The Cthulhu Wars factions are, obviously, extremely asymmetrical. But they have some features in common. All of them have some way of earning extra Elder Signs, and all of them have some kind of interesting Power bonus. Let’s talk about the latter.
Let’s take Black Goat for example – she has two Power bonuses – one obvious and one less-so. The first is the combination of her Red Sign spellbook with Dark Young. In effect, this gives her 3 extra super-cultists, who also can’t be captured (except by Tsathoggua, that cheater). Her other Power bonus is that she can get her monsters on the cheap with Thousand Young. She can combine this with her sometimes-maligned Fertility Cult ability to react extremely quickly to an enemy move.
Her Elder Sign bonus is Blood Sacrifice which she needs to get and use as early as possible. Unlike some factions’ Elder Signs, she is limited to just 1 special bonus one per turn, which means if Shub Niggurath is out on the second turn, she’ll probably get just 4 more. Not terrible, but not amazing.
Now let’s talk about your power bonuses as Daemon Sultan Power. You have three. First, your Psychosis ability, which places cultists for free (some conditions apply). Second, your spellbook requirement which lets all your rivals choose between 1 Power or 1 Doom – but you get the same. In a 4 player game, if all your rivals picked getting 1 Power, you’d end up with +3 Power. This one is kind of unreliable though, because those jerks will make their choice partly based on whatever they feel you need least at that moment. Your final Power bonuses are your Undirected Energy & Fiendish Growth spellbooks. The former straight up gives you Power, while the latter just gives you free units, which is sort of a shortcut.
Both Undirected Energy and Fiendish Growth require an Avatar (Thesis & Antithesis respectively). If the Avatar’s not in an area with an enemy, then these spellbooks are a wash. They cost 1 Power, and you earn 1 Power (or get a unit that costs 1 Power). Big whoop. You only start making a profit if you are in an area with a foe. If you can find an area with two foes, it’s even better though. Still, these are not going to make you rich – they’re maybe 1-3 extra Power per turn.
If you don’t count free units & monsters as “Power”, then during the course of the whole game you’re likely to end up with only 6-8 total bonus Power. Say 2 from your spellbook requirement, and another 4-6 for effective use of Undirected Energy during Turns 2-5. That’s not much, compared to the other factions. Nyarlathotep can pull in 3.5 a turn with Thousand Forms, and even more if he uses Harbinger for Power rather than Elder Signs. Yellow Sign can get 6-8 extra Power PER TURN once he’s on a roll.
SO you don’t get much Power, yet you have to spend a lot to win – you need 19 Power to awaken your Avatars, plus you will want at least one Ritual – maybe more – to take advantage of having three Great Old Ones in play. How do you do it? (Why 19 Power – 8 for Thesis & Antithesis, 8 for Synthesis, and 3 for the 3 required Larvae.) It’s a good thing your cultists are free, and your gates difficult to steal. It’s also good that Antithesis eats a cultist from each enemy when awakened, because this helps slow down their response.
How about getting extra Elder Signs? Well, one I’ve already referenced – the fact that you have up to three Great Old Ones. A single Ritual gets you 3 Elder Signs, and that’s pretty great. But you may only be able to afford this once, on the last turn. However, you have another tool – your Traitors spellbook. This gives you an Elder Sign at the cost of a Chaos Gate and a Cultist. The Cultist is nothing – you’ll get him back free. The Chaos Gate is only a slight problem, since it costs just 1 Power to reclaim. So in effect you are spending 1 Power for an Elder Sign, which is amazing. Unfortunately, unless you’ve carefully set your plans, you can probably only do this once per turn. And if you HAVE gotten set up, you can still just do it twice. But you should try to do it every turn – that’s 3-4 more Elder Signs over the course of the game.
You need to be efficient and careful in spending Power, obviously. But you have another secret weapon – that you spread chaos and dissension among the other players. Let’s look at how you do this.
ANIMATE MATTER & TRAITORS COMBO – move your Chaos Gate into somewhere obnoxious, like another faction’s home area. Then Traitors away your cultist, replacing it with a cultist from a third faction. His cultist is now in a dangerous situation, and he must choose whether to protect or abandon that gate. Meanwhile the first faction must muster to attack. In either case, they’re focusing on each other. Not you.
AWAKEN AVATAR THESIS or AVATAR SYNTHESIS – you divide up Power among the enemies. Nothing says you have to be fair about this. Boost players who are less likely to harm you, or who are enemies of a mutual foe. Did Cthulhu just drive Sleeper’s out of his home area? Why not give all the Power to Sleeper so he can wreak vengeance? Did Crawling Chaos just roll “6” on his hated Thousand Forms die? Perhaps the other factions would appreciate an ability to strike back at him? Or, if Crawling Chaos only rolled a “1”, and is sad, you could cheer him up by pointing out how much you’d like NOT being targeted with Harbinger. Then give him some Power to hit the others.