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Replace the Cthulhu Wars Core Factions with these Goofy Alternatives
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LuckyHastur
110 Posts
(Offline)
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April 4, 2021 - 10:42 am

To play these, you need the Core Cthulhu Wars game, the High Priest Expansion, the Masks of Nyarlathotep, the Yuggoth Map or the Shining Trapezohedron Pack, the Dire Cthulhu, the Harbinger Cthulhu, the Risen One and Hastur dice, the Hyperspace Core Game, and the Starspawn Hyperspace Expansion. Or you could just use proxies.

Gee Bill, How Come Your Mom Let’s You Have THREE Cthulhus?
Immortal (Ongoing): Once any Cthulhu has Awakened, he only costs 4 Power each subsequent time he is Awakened.
Set Up: Start with 8 Power and place 6 Acolyte Cultists and gate in the Area with the Great Cthulhu faction symbol.
Faction Units
Acolyte Cultists (Cultist) Count 6; Cost 1 (Recruit); Combat 0
High Priests (Cultist) Count 1; Cost 3 (Recruit); Combat 0; Unspeakable Oath
Brain Cylinders (Cultist) Count 4; Cost 2 (Surgery Action); Combat 0; Cannot move on their own, immune to Pains
Larval Starspawn (Monster) Count 4; Cost 2; Combat 2
Mature Starspawn (Monster) Count 2; Cost 3; Combat 3
Great Cthulhu (Great Old One) Count 1; Combat 4
How to Summon Great Cthulhu (Cost 8 or 4)
1) There must be a Gate in Great Cthulhu’s starting Area (Can be abandoned or enemy Controlled)
2) If this is the first Awakening, pay 8 Power. Otherwise, pay 4 Power.
3) Great Cthulhu appears in his starting Area.
Devour (Pre-Battle): In battles with a Cthulhu, the enemy player chooses and Eliminates one of his Monsters or Cultists in the Battle.
Dire Cthulhu (Great Old One) Count 1; Combat 6
How to Summon Dire Cthulhu (Cost 10 or 4)
1) Great Cthulhu must be on the Map.
2) If this is the first Awakening, pay 10 Power. Otherwise, pay 4 Power.
3) Dire Cthulhu appears in his starting Area.
Non-Euclidean (Post-Battle): If a Cthulhu is involved in a Battle, you may assign any Battle results you inflict to any Faction Units in the Area, even if they did not participate in the Battle. If any results are assigned to a non-participating Faction, that Faction may not use Battle abilities or Spellbooks in response. Affected Factions still select which of their units receive Battle results.
Harbinger Cthulhu (Great Old One) Count 1; Combat Add Kills equal to the number of enemy Units attacking the Harbinger Cthulhu
How to Summon the Harbinger Cthulhu (Cost 12 or 4)
1) Dire Cthulhu must be on the Map.
2) If this is the first Awakening, pay 12 Power. Otherwise, pay 4 Power.
3) Place Harbinger Cthulhu in any Area. Remove all Units in the target Area are removed and placed next to your Faction card.
The Great Old One (Ongoing): Harbinger Cthulhu cannot be Moved from its Area by any means except destroying it. It takes at least 3 Kills and/or Eliminations in the same Combat to Kill the Harbinger Cthulhu. When the Harbinger Cthulhu is Killed, return all the Units next to your Faction card to the Harbinger Cthulhu’s Area before removing it.
Spellbook Requirements
Receive this Spellbook in the first Doom Phase. Gain an Elder Sign.
This must be the last Faction Spellbook you receive. It must be taken during the Doom Phase. Receive 1 Elder Sign.
Control 3 Gates in ocean/sea Areas OR 4 Gates exist in ocean/sea Areas.
Summon Great Cthulhu
Summon Dire Cthulhu
Summon the Harbinger Cthulhu
Spellbooks
Deep One Cities (Ongoing): During Gather Power, if a Cthulhu is in play, gain 1 Power for each enemy-controlled and each abandoned Gate in an ocean or sea Area.
Submerge (Action Cost 1): If a Cthulhu is in an ocean or sea Area, remove him from the Map and place him on your Faction Card, along with any or all of your Units in the Area. Later, as a 0-cost Action, you may place any submerged Cthulhus, plus any accompanying Units, into any Area.
Nightmares (Action Cost 1 or 2): Eliminate an Enemy Cultist from an Area with a Cthulhu, or from the Units set aside from the Harbinger Cthulhu, and replace it with one of your own Acolyte Cultists. If you replace an Acolyte in the Units removed by the Harbinger Cthulhu, pay 1 Power. Otherwise, pay 2 Power.
Mitosis (Ongoing): If you Summon a Starspawn to an Area with another Starspawn, gain 1 Power.
Regenerate (Post-Battle): Assign up to 2 Kill or Pain Battle results to the same Starspawn. If you apply at least 1 Kill, the Starspawn is Killed.
The Stars Are Right! (Ongoing): When you Awaken a Cthulhu, gain an Elder Sign.

Hastur La Vista, Baby! (It’s Slightly Different Than the Version on BGG)
Desecration (Action Cost 1): Choose an Area with your units. Roll 1 Hastur die, plus 1 Hastur die if the Risen One is summoned and 1 Hastur die if the Risen One is in the Area you are desecrating. If you roll a Yellow Sign or a Hastur, place a Desecration Token in the Area with you chose.
The Unspeakable One (Ongoing): Whenever you roll a Hastur on the Hastur dice, you must say “Hastur” aloud for each Hastur you roll. If you cannot or will not, you do not succeed at whatever action you were performing. This is not optional.
Set Up: Start with 8 Power and place 6 Acolyte Cultists and gate in the Area with the Yellow Sign faction symbol.
Faction Units
Acolyte Cultists (Cultist) Count 6; Cost 1 (Recruit); Combat 0
High Priests (Cultist) Count 1; Cost 3 (Recruit); Combat 0; Unspeakable Oath
Brain Cylinders (Cultist) Count 4; Cost 2 (Surgery Action); Combat 0; Cannot move on their own, immune to Pains
Undead (Monster) Count 6; Cost 1; Combat Equal to the number of Undead in the area minus 1.
Byakhee (Monster) Count 4; Cost 2; Combat Equal to the number of Byakhee in the area plus 1.
The Risen One (Great Old One) Count 1; Combat Choose any number. If the Yellow Sign rolls more Kills than their opponent, the Risen One is eliminated. This is not optional.
How to Summon the Risen One (Cost 10)
1) Your Unit is in an Area without a Gate.
2) Pay 10 Power. Place the Risen One in the Area with the Unit. You may place the Risen One so its base overlaps into neighboring Areas.
3) Gain an Elder Sign.
Madness in Reality (Ongoing): The Risen One is considered to exist in every Area in which its base overlaps. It can attack into any of them, can Move into any Area adjacent to any of them, etc…
Spellbook Requirements
Place a Desecration Token in an Area marked with the Glyph: (O).
Place a Desecration Token in an Area marked with the Glyph: (^).
Place a Desecration Token in an Area marked with the Glyph: (|||).
Place a Desecration Token in an Area without any Glyphs.
As your Action for a round, roll a Hastur die. If you roll a Yellow Sign or a Hastur, place this Spellbook.
Awaken the Risen One.
Spellbooks
Reality in Madness (Ongoing): When the Risen One moves to an Area, place all Yellow Sign Monsters on the Risen One’s base. Monsters on the Risen One’s base benefit from Madness in Reality, must move with the Risen One, and cannot be removed unless they are Killed or Eliminated, or the Risen One is killed or Eliminated. This is not optional.
Call Him (Action Cost 1): Move the Risen One to any Area with your Acolyte. You may then take a second, different Action. Any Faction may take this Action.
Shrieking Death (Action Cost 2): Choose an enemy non-GOO Unit and roll 1 Hastur die, plus 1 if the Risen One is Summoned, plus 1 if the Risen One is in the Area. If you roll a Yellow Sign or a Hastur, replace the enemy Unit with a Byakhee in your unit pool.
Impassioned Feast (Ongoing): When one or more of your Cultists are Eliminated by an enemy (Killed, Captured, etc…) in an Area with a Desecration Token, then enemy that did the Elimination decides whether you get 1 Power for each eliminated Cultist, or the Desecration token gets Eliminated instead.
Zingaya (Action Cost 1): Remove a Desecration Token in any Area. Then, roll 1 Hastur die, plus 1 Hastur die if the Risen One is Summoned, plus 1 if the Risen One is in the Area. Place two Undead for each Yellow Sign and Hastur rolled.
Have You Seen It? (Doom Phase): Choose an enemy, and ask them if they have seen the Yellow Sign. If they have, gain an Elder Sign. If they haven’t, they lose 3 Power.

Shub, Mi-GO to Your Room! (Nailed it.)
Invasion (Ongoing): You may Summon Monsters and Summon Terrors are an Unlimited Action.
Set Up: Start with 8 Power and place 6 Acolyte Cultists and gate in the Area with the Black Goat faction symbol.
Faction Units
Acolyte Cultists (Cultist) Count 6; Cost 1 (Recruit); Combat 0
High Priests (Cultist) Count 1; Cost 3 (Recruit); Combat 0; Unspeakable Oath
Brain Cylinders (Cultist) Count 4; Cost 2 (Surgery Action); Combat 0; Cannot move on their own, immune to Pains
Mi-Go Scientist (Monster) Count 4; Cost 2; Combat 1
Mi-Go Warrior (Monster) Count 4; Cost 3; Combat 2
Ratbatspider (Terror) Count 2; Cost 4; Combat 3
Spellbook Requirements
Have Units in 4 Areas.
Have Units in 6 Areas.
Have Units in 8 Areas.
Share Areas with all enemies (i.e. both you and the enemy have Units there). Gain 1 Power per enemy player.
Pay 8 Power. You must place the Ghroth Spellbook here.
This must be the last Spellbook you place. It must be The Harbinger Spellbook.
Spellbooks
Surgery (Action Cost 0): Replace an Acolyte Cultist in an Area with a Mi-Go with a Brain Cylinder of the same Faction. If you replace an enemy Acolyte with a Brain Cylinder, that enemy must pay you 1 Power if they are able.
The Harbinger (Doom Phase): When you take this Spellbook, place your Faction token on the Ritual Track as the lowest level. At the end of every Doom Phase, move your Faction Marker up the track. When it reaches the Sudden Death space, gain an Elder Sign. Then game immediately ends.
Ghroth (Ongoing): While face up, this Spellbook is considered a Great Old One with 0 Combat that is in every Area. You may flip this Spellbook face down to re-roll all misses in a Combat. Flip it back up after the Doom Phase.
Song of the Spheres (Action Cost 3): Roll 1 die. If the result is equal to or less than the number of Areas containing Mi-Go Scientists, your enemies must lose Elder Signs equal to the roll, between them. They have 1 minute to decide how many each should lose. If they cannot agree, you choose for them. If the roll is greater than the number of Areas with Mi-Go Scientists, eliminate an Acolyte Cultist and gain 1 Elder Sign.
Abduction (Action Cost 2): Roll a die. If the roll is less than or equal to the number of Areas containing Mi-Go Warriors, your enemies must collectively Eliminate Cultists equal to the die roll. They have 1 minute to decide how to distribute these Eliminations. If time runs out, you choose for them. If the roll is greater than the number of Areas with Mi-Go Scientist, place 1 Acolyte from any Faction’s pool anywhere on the map.
Genetic Creations (Ongoing): Whenever you roll dice for reasons other than combat, you may add or subtract one from the result for each Batratspider on the board.

I Couldn’t Think of a Good Nyarlathotep Pun…
Flight (Ongoing): All your Units can fly (even Cultists). When moved, they can travel 2 Areas. They can fly over Areas containing enemy Units.
Masks of Nyarlathotep (Ongoing): You may only ever have 1 Faction Great Old One Awakened at any given time. When you Awaken one of your Faction Great Old Ones, Eliminate all other Faction Great Olds on the map. This is not optional.
Set Up: Start with 8 Power and place 6 Acolyte Cultists and gate in the Area with the Crawling Chaos faction symbol.
Faction Units
Acolyte Cultists (Cultist) Count 6; Cost 1 (Recruit); Combat 0
High Priests (Cultist) Count 1; Cost 3 (Recruit); Combat 0; Unspeakable Oath
Brain Cylinders (Cultist) Count 4; Cost 2 (Surgery Action); Combat 0; Cannot move on their own, immune to Pains
Dark Demon (Cultist) Count 1 for each Faction; Cost 1 (Recruit); Combat 0; Dark Demons on the board are controlled by the Faction which shares their Color, and do not give Power during the Gather Power Phase
Flying Polyps (Monster) Count 3; Cost 2; Combat 1
Hunting Horrors (Monster) Count 2; Cost 3; Combat 2
Shadow Pharaoh (Terror) Count 1; Cost 2; Combat 0
The Bloated Woman (Great Old One) Count 1; Combat 1
How to Awaken the Bloated Woman (Cost 8)
1) You must have a Controlled Gate.
2) Pay 8 Power. The Bloated Woman appears at the Controlled Gate.
The Velvet Fan (Post-Battle): Choose 1 enemy Unit that was Killed or Eliminated and place it in your Unit Pool. When the player who owns the Unit want to Recruit, Summon, or Awaken it, they pay you the Cost in Power.
The Haunter in the Dark (Great Old One) Count 1; Combat Equal to the number of Spellbooks earned by your enemy (including those for any Independent Great Old Ones).
How to Awaken the Haunter in the Dark (Cost 9)
1) You must have a Controlled Gate.
2) Pay 9 Power. The Haunter in the Dark appears at the Controlled Gate.
The Shining Trapezohedron (Pre-Battle): In a Battle involving the Haunter, your enemy must roll 1 die for each of their Units present in the Battle. For every Kill rolled by your enemy, they must Eliminate one of their own Units.
The Howler in Darkness (Great Old One) Count 1; Cost Equal to the total of your own Faction Spellbooks plus the Faction Spellbooks of your opponent in the Battle.
How to Awaken the Howler in Darkness (Cost 10)
1) You must have a Controlled Gate.
2) Pay 10 Power. The Howler in Darkness appears at the Controlled Gate.
The Harbinger (Post-Battle): If the Howler in Darkness 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. Per enemy Great Old One, you may choose to receive 2 Elder Signs instead of Power. Harbinger takes effect even if the Howler in Darkness is Killed or Pained in the Battle himself.
Spellbook Requirements
As your Action, pay 4 Power*.
As your Action, pay 6 Power*.
Capture an enemy Cultist.
Awaken the Bloated Woman.
Awaken the Haunter in the Dark.
Awaken the Howler in Darkness.
*You may earn both these Spellbooks in a single Round by paying 10 Power.
Spellbooks
Invisibility (Pre-Battle): Select one Monster or Cultist (from either Faction) per Flying Polyp present and “exempt” it. The selected Unit does not participate 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.
Emissaries of the Outer Gods (Post-Battle): Unless an enemy Great Old One is involved in the Battle, a Kill applied to your Faction Great Old Ones becomes a Pain. Also, if one of your Faction Great Old Ones cannot be Pained due to being surrounded, they are not Eliminated.
Metamorphosis (Gather Power Phase): When you Sacrifice an Acolyte, you may return a Dark Demon of the same color instead of the Acolyte. Return the Acolyte to the box.
Vengeful Madness (Post-Battle): You may assign all Pain Results. After all Pain results are assigned to Units, but before they are applied, you choose where all Units are Pained to, rather than their owner. You can apply them in any order (rather than attacker, then defender per normal), but must still follow all other rules for Pains. Do all of this even in Battles in which you do not participate.
Hebephrenia (Ongoing): Gates may not be Controlled by any Faction in the Shadow Pharaoh’s Area. When the Shadow Pharaoh enters an Area, and occupying Unit immediately abandons the Gate.
Looming Disaster (Gather Power Phase): While one of your Faction Great Old Ones is Awakened, your Gates give you an Elder Sign instead of 2 Power. (They still earn 1 Doom during the Doom Phase.)
The Black Man (Ongoing): You may Eliminate your High Priest at any time to remove any Spellbook from your Faction Card (including this one). You may re-earn that Spellbook Requirement.

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alexanderchael1
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May 25, 2023 - 3:33 pm

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