is it in any way indicated how many of each cultist/monster is in their pool vs in play?
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dbuel
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dbuel
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Joined: 12:53 PM - Oct 29, 2007

5:47 PM - Jun 04, 2018 #5

Iteration wrote:On the character sheets at the bottom, is it in any way indicated how many of each cultist/monster is in their pool vs in play?
No, only how many the faction has to start with. I could put everybody's pool along with the sheet. That's going to make it take up a lot more memory, though.
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Iteration
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Joined: 5:37 AM - Jun 21, 2011

5:56 PM - Jun 04, 2018 #6

Could you just add a small number to each icon?
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Iteration
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5:58 PM - Jun 04, 2018 #7

Sorry if that's a bunch of work, it's not super important but might help clarity
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dbuel
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dbuel
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6:01 PM - Jun 04, 2018 #8

Iteration wrote:Could you just add a small number to each icon?
You mean, a number showing how many remain? Yeah, that's actually easier for me than having all the models in a pool. Should it be just one number, superimposed over the silhouette?
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Iteration
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6:45 PM - Jun 04, 2018 #9

Each icon already has numbers in different positions and colors for stock, cost, and power; was imagining another one of those or changing stock to say 2/6X or something
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dbuel
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dbuel
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6:49 PM - Jun 04, 2018 #10

Iteration wrote:Each icon already has numbers in different positions and colors for stock, cost, and power; was imagining another one of those or changing stock to say 2/6X or something
But those are so tiny -- also, they're not a separate layer

So I was thinking I'd superimpose a larger white number over the white number already there -- it would tell you how many remain
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