Cthulhu
Cthulhu
2
                     Table of Contents
CTHULHU WARS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
   PRINTED COMPONENTS  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
   PLASTIC COMPONENTS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
   SETUP .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
   GAME BASICS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17
                Object of Game .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                   17
                Phases of Play .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .             17
                The Map .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .        17
                Units and Faction Pool .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                          18
                Gates  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .   18
                Special Abilities and Spellbooks  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                       19
                Elder Sign Trophies . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                                   21
                Faction Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .                                                 22
        ACTION PHASE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
                The Four Types of Actions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                24
                The Seven Common Actions  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                      25
                Unlimited Actions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                   29
                Ongoing Special Abilities .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                             30
        GATHER POWER PHASE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                                  32
        DETERMINE FIRST PLAYER PHASE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                                                33
        DOOM PHASE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                  35
        BATTLE  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                      37
                Pre-Battle Abilities .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                   37
                Combat Dice Calculation and Rolls .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                             38
                Post-Battle Abilities and Assigning Battle Results .  .  .  .  .  .                                                             38
                Applying Battle Results  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                           39
                Battle Examples .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                  40
                                                                                                                                                     3
            VICTORY: ENDING AND WINNING THE GAME  .  .  .  .  . 50
            RULE OMEGA: THE FINAL QUESTION  .  .  .  .  .  .  .  .  .  .  .  . 51
            PLAYER TIPS  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 51
                    General Tips .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .     51
                    Great Cthulhu .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .       52
                    Crawling Chaos  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .           54
                    Black Goat  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .   56
                    Yellow Sign .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .   58
EXPANSION PRODUCTS
    ADDITIONAL FACTIONS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                         63
       THE ANCIENTS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                 64
       OPENER OF THE WAY . . . . . . . . . . . . . . . . . . . . . . . .                                                                     69
       SLEEPER  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                      73
       TCHO-TCHO  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                             77
       WINDWALKER .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                81
    NEUTRAL MONSTERS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 85
       DREAMLANDS SURFACE MONSTERS .  .  .  .  .  .  .  .  .  .  .  .  . 87
       DREAMLANDS UNDERWORLD MONSTERS .  .  .  .  .  .  .  . 88
    TERRORS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 89
       COSMIC TERRORS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 90
4
INDEPENDENT GREAT OLD ONES .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 91
   GREAT OLD ONE PACK 1 .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 92
   GREAT OLD ONE PACK 2 .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 93
   GREAT OLD ONE PACK 3 .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 94
   GREAT OLD ONE PACK 4 .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 94
   FACTION GREAT OLD ONES AS INDEPENDENTS  .  .  . 95
   DIRE CTHULHU .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 101
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
6
The time would be easy to know, for then
mankind would have become as the Great Old
Ones; free and wild and beyond good and evil,
with laws and morals thrown aside and all men
shouting and killing and reveling in joy. Then
the liberated Old Ones would teach them
new ways to shout and kill and revel and enjoy
themselves, and all the Earth would flame with
     a holocaust of ecstasy and freedom.
              —H. P. Lovecraft
                           CTHULHU WARS
P
       rophets, philosophers and madmen all           they’d finally completed their conflicting, yet
       saw the end of the world coming; for           eerily compatible agendas. The poisons, waste,
       years they’d tried to warn us with their       and irradiation had served to make the Earth more
indecipherable scrawling and conspiratorial           hospitable to them, more to their pleasure. As the
whispers. The signs were obvious enough, and          stars aligned to herald the return of the Old Ones,
in retrospect it would have been easy to know.        their influence grew, hastening the sickness of this
In those dark days, mankind seemed to have a          primitive planet.
death wish. Long had we been poisoning the air
we breathed, the water we drank, and the Earth        Finally, the Wars. The alien horrors of the Old
from where our food came. Wars, famine, plague        Ones barely had to lift a claw or tentacle. It simply
stretched cancerously across the globe—and death      took a psychic nudge here, a rumbling emanation
followed inexorably behind.                           there. Mankind did the rest. Wars erupted, flowing
                                                      forth from the third world, and engulfing the
Certainly a few cared. Foolish kind-hearted souls     streets of the first. Massacres on Main Street were
tried to stem the tide, tried to reverse the damage   the norm. Strange new weapons were developed
we’d done to the planet, but it was all for naught…   to attempt to stem the tide, but nothing prevailed.
for the Old Ones had other plans. They’d come         Men, women, and children ran through the streets,
from the stars in the infancy of the world, when      shouting, killing, burning and destroying. Blood
the Earth was nothing but chaos, magma, and           flowed in ways unparalleled in human history.
churning elemental nonsense. Their inexplicable
agenda was never made clear, but eon by eon,          The world burned with a holocaust of ecstasy and
epoch by epoch, they guided this doomed outpost       freedom, as the Old Ones rose from their eons-
more to their liking. And by the end of the world,    long slumber. For moments, all was silent, as if all
                                                      of existence held its breath.
                                                                                                              9
     Printed Components
10
11
     Plastic Components
GREAT CTHULHU
     YELLOW SIGN
12
CRAWLING CHAOS
BLACK GOAT
                 13
                                                  Setup
                                          PLACE THE MAP
     The Map is in two pieces (Eastern and Western Hemisphere), and is printed on both sides. The two sides
     have identical continental shapes, but the 5-Player side of the Map is divided into far more Land Areas
     than the 3-Player side.
     2-Player Game: Go to page 60 for modifications on how to set up Cthulhu Wars for two players.
     3-Player Game: Place the game board so the 3-Player sides of each hemisphere are face-up. The map
     will display 13 total Areas.
     4-Player Game: Place the game board so that a 3-Player hemisphere is face up, and a 5-Player
     hemisphere is face up. For your first games, we recommend that you use a setup in which the Eastern
     Hemisphere is 5-Player, and the Western Hemisphere is 3-Player. In either case, the map will display 17
     total Areas.
     5-Player Game: Do NOT place both 5-Player sides face-up unless you are playing a five player game
     (only possible if you have one of the Faction expansions). The 5-Player game displays 21 total Areas.
14
                                       Alternate Setup for 4-Player Game
                                     SET UP FACTIONS
Each player must select a Faction to be. If you want to choose randomly, you may place the Faction
Glyph tokens in a cup and draw them, but it does not violate the spirit of the game to simply select a
favorite Faction. In the latter case, disputes can be settled by permitting the younger players first choice.
Each player takes their Faction Card, their six Spellbooks, and all plastic pieces of their color. If
the Yellow Sign Faction is in play, that player also takes the 12 Desecration Markers; otherwise, the
Desecration Markers can go back in the box for this game.
Place each player’s Doom Marker on the zero space on the Doom Track. Each player then places their
Power Marker at the 8 space on their Power Track on their Faction Card.
                                                                                                                15
                            SET UP START AREAS ON THE MAP
     Each player must check their Faction Card to find their Start Area. All players start with a Controlled
     Gate and 6 Acolyte Cultists in the Area marked with their Faction’s Glyph. Place one of the 6 Acolytes
     on top of the Gate, the other 5 simply in the same Area.
16
                                   Game Basics
                                    OBJECT OF GAME
The player who has the highest Doom on the Doom Track and has placed all 6 Spellbooks onto their
Faction Card, wins the game. See Victory: Ending and Winning the Game on page 50 for more details.
                                      PHASES OF PLAY
The Game is played out in four distinct Phases:
 1.	 Action Phase
 2.	 Gather Power Phase
 3.	 Determine First Player Phase
 4.	 The Doom Phase
After setup, play begins with the Action Phase and proceeds through each Phase, returning to Phase 1
after Phase 4. This cycle continues until the game end is triggered (see Victory: Ending and Winning
the Game on page 50 for more details). A typical game of Cthulhu Wars will last between four and six
cycles through these four Phases.
Each Phase has its own section detailing how to play through it.
                       THE MAP
The Map is divided into Areas. Each Area represents a coherent
part of the world and is defined as either ocean or land. Each
Area has its name printed on it. On the Earth Map, ocean Areas
consist of the North Pacific, South Pacific, North Atlantic,
South Atlantic, Indian Ocean, and Arctic Ocean. All other
Areas (including Antarctica) are land.
Note that the Areas on the far right of the Map directly             Note that the North Atlantic is directly adjacent to
                                                                                        the Pacific!
connect to those on the far left (because the Earth is round). You
can Move a Unit from the Indian Ocean directly to the South
Pacific.
                                                                                                                   17
                                UNITS AND FACTION POOL
     Each player has a Pool, in which he keeps not-yet-in-play Spellbooks and plastic figures (Units)
     within easy reach. Set it up near your Faction Card. Feel free to read your Spellbooks. Yellow Sign’s
     Desecration Markers are also part of its Pool.
     Each Faction has 3 categories of Units: Cultists, Monsters, and Great Old Ones. In the Core Game,
     the only type of Cultist is an Acolyte Cultist, and every Faction has exactly 6 of them. Each Faction has
     more than one type of Monster, each with different characteristics. No Factions share the same type of
     Monster with any other. Great Old Ones are individual beings, and thus every single Great Old One has
     a name, and no two are the same.
     You are limited by the number of figures in your Pool for each Unit. For instance, you can never have
     more than 6 Acolyte Cultists, nor can you have more than 4 Deep Ones if you are playing as Great
     Cthulhu. During play, if you have placed all Units of a particular type onto the Map, you cannot place
     anymore until one is placed back in your Pool.
     A Unit that is in your Pool is not considered to be in play, and vice versa. A Unit can be removed from
     play and returned to your Pool by being Killed during a Battle, or by being Eliminated. Eliminations can
     result from Actions, special abilities or as part of a Battle as well.
                                                                            GATES
                                                      Each player starts the game with a Controlled Gate.
                                                      This means that a single Acolyte Cultist is on top of the
                                                      Gate. A Gate can never have more than a single Cultist
                                                      on top of it, Controlling it. Thus, a particular Gate is
                                                      only ever Controlled by a single Faction. A Gate can
                                                      also be Abandoned, which simply means that no Cultist
                                                      is on top of it. Monsters and Great Old Ones cannot
                                                      Control Gates, and are never on top of them (with the
                                                      exception of Black Goat’s Dark Young, when they have
                                                      The Red Sign Spellbook in play).
                                                      Throughout the game, more Gates will be Created. No
                                                      Area can ever have more than a single Gate in it. Gates
                                                      are highly valuable—they provide both Power and Doom
                                                      points, which enable you to win the game.
Controlled Gate
18
       SPECIAL ABILITIES AND
            SPELLBOOKS
Sources of Special Abilities
Each Faction in Cthulhu Wars is strikingly different, and
one of the main ways this is so is due to unique special
abilities. These are derived from three sources:
 1.	 Faction unique ability, found near the top of the
     Faction Card, and available from the start
 2.	 Spellbooks, which become available as they are placed
     on your Faction Card during play
 3.	 Each Great Old One has its own unique ability,
     available while that Great Old One is in play
     (found on the bottom left section of the Faction
     Card)                                                                            Abandoned Gate
Types of Special Abilities
Every Special Ability belongs to a category, shown in
parentheses next to its name, which governs when that ability takes effect. There are five basic types of
Special Abilities:
 1.	 Actions: These are abilities you can use during the Action Phase (detailed on page 23).
 2.	 Battle: These take effect only during a Battle (detailed on page 37).
 3.	 Gather Power Phase: These abilities take effect each Gather Power Phase (detailed on page
     32).
 4.	 Doom Phase: These abilities take effect each Doom Phase (detailed on page 35).
 5.	 Ongoing: This means the ability is always in effect and benefiting your Faction.
Spellbooks, Great Old One Special Abilities, and unique Faction abilities are optional to use. This
means that at the moment you would use the ability, or when the ability’s effect would do something
(including an Ongoing ability), you may choose for the effect to not take place. Because Special Abilities
are intended to help your Faction win, it is usually better to use them every chance you get. Occasionally,
however, circumstances arise (usually for a Battle ability) when you may not want that ability to take
effect.
Some abilities are not optional and they must take effect at the appropriate time, in which case it would
say on the text of the ability.
                                                                                                              19
     Earning Spellbooks
     Earning Spellbooks works a lot like a video game achievement. When you fulfill one of the requirements
     written on your Faction Card, you must place a Spellbook from your Pool over that requirement slot. No
     particular Spellbook is ever tied to any particular requirement slot. You may freely choose any Spellbook
     to go over any slot. You never lose a Spellbook, even if the requirement is no longer true—once earned,
     they remain on your Faction Card and are available to use throughout the game.
     Example: Black Goat has a requirement which states “Have Units in 4 Areas.” As soon as her Faction
     has Units in at least 4 Areas, she gains a Spellbook and places it on her Faction Card over that slot. Even
     if on the very next turn someone drives her out of them so that her Units are only in three or fewer Areas,
     she retains the Spellbook on her Faction Card for the rest of the game.
     You can earn more than one Spellbook at the same time, if you meet all requirements at that time.
     However, there are a few that can only be earned simultaneously if performed in a specified way, in
     which case it will be explained on the Faction Card (for example, for two of Great Cthulhu’s and two of
                                     Crawling Chaos’ requirements).
     Each individual Spellbook         Important Note: If you gain a Spellbook as part of or during a Battle
enhances your Faction significantly,   (for example, Great Cthulhu’s requirements that require a Devour and/or
 and therefore a major part of your
game strategy is tied to when and      Kill in Battle), then you do not receive the Spellbook until the entirety of
  in which order you obtain your       the Battle is resolved. Hence you cannot use a Spellbook earned as a result
            Spellbooks.                of a Battle during that same Battle.
20
                              ELDER SIGN TROPHIES
Elder Sign Trophy tokens symbolize the shattering of the bonds that once held the Great Old Ones in
check. They actually represent the destruction of Elder Signs, but for simplicity, we simply call them
“Elder Signs” instead of “Elder Sign Trophies” in most of the text.
Whenever you earn an Elder Sign, take an Elder Sign token from the Cloth Bag and (without revealing
it to other players), place it face down on or by your Faction Card. You may examine your own Elder
Sign tokens freely. All Elder Signs have either a number 1, 2, or 3 written on them. This indicates how
many Doom Points that Elder Sign is worth. There are 18 Elder Signs worth 1 point, 12 that are worth 2
points, and 6 that are worth 3 points.
Although the number on each Elder Sign represents how much Doom it is worth, you do not
immediately gain that Doom along the Doom track when you receive an Elder Sign. Rather, you decide
when to gain the Doom for each Elder Sign. To do so, you must reveal the Elder Sign(s) and then advance
your Doom marker along the Doom track the appropriate number of spaces. You may do this at any
time—during any of the four Phases of play, or even wait until the very end of the game to reveal and gain
Doom. It is typical for most Elder Signs to remain unrevealed until the end of the game, thus concealing
the true Doom totals of each player.
When you reveal an Elder Sign to gain Doom, do not place that Elder Sign back in the Cloth Bag. It is
gone for the rest of the game, and can never be re-drawn. Place it back in the box.
In the unlikely event that all Elder Signs have been earned by the players, when a new Elder Sign is
earned, simply give the player a Doom point instead—this would not be secret.
                                                                                                             21
                                         FACTION CARDS
     Your Faction Card contains a great deal of information.
      A.	Faction Name
      B.	 Faction Portrait: A handy spot to place your Captured Cultists.
      C.	 Power Track: Use your Power Marker to Track your current Power throughout the game.
      D.	Unique Ability: Every Faction has its own special ability, and is available throughout the game.
      E.	 Setup Information and Faction Glyph
      F.	 Cultist and Monster Information: Shows a silhouette and gives Cost and Combat for your
          Cultists and Monsters, plus any notes. Next to the name is a number which is how many of that Unit
          are available in your Pool.
      G.	Great Old One Information: Shows your Great Old One’s silhouette and Cost and Combat, plus
         notes. All Great Old Ones have extensive notes, which describe how to Awaken that Great Old One
         step-by-step, give the Combat formula for that Great Old One (if any), and describe the Great Old
         One’s special ability.
      H.	Spellbook Requirements: Each of these six spaces has the requirement which must be met before
         you may place a Spellbook in that slot.
22
                                  Action Phase
The Action Phase is when most of the game takes place. During the Action Phase, each player in turn
can move Units, cast spells, engage in Battle, and otherwise interact. This is where the Great Old Ones
destroy the world as they war with each other for dominance.
During setup the First Player should have been selected (always Great Cthulhu, if in the game). At the
start of the Action Phase, the First Player always goes first, and they will
take a single Action. When they finish, the next player in turn takes an
                                                                                    Think of the Action Phase as
Action. This continues around until every player has performed an Action.        multi-sided chess: you have a lot
Then, the First Player takes a second Action, following around again.             of options, but can only make a
                                                                                       single Action each time. Then,
Each Action performed will cost a certain amount of Power which must                 each other player gets a chance to
be spent before the Action occurs. To take an Action, simply lower your                     respond to it (if able)!
Power Marker on your Power Track the appropriate amount and then
perform the Action. If you do not have enough Power to perform that
Action, you cannot perform it, and must select a different Action.
You cannot take more than a single Action on your turn, and you cannot decline to take an Action if you
still have Power. You must choose an available Action to perform and spend the appropriate amount of
Power (usually 1–3 Power). If you still have Power and do not want to take an Action during the Action
Phase, you may voluntarily drop all your Power to 0.
If you have no Power left when it is your turn to take an Action, you
are skipped. You cannot even perform an Action which costs 0 Power.
                                                                                       Being the only player left with
However, if you are at 0 Power, and an ability or Spellbook provides you             Power in an Action Phase is one of
with Power, you can participate in that Action Phase during your turn,               the best things that can happen to
taking an Action as normal.                                                           you! You are the only player who
                                                                                       can take turns, so you perform
The Action Phase continues with each remaining player who still has                   Actions until out of Power, while
                                                                                        all the other players sit there
Power until all players are finally out of Power and no one can take any              helplessly as you mess with their
more Actions. At this point the Action Phase ends. Play passes to the                                stuff!
Gather Power Phase.
                                                                                                                    23
                                   THE FOUR TYPES OF ACTIONS
     There are four categories of Actions in Cthulhu Wars: Common, Unique, Spellbook Requirement, and
     Unlimited Actions.
                                       Common Actions
   Never leave an Acolyte Cultist
  alone on a Gate in a critical area   Common Actions are available to all Factions. Any player may choose to
   once Cthulhu has the Dreams         perform one of seven Common Actions on their turn, detailed in page
Spellbook (a Unique Action)! Place     25.
   a second Cultist in the Area if
possible. While this won’t prevent
    Dreams, since you pick which
                                       Unique Actions
   Cultist is affected, Cthulhu has    A Unique Action is one that is only available to your particular Faction. It
 to pay a total of 6 Power in order
 to steal the Gate. Or, guard your
                                       can be from your Unique Faction Ability, a Spellbook you have earned,
 Cultist with a Monster. If Cthulhu    or your Great Old One’s Special Ability. Sometimes a particular Unique
Dreams him away, you can Capture       Action has an additional requirement in order to perform it, even if it
           his replacement.
                                       is available. For example, Great Cthulhu’s Faction cannot perform the
                                       Submerge Action (one of his Spellbooks), unless Great Cthulhu himself is
                                       in play.
     Likewise, you cannot perform a Unique Action unless you are able to do all parts of it. For example,
     Yellow Sign cannot perform Zingaya to Eliminate an enemy Acolyte if there are no Undead in its Pool.
                                       When it is your turn to take your single Action, you must choose to
 If you are not sure what to do on     take a Common Action or an available Unique Action or a Spellbook
 your turn, look at your Spellbook     Requirement Action. You cannot take one of each—only a single Action
  requirements. You cannot go far
   wrong so long as you strive to
                                       on your turn!
gain new Spellbooks, or try to set
yourself up for more Power on the      Unlimited Actions
         next Action Phase.
                                     The fourth category, Unlimited Actions, allows you to break that rule.
                                     Unlimited Actions are special in that you can perform them in addition
                                     to performing your single Common, Unique, or Spellbook Requirement
     Action. Like Common Actions, Unlimited Actions are not particular to any Faction, and are available
     to all players. But like Unique Actions, they can sometimes have special requirements you must meet in
     order to be able to perform them.
24
       THE SEVEN COMMON ACTIONS
Recruit Cultist	         Cost: 1 Power (Requires any of your Units)
The Recruit Cultist Action allows you to place a Cultist from your Pool
onto the Map. You must have one of your Units in the Area where you
Recruit the Cultist. This Unit can be any Unit type (another Cultist, a
Monster, or even a Great Old One). If you currently have no Units on the
Map, you do not need a Unit in an Area where the Cultist is Recruited. In
this way, you can return to play even if wiped off the Map.
Sometimes an ability will allow you to place a Monster on the Map (such
as Yellow Sign’s Desecrate Action, or Cthulhu’s Devolve Spellbook).
These are not the Summon Monster Action, and so do not necessarily
require a Gate in the Area, and could allow you to place more than 1 at a
time, depending on the ability.
Awaken Great Old One	                                          Cost: varies (specific requirements apply)
Awaken Great Old One allows you to bring your Great Old One into play. Just as each Great Old One
itself is unique, the way you place each one on the Map from your Pool is also unique. Your Faction Card
has a series of steps (always at least two), that you must do in order to
Awaken it. All of the steps combined make up the Awaken Great Old One
                                                                                   Since a Great Old One can be
Action.                                                                            “Killed” (after which they must
                                                                                      be re-Awakened), do not bring it
As with Cultists and Monsters, you can only Awaken a single Great Old                 out before you can protect it with
One per Awaken Action. Of course, most Factions only have a single                     other Units. Two exceptions are
Great Old One anyway.                                                                  the King in Yellow and Cthulhu,
                                                                                        since they are (comparatively)
Once your Great Old One is in play, its Special Ability is now available to                inexpensive to replace.
use. If your Great Old One leaves play (by being Killed in Battle), then
that ability is no longer available until you Awaken it again. Each time you
Awaken your Great Old One, you must follow the steps again.
                                                                                                                     25
     Create Gate	               Cost: 3 Power (Requires Cultist)
     To Create a Gate in an Area, you must have a Cultist there, and there cannot be another Gate there—only
     one Gate can ever exist in any Area. Pay 3 Power, and place the Gate. You may immediately place the
     Cultist atop the Gate to indicate you now Control it. (Technically, this is a use of the Unlimited Control
     Gate Action, detailed on page 29).
     Unlike Actions which place Units onto the Map from your Pool, you may Move as many Units as you
     want per Move Action. However, each Unit may only Move once per Move Action.
Move Action
                       Before Move                           Great Cthulhu Moves 3 Units at once, in a single Move Action,
                                                                               costing him 3 Power.
26
                                                                                  Avoiding Capture by Monsters
In the Battle, each side will roll dice equal to their Combat total and
inflict results on each other. Combat total is determined by totaling
the Combat of each of your Units (found on your Faction Card) in
the Battle. You must have at least 1 Combat on your side in order to
declare a Battle. You may still declare a Battle on an enemy who has 0
Combat.
                                                                             Frank has a Cultist Controlling a Gate in South
                                                                                                 America.
You may only Battle once, in one Area, per Battle Action.
Battle has several other rules and characteristics, all of which will be
detailed on page 37.
You may only Capture 1 enemy Cultist per Capture Cultist Action.
If there is more than one Cultist in the Area, the player whose Cultist
is being Captured chooses which one is Captured. (Thus, you need
not allow a Cultist Controlling your Gate to be Captured, unless they
are the last remaining Cultist in the Area).
                                                                            Frank, on his next turn, simply Summons a single
                                                                               Monster (a Nightgaunt) at his Gate, which is
                                                                                                                     27
                                                                              enough to protect his lone Cultist from being
                                                                                      Captured by Guy’s Monsters.
                                                Avoiding Capture by a Great Old One
Rich has three Undead and a Cultist in Europe. Angela moves Cthulhu into Europe.
On the next turn, Rich must Move his Cultist out of the Area, Move his own Great Old One into the area, or drive away or Kill Cthulhu in a Battle.
                                                   Otherwise Cthulhu could Capture a Cultist.
          Your Monster or Great Old never protects another Faction’s Cultist from Capture by a third party. Only
          a Cultist’s own Faction’s Monsters and Great Old Ones can protect it.
          Note that even if a Cultist has a Combat rating, or a Monster has a Combat of zero, the latter can still
          Capture the Cultist. Capture is not Battle, and Battle abilities do not apply.
               REMEMBER: Monsters with Combat 0 are surprisingly useful. They can protect Cultists from being Captured by other
               Monsters, they can Capture Cultists themselves, and they can be taken as casualties in Battle, sparing more expensive
                                                                      Units.
    28
                                UNLIMITED ACTIONS
Unlimited Actions are special in that they are the only type of Action you may perform beyond your 1
Action allowed on your turn. They can be performed either before or after your Action, so that a turn in
the Action Phase can be expressed in three chronological steps, like this:
 1.	 Take any number of Unlimited Actions (including 0).
 2.	 Take a single Common, Unique, or Spellbook Requirement Action (must be exactly 1).
 3.	 Take any number of Unlimited Actions (including 0).
Special Note
The Yellow Sign Faction has 2 Spellbooks, named “The Screaming Dead” and “He Who is Not to be
Named,” each of which reads in part, “…Immediately after, you may take a second, different Action.”
These Spellbooks allow you to take two (non-Unlimited) Actions in a row. However, you may not
perform an Unlimited Action between the two Actions from this Spellbook, as it says “Immediately.”
The use of one of these Spellbooks would make up the entirety of step 2 above.
There are two Unlimited Actions available to players: Control or Abandon Gate, and Unlimited Battle.
You can perform the Control or Abandon Gate Action as many times as you like on your turn. However,
it cannot be the only Action you perform. You still must perform a single Common, Unique or Spellbook
Requirement Action.
Note that Unlimited is not the same as anytime, it must occur on your turn. You cannot Control an
Abandoned Gate with a Cultist except when it is your turn to take an Action. If two players both have
Cultists in an Area with an Abandoned Gate, the first player to take an Action will be able to Control the
Gate.
                                                                                                             29
     Unlimited Battle	            Cost: 1 Power (Requires 6 Spellbooks)
     If you have 6 Spellbooks on your Faction Card, you can perform Unlimited Battle. Each Unlimited
     Battle you perform still costs 1 Power, allowing you to initiate as many Battles as you wish before and/or
     after your single Common, Unique, or Spellbook Requirement Action.
     You can still perform Battle as a Common Action if that is all you want to do on your turn. Unlimited
     Battle is simply an option for you, once you have 6 Spellbooks.
     Since Battle can be either Common or Unlimited when you have 6 Faction Card Spellbooks, you can first
     perform a Battle, and then decide whether it was Common or Unlimited. (You might do this so that after
     seeing the results of the Battle you can then choose to do a single Common Action or another Unlimited
     Battle somewhere else, for example.)
     There is an important restriction on Unlimited Battles, however: you can still only initiate one Battle
     per Area on your turn. You also cannot declare a Battle as a Common Action in an Area, and then do an
     Unlimited Battle in the same Area: only one Battle total per Area on your turn. If, as a result of a Battle
     you performed, your Units are retreated to another Area, you can then do an Unlimited Battle in that
     new Area, and so forth. However, if they are then retreated back into the original Area, they can’t initiate
     a Battle there because of the 1 Battle per Area rule.
     If more than one player wants to use such an ability after a player’s Action, and there is a dispute over
     who chooses to use their ability first, resolve it by turn order (i.e., the First Player goes first).
30
                                              Ongoing Ability During a Player’s Turn
                      Before Zoran’s Turn.                            Zoran has 6 Spellbooks and it is his turn. First, he performs the
                                                                       Move Action and moves several of his Monsters into an Area
                                                                          containing 2 of Ben’s Units, both of which are Cultists.
Ben has the Devolve Spellbook. Fearing that Zoran will declare an    Zoran can still choose to Battle Ben, since it is his turn and he has
Unlimited Battle after Moving into the Area, Ben uses the Devolve     the option to perform Unlimited Actions. But he may no longer
Spellbook immediately after Zoran’s Move Action, to replace one            want to do so now that Ben has a Monster of his own!     31
                 of his Cultists with a Deep One.
                          Gather Power Phase
     After the Action Phase, every player is out of Power. In the Gather Power Phase, all players earn Power
     anew, placing their Power Marker on the new total along their Power Track. Each player performs the
     Gather Power Phase simultaneously. (If this is the first game for anyone, it is best to go through it player
     by player).
     Non-Cultist Units such as Monsters and Great Old Ones do not (with rare exceptions) produce Power.
     Only Cultists can produce Power! Also note that Factions often have some special way to gain Power
     during the Gather Power Phase. This differs per Faction and might require a particular Spellbook.
     The Power Track goes to 20, but you may have more than 20 Power. If a player reaches 21 or more
     Power, you need to keep track of it by other means. The easiest is to “wrap around,” so that if your
     Power is 23, you would place your Faction Marker on the 3 space, and just remember that it is really 23.
     Then, when it hits the 0 space, immediately place it on 20 instead (when you are at 21 Power, represented
     by a ‘1’ on the track, and you spend 1 power, move it to 20, rather than 0, or else you would be giving
     yourself a free extra Power!)
After the First Player is determined, they take the First Player Token and set it in front of them. They
choose whether to have the clockwise side face-up, or the counterclockwise side. Whichever side they
select determines the order of play, starting with them, during all Phases until the next Determine First
Player Phase. (If you have a special First Player figure from one of our Kickstarter campaigns, simply
point it in the direction you want play to proceed!)
If the same player is the First Player consecutively, they still choose anew each time whether to set the
First Player Token clockwise or counterclockwise.
Once the First Player and the direction of play have both been determined, play passes to the Doom
Phase.
                                                                                                            33
34
                                  Doom Phase
When the game ends, the player with the highest Doom (and all 6 Spellbooks) will win. The Doom Phase
is the primary time when players’ Doom advances. Also, this is often the Phase during which the game’s
end will trigger (though not always).
The Doom Phase has two steps to complete in turn:
                         RITUALS OF ANNIHILATION
Starting with the First Player and proceeding in player order, each player chooses to perform a Ritual of
Annihilation or not. Each player gets the chance to do one and only one Ritual of Annihilation.
     If you can use multiple abilities or events, you can choose which order to perform them. Example: the
     Tcho-Tcho can Awaken Ubbo-Sathla in the Doom Phase by sacrificing a High Priest, and can also
     be forced to Sacrifice all their High Priests for Elder Signs with Tablets of the Gods if they perform a
     Ritual of Annihilation. They can choose to Awaken Ubbo-Sathla first, and then perform the Ritual (and
     sacrifice all remaining High Priests), or perform the Ritual first, when they also sacrifice all their High
     Priests, and then not be able to Awaken Ubbo-Sathla!
     Once the all players have advanced the Doom track for their Controlled Gates, had a chance to perform
     a Ritual of Annihilation, and performed any special abilities, play passes again to the Action Phase, to
     repeat the cycle of Phases.
36
                                             Battle
Battle is perhaps the most complex of all events in the Cthulhu Wars game. It is an Action, initiated by a
player, as described in the Action Phase section (see page 27). A Battle takes place in a single Area, and
involves only two Factions, no matter what other Units may be in the Area. The Faction which initiates
the Battle must have at least 1 Combat among its Units in the Battle. Even though Battle can be an
Unlimited Action (when you have 6 Spellbooks on your Faction Card), a Battle may only ever occur once
per Area on a given player’s turn.
All Units in the Battle Area, from both Factions who are Battling, must participate in the Battle..
After the Battle Action has been paid for by the player who initiates it, the Battle proceeds through the
following steps:
 1.	 Pre-Battle Abilities
 2.	 Combat Dice Calculation and Rolls
 3.	 Post-Battle Abilities and Assigning Battle Results
 4.	 Applying Battle Results
                                PRE-BATTLE ABILITIES
The first step is to use (or choose not to use) any Pre-Battle Spellbooks or abilities. As with all abilities,
Pre-Battle abilities are optional unless the text says otherwise. Because they are not Actions, they do not
require Power to use (unless the text says otherwise). Some require a particular Unit type to be present in
the Battle to take effect, while others merely require one of your Units to be in play (but not necessarily
in the Battle itself ).
The Faction who initiated the Battle (the attacker) uses all of her Pre-Battle abilities first, in any order
desired. The Faction being attacked (the defender) then chooses to use any desired, in any order. This
means that all of the attacker’s Pre-Battle abilities take effect before any of the defender’s are chosen
and used. If the attacker refrains from using a particular ability, they cannot then use it after the
defender has chosen and used any Pre-Battle abilities.
Some Pre-Battle abilities Eliminate, Kill, or otherwise remove a Unit from the Battle. If this happens,
that Unit does not participate for the remainder of the Battle, including the remainder of the Pre-Battle
segment. For example, if Great Cthulhu is in a Battle, and his Faction is the attacker, Great Cthulhu may
use his Pre-Battle ability Devour to Eliminate an enemy Monster or Cultist. If the Eliminated Unit had
an ability (whether Pre-Battle, Post-Battle, or anything that would affect the Battle), it cannot be used,
because that Unit is no longer in the Battle.
However, if that Eliminated Unit had already used its ability, and the ability generates an affect
throughout the rest of the Battle, the effect remains. For example, Crawling Chaos can initiate a Battle,
use its Flying Polyp’s Invisibility to “exempt” Great Cthulhu’s Shoggoth, and then even if Cthulhu
                                                                                                                 37
     Devoured that Flying Polyp, the Shoggoth would remain Invisible and “exempted” throughout the rest
     of the Battle. The Flying Polyp itself would be removed, of course.
     If all Units of one Faction are somehow removed during Pre-Battle, you do not need to go on to the
     next step! The Battle is over—and no further abilities can be used. For example, if Great Cthulhu initiates
     a Battle against Crawling Chaos, and Cthulhu Devours Crawling Chaos’ sole Unit, the Battle would end.
     Crawling Chaos could not even use Seek and Destroy, as the Battle is immediately over. Had Crawling
     Chaos initiated the Battle, he could use Seek and Destroy first, of course.
     After determining Combat totals, both sides roll that many dice. You can roll simultaneously, or take
     turns.
     After rolling, count up the number of sixes you rolled. These are Kill results. Then, count up the number
     of fours and fives you rolled. These are Pain results. Any rolls of 1, 2 or 3 are misses and do not count as
     Battle results. In the next segments these results will be assigned to Units and then applied.
     There are a few abilities that are written as simply Battle abilities (instead of Pre- or Post-Battle). These
     abilities would modify this segment. For example, Opener of the Way’s Channel Power Spellbook allows
     him to re-roll dice that did not roll a Kill or Pain result.
     First, assign only the rolled Kill (6) results, but not the Pain results (4 or 5). Kills are always assigned first.
     If there are Kills rolled in excess of the Units, ignore them.
     When assigning the Kill results, players may choose to use any Post-Battle abilities they have available.
     Post-Battle abilities typically add to, subtract from, or in some way modify the Battle results or how they
     are assigned. Post-Battle abilities can also add a third type of result: an Elimination. If a Post-Battle
     ability adds an Elimination, it must be assigned at that point (alongside the Kills). As with Kills, excess
     Eliminations are ignored.
38
Post-Battle abilities are unlike Pre-Battle abilities in that if they add or assign a Kill, Elimination or
otherwise remove a Unit from the Battle, they do not prevent that Unit from using its own Post-Battle
abilities. In other words, both sides may always use all Post-Battle abilities they have available during this
segment.
There are a few Post-Battle abilities that can be used even when you are not involved in the Battle (in
which case it always declares this on the text of the ability). This is the only way a Faction not directly
involved in a Battle can participate. A key example is Black Goat’s Necrophagy Spellbook which reads
that you can use it even when you are not involved in the Battle.
After assigning all Kills and Eliminations, it is time to assign the Pains (rolls of 4 or 5) to your Units. As
with Kills and Eliminations, if there are excess Pains rolled, ignore them. In the next and final segment of
Battle, Kills will remove a Unit from play, and Pains will force them to retreat to adjacent Areas.
Post-Battle abilities that modify Pains may be appropriate to use when assigning Pains, rather than (or in
addition to) when assigning Kills. For example, Windwalker’s Eternal ability could be used at this point,
rather than when assigning Kills. Also, Crawling Chaos’ Harbinger can be activated both when a Kill and
a Pain is assigned. Also, Yellow Sign’s Vengeance is used when assigning Kills, Eliminations, AND Pains.
In either case, all Kills and Eliminations must always be assigned before any Pains are.
Importantly, once a Post-Battle ability has been triggered (whether during the assigning of Kills OR
the assigning of Pains), its effect takes place, no matter what happens to the Unit which has the ability—
whether that Unit is also or later Killed, Eliminated, etc. In other words, Post-Battle abilities do not
retroactively prevent other Post-Battle abilities from having taken place, even though they may modify
the assigning of Battle results due to already used Post-Battle abilities. (see the Battle Examples on page
40 for how some Post-Battle abilities may interact in this way).
Note that many Post-Battle abilities are triggered by Kills or Pains. These are specific results, meaning
that if an Elimination occurs, it would not target that ability. For example, Windwalker’s Cannibalism
requires an enemy Unit to be Killed, not Eliminated (such as via Devour, Abduct, etc.). Sleeper’s Demand
Sacrifice does not protect against Eliminations, only actual Kills, etc.
     During the application of Battle results there are some Post-Battle abilities which may take effect.
     Most Post-Battle abilities affect the assigning of results, but not all. A key example is Crawling Chaos’
     Madness (which also has the feature that it can be used even when Crawling Chaos is not involved in the
     Battle). Crawling Chaos’ Madness ability allows him to direct where each Unit is Pained to, rather than
     the Faction owner.
                                              BATTLE EXAMPLES
     Simple Battle Example
 Angela initiates a Battle against Frank in East Africa. She has two   Frank rolls 2 dice. Angela rolls 2 Pains and no Kills, while Frank
   Byakhee, three Acolyte Cultists, and the King in Yellow. Frank        rolls a Kill and no Pains. Angela chooses to Kill one of her
 has two Acolyte Cultists. Angela’s Byakhee gives her 1 more die       Byakhee, and Frank must retreat both Cultists out of the Area.
  than the number of Byakhee in the Area, while her Cultists and
 the King have Combat ratings of zero, so she rolls 3 dice. Frank
 is playing Black Goat, and his Frenzy Spellbook is in play, so his
                 Cultists each have a Combat of 1.
40
Complex Battle Example 1
 Rich initiates a Battle against Angela       In the Pre-Battle segment, Rich’s             Rich then rolls 12 dice (6 for
   in East Africa. He has Cthulhu, a         Shoggoth Absorbs one of his own            Cthulhu, 2 + 3 for the “Absorbent”
Shoggoth, two Deep Ones, and three           Deep Ones, and Cthulhu Devours             Shoggoth, and 1 for his remaining
  Cultists. She has the King in Yellow       one of Angela’s Units. She chooses         Deep One), and Angela rolls her 3
            and five Undead.                an Undead (she had no choice really,       dice (the amount she gets for having
                                           because the King cannot be picked for      4 remaining Undead in the Battle after
                                                Devour, as a Great Old One).          Cthulhu Devoured one). Rich scores 1
                                                                                       Kill and 5 Pains, while Angela rolls 1
                                                                                       Kill and 2 Pains. Rich assigns the Kill
                                                                                      to one cultist, and Angela assigns the
                                                                                                 Kill to an Undead.
  Frank, as the Black Goat, chooses          Rich assigns the 4 Pains against him         Now Crawling Chaos steps in. He
  to use his Necrophagy Post-Battle        (2 from Angela, and 2 from the Ghouls)          has the Madness ability, and so
ability to send 2 Ghouls into the Area.    to everything except the Cultists on his       he gets to choose where all Units
 Rich must add 2 Pains to the results        Gate. Angela assigns Pains to all her    retreat. He decides to retreat Cthulhu
 against him (all of Angela’s Units will     Units (ignoring all additional Pains).      First, and sends Cthulhu to Arabia,
  already be Pained from Rich’s dice                                                     1 green Cultist to West Africa, the
                results).                                                              Deep One to the Indian Ocean, and
                                                                                        the Shoggoth to the South Atlantic.
                                                                                          (No Yellow Sign Units were in any
                                                                                         of these Areas). Since East Africa is
                                                                                      now entirely surrounded by Cthulhu’s
                                                                                         Units, the Yellow Sign is unable to
                                                                                       retreat any Units, and must Eliminate
                                                                                      one of her Pained Units. She chooses
                                                                                         an Undead, and so the King and 2
                                                                                      remaining Undead stay behind, along
                                                                                       with Cthulhu’s Cultist, who is now en
                                                                                         prise, vulnerable to the King to be
                                                                                                      Captured!
                                                                                                                                 41
      The following Battle Examples include abilities from expansions.
       Grant initiates a Battle with 2 Leng            There are no Pre-Battle abilities,          Now that the Kill has been assigned,
     Spiders and an Acolyte against Spencer            so they both roll their dice. Grant        Black Goat, who is in the game and has
         who has Hastur and an Acolyte.               scores 2 Pains. Spencer rolls 1 Kill.       the Necrophagy Spellbook, decides to
                                                     Spencer, using Hastur’s Vengeance             send in both of her Ghouls, adding 2
                                                    ability, assigns the Kill he rolled to one       Pains to both Grant and Spencer.
                                                     of Grant’s Leng Spiders, rather than
                                                                 Grant’s Acolyte.
                               Grant, with his 2 Leng Spiders’               The 2 new Pains scored against Grant
                            Bloodthirst ability, decides to turn all        send his remaining Leng Spider and his
                            4 Pains scored against Spencer into                  Acolyte to an adjacent Area.
                             2 Kills. Spencer must lose both his
                                      Acolyte and Hastur.
42
Complex Battle Example 3
         Anthony has Shub-Niggurath with a Fungus                 With no Pre-Battle abilities, they both roll
        and initiates a Battle against David who has 2            their dice. Anthony rolls 1 Kill and 1 Pain.
                          Gnoph-Keh.                              David also rolls 1 Kill and 1 Pain. Anthony
                                                                 chooses his Fungus to receive the Kill, and
                                                                 David must assign his to one of the Gnoph-
                                                                Keh. The Gnoph-Keh’s Berserkergang ability
                                                                is now activated when a Kill is assigned to it,
                                                               which Eliminates an enemy Monster or Cultist.
                                                                  However, there are no enemy Monster or
                                                                Cultists to assign it to (the Fungus is already
                                                               assigned a Kill, and Shub-Niggurath is a Great
                                                                                   Old One).
                                                                                                                  43
     Complex Battle Example 4
  John is playing as Black Goat and has          There are no Pre-Battle abilities, so both         The Gnoph-Keh’s Berserkergang ability
Cthugha and 2 Acolytes with Frenzy, and           roll dice and each scores exactly 1 Kill,         is triggered, meaning John will have to
initiates a Battle against Andrew who has         and no Pains. Andrew must assign the               also assign an Elimination to his other
               2 Gnoph-Keh.                      Kill to one of his Gnoph-Keh, while John           Acolyte (since Cthugha is immune, as a
                                                       takes the Kill upon his Acolyte.                         Great Old One).
                             However, after Andrew assigned the                After applying both Kills and the
                          Kill to his Gnoph-Keh, John decides to            Elimination, the Gnoph-Keh is now the
                          “spare” the Gnoph-Keh with Cthugha’s             only unit with a Pain, and is Pained to an
                          Fire Vampires ability, and gain 1 Power                 adjacent Area by Andrew.
                           by reducing the Kill scored against the
                          Gnoph-Keh to a Pain instead. Since the
                          Berserkergang ability was triggered via
                            the Kill assignation, which created an
                            Elimination, the use of Fire Vampires
                               does not retroactively nullify the
                           Berserkergang’s use, even though the
                          Gnoph-Keh is now only going to receive
                                            a Pain.
44
Complex Battle Example 5
          Lincoln has Yig and an Acolyte who is             Both roll their dice, and Lincoln rolls a Kill
        poisonous via the Snakebite ability, and a          and 2 Pains. Joey rolls 1 Kill only. Lincoln
         Serpent Man. Joey has an Acolyte and a             assigns the Kill to his Acolyte, while Joey
        Starspawn with the Regenerate Spellbook.                assigns the Kill to his Starspawn.
        Post-battle abilities now occur, and Lincoln’s     With a single Pain and a single Kill assigned
           Acolyte adds a Kill result to Joey’s total     to it, the Starspawn is merely Pained out of the
         results. Joey must now choose whether he                     Area (due to Regenerate).
         will apply the second Kill to the Starspawn,
       or to save the Starspawn and Kill his Acolyte.
        He decides on the Cultist, and so the Pain is
       applied to the Starspawn (the other Pain that
       Lincoln rolled is ignored, as there are no Units
                        to assign it to).
                                                                                                             45
     Complex Battle Example 6
             Bruce has a lone Nyarlathotep and initiates a          Bill has no Combat, but Bruce rolls a single
             Battle against Bill who has the King in Yellow         Pain. Bill assigns this Pain to his Undead to
                            with an Undead.                         prevent Bruce from gaining any benefit for
                                                                     Paining a Great Old One (via Harbinger).
                                                                    Black Goat, however, is in the game with a
                                                                     Ghoul and sends it into the Battle via her
                                                                   Necrophagy Spellbook, adding a Pain to both
                                                                                         sides.
46
  Complex Battle Example 7
Arthur has Gobogeg, 3 Leng Spiders,               There are no Pre-Battle abilities, so            Since Gobogeg is Pained, his
 and a Formless Spawn, and initiates a          dice are rolled. Arthur rolls 2 Kills and       Threnody ability then causes all Units
Battle against Alice who has 6 Acolytes        2 Pains. Alice rolls 1 Pain. Alice assigns        (on both sides) without a result to
              and a Gug.                         the 2 Kills and 2 Pains all to Cultists.        receive a Pain. Alice’s remaining 2
                                                Arthur assigns the Pain to Gobogeg.             Acolytes without results and her Gug
                                                                                                   will all receive a Pain, 5 in total.
                          Arthur then uses his Leng Spiders’             Now all the Units are Pained, except
                          Bloodthirst to turn 4 of those Pains               the last Acolyte and Gug.
                           into 2 Kills (this is two uses of the
                          Bloodthirst ability, which he can do
                         once per Leng Spider in the Battle).
                          Alice has 2 of her Acolytes receive
                          those Kills, and she now only has a
                           single Pain to assign (since four of
                       them went away), which she puts on an
                       Acolyte. Her sixth Acolyte and her Gug
                        end up with no Battle results assigned
                            to them at all. However, 4 of her
                        Acolytes ended up being Killed. Had
                       Arthur chosen to use his Leng Spiders’
                         Bloodthirst ability before Gobogeg’s
                       Threnody ability, then there would have
                         been fewer Pains for him to turn into
                                  Kills with Bloodthirst!
                                                                                                                                          47
     Complex Battle Example 8
       Adam has a Spawn of Yog-Sothoth              Adam initiates a Battle, and rolls       Since Adam has Unlimited Battle, he
         and an Abomination, and all 6            no Battle results. Dave rolls 2 Pains.     chooses to spend 1 Power to Battle
      Spellbooks on his Faction Card (thus        The Spawn of Yog-Sothoth and the                         Greg.
     he has Unlimited Battle as an option).         Abomination both get Pained to
     Dave has an Elder Thing. (Greg has a        another Area, and then promote (via
     Shantak and a Y’Golonac in a different     Million Favored Ones) into 4 Mutants
                    Area.)                         and a new Spawn of Yog-Sothoth,
                                                 respectively. They are Pained into an
                                                Area that contains Greg’s Shantak with
                                                               Y’golonac.
      Adam rolls 1 Kill. Greg rolls 1 Kill as        Before Adam can promote (via            Adam’s 3 remaining Mutants promote
      well. Adam chooses a Mutant to be            Million Favored Ones), Y’golonac’s          into Abominations. Adam wants to
      Killed, and Greg selects Y’golonac.         ability Orifices allows him to replace       Battle Greg again, in the hopes he
                                                  his Killed Y’golonac with a surviving       can get a Kill on Greg’s Shantak and
                                                    enemy Monster. Greg selects the           transfer Y’Golonac back, but cannot
                                                   Spawn of Yog-Sothoth, and hands             do an Unlimited Battle in the same
                                                   Y’golonac’s Loyalty Card to Adam,             Area twice on his turn, so Adam
                                                  who is sad. It happens in this order,                   remains sad.
                                                 because Million Favored Ones reads
                                                  that it takes effect after all Pains are
                                                also resolved, which has not happened
                                                yet. Orifices needs only a Kill to occur.
48
   Complex Battle Example 9
 Alex is playing as the Tcho-Tcho, and        Both sides roll exactly 1 Kill. Alex takes     Since Alex’s Acolyte has the Snakebite
has Yig, an Acolyte, and his High Priest.     the Kill on his Acolyte, and Joey takes        ability, it adds a Kill to the total results
 He initiates a Battle against Joey who             his upon an Abomination.                 against Joey, who assigns it to Keziah
 is playing as Opener of the Way with                                                                          Mason.
 2 Mutants and the Unique High Priest
             Keziah Mason.
    Now that Keziah Mason has been                Since Alex’s High Priest takes a Kill,     In the end, Alex’s High Priest is Killed,
  assigned a Kill, her Daemon Heroine             which has the Tcho-Tcho Spellbook            while Yig and his Acolyte are both
ability is triggered, which will then add 2      of Martyrdom, all other Kills against      Pained. One of Joey’s Abominations and
          Kills scored against Alex.             the Tcho-Tcho Units are transformed         Keziah Mason are both Killed, leaving
                                                into Pains (even the rolled Kill already      his other Abomination the only Unit
                                                    assigned to Alex’s Acolyte since        remaining in the Area. (He doesn’t have
                                               Martyrdom applies to all Kills that were     the Million Favored Ones Spellbook yet,
                                                  assigned). However, the Snakebite          so it doesn’t promote into a Spawn of
                                                 ability that triggered an extra Kill on                  Yog-Sothoth.)
                                              Joey has already taken place, so it is not
                                              removed from Keziah Mason—otherwise
                                                  a paradox would occur! Post-Battle
                                                abilities that are triggered can modify
                                                 the assignings of results, but do not
                                                retroactively prevent other Post-Battle
                                               abilities from having taken place; in this
                                                          case, Yig’s Snakebite.
                                                                                                                                            49
     Victory: Ending and Winning the Game
     There are two ways that the game’s end is triggered: by a player reaching 30 or more Doom, or by the
     Ritual of Annihilation track reaching Instant Death.
     When a Faction reaches 30 or more Doom along the Doom track, the game will end. Since Doom
     increases most often during the Doom Phase, it normally ends during the Doom Phase, and if so,
     complete the entire Doom Phase before declaring final victory. However, a player could reveal Elder
     Signs during the Action Phase, for example, and if these new Doom points increase his total to 30 or
     more, the game will end at the end of the current player’s turn (even if it is not the turn of the player who
     revealed those Elder Signs and caused it to go over 30).
     The game can also end during the Doom Phase when the Ritual of Annihilation marker reaches the
     Instant Death space. All players who have not had a chance to perform a Ritual of Annihilation may still
     do so. At the very end of that Doom Phase, the game will end, even if no one has reached 30 or more
     Doom points.
     No matter how the game’s end was triggered, all players may reveal all their Elder Signs before finally
     declaring victory.
     When the game’s end is triggered, and after adding everyone’s Elder Signs to their Doom totals, the
     player with the most Doom AND with 6 Spellbooks on their Faction Card is the winner. If the player
     with the most Doom does not have 6 Spellbooks, whoever has the most Doom among those with all 6
     Spellbooks on their Faction Card is the winner.
     If two or more players have the most Doom, and both have all 6 Spellbooks, the game ends in a draw.
     Both players rejoice in their shared victory!
     If the game ends and no player has all 6 Spellbooks, then humanity wins! All Great Olds Ones, Monsters
     and evil Cultists are sucked back through the collapsing Gates. (Yay!) But all players lose together.
50
   Rule Omega: The Final Question
We have sought diligently to cover all possible rules questions, and to make the game as true to Lovecraft
as we can. But we are mere mortals, and as such, subject to error.
If you come across some ability or Spellbook conflict, and cannot find the answer in one of our FAQs (or
our website FAQ online), we recommend that the players in the game vote on the desired outcome—the
owner of the game should probably get a bonus—like their vote counts for double. In the end, Cthulhu
Wars is your game. If you feel compelled to add house rules to cover such issues, please do so with our
blessing.
                                   Player Tips
                                       GENERAL TIPS
The play can be divided into two main periods—the early game and the late game.
Early Game
In the first two to three Action Phases players should try to acquire Spellbooks, build up a power base,
and Summon at least a minimal army. Be choosy about when you Awaken your Great Old One, because
this generally leaves you weak for the rest of that Action Phase. Battle in the early game is opportunistic,
based on attempts to take Control of enemy Gates or fulfill Spellbook requirements.
Late Game
This starts once you have your Great Old One out and three to four Spellbooks under your belt. You
still need to finish up your last Spellbooks, but you can now afford a Ritual of Annihilation once in a
while. Remember that the earlier you do your Rituals, the cheaper they are (and the more expensive your
enemy’s become). At this point, the purpose of Battle changes. You now seek to reduce your enemies’
Gates so they are less effective at Rituals. If one player surges ahead in Doom Points, get the other
players to work with you against them. If you are the player who surges ahead, try to break up such
alliances.
                                                                                                               51
                                PLAYING GREAT CTHULHU
     Your Spellbooks and abilities, even unused, cast
     a baleful influence on your enemy’s activities.        Regeneration
     Submerge, Dreams, and Y’ha Nthlei all cast a pall      With this, Starspawn inure your army to harm,
     over the map hindering your opponents.                 making them the flip-side to Absorb’s massive
                                                            damage output. Cthulhu accompanied by two
     In the early game, you get Spellbooks quickly. Get     Starspawns is well-armored even against enemy
     Cthulhu out on Action Phase two or three, even if      Great Old Ones.
     he is vulnerable to an enemy attack. After all, you
     can re-Awaken him cheaply and gain one Elder           Cthulhu’s Faction is focused on destruction. Of
     Sign. It is far easier to get your two “Kill/Devour”   all Factions, your Units are the most effective
     Spellbooks once Cthulhu takes the field.               in a fight. On the other hand you are limited in
                                                            obtaining Elder Signs, so you need to use your
     In the late game, use Submerge to strike critical      combat strength to ruin your enemy’s bases and
     enemy Areas. With Regeneration or Absorb plus          keep them from taking the lead.
     Cthulhu’s Immortal ability, you can hurl your
     forces into Battle with impunity. Cthulhu only         Submerge
     rolls six dice, but an Absorbent Shoggoth gives        A critical Spellbook in the late game. Once
     you heft, plus Cthulhu’s Devour ability is better      Cthulhu’s army submerges, not only is he safe
     than a free Kill.                                      from harm, but other players react in desperation.
                                                            If you attack an Ocean Area, you can Submerge
     Absorb
                                                            again after the strike.
     Turns Shoggoths into major combat dice. You
     only need one Shoggoth per attack, so long as he       Y’ha Nthlei
     has “food” available. Remember that Cultists and
     Deep Ones are also useful to soak up hits so you       Like Dreams, this inhibits the enemy. Your foes
     may not want to Absorb them all.                       are less likely to conquer your Ocean Gates, and
                                                            you don’t care as much if they do.
     Devolve
     Keep a Deep One in your Pool to render you
     immune to Capture. Just Devolve a threatened
     Cultist immediately.
     Dreams
     This means that your enemies dare not leave a
     Cultist alone on a Gate. You may not often use
     Dreams vs. experienced players, but it affects their
     behavior throughout the game.
52
      THWARTING GREAT
         CTHULHU
Cthulhu has strong Units, but not many of them.
Each loss is a setback for him. When he hurls
his might against an Area he is going to win,
but you can mitigate this by not putting all your
eggs in one basket. Killing Cthulhu himself isn’t
particularly effective (unless you are Crawling
Chaos, since Harbinger then gives you two Power
or Elder Signs), because soon he’ll be back at
R’lyeh, ready to Submerge and make your life hell.
       GREAT CTHULHU:
          EPILOGUE
   “It was gargantuan. A mountainous form
   rising from the sea, surrounded by lesser
   monstrosities that oozed and dragged
   themselves toward us with distorted
   limbs, tentacles, and pseudopods. When
   we heard that the Pacific Islands were
   empty, we didn’t understand. We still
   thought in human terms. We hadn’t
   considered that the colossal Thing had
   been eating, scouring the islands of life.
      And now it was here, hungry again.”
               —David Mendiola
                                                     53
                               PLAYING CRAWLING CHAOS
     In the early game, focus on safety and power-          Crawling Chaos is all about opportunism;
     building. Use Flight to set up bases in inaccessible   striking at the weak and vulnerable. While some
     Areas. Nightgaunts with Abduct discourage              other Factions have a faster start on attaining
     enemies from attacking your Cultists—at least          Spellbooks, Crawling Chaos is often the Faction
     they’ll need to send more than one Monster. You        that completes his collection first. Your Units are
     won’t need Nyarlathotep himself for a while, and       not mighty in Battle, and your Spellbooks are
     he is stronger later in the game anyway. Your most     defensive in nature. You are good at harassment,
     awkward Spellbook requirement is often “Capture        and debilitating foes over time.
     a Cultist”, so look for any chance to pull this off.
                                                            Invisibility
     In the late game, everything changes.
     Nyarlathotep now has a huge combat ability (up         Safely place an invulnerable Flying Polyp in an
     to twelve dice), and instead of fearing Battle, you    enemy Area. Also good to cancel obnoxious Units
     should seek it. Smite their Great Old Ones for the     such as Starspawn.
     Harbinger bonus. You can perform Rituals more
     safely than other players, because you can restore     Madness
     the Power imbalance with Thousand Forms, so you        Your signature Spellbook. It is not immediately
     are not left as vulnerable afterwards.                 destructive, but over the course of the game, your
                                                            enemies’ Units scatter inconveniently and it takes
     More than any other player, you can hit an enemy       time and energy to restore the situation.
     where he is weak. As a result, if one player has
     surged ahead, the rest may try to convince you         Seek and Destroy
     to save the day. Go ahead and save the day, but
                                                            Now your Gates are protected across the world
     be sure to exact promises and tribute from the
                                                            from weak-to-medium attacks, since you can
     others. For instance, “Before I strike, I want you
                                                            throw in a two-dice Monster at will. While on the
     to evacuate your Gate in South America.” Promises
                                                            offensive, your attacks are cheaper, since your
     are not binding in Cthulhu Wars, so make sure you
                                                            Horror joins in for free. Also gives Nyarlathotep
     “see the money” before taking whatever Action
                                                            extra meat shields in case he is ambushed.
     you see fit.
                                                            Thousand Forms
     Abduct
                                                            Early in the round, it forces enemies to give up a
     In the early game, this protects Gates from enemy      Power advantage. Late in the round, it boosts you
     Monsters. In the late game it is not as good, as       when they are most vulnerable. Combined with
     you often need your Nightgaunts to soak up             Harbinger, you can achieve a surprise Power surge
     enemy Kills. It can sometimes be combined with         that makes your foes whine.
     Invisibility to pick off a good Monster.
       CRAWLING CHAOS:
          EPILOGUE
   “The uncertainty is the worst. No one
   looks up. I remember when we could see
   the sun. You can’t now, because They
   blanket the sky. No one wants to look up,
   and They know that. Everyday we live
   with the knowledge that it might be your
   last day. The only warning is a slither of
   sucking wind, flapping of wings, or the
   brush of something utterly alien on your
   skin. Then you’re gone. I see fewer and
   fewer friends as time passes. How long
              before it is my time?”
—David Mendiola
                                                         55
                                    PLAYING BLACK GOAT
     In the early game, the most common mistake
     a novice Black Goat player makes is to initiate        Necrophagy
     diasporas of Cultists to immediately achieve the       Use with impunity, as Ghouls are cheap (free, after
     “Have Units in X Area” Spellbooks—but your             Thousand Young). In a small battle, it can clean
     enemies will move in once you are helpless from        out an entire Area, allowing your Ghoul to Recruit
     lack of Power. Build up at a sedate rate. Ensure       a Cultist and take the Gate. Teleporting Ghouls
     that when you move Units into an Area they have        around the world also helps meet Spellbook
     support and protection, and in general use cheap       requirements.
     Monsters to occupy Areas for Spellbook purposes,
     rather than Cultists. Thousand Young is best used      As befits a fertility cult, Black Goat’s emphasis is
     defensively, for instance when an enemy moves on       on occupation and expansion—sort of like a fungus
     one of your Gates, reactively Summon a heap of         infection. Unlike other Factions, you tend to
     trouble for him. Create a stronghold where you         be geographically restricted. You are not deadly
     can Summon Shub-Niggurath safely.                      in Battle (in fact, you have no battle Spellbooks
                                                            except Frenzy), but you have plenty of cheap
     In the late game, you can sadly annoy other
                                                            throwaway Units, so you are resilient. As you hole
     players. Ghroth slows and cripples rivals. Battle
                                                            up in your homeland, your abilities let you target
     becomes common, so Necrophagy can occur
                                                            enemies by remote Control. This is your true
     multiple times in a single Action Phase. Avatar
                                                            strength.
     steals weak enemy bases with prejudice—teleport
     to the spot, and they must send someone to your
     homeland. You can then Capture their Cultist or, if
                                                            Blood Sacrifice
     the Gate is Abandoned, Recruit your own Cultist        Lets you earn an Elder Sign every Doom Phase.
     to take it over.                                       As a bonus, it puts Cultists back in your Pool,
                                                            so you can Recruit them for use with Avatar or
     The enemy often comes to you, in an attempt            Necrophagy Gate-stealing.
     to stop the hurting, so sit tight. If you do need
     to strike at a distance, you have Avatar. You may      Ghroth
     not have as many Gates as other, more mobile,
                                                            A complex Action, requiring timing and
     Factions, but you can make up for this—even
                                                            preparation, but worth the trouble. Some players
     with just two Gates plus Shub-Niggurath, Blood
                                                            focus on Ghroth as a central strategy. Others
     Sacrifice nets you two Elder Signs and four Doom
                                                            keep it as an occasional treat. Both techniques are
     Points per Doom Phase if you Ritual.
                                                            effective.
     Frenzy
                                                            Red Sign
     Excellent both defensively and offensively. If a foe
     moves a Monster into an area, hoping for a cheap       Gives you potentially more baseline Power than
     Capture, declare Battle, and Pain him right back       any other Faction, plus Gate-Controlling Units
     out.                                                   that can’t be Captured. Remember, when you
                                                            Summon a Dark Young under Red Sign, you can
                                                            place it right on the Gate (replacing the Cultist
                                                            who Summoned it).
56
The Thousand Young
Its utility is obvious, but it contains subtle touches.
For instance, Summon a single Ghoul for zero
Power, in effect marking time while seeing what the
other players do. It is also demoralizing for a foe to
launch a mighty attack on you, destroying three or
four of your Units, only to have you Summon your
lost Units right back at trivial cost.
                                                                                                         57
                                PLAYING YELLOW SIGN
     In the early game, be aware that you earn          your double-Actions: either the King or Hastur
     Spellbooks more slowly than other players,         can move, and then you can do something else
     but concentrate on them. Awaken the King           useful. In the late game, Hastur’s signature
     in Yellow soon (in the first Action Phase).        move is to use He Who Is Not To Be Named
     It’s easy to send the King in Yellow to North      to enter an enemy’s space, then Shriek of the
     America after Desecrating Europe or Asia,          Byakhee to give them a bodyguard, and then
     but occasionally it’s wiser to get into Africa     declare Battle (Unlimited with six Spellbooks)
     early and even harsh on enemies by Capturing       to assassinate any other Great Old One.
     Cultists with the King, or spreading Zingaya.      You are constrained by strange rules, and
     Many players prefer to migrate straight to         seem to be playing your own separate game.
     Africa or America after Awakening the King,        However, in doing so, you do plunge the other
     and save the Desecration of Europe or Asia for     players into a living nightmare. You leave a
     last.                                              trail of scattered Units across the map, forcing
                                                        foes to spend an inordinate amount of time and
     The King in Yellow, despite its lack of
                                                        energy to expunge your traces. You have no
     Combat, is a terror. It moves quickly around
                                                        real home base, but are nomadic, leaving ruin in
     the board with its Undead bodyguard, and its
                                                        your wake. You get Actions more quickly than
     ability to take a second Action (with Screaming
                                                        other players, and can often do two things on
     Dead) means you can Move into an enemy
                                                        the same turn, which gives you a flexibility no
     area and immediately use Zingaya, Capture a
                                                        one else has. Your Units are weak, but usually
     Cultist, or Shriek additional Byakhee there in
                                                        free, and numerous, which makes you resistant
     preparation for devastating effect. You don’t
                                                        to loss. In effect, you can’t dish it out, but you
     spend much Power on Summoning Monsters
                                                        sure can take it.
     (most are generated via Desecration attempts),
     so focus on other priorities. Remember to          He Who is Not to be Named
     leave a trail of Monster “breadcrumbs” behind
     you, so they can suckle Power from your            The basic function is to assassinate an opposing
     Desecrations. Even if an enemy moves into the      Great Old One, but it has other uses which
     area to attack you, this will cost them 2 Power    become obvious with experience. Remember the
     (one to move, one to Battle), so a rearguard’s     extra Action does not have to involve Hastur.
     Elimination is no tragedy. Plus it puts your
     Monster back into your Pool to be recalled         Passion
     upon the next Desecration or Zyngaya.              Can actually “resurrect” you when out of
     In the late game, you need to finish remaining     Power. It also hinders the foe. (i.e., they may
     Spellbooks. Usually you have few Gates, so         choose to attack someone else, rather than give
     you rely on Third Eye or your two Great Old        you Power).
     Ones for Elder Signs. Thanks to Vengeance,
                                                        Screaming Dead
     when Hastur rolls into Action, you can ensure
     an enemy Great Old One will die. By this time      You’ll use this a LOT, so don’t put it off. It
     you should be getting significant Power from       needn’t be the first Spellbook you acquire, but
     Feast, to be used for Rituals or other purposes.   it shouldn’t be the last either.
     With Hastur, you now have two choices for
58
                                                        the Map. You can’t spend all your time attacking
Shriek of the Byakhee                                   these, but do it when convenient.
Flexible, and gives both defense and offense.
Shriek when an enemy invades, or after Screaming        Yellow Sign is constrained by his need to Desecrate
Dead or He Who is Not to be Named to give your          certain Areas. If you can keep him out of, say,
Great Old Ones oomph.                                   Africa or the Americas, you stop their progress.
                                                        This is easier said than done, but each turn you
Third Eye                                               delay their advance, the more desperate they get.
Once you finish earning Spellbooks, Third Eye
keeps you interested in Desecrating. In effect, you
get an Elder Sign for 2 Power (one to move and
one to Desecrate), plus at the same time you earn a
potential power source and a new Monster. It’s the
best bargain in the game!
Zingaya
The biggest problem with Desecration is
mustering the troops. With Zingaya, you not only
get a Unit, but your enemy is down a Cultist.
         THWARTING THE
          YELLOW SIGN
If you are playing against Yellow Sign, remember
their Monsters are puny. Because they are also
numerous, you need to attack them more than
once to knock out an area, but at least you don’t
have to fear serious losses. Third Eye is terrifying,
but they need both their Great Old Ones out, plus
                                                         YELLOW SIGN: EPILOGUE
enough Monsters to succeed at Desecrating. This            “I’ve done horrible things. I killed
gives you many tools to stop them.                         lifelong friends. Parents. Children. Why,
                                                           you ask? Because … the King in Yellow.
One of Yellow Sign’s oddities is that they tends           He whispered … secrets and portents. It
to have too many Cultists sitting around in                just made sense. Don’t worry, my victims
Europe—he is benefited by losing a few of them             didn’t stay dead. They are a gift to the
early game, so he can use the King to bring them           Unnamed One and so they follow, like
forth around the world. So if you want to cause the        the others. So the
most damage, don’t hit Europe, strike at the King
                                                           King in Yellow has
itself. You are unlikely to Kill the King, but just
scattering their zombie army really hurts.
                                                           his entourage as he
                                                           spreads his message.”
Yellow Sign has plenty of weak pseudo-bases (in              —David Mendiola
the form of Desecration Tokens) scattered round
                                                                                                              59
                             Two Player Rules
     Cthulhu Wars requires a number of sizable changes to make it an effective two-player game. First, ensure
     that you and your opponent are familiar with the basic set of multiplayer rules. You do not need any
     components or expansions beyond the base game to play 2-Player.
       Example 1: Black Goat Eliminates 2 Cultists for their Spellbook requirement. Their enemy gains
         2 Doom.
       Example 2: A Shoggoth absorbs a Cultist for Battle. Their enemy gains 1 Doom.
       Example 3: When Opener of the Way Replaces a Spawn with Yog-Sothoth, or Promotes monsters
         with Million Favored Ones, no Doom is gained by the enemy.
       Example 4: Cthulhu Devolves an Acolyte into a Deep One, no Doom is gained by the enemy.
     Some Units have variable Power costs. In this case, the Doom gained is equal to the average of the Unit’s
     different Power costs added together, whether or not the Power benefit is currently in effect. Always
     round up the final total.
       Example 1: Cthulhu’s Power costs are 10/4, so Killing him is worth 7 Doom.
       Example 2: Black Goat’s Units have a Power cost which is potentially 1 less due to Thousand
         Young. Therefore, Ghouls have an average Power cost of (1+0)/2, or 0.5, which means they still give
         the opponent 1 Doom when they die. The same goes for the other Black Goat Units, all of which
         end up giving the opponent Doom equal to their baseline cost, due to the rounding factor.
       Example 3: Windwalker’s Gnoph-Kehs have a Power cost of 4/3/2/1, which when averaged is 2.5,
         so killing a Gnoph-Keh is worth 3 Doom.
     Units which are able to avoid death by means of Abilities or Spellbooks still provide Doom to the enemy
     which “Killed” them, but only half as much (rounded up).
60
  Example 1: If Rhan-Tegoth uses Eternal to avoid dying, the enemy gets 3 Doom for “Killing”
    him.
  Example 2: If Nyarlathotep avoids death by Emissary of the Outer Gods, the enemy still gets 5
    Doom for “Killing” him.
  Example 3: Regenerating Starspawn who takes a single Kill and thus avoids death gives the enemy
    2 Doom (half their cost of 3).
Action Phase
Most Actions are unchanged. Some, however, are adjusted.
Example: Rich has 1 Power left, while Frank has 10. Rich decides to Recruit an Acolyte, going down to
0 Power. Frank then takes his turn, Moving 1 Unit. Now Frank has 9 Power. Rich is out of Power at the
start of his turn, so he bumps the Decay Marker up to 1. Frank now pays 1 Power for Decay, then takes
another Action (declaring Battle, for 1 Power). Frank is now down to 7 Power. Rich is still out of Power,
so he bumps the Decay Marker up to 2. Now Frank, before taking his next Action, pays 2 Power for the
Decay Marker. His Action is to recruit a Cultist, for 1 Power. Now Frank is down to 4 Power. Rich on his
“turn” moves the Decay Marker to 3. Frank pays 3 Power and then has 1 Power left for what is his last
Action.
                                                                                                            61
     Doom Phase
       You do not gain Doom for simply Controlling Gates!
       The Ritual of Annihilation still produces Doom equal to your Controlled Gates (plus an Elder Sign
         per Faction Great Old One in play).
                                 BALANCE ADJUSTMENTS
     Some of the normal rules and Spellbooks from Cthulhu Wars need adjustment for the two-player version.
       When rolling the die for Ghroth, Thousand Forms, and Dread Curse of Azathoth, the effects are
         halved (round up).
            Example 1: If a 1–2 is rolled for Thousand Forms, only 1 Power is extorted. If a 5–6 is rolled, 3
            Power is extorted.
            Example 2: Ghroth Eliminates 1 Cultist on a roll of 1–2, and 2 Cultists on a roll of 3–4
            (assuming Black Goat has 4 Fungi From Yuggoth in 4 Areas).
            Example 3: Dread Curse of Azathoth doesn’t halve the results; instead the number of dice are
            halved. Thus, if Opener of the Way has three relevant Monsters in play, he rolls 2 dice (instead
            of 3).
       Opener of the Way’s Gate Spellbook requirement for 12 Gates is reduced to 10 (as noted on the
         Faction Card).
       Yog-Sothoth’s Combat is always 4.
     Keeping your Great Old One alive is even more important than before, because his death gives the
     enemy a major Doom boost. Some Spellbooks become more important—Ghroth, for instance, is now one
     of the mightiest weapons available to Black Goat.
     Also, choosing when to NOT using abilities can become a critical decision. For example, Yellow Sign
     may not always want to use Passion’s Power gain (since it’s not always beneficial).
     We recommend against using Bokrug, Servitors of the Outer Gods, the Dhole, or the Library of Celaeno
     map for the two-player game. That said, it’s your game and you can do as you please.
62
                      Additional Factions
New Factions can dramatically change the gameplay of Cthulhu Wars. With the core game’s Earth Map,
you may play with one of these as a fifth Faction (or with all of them with a 6–8 Player Map expansion), or
you may replace any or all of these with any of the core game’s Factions. Every combination is interesting
and different! These have been painstakingly balanced with great care through hundreds of playtests
over several years.
On average they tend to entail more complexity than the core game Factions, but not always.
                                                                                                              63
                        The Ancients
                             COMPONENTS
                                                                                  Yothans now cost 3 to Summon. When                      Reanimated now cost 1 to Summon.        Un-Men now cost 0 to Summon.
                                             Festival (Ongoing)                     a Yothan is Killed or Eliminated, it is            Festival
                                                                                                                                            They(Ongoing)
                                                                                                                                                  can only Move, Capture, or
                                                                                Festival  (Ongoing)                                                                               When you Summon an Un-Man,
                                                                                  removed   permanently from the game,                     declare Battle if they share an Area    also select an enemy to gain 1
                                                                                        and placed back in the box.                         with your non-Reanimated Unit.          Power. This is not optional.
                                        Un-Men now cost 0 to Summon.                        This is not optional.                Un-Men now cost 0 to Summon.
                                                                          Un-Men now cost 0 to Summon.                                             This is not optional.
                                        When you Summon an Un-Man,                                                               When you Summon an Un-Man,
                                                                          When you Summon an Un-Man,
                                         also select an enemy to gain 1                                                           also select an enemy to gain 1
                                                                           also select an enemy to gain 1
                                          Power. This is not optional.                                                             Power. This is not optional.
                                                                            Power. This is not optional.
6 SPELLBOOKS
6 ACOLYTE CULTISTS
3 REANIMATED 3 UN-MEN
64
4 CATHEDRALS
  3 YOTHANS
               65
      “The blue light!—the blue light! . . .” muttered
     the object, “always down there, before there were
     any living things—older than the dinosaurs—always
     the same, only weaker—never death—brooding and
     brooding and brooding—the same people, half-man
     and half-gas—the dead that walk and work—oh,
     those beasts, those half-human unicorns—houses
     and cities of gold—old, old, old, older than time—
     came down from the stars—Great Tulu—Azathoth—
     Nyarlathotep—waiting, waiting. . . .”
     	      -	     H. P. Lovecraft; The Mound
66
                                              SETUP
The Ancients do not have a Glyph on the Map. Instead, they set up in any Area that contains no other
Glyph or game symbol, unless it is related to Movement in some way (also you may still place in an Area
containing one of Yellow Sign’s three Spellbook Glyphs, if desired). This means they cannot start in
another Faction’s Start Area on any Map.
  Primeval Map - they may not set up in an Area with a Glacier Glyph.
  Dreamlands Map – they may not set up in an Area with a Citadel. However, they may set up where
    there is a Tunnel.
  Yuggoth Map – they may not set up in the Slime Sea, the Slime Sea Overlook, anywhere on the
    Green Pyramid, nor the Laboratory, since all these Areas have markings.
  Library of Celaeno Map – they may not set up in a Special Collection room (they may still set up in
    an Area with a Stairwell or Archway).
  Shaggai Map – they may not set up on the Worm That Gnaws in the Night Area (but who would
    want to?)
Ancients set up before the Tcho-Tcho, Windwalker, and Opener.
                                   THE CATHEDRALS
As the Ancients, when you perform the Create Gate Action, you may construct either a Cathedral OR a
Gate. As with Gates, you must have a Cultist in the selected Area. A Cathedral can be placed in the same
Area as a Gate, following these restrictions:
  Only one Cathedral can be placed in Areas containing:
  Only one Cathedral can be placed in Areas containing:
  Only one Cathedral can be placed in Areas containing:
  Only one Cathedral can be placed in Areas that do not contain any of these:
Unlike a Gate, you do not “Control” a Cathedral. It simply belongs to you always, even if you have no
Units in an Area. It is not a Unit, and does not participate in any Battles.
                                                                                                           67
     Don’t pay full price for creatures – always get their spellbook first, despite any perceived disadvantage.
     You’re far better off in the long run.
     Because you don’t have a Great Old One, you get major power savings in the early game, but this is
     ultimately negated by your need to spend 12 Power on Cathedrals. This is spread over time, so you never
     lose a whole Action Phase to an awakening (unlike other Factions). And of course your indestructible
     Cathedrals earn extra Power, eventually reimbursing their cost.
     Your great weaknesses are that you have no Great Old One, and you must travel around the Map. You
     must build strategies based around this. Please notice that with Yothans, you have more battle dice than
     any Great Old One.
     You have opportunities for diplomacy with other players. They typically want you to place your Cathedral
     in Areas with their Controlled Gates. You also have the Un-Man Power gift you can use to your advantage.
     Festival • Not only gives you a useful Monster, but lets you do social engineering. Abuse this authority.
     Just remember Un-Men are not actually free.
     Brainless • Reanimated need to be placed properly, and are inflexible. Because they’re so cheap, it’s
     often worth Killing them in place of a Cultist – a Reanimated Pained off by itself is nigh-worthless.
     Extinction • Your other Units are cheap, so protect your Yothans with foresight.
     Worship Services • As with Festival, use and abuse this to your advantage by offering to build
     Cathedrals in Areas where other players will return a favor.
     Consecration • Not needed until you are ready for Rituals of Annihilation.
     Unholy Ground • An excellent defensive Spellbook in the mid-to-late game. Often better as a threat
     than a reality.
68
     Opener of the Way
         COMPONENTS
69
                         PLAYING OPENER OF THE WAY
Opener of the Way is probably the weirdest              declare more than one Battle on a turn. This is
Faction of them all. Your Faction is delicate and       huge for you.
requires precision, but has unparalleled flexibility.
In fact, your Faction begins with an important          Channel Power
strategic decision—where to start! More than             A handy spell for obvious          Don’t only use Million
any other Faction, you must react on the fly to         reasons. Your Faction is             Favored Ones to get
other players’ actions. You always have something       often Power-hungry, so save         big Units out—you can
                                                                                            always purchase them
effective you can do, but it differs depending on       it for special occasions.                  outright.
the situation.
                                                        Dragon Ascending
Keep a Mutant with your Cultists—if someone
enters your Area, this is a perfect opportunity to      Choose the right time and this can reverse
Battle and promote with Million Favored Ones!           the course of play. Remember that using this
This also puts Cultists back in your Pool to be         Spellbook is NOT an Action, which means you can
Recruited by Monsters placed via They Break             do it even if you are out of Power.
Through.
                                                        Dragon Descending
Though Yog-Sothoth really costs 10 Power to             If you wait until the perfect moment, you might
Awaken (6 for him and 4 for the Spawn you give          not get its benefits—seize the day.
up), he is flexible because you can pay on the
installment plan: Summon a Spawn one turn, then         Dread Curse of Azathoth
Yog-Sothoth the next. Everyone else has to pay          Pester enemies with death from the sky. Enemy
for their Great Old One all at once. Don’t forget       Units are often in the same Area as Gates, and you
you can Summon Monsters through him.                    can drive them out with Dread Curse while your
                                                        Units stay behind.
Beyond-One is best in the early game. You not
only steal a Gate, but Move long distances and          Million Favored Ones
escape threats.
                                                        A core ability you’ll want early.
Summon a Spawn of Yog-Sothoth early, despite
the huge cost, so you can bring out your Great Old      They Break Through
One at the right time (usually once two to three
others have taken the field). You won’t dominate        Possibly your Spellbook most hated by Enemy
the game in the beginning—you must grow over            players.
time, by promoting Units and re-designing the
map’s Gate structure. Movement is not cheap
for you, so use Beyond-One and They Break
Through as affordable alternatives.
                                                                                                               70
       THWARTING OPENER OF
            THE WAY
     Opener of the Way’s Monsters are expensive, so he
     tries to promote them rather than to Summon. If
     you can Kill a Monster in each Battle, it becomes a
     losing proposition for him. He is also restricted by
     his need to share territories to earn Spellbooks. Turn
     this to your advantage by setting up traps—Areas
     where you can counter with overwhelming force.
73
                                    PLAYING SLEEPER
Your Faction is not particularly interested in
combat, and instead your Units debilitate your         Burrow
foes outside of Battle. You are not the quickest       Spectacularly useful. Doubled up with Lethargy,
Faction to gain the lead, but can be lethally petty.   you can save Power like crazy.
In the early game, try to build up your power base.    Capture Monster
Summon cheap Monsters the first Action Phase, so       Even for the most inexperienced player, the
you can start to spawn better ones via Death From      advantages are clear.
Below. Do not discount the usefulness of Cursed
Slumber, especially early game.                        Cursed Slumber
In the late game, ability accumulation bears grim      Gives you a smaller Map
fruit for your foes. With Tsathoggua on the Map,       footprint, plus you can use              Sleeper gets the
you can spend Action after Action in Lethargy.         its cancellation to teleport a         equivalent of a two to
                                                                                            three Power boost every
If your foes don’t react, you’ll be the last player    Gate anywhere on the Map.            turn via his free Monster
with Power left, and use it to march Tsathoggua        Then Cursed Slumber a new            from Death From Below.
(cheaply, using Burrow) to Capture Monsters.           Gate from your home base               Do not discount this.
Even though Tsathoggua’s Combat is low late in         and set up a Gate factory.
the Action Phase, a couple of Formless Spawns let
you inflict Kills. Demand Sacrifice either protects    Demand Sacrifice
you from retribution or makes your opponent            They’ll spend the Doom point when facing
pay for it. If you Move with a Wizard, you can use     Tsathoggua, but otherwise, you can act with
Energy Nexus to run away before any fight.             impunity.
                                                                                                                 74
           THWARTING SLEEPER
     The Sleeper is weak in Battle until he has two or more
     Formless Spawn out. Take advantage of his early
     feebleness. Unfortunately, with Demand Sacrifice,
     he is hard to Kill. Sometimes you just have to suck up
     giving him an extra Elder Sign. To suppress Sleeper,
     take Actions that force him to spend Power and lose
     his late-turn advantage. For instance—Killing two
     Formless Spawn costs him six Power to restore. Of
     course, Killing Tsathoggua is always a treat. Without
     giving him an Elder Sign, you can Eliminate his
     Cultists outside of Battle (using Dreams, Zingaya
     or just plain Capture). He usually does not have
     many Gates, and they are often ill-protected, so it is
     effective to strike at his Gates, even if you can’t Kill
     him, but merely Pain him away.
                                                                  SLEEPER: EPILOGUE
                                                                “The end came unexpectedly. I always
                                                                thought it would be zombies or aliens
                                                                or nuclear weapons. Instead, it was this
                                                                ooze. It was as if the earth itself was
                                                                falling apart, bleeding black tar. You
                                                                couldn’t fight it any more than you could
                                                                fight the ocean. Slowly, but surely, the
                                                                ooze dragged us from our homes, from
                                                                our families. It dragged us to that awful
                                                                beast’s waiting maw. I can still see it,
                                                                       every time I close my eyes.”
                                                                           —David Mendiola
75
76
     Tcho-Tcho
     COMPONENTS
77
                   SET UP                                          PLAYING THE
The Tcho-Tchos do not have a Glyph on the
Map. Instead, they set up after all other players in                TCHO-TCHO
an Area with any Faction Glyph that is currently       The Tcho-Tcho is an exciting new human-
unused.                                                controlled Faction. Representing the psychically
                                                       advanced, but ethically repulsive Tcho-Tcho tribe,
Please note that the Tcho-Tchos can set up in          their Great Old One, Ubbo-Sathla, is a tool and
one of Windwalker’s starting Areas, in which case      slave rather than an object of worship!
Windwalker is forced to set up in the other one.
We do not recommend doing this if you can avoid        Your Faction faces numerous decisions throughout
it, though, because it gives Windwalker an instant     the game, and requires planning. Should you
Spellbook (for having a Gate in another start Area).   accumulate High Priests or expend them to gain
In an 8-player game, this is unavoidable, but does     immediate Power? Which enemy Start Areas
not prove a real advantage for Windwalker due to       should you target? It is almost impossible to gain
the nature of 8-player games.                          all of your Spellbooks until the fourth Action
                                                       Phase at the earliest, so in what order do you take
If you are using the High Priest expansion, replace    them? Your choices affect not only you, but other
one of the Tcho-Tcho’s six starting Acolytes           Factions who will be vying to discourage your
with a High Priest. (Thus, they will start with a      attention.
Controlled Gate, five Acolyte Cultists, and a High
                                                       Your only Spellbook available in the first Action
Priest.) The purpose behind this is that with the
                                                       phase is the one for removing your starting Gate
inclusion of High Priests, the other factions have
                                                       (not necessarily recommended). Since you’ll need a
been boosted in strength. Hence the Tcho-Tchos
                                                       High Priest to Awaken Ubbo-Sathla, one of your
need a slight nudge too. This also gives them some
                                                       Actions should always be to recruit a High Priest.
early-game flexibility. (Note that the Tcho-Tchos
                                                       You now have to choose between trying to create
do not get an extra High Priest in their Pool with
                                                       a Gate or recruiting a second High Priest for your
this—they still only have 3).
                                                       first round’s activities. Remember that having an
If Opener of the Way is in play, place Opener’s        extra High Priest lets you jumpstart your second
Faction Glyph token in his starting Area (The          round with 12+ Power (by sacrificing him), giving
Tcho Tcho need to know where it is for their           you a slight leg up on the other players, even those
Idolatry Spellbook).                                   who have two Gates.
                                                       You are weak defensively at first, but enemies are
Also please note that if you are using the Unique      typically reluctant to attack an Area containing
High Priest rules (available from Petersen Games),     your High Priests (due to Martyrdom). If they
the Tcho-Tchos may only have one such High             don’t send in Great Old Ones, you can often
Priest. You will need to distinguish him or her        handle riff-raff with Proto-Shoggoths.
somehow from your other two “generic” High
Priests.                                               In the first Doom Phase take your first Spellbook
                                                       for Awakening Ubbo-Sathla. If you take
We have included Tcho-Tcho Brain Cylinder              Hierophants as your reward, you’re set up for 6
tokens in case you play a game on the Yuggoth          free High Priests over the rest of the game.
map (or are using a homebrew version using the
Laboratory token included with that Map).
                                                                                                              78
     You have a major Power advantage in the early
     game, because you normally spend 0 Power on
     your Great Old One. You can use this offensively
     not only to capture or build Gates, but to place
     your Units in enemy Start Areas to harass them.
     As the game goes on, your Faction loses steam,
     so you eventually are fighting a rear guard action,
     clinging to your remaining Gates as long as
     possible. This is the time to finally get Tablets
     of the Gods, start churning through your High
     Priests, and stacking up those Elder Signs.
     Properly using and recycling High Priests is key to
     your success.
     Hierophants
     Should be your first Spellbook about 90% of the
     time.
     Idolatry
     Useful both for escaping an enemy as well as
     massing for an attack.
     Martyrdom
     A significant defensive boost for you. Not always
     useful as your first Spellbook.
                                                 80
     Windwalker
      COMPONENTS
81
                              PLAYING WINDWALKER
As Windwalker, you are a late bloomer. Your
Spellbooks are not always useful in the early game,     Arctic Wind
and you have no good movement abilities until           It is useful for marching           Special Rule for
you Awaken Ithaqua. As the game progresses your         your unstoppable horde to            Windwalker
Units become cheaper, your strength increases           victory.                          The Windwalker Faction
dramatically, and an array of powerful options                                             may never be the First
                                                                                          Player at the beginning
appear.                                                 Berserkergang                          of the game!
Hibernate every other Action Phase—if you do it         Best when you have a lot of
every Phase, you are not actually getting a Power       Gnoph-Kehs, so they are
advantage. Do the math. It can be tempting to           cheap to replace.
Hibernate with a lot of Power in the bank, hoping
for a super Phase next time, but if your enemies        Herald of the Outer Gods
are high on Power too, this is risky. When other
                                                        Simple and reliable. Combine with your Power
players have their Great Old Ones out, you should
                                                        advantage from Hibernate to pull ahead every turn
be able to bank on 2 to 4 extra Power every other
                                                        if you dare.
Action Phase via Hibernate.
                                                                                                              82
                 THWARTING
                 WINDWALKER
     When you face Windwalker, take action early, while
     he is still accumulating his Spellbooks and armies.
     Seek an early lead in Doom points, and spread your
     empire far and wide, so he can’t cripple you with one
     big attack. The harder you harass him in the early
     game, the later he comes into his glory, and that’s
     good for you.
     It may seem like a smart move to preemptively seize
     a polar Area, but usually all this ends up getting you
     is a Great Old One in the face. Rhan-Tegoth is a
     particularly knotty problem—you can’t Kill him, and
     you don’t want him to stay.
     Like Cthulhu, Windwalker has a huge nigh-
     indestructible army, but a weak periphery. However,
     unlike Cthulhu, Windwalker is expensive to play so
     keep him Power-starved, to make him easier to deal
     with.
                                                              WINDWALKER: EPILOGUE
                                                              “They came from the North, with fur and
                                                              claw. We were confident in our weapons,
                                                              guns, tanks, aircraft. We tried to fight
                                                              back and, at first, we held on. Little
                                                              by little, they overcame us. They kept
                                                              getting stronger, and our armies melted
                                                              away. When the impossible juggernaut
                                                              appeared, indestructible and unrelenting,
                                                              all hope seemed lost. We fled, choosing
                                                              to hide, rather than fight. We hoped that
                                                              would keep us safe, that maybe they’d
                                                              stay in the cold. But then we heard it—the
                                                              sound that brought the winter. We heard
                                                                              the Howl.”
                                                                          —David Mendiola
83
84
                             Neutral Monsters
     Neutral Monsters are Monsters in every way, except that they do not belong to a Faction from the start,
     and they have an inherent ability (rather than a Spellbook to provide them with one). They can be played
     with any combination of other expansions—on any Map, and with any Factions.
     You may purchase the ability to Summon a Neutral Monster during the Doom Phase. You may only
     earn one Neutral Monster type per Doom Phase; however, there is no total limit to how many Neutral
                                                            Monster Loyalty Cards you obtain.
85
“There were scenes of old wars, wherein Leng’s almost-humans fought
     with the bloated purple spiders of the neighbouring vales.”
      —H.P. Lovecraft, The Dream-Quest of Unknown Kadath
     Dreamlands Surface Monsters
87
Dreamlands Underworld Monsters
                                 88
                                             Terrors
     Terrors are a new type of Unit only found in some expansions.
     Terrors are Summoned like Monsters, with a Summon Terror Action, requiring a Controlled Gate. They
     are equal to Monsters in their ability to Capture Cultists. That is, Monsters can protect Cultists against
     Terrors (and vice-versa), and Great Old Ones can still Capture a Cultist protected by a Terror. However,
     being a separate Unit type, they are not vulnerable to abilities which specifically target Monsters. You
                                                           may purchase a Terror’s Loyalty Card during the
                                                           Doom Phase.
89
     Cosmic Terrors
90
            Independent Great Old Ones
     Independent Great Old Ones are very similar to
     Faction Great Old Ones. They have an inherent                      SPELLBOOK
     ability, are Awakened to bring into play, and have   Each Independent has its own Spellbook to be
     a Spellbook which only goes on its Loyalty Card.     earned. When the requirements are met, place
     They are very powerful, as with Faction Great        the Spellbook on the Loyalty Card and reap its
     Old Ones, and can amplify your Faction’s abilities   benefits so long as you Control the Independent.
     greatly—as well as disrupt enemy plans! Because      This does not count as one of the Spellbooks on
     many new and surprising strategies open up when      your Faction Card for any purpose (you cannot
     you involve the use of Independent Great Old         place it on your Faction card), it does not unlock
     Ones, we recommend not playing with them until       Unlimited Battle, and does not count for winning
     you’ve had a few games of Cthulhu Wars under         the game!
     your belt.
     The rules below govern all Independent Great Old                  DOOM PHASE
     Ones.                                                When you do a Ritual of Annihilation, do NOT
                                                          gain an Elder Sign for any Independent Great
                  AWAKENING                               Old Ones you Control. In the original release of
                                                          Cthulhu Wars, we did not specify this rule, and in
     Take its Loyalty Card and place the figure on the
                                                          playtests originally included Independent Great
     map, under your Control. Add its Spellbook and
                                                          Old Ones as providing Elder Signs when you
     any tokens to your pool. There is no limit to how
                                                          Ritual. This leads to particular balance issues that
     many Independents you may Control. You may use
                                                          prove problematic. Therefore, ONLY Faction
     an Independent to help Awaken another one.
                                                          Great Old Ones provide Elder Signs when you
                                                          perform a Ritual of Annihilation. (Great Cthulhu
                       DEATH                              still gets an Elder Sign when Awakening any Great
     If your Independent Great Old One is Killed,         Old One, however).
     place its Loyalty Card, figure, unused tokens, and   Note: For your first game with Independents, we
     Spellbook back in the general Pool (tokens already   recommend using one fewer Independent than the
     on the map remain there). If you had earned          number of players.
     its Spellbook, it “falls off ” the Loyalty Card,
     and is no longer in effect. If this Independent
     is Awakened again, even by the same player, the
     Spellbook must be earned again.
91
Great Old One Pack   1
                         92
     Great Old One Pack   2
93
Great Old One
   Pack   3
                            94
     Faction Great Old Ones as
                    Independents
                    These are Loyalty Cards, Spellbooks,
                    and abilities designed by Sandy so that
                    all the Faction Great Old Ones may be
                    used as Independents as well. We do
                    NOT recommend using any of these as
                    Independents when a player is using them as
                    a Faction in play.
95
96
97
98
99
100
                                                         Dire Cthulhu
Combat: 3
101
        “Yog-Sothoth knows the gate.
          Yog-Sothoth is the gate.
Yog-Sothoth is the key and guardian of the gate.”
104
“Outside the ordered universe is that amorphous blight of nethermost confusion which
 blasphemes and bubbles at the center of all infinity—the boundless daemon Azathoth,
                                                whose name no lips dare speak aloud...”
106
107
                                                            Unlimited Battle, winning the game, and any other
                         BASICS                             rules or abilities that reference Spellbooks on your
      The Azathoth Expansion is not a playable Faction.     Faction Card (such as Nyarlathotep’s Combat
      Instead, it has Neutral Units and Spellbooks,         rating, or the Moonbeasts’ ability for example).
      available to any player. Players can individually
      access Azathoth itself, its Monsters, and its         Remember, Azathoth’s own Spellbook, Nuclear
      Spellbooks. One player may have one Neutral           Chaos, is NOT a Neutral Spellbook—it can only
      Spellbook, while another receives a different one.    be placed on Azathoth’s Loyalty Card by the
      They are mix-and-match. Similarly, two players        player who controls Azathoth. It is never placed on
      may each control a different Monster type.            a player’s Faction Card.
             AZATHOTH ITSELF
      Azathoth is an Independent Great Old One, and
      as such is governed by the same basic rules for all
      Independent Great Old Ones as detailed on page
      91.
           NEUTRAL MONSTERS
      The 4 Neutral Monsters in the Azathoth
      expansion are governed by the same basic rules for
      all Neutral Monsters as found on page 85.
         NEUTRAL SPELLBOOKS
      These Spellbooks are a unique type of gameplay
      item. To earn one, simply take it instead of your
      normal Faction Spellbook when you achieve a
      Faction Spellbook requirement.
108
                          AZATHOTH: EPILOGUE
“Everything you’ve been told about the nature of the universe is a lie. There was never any
intent behind the formation of the constellations, nor placing Earth among them. Neither
are the cold physics of the Big Bang Theory accurate. The truth is somewhere between, yet
                                having little to do with either.
When well-meaning physicists begin talking about cycles of expansion and contraction,
they draw near the truth. Theologists have a nugget of understanding when they discuss an
all-knowing, all-caring ‘god’ (or ‘gods’) responsible for the formation of matter. But both
                                    are yet off the mark.
 At the center of the universe is indeed a consciousness; an impossibly vast, monstrously
cruel force that at once creates, and yet does not understand creation. It sloughs off galaxies
to fend for themselves. It shudders and suns dim. When it dreams, worlds die in holocausts
                                    of madness and terror.
            It is the center of all things, it is the creator and destroyer of reality.
It is Azathoth.
Madmen and sorcerers call out its name in reverential fear. They reach out to the Blind Idiot
God, hoping for secrets of power, immortality, wealth. What they receive is petulance, rage,
and nightmares made real. They listen to the piping of the cavorting demons, hoping to
         hear a whisper of Azathoth’s truth, and come away mind-blasted shells.
Still Azathoth plays on. Unknowingly it creates universes, and moments later destroys
them. Moments of its unquenchable insanity have no corresponding measure in our own
time. Then there’s the real secret. The universe we inhabit, the reality we think we know…
it’s not even the first one. Countless times has it been created and resorbed by Azathoth.
Countless times have beings warred, Battled, loved, died. Has it been the
same universe, created and destroyed over and over? Have you lived this
  same life a million times? Made the same mistakes throughout eternity?
            No one knows. Except Azathoth, who cares not.”
—Ben Monroe
                                                                                                  109
                      Masks of Nyarlathotep
      This expansion contains four of Nyarlathotep’s Thousand Forms! While any Faction may obtain their
      Loyalty Card, Crawling Chaos gets a special advantage in doing so (while simultaneously providing a
      benefit to other Factions for game balance). There is a new type of Cultist, a new Terror, and two Great
      Old Ones!
                                     How to Obtain the Dark Demon Loyalty Card:                      How to Obtain the Dar
                                     In the Doom Phase, when it is your turn to                      In the Doom Phase,
                                     perform a Ritual of Annihilation, you may pay                   perform a Ritual of A
                                     2 Doom to obtain this Loyalty Card, then place                  2 Doom to obtain this
                                     your Faction color’s Dark Demon anywhere on                     your Faction color’s D
                                     the Map. Each other Faction permanently loses                   the Map. Each other F
                                     an Acolyte from their Pool (or from the Map, if all             an Acolyte from their P
                                     are in play); place that Acolyte in the box for the             are in play); place that
                                     rest of the game. Each other Faction takes the                  rest of the game. Each
                                     Dark Demon of their color to add to their Pools.                Dark Demon of their co
                                     Crawling Chaos: If Crawling Chaos obtains this                  Crawling Chaos: If Craw
                                     Loyalty Card, it is the same as above, except it                Loyalty Card, it is the sa
                                     costs 0 Doom instead. Also, each other Faction                  costs 0 Doom instead.
                                     gains 1 Elder Sign when they permanently lose                   gains 1 Elder Sign when
                                     their Acolyte to the box for the rest of the game.              their Acolyte to the box
                                                          Cost: 1                                                          Co
                                                        Combat: 0                                                        Com
                                     The Summons (Ongoing): Any Faction with a                       The Summons (Ongoi
                                     Dark Demon in its Pool cannot take any Action                   Dark Demon in its Poo
                                     except Recruiting the Dark Demon. (You can                      except Recruiting the
                                     still choose to drop your Power to 0 and take no                still choose to drop you
                                     more Actions this Action Phase instead).                        more Actions this Acti
                                     Metamorph (Ongoing): Dark Demons are a new                      Metamorph (Ongoing):
                                     type of Cultist. However, they produce 0 Power                  type of Cultist. Howeve
                                     during the Gather Power Phase. They are like                    during the Gather Pow
                                     normal Cultists in every other way. They are                    normal Cultists in eve
                                     Recruited, rather than Summoned (so a Controlled                Recruited, rather than S
                                     Gate is not needed). They may Create and Control                Gate is not needed). The
                                     Gates, and are worth 1 Power when Captured.                     Gates, and are worth
                                     They can be targeted by any Spellbook or abilities              They can be targeted by
                                     that reference Cultists (but not Acolytes).                     that reference Cultists
110
Masks of Nyarlathotep
                              111
                                     Masks of Nyarlathotep
                                                                                                                       How to Awaken the Bloated Woman:                            Awakening: Take its Loyalty Card
                                                                                                                       Crawling Chaos:                                             figure on the Map, under your Co
                                                                                                                       1) Pay 3 Power, and place the Bloated Woman at              Spellbook and any tokens to you
                                                                                                                       your Controlled Gate. Then each other Faction gains         is no limit to how many Independ
                                                                                                                       1 Elder Sign. (You do not need a Great Old One in           Control. You may use an Indepen
                                                                                                                       the Area).
                                                                                                                                                                                   Awaken another one.
                                                                                                                       All other Factions:
                                                                                                                                                                                   Death: If your Independent is
                                                                                                                       1) Your Controlled Gate is in an Area with your Great
                                                                                                                       Old One.                                                    its Loyalty Card, figure, unused
                                                                                                                       2) Pay 4 Power, and place the Bloated Woman in the
                                                                                                                                                                                   Spellbook back in the general
                                                                                                                       Area containing the Gate.                                   already on the map remain th
                                                                                                                       Combat: 1                                                   had earned its Spellbook, it “f
                                                                                                                                                                                   Loyalty Card, and is no longer in
                                                                                                                       The Velvet Fan (Post-Battle): After any Battle involving
                                                                                                                       the Bloated Woman, choose one Killed or Eliminated          Independent is Awakened again,
                                                                                                                       enemy Monster or Cultist and place it on this card; it      same player, the Spellbook mus
                                                                                                                       is considered out of play. If the owner later Recruits or   again.
                                                                                                                       Summons that Unit, the Power cost is paid directly to
                                                                                                                       you. There is no limit to the number of Units you may
                                                                                                                       have on this card. When the Bloated Woman herself           Spellbook: Each Independent h
                                                                                                                       is Killed or Eliminated, Units on this card stay here       Spellbook to be earned. When the
                                                                                                                       (no one is paid the Power when they are Recruited or        are met, place the Spellbook on
                                                                                                                       Summoned while she is out of play, but the next player      Card and reap its benefits so
                                                                                                                       to Awaken her will benefit).
                                                                                                                                                                                   Control the Independent. This do
                                                                                                                                                                                   as one of your “Faction” spellb
                                                                                                                                                                                   purpose (you cannot place it on
                                                                                                                                                                                   card).
                                                                                                                                                                                   Doom Phase: When you do
                                                                                                                                   Have all 6 Faction Spellbooks.                  Annihilation, do NOT gain an Elde
                                                                                                                                                                                   Independent Great Old Ones you
                                                                                                                                                                                   Note: For your first game with In
                                                                                                                                                                                   we recommend using one fewer
                                                                                                                                                                                   than the number of players.
                                                                                                                    SHADOW PHARAOH
                                                                                                                     LOYALTY CARD (1)
HAUNTER IN THE DARK FIGURE (1) HAUNTER SPELLBOOK (1) HAUNTER LOYALTY CARD (1)
112
                        Beyond Time and Space
This new expansion includes the Hound of Tindalos, the first Terror unit designed for Cthulhu Wars. It
also contains two new Neutral Monsters: the Wamp and Voonith.
           Pay 2 Doom to obtain this Loyalty Card, then                        Pay 2 Doom to obtain this Loyalty Card, plus                                       Pay 2 Doom and 2 Power to obtain this
           choose an enemy to place all 4 Wamps in any                           place 1 Voonith at your Controlled Gate.
                                                          You may purchase the ability to Summon a                                     You may purchase Loyalty  Card,
                                                                                                                                                          the ability tothen  placeathe Hound of
                                                                                                                                                                         Summon
                  Area or Areas without a Gate.                                                                                                         Tindalos
                                                          Neutral Monster during the Doom Phase. You                                   Neutral Monster during theat  any Gate
                                                                                                                                                                   Doom  Phase. (even
                                                                                                                                                                                  You one you don’t
                                                                                                       Cost: 3                                                           Control).
                                                          may only earn one Neutral Monster type per                                   may only earn one Neutral Monster    type per
                             Cost: 1
                                                          Doom Phase; however, there is no total limit to                              Doom Phase; however, there is no total limit to
                                                                                                    Combat: 1
                                                          how many Neutral Monster Loyalty Cards you                                   how many Neutral Monster Loyalty Cost:
                                                                                                                                                                          Cards 4you
                           Combat: 0                      obtain.                                                                      obtain.
                                                                            Vicious (Post-Battle):                                                                             Combat: 4
          Crypt Dweller (Doom-Phase):                     When it is your Ifturn
                                                                               a Voonith    is in a aBattle
                                                                                     to perform         Ritualin which
                                                                                                                 of     you score no   When it is your turn to perform a Ritual of
          Choose an enemy to place all Wamps from your                      Kills,lower
                                                          Annihilation, simply      instead   score
                                                                                           your   Doom 1 Kill.
                                                                                                            by (If2 two Vooniths are                     Chronophage
                                                                                                                                       Annihilation, simply     lower your (Ongoing):
                                                                                                                                                                              Doom by 2
          Pool into any Area or Areas without a Gate.                       in the
                                                          points. You may still       Battle
                                                                                perform       and you
                                                                                          a Ritual        rollwish.
                                                                                                     if you    no Kills, you score 2                     Theperform
                                                                                                                                       points. You may still   Houndacannot
                                                                                                                                                                         Ritual ifperform
                                                                                                                                                                                   you wish.the Move Action
          (You can instead Summon Wamps normally).        When you spendKills).
                                                                              the Doom points, choose a                                When you spendbythe        Doom
                                                                                                                                                             itself. Thepoints,
                                                                                                                                                                          Hound choose     a free whenever
                                                                                                                                                                                   Moves for
                                                          Neutral Monster Loyalty Card from among those                                Neutral Monster Loyalty
                                                                                                                                                         you Move  Cardany
                                                                                                                                                                        fromother
                                                                                                                                                                              among    those
                                                                                                                                                                                     Unit. In doing so, the
                                                          available and place it by your Faction Card,                                 available and place
                                                                                                                                                         Hound it by   your Faction
                                                                                                                                                                   teleports   directlyCard,
                                                                                                                                                                                         from an Area with
                                                          adding the figures into your Pool. When you take                             adding the figuresa into  your Pool. When    you take
                                                                                                                                                            Gate to another Area with a Gate – neither
                                                          the card, you usually get a free Monster that can                            the card, you usually  get a free
                                                                                                                                                         of which        Monster
                                                                                                                                                                      need   to bethat   can
                                                                                                                                                                                     Controlled  by you (or
                                                          be placed immediately.                                                       be placed immediately.
                                                                                                                                                         anyone).
                                                          Once you earn a Neutral Monster Loyalty Card,                                Once you earn a Angles
                                                                                                                                                         Neutral Monster
                                                                                                                                                                 of TimeLoyalty Card,
                                                                                                                                                                         (Ongoing):
                                                          you keep it for the rest of the game. From                                   you keep it for the rest of the game. From
                                                                                                                                                        The Hound cannot be assigned a Kill in
                                                          then on, only you may Summon and Control its                                 then on, only you may Summon and Control its
                                                                                                                                                        Battle. However, if a Hound is ever in an
                                                          associated Neutral Monsters.                                                 associated Neutral Monsters.
                                                                                                                                                             Area without a Gate (due to being Pained
                                                                                                                                                             to such an Area, or the Gate itself being
                                                                                                                                                             destroyed or moved, etc.), it is Eliminated.
                                                                                                                                                             It can also be Eliminated if it cannot be
                                                                                                                                                             Pained due to Enemy presence in adjacent
                                                                                                                                                             Areas (per normal Pain rules).
      WAMP LOYALTY CARD (1)                               VOONITH LOYALTY CARD (1)                                                               HOUND OF TINDALOS
                                                                                                                                          Spellbooks F.indd 211                                           10/13/16 10:16 AM
                                                                                                                                                                                                                              113
              Beyond Time and Space
                                  HOUND OF TINDALOS
                                      FIGURE (1)
114
      Ramsey Campbell Horrors   1
115
Ramsey Campbell Horrors   2
                              116
      High Priests
117
                        PLAYING WITH HIGH PRIESTS
The High Priest is a new type of Cultist, and belongs to the Faction of its own color. 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. Because the High Priest is Recruited,
rather than Summoned, a Gate is not needed. The High Priests benefit from all Spellbooks or abilities
that reference Cultists (but not Acolytes).
                                                                                                          118
                            Unique High Priests
      The Unique High Priests are an additional set of rules for your High Priests, adding 8 unique abilities.
      To play with the Unique High Priests rules, you need the regular High Priest miniatures.
      When you Recruit a High Priest, you may choose for him or her to be a regular High Priest (with the
                                          Unspeakable Oath ability), or to be one of the named, Unique
                                           High Priests. (The Unique High Priests do NOT have the
                                             Unspeakable Oath ability).
119
120
121
122
123
“Asenath, it seemed, had posed
as a kind of magician at school;
and had really seemed able to
accomplish some highly baffling
marvels. She professed to be able
to raise thunderstorms, though
her seeming success was generally
laid to some uncanny knack at
prediction. All animals markedly
disliked her, and she could make
any dog howl by certain motions
of her right hand.”
125
YELLOW SIGN ACOLYTE FIGURE (6)
                                 126
      WINDWALKER ACOLYTE FIGURE (6)
127
                        Colour Out of Space
      The rules for the Colour Out of Space are presented below, and you can also download them in PDF
      form from www.PetersenGames.com
      We do not recommend playing with these rules in every game. The grey Gates can be used to replace the
      regular die cut tokens from the core game.
128
                 The Shining Trapezohedron
      The Shining Trapezohedron contains plastic representations and miniatures of things that are otherwise
      die cut punchboard tokens in various other products of the Cthulhu Wars game system.
130
                       Lovecraft Bust
                    First Player Marker
Use this in place of the First Player token found in the core set. When you are the First Player, simply
point him in the direction you want play to go.
                                                                                                           131
                                         Battle Dice
      Use these in place of regular six-sided dice during Battle. This image        is for a Kill, this image
      is for Pains.
                                         Custom Dice
      Use these in place of regular six sided dice for various abilities and events in Cthulhu Wars.
132
                           Additional Maps
As with additional Factions, new Maps can dramatically change the gameplay of Cthulhu Wars. Each
one adds new plastic figures and new rules that only apply to that Map. As with the Earth Map in the
Core Game box, they all handle play from 2–5 players, and can be used with any of the Factions (core or
additional), as well as any combination of other expansions desired.
They all add complexity, though some more than others, and can affect game length somewhat.
                                                                                                          133
      Dreamlands Map
         COMPONENTS
134
                              SETUP AND MAP BASICS
The Dreamlands Map has a Surface and an Underworld, each with the normal 3- and 5-Player sides.
Setup the game for your player count, with one of the Surface sides, and one of the Underworld sides.
For your first 4-Player Dreamlands game, we recommend using the 5-Player side where the majority of
players start. Usually this will be the Surface.
Place the Bhole in the Vale of Pnath on the Underworld side. Place the Zoogs next to the Surface, within
easy reach.
The Dreamlands Map is flat, rather than a globe. Therefore, the Surface and Underworld have edges and
corners, and Units cannot move around from one edge to another.
All the Areas with Sea in their name (or in parentheses) count as Oceans or Seas for any game text
referencing Oceans or Seas. We realize that the Underworld “Seas” are not necessarily water. But they
have liquescent aspects (pitch, fungus goop, and Bholes swim through a canyon filled with bones called
the Vale of Pnath), so they are considered ocean-like in biogeography.
                                           TUNNELS
Moving Between the Maps
Four Areas on each board are marked with a Tunnel Glyph. Areas with a Tunnel Glyph are
adjacent to the Area with the matching Tunnel Glyph on the other board. For example, a
Unit in Zura can directly Move to the Ruins of Karoth. (So, for example, since Crawling
Chaos’ Units may Move 2 spaces, Nyarlathotep in Zura could Move to the Ruins of Karoth,
and then to another, adjacent Underworld Area, such as the Tower of Koth or Vale of
Pnath).                                                                                            Tunnel Glyph
A Unit in a tunnel Area that is Pained can retreat through the Tunnel to the other map, because they are
adjacent for every purpose.
Players using other, Movement type, abilities to travel may do so between the two boards
freely. For instance, Shub-Niggurath can Avatar to either side, Crawling Chaos’s Hunting
Horrors can use Seek and Destroy to either board, Cthulhu can use Submerge to hit both
boards, etc.
Keen-eyed players may notice that the Gates and passageways do not have a direct one-
to-one correspondence to the geography of the two boards. This is how things are in the
Dreamlands.
                          CITADELS (VICTORY)
The Dreamlands Map provides an alternate source of victory. Each board has 4 Citadels.
If a single player Controls Gates on all 4 Areas with a Citadel on a single board, he              Citadel Glyph
immediately wins, regardless of whether he has 6 Spellbooks on his Faction Card or not (or
                                                                                                           135
      the most Doom points). You must Control a Gate at all 4 Citadel Areas on a single board—Surface OR
      Underworld, and not merely some from each, in order to win.
      If no player ever Controls Gates at all 4 Citadels of a single board, the game ends and victory is
      determined normally.
      If Opener of the Way is in play, Yog-Sothoth’s presence in a Citadel Area DOES counts as Controlling a
      Gate in that Citadel Area—even if another Faction Controls the normal Gate in such an Area, Opener of
      the Way could win the game by simply Controlling 3 normal Gates in the other 3 Citadel Areas!
      Citadels are numbered. Some Citadels have more than one number—these Citadels are especially
      attractive to pesky creatures. The numbers control Bhole and Zoog activity.
      If the Bhole is in an Area containing a Gate, it remains in place and destroys the Gate, as well as
      Eliminating any Controlling Unit. The Bhole does not affect anything else in that Area. This
      Elimination counts as an enemy Eliminating your Unit (so, for example, Yellow Sign can benefit from
      Passion).
      If the Bhole is not in an Area with a Gate, roll 1 six-sided die and move the Bhole to the Underworld
      Citadel labeled with the appropriate number (even if the designated Citadel lacks a Gate). For example,
      on a five-player map, when a 1 or a 2 is rolled, the Bhole goes to the Sea of Pitch. On a 3, it is sent to the
      Vaults of Zin. If the Citadel the Bhole enters contains a Gate, that Gate is immediately destroyed, along
      with any Controlling Unit. The Bhole does not affect anything else in that Area.
      If Opener of the Way is in play, and the Bhole attacks the Area with Yog-Sothoth, it destroys and
      Eliminates Yog-Sothoth! (Sometimes it’s not beneficial to be coterminous with all space and time). It
      does this in addition to destroying the normal Gate in the Area.
A single Kill result destroys the Bhole (though it will return on the next Doom Phase!)
136
A Pain always sends the Bhole to the Vale of Pnath, regardless of the presence of other Units (it may not
be Eliminated due to being surrounded). Crawling Chaos’ Madness Spellbook cannot send the Bhole
elsewhere, nor can Units who Battled the Bhole be Pained to the Vale of Pnath (if the Bhole is Pained). If
the Bhole is already in the Vale of Pnath, it ignores the Pain.
The Bhole is a Terror Unit type. Additionally, while Spellbooks and abilities can be used in Battle against
it, they can only affect your own Units. For example, you cannot use Windwalker’s Howl to send the
Bhole out of the Battle Area, nor does Demand Sacrifice have any effect on the Bhole’s dice results.
The Bhole costs 0 Power, has no Spellbooks or Doom, and has no Power of its own, or any other
normal feature of a Faction for all purposes such as calculating the Combat of Tsathoggua, Ithaqua,
Nyarlathotep, etc.
This means that when Killed the Bhole goes to the Vale of Pnath for one Doom Phase, giving players a
short grace period (as there is no Citadel in the Vale of Pnath).
                                    ZOOGS (SURFACE)
Zoogs are small, mischievous creatures, native to the forests of the Dreamlands. When Cthulhu Wars
erupts, the clever Zoogs seize their opportunity to make their mark and torment your Cultists to
distraction.
The Zoogs are Monsters, and can thus be affected by any Spellbooks or abilities targeting or referencing
Monsters.
Any Controlling Unit on a Gate in a Citadel Area with Zoogs must immediately come off that Gate,
which is now Abandoned. Zoogish pranks and other shenanigans render that Gate impossible to Control
until the pests are abated.
Units may not Control Gates in Areas that contain one or more Zoogs. Before your Cultist (or Dark
Young) can Control a Gate in a Zoog-infested Area, you must rid the Area of Zoogs. To do this, you’ll
need appropriate Spellbooks or to engage in Battle.
                                                                                                              137
      Yog-Sothoth is not affected by Zoogs! He always
      counts as a Controlled Gate in a Citadel Area even if
      Zoogs are there as well.
138
“Ninety aeons ago, before even the gods had danced upon its pointed peak, that mountain
had spoken with fire and roared with the voices of the inner thunders. Now it towered
all silent and sinister, bearing on the hidden side that secret titan image whereof rumour
told. And there were caves in that mountain, which might be empty and alone with elder
darkness, or might—if legend spoke truly—hold horrors of a form not to be surmised.”
~Sandy Petersen
                                                   140
                     Shaggai Map
                         COMPONENTS
Setup the Maps the same way you would with the Cthulhu Wars Earth Map. All Ocean Areas have the
words “Ocean Belt” in their title. The Oceans are organized in a single band around Shaggai’s equator.
The First Player places any of the Worm of Ghroth figures in the Worm that Gnaws in the Night Area
(marked with the icon).
DEGRADE WORMS – Roll Worm Degradation dice equal to the number of players – i.e. in a 5 player
game, roll 5 dice. Each Worm whose number corresponds to a rolled result is removed from the map &
replaced with an Eradication token. If no worm matches any rolled result, no Eradication tokens are
placed.
For example, in the first Doom phase, then in a 4 player game, four dice would be rolled. If the starting
Worm has a 3, and one or more dice turned up as “3”, then that Worm would be Eradicated.
In each newly-Eradicated Area:
 I. Remove any Gate, Cathedral, or other game marker (such as the Ice Age marker). If a removed Gate
    was Controlled by a player, that player earns 1 Elder Sign. A removed Cathedral provides 1 Doom to
    the Ancients’ player.
 II. Eliminate all Units. The owners receive 1 Power per Unit Eliminated. Each Faction Great Old One
    that is Eliminated also provides its owner with 1 Elder Sign. (Since Yog-Sothoth counts as a Gate, he
    provides 1 Power and 2 Elder Signs if removed).
PLACE NEW WORMS – Beginning with the Starting Player, each player places one Worm either
adjacent to the Worm that Gnaws in the Night Area, or adjacent to any already-Annihilated Area. Only
one Worm can be placed per Area. If the supply of Worms, or legal areas, runs out by the time this
segment gets to a particular player, that player doesn’t place a Worm.
WORM EFFECTS
      In addition, when you Control a Gate in an Area with a Worm, you may bypass Area restrictions on
      Awakening or Summoning your Units by paying 2 extra Power (all other Awakening or Summoning
      requirements must still be met). For Example, Cthulhu need not be Awakened to only the Area with his
      Glyph, so long as you pay 2 extra Power and Control a Gate in the Area with a Worm. Note: you need
      not actually Awaken Cthulhu to the Area with your Gate and the Worm; he can be placed in ANY Area!
      By Controlling a Gate in an Area with a Worm, the Cosmic Power also allows the Ancients’ Cathedrals to
      be placed in a similar way. For example, you can Create a second Cathedral in an Area with this:     by
      paying 5 Power instead of 3. This also means the Ancients can earn Spellbooks via substitution. For
      example, if you do not yet have the Spellbook requirement fulfilled which requires you to place a
      Cathedral in an Area with this:     , you can place a second Cathedral in an Area with this     in order
      to fulfill that Spellbook requirement.
      Movement-like abilities and Spellbooks which let you relocate without passing through Areas do not
      cause you to lose a Unit. Thus, Submerge or Avatar do not cost a Unit to use, even if travel originates in
      an Area surrounded by Eradication tokens. However, Move-like abilities which do not “teleport” (such
      as Screaming Dead) do force the user to Eliminate a Unit.
143
       It is a 3 player game, and The Worm that Gnaws, Haddathic Residue, and the Ocean Belt: Orange are all Eradicated.
Windwalker wants to Move his army in the Lower Pole to the Ocean Belt: Red (using Arctic Winds). So he picks up his Army, pays the
            1 Power for movement, and skips over both Eradicated Areas in his way, landing in the Ocean Belt: Red.
                                                                                                                                144
                                                    KILL
                  Because he had to skip over an Eradicated Area (actually two, in this case) he must lose a Unit en route,
                                               and so selects a Wendigo to be Eliminated.
         He also had a Gnoph-keh in the City of Doom. He could have Moved it for 1 more Power and landed it in the Ocean Belt:
      Yellow. He doesn’t need to lose that particular Unit, because it is all part of the same Move Action, and he already Eliminated a
      Unit for this Move. This is true even though the City of Doom Unit did not join up with his main army. Note that even if the City
      of Doom Unit were to Move across a completely different Eradicated Area, he would still only lose 1 Unit for his entire Move (of
        course, it could be the City of Doom Unit, in which case his main army moving from the Lower Pole wouldn’t lose anything).
145
The World’s End (fewer than 2 Areas per player)
It is possible for a Shaggai game to reach the point that the world is basically falling apart, and it becomes
difficult to win. If the total of non-Eradicated Areas ever reaches fewer than 2 per player (e.g., less than 6
Areas in a 3 player game), then the game immediately ends, and the player with the most Doom points wins,
so long as he has all 6 Spellbooks.
If the game ends, and no player has all 6 Spellbooks, then no one wins. Shaggai’s final catastrophe ruins it
for everyone.
                                                                                                               146
      Library at Celaeno Map
            COMPONENTS
147
                               SETUP AND MAP BASICS
The Library at Celaeno Map consists of two levels, the Lower Floor and the Upper Floor. Each of these
is a separate board, and they should be kept near each other in play, but do not need to be adjacent. They
do not connect normally, as the Library is not a globe. Therefore, the two levels have edges and corners,
and Units cannot move around from one edge to another.
As with other maps in Cthulhu Wars, use the 3-Player sides for a 3-Player game, use the 5-Player sides
for a 5-Player game, and use one 3-Player and one 5-Player side for a 4-Player game.
There are 4 Upper Floor Areas which have square slots on them, named Barrier of Naach-Tith, Guardian
Under the Lake, Larvae of the Outer Gods, and Yr and the Nhhngr. Place each corresponding Library
Tome in its slot.
If Opener of the Way is in the game, it CANNOT start in any of those four Areas with the Library
Tomes.
Part of the library is flooded, which makes these Areas Seas. In all cases these are labeled either with the
word Sea in their name, or in parentheses as (Sea). Any Sea Area is an Ocean or Sea Area for all game
purposes. Note, for example, that the word “Lake” in the name does NOT denote an Ocean or Sea
Area—it must include the word Sea or Ocean.
Archways
Several Areas contain an Archway. These are similar to Stairwells, except that they are not
lettered A-F. For purposes of the Move Action and movement type abilities, each Archway
Area is adjacent to EVERY OTHER Archway Area on both Floors of the Library.
However, unlike the Stairwells, the Archways are NOT adjacent when being Pained or
Retreated.
                                                                                                         Archway
Players using other movement type abilities to travel may do so between the two boards
freely. For instance, Shub-Niggurath can Avatar to either side, Crawling Chaos’s Hunting Horrors can
use Seek and Destroy to either board, Cthulhu can use Submerge to hit both boards, etc.
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                                      THE LIBRARY TOMES
      Spontaneous Gate Creation
      At the start of the first Doom Phase, place a Gate in each of the four Areas where the Library Tomes
      were placed during setup (unless a Gate is already present).
      This Gate creation only happens once. If one or more of these Areas is missing its Gate in later Doom
      Phases, nothing happens.
                                          SILENCE TOKENS
      At the start of each Doom Phase, all players take 1 Silence Token. If a player still has a Silence Token
      after the Action Phase (when the Gather Power Phase starts) he must discard it. Therefore, a player can
      never have more than a single Silence Token at a time.
      On your turn, as an Action, you may spend 0 Power, discard your Silence Token, and do one of the
      following:
                                          THE CUSTODIAN
      When you Activate the Custodian, you may place or Move it to any Area (or keep it in the same Area).
      Then roll the Agony die. If the Custodian stays in the same Area without Moving, add +1 to the Agony
      die’s final total.
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A number of Units in the Custodian’s Area equal to the Agony die’s total must be Moved to The
Oubliette. If more than one Faction is present, the Activating player gets to choose how many Units
must go from each Faction (up to the Agony die’s total), but the affected players get to choose which
Units are moved. The player who Activated the Custodian can be affected as well, if he chooses a number
of his own Units. If there are fewer Units in the Area than the Agony die’s roll, then just Move all Units
present to the Oubliette.
Example: The Yellow Sign spends 1 Silence Token to Activate the Custodian in the Black Chamber.
There are 3 Factions present—Great Cthulhu (with Cthulhu plus 2 Cultists), Crawling Chaos (a
Nightgaunt and 2 Cultists), and The Yellow Sign (King in Yellow alone). A 2 is rolled, which is increased
to a 3 because the Custodian was already in the Black Chamber and didn’t Move. The Yellow Sign selects
himself as one of the victims, and happily evacuates his King to The Oubliette. He decides that Crawling
Chaos must Move the remaining 2 units, and that means Cthulhu need Move none. Crawling Chaos
chooses to Move his 2 Cultists, leaving his nightgaunt behind.
No player may take Control of an Abandoned Gate in the Area inhabited by the Custodian. If the
Custodian is sent to an Area with a Controlled Gate, the Gate may remain Controlled (for the time
being). If you Create a Gate in an Area with the Custodian, it must remain Abandoned, until the
Custodian leaves!
Additionally, the Custodian cannot be Battled by players. It is immune to all Spellbooks, abilities, and
other effects. The only interaction it has with a Faction is when it is Activated by a player using a Silence
Token. It is not any Unit type.
                                      THE LIBRARIAN
A player may only Activate the Librarian if at least one enemy Faction has an Overdue Library Tome.
If so, the player spends a Silence Token and places or Moves her to any Area containing at least one
Unit from an enemy Faction that has an Overdue Library Tome. Then roll the Agony die. As with the
Custodian, if the Librarian stays in the same Area without moving, add +1 to the Agony die’s final total.
If more than one enemy Faction with an Overdue Tome is in the Area, the Activating player divides up
the Agony die’s total between them.
Satisfying Agony
Each victim must satisfy all the Agony assigned to him by choosing from the following options:
  Satisfy one Agony for each of your Units in the Area you choose to Eliminate.
  Satisfy one Agony for each 1 Doom you choose to lose.
  Satisfy one Agony for each Overdue Tome you return to its slot.
If the victim does not have enough collective Units, Doom and Overdue Tomes to satisfy the Agony
assigned to him, then the remaining Agony can be ignored.
                                                                                                                150
      When an Overdue Tome is replaced due to satisfying Agony, and there is a Faction currently Controlling
      its respective Area’s Gate, then that player immediately takes possession of the Library Tome.
      Note: The only way a player can replace a Library Tome back to the Map is by Satisfying Agony
      inflicted by the Librarian. You cannot otherwise voluntarily replace it, nor are you ever forced to do so (if
      you always choose to lose Doom or Units instead).
      Example: It is the start of the Action Phase, and two Tomes are Overdue. Cthulhu has one of the
      Overdue Tomes, and Black Goat has the other. The Librarian is currently at The Oubliette.
      Sleeper pays a Silence token, but does not Move the Librarian, leaving her at The Oubliette, where
      Cthulhu has 4 Units. Sleeper rolls a 3 on the Agony die, but since the Librarian did not Move, the result
      is actually a 4. Cthulhu decides to lose 1 Unit, lose 2 Doom, and return his Tome. This satisfies all 4
      Agony.
      As with the Custodian, no player may take Control of an Abandoned Gate in the Area inhabited by the
      Librarian. If the Librarian is sent to an Area with a Controlled Gate, the Gate may remain Controlled
      (for the time being). If you Create a Gate in an Area with the Librarian, it must remain Abandoned, until
      the Librarian leaves!
      Additionally, the Librarian cannot be Battled by players. It is immune to all Spellbooks, abilities, and
      other effects. The only interaction it has with a Faction is when it is Activated by a player using a Silence
      Token. It is not any Unit type.
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      Primeval Map
       COMPONENTS
153
                               SETUP AND MAP BASICS
Setup the Maps the same way you would with the Cthulhu Wars Earth Map. One of the 4-Player Map
configurations has 9 Glacier Glyphs. The other has 11. These are so you can have a more or less “icy”
game. Try both and see which you prefer. None of the Glaciers start on the Map.
The Primeval Map significantly changes the layout of the world. Continents include Atlantis,
Hyperborea, Lemuria, and Mu. One huge continent runs all the way from Lomar, at the North Pole, to
Antarctica, while Hyperborea, Lemuria, and Mu are continental islands, like modern-day Australia.
The Ocean Areas are all Areas with the word “Ocean” in them, and no others.
                                        THE GLACIERS
At the end of the first Doom Phase (after everyone has had a chance to perform a Ritual
of Annihilation or not), place a Glacier in each player’s Start Area (whether it has a Glacier
Glyph on it or not). Remove any Units Controlling any Gates (they stay in their respective
Area) and place the Glacier onto the Gate. Note: If Windwalker is in play, do not add one to
Windwalker’s other Start Area—only the Area he actually starts in.
On all subsequent Doom Phases, at the end of the Doom Phase (after everyone has had a
chance to perform a Ritual of Annihilation or not), the First Player must select 2 Areas on
                                                                                                    Glacier Glyph
the Map that have the Glacier Glyph. These Areas cannot already have a Glacier in them.
Place a Glacier in each of the 2 Areas. If there is a Gate in an Area, the Glacier goes on top of
it, removing any Controlling Unit (who remains in the Area).
Once all Areas containing Glacier Glyphs possess Glaciers, no more Glaciers need be placed. The
remaining Areas are safe.
If Opener of the Way is in play, Yog-Sothoth is never covered by a Glacier even if he is in an Area with a
Glacier Glyph and that Area is selected during the Doom Phase.
Effect of Glaciers
During Gather Power, Gates in Areas occupied by Glaciers are considered Abandoned. So, for example,
if 4 Gates are occupied by Glaciers, all Factions would get 4 Power for these.
Once placed, Glaciers are permanent, and can never be moved or removed from the Map. If someone
ever Creates a Gate in an Area already containing a Glacier, then the Glacier is immediately placed atop
that Gate—the Unit which Created the Gate never has a chance to Control it.
You’ll notice the Power from all the Abandoned Gates with Glaciers supercharges your Faction. This is a
Power-rich Map!
                                                                                                             154
“Ocean is more ancient than the mountains, and freighted with
                       the memories and the dreams of time.”
                                            —H.P. Lovecraft
      Yuggoth Map
       COMPONENTS
157
158
                                    SETUP AND MAP BASICS
                  Set up the Map the same way you would with the Cthulhu Wars Earth Map. Place the
                  Watcher Token at 12 on the Doom Track, with the dark (asleep) side up.
                  If the Opener of the Way Faction is in play, it may NOT set up on any Area marked with the
                  Yellow Sign’s Chevron glyph (comprising the Laboratory, Slime Sea Overlook, and all of the
Watcher Token     Green Pyramid Areas). It may set up in any other unoccupied Area.
                  The Yuggoth Map represents the (former) planet of Pluto, where alien horrors have
                  established a base. It contains some special Areas—the Laboratory, Slime Sea Overlook, and
                  the Green Pyramid in particular (the latter comprises multiple Areas—the Pyramid Slopes and
                  the Watcher Postern).
Chevron Glyph     Ocean Area names all end in the word “Sea.” Hence, the Nitrogen Sea, Polar Sea, etc. are
                  Ocean Areas for every game purpose.
Note that the Slime Sea Overlook is a Land Area, despite the word sea appearing in the name.
                                         THE LABORATORY
                  A player that Controls a Gate in the Laboratory Area can perform the Surgery Action. If
                  Opener of the Way is in play, Yog-Sothoth can perform the Surgery Action when in the
                  Laboratory Area, and if a different Faction Controls a normal Gate in the Laboratory at the
                  same time, both Factions may perform Surgery.
 Laboratory        You must place them in the same Area(s) as the Cultists they replace - they can replace your
                   Cultist on a Gate, immediately retaking Control of that Gate. You can also swap out Cultists
      that are not on the Map, but still in play (such as some of Cthulhu’s Cultists which are Submerged, or
      Sleeper’s Acolyte that is on a Cursed Slumbering Gate. (Those guys are just having really bad dreams).
      Brain Cylinders
      Brain Cylinders are a new type of Cultist. They cannot be Recruited normally. Nor can they be placed on
      the Map due to special abilities which place Units (such as Yellow Sign’s Desecrate).
      They cannot use the Move Action, but may perform any other game Action, in addition to all Cultist
      functions—i.e., they earn Power during Gather Power, Control and Create Gates, and permit the
      Recruitment of Cultists in their Area.
      To Move a Brain Cylinder, one of your other Units must Move with them. Your Brain Cylinders
      accompany your other Unit(s) for free in a Move Action. A single Unit can carry multiple Cylinders.
      You can also bring Brain Cylinders along using a movement like ability, so long as that ability allows
      you to bring other non-specific Units along. For example, you can relocate them with Submerge, but
159
not Screaming Dead, Seek and Destroy, Necrophagy, or Shriek of the Byakhee because the latter
four specify specific Units that can are moved. Something that modifies the Move Action, such as the
Shantaks’ Horror Steed ability, would allow it to bring any number of Brain Cylinders (in addition to an
Acolyte or High Priest).
As Cultists, they benefit from any Spellbooks or abilities that affect Cultists (for example, Black Goat’s
Frenzy provides them with 1 Combat). They are NOT Acolytes, however, and so the ability must specify
Cultist (or Unit) to affect a Brain Cylinder.
Brain Cylinders have 0 Combat like all Cultist, and their cost is 0 for all game purposes.
Brain Cylinders cannot be assigned Pain results in Battle. Because of this, they tend to be left behind
in Areas as their owners are driven away in Battle. They are also immune to Pain-like retreats, such
as Windwalker’s Howl or Pains inflicted by Opener’s Dread Curse. They can still be assigned Kills
(remember, all Kills must be assigned before any Pains are, so Brain Cylinders cannot help you avoid Kills
or Eliminations in Battle).
Important: In addition, Brain Cylinders by themselves do NOT prevent a Unit from being Pained into
their Area in a Battle. Brain Cylinders by themselves cannot surround and therefore Eliminate an enemy
Unit.
Capturing a Brain Cylinder is like Capturing any other Cultist and follows the same rules. However,
when a Cylinder is Captured, you may choose instead to “Convert” it into a Cylinder of your own
Faction Color, leaving it on the Map. Four Cylinders is a hard limit for each Faction, so if you already
have four Brain Cylinders in play, and Capture a fifth, it cannot be Converted, but must be placed on
your Faction card for Sacrifice in next Gather Power.
Note: A special bonus Laboratory token is included in this Expansion. This is not for the Yuggoth Map
itself (as there is already a Laboratory Glyph on the Yuggoth Map). This is for players to experiment
with in their own house rules, permitting them to access the Laboratory Area, the Surgery Action, and
Brain Cylinders on other Cthulhu Wars Maps! We suggest a hard rule that no player may have a Start
Area in the Laboratory’s Area (including Opener of the Way).
Alternately, you may play a variant in which Yuggoth has 2 Areas in which you can perform the Surgery
Action! If you use the token on Yuggoth, we suggest not putting it on the Slime Sea Overlook nor
anywhere on the Green Pyramid.
This token is purely for player experimentation and Petersen Games has not extensively tested these
variants to ensure game balance!
If Opener of the Way is in play, Yog-Sothoth may perform the Call Slime Mold Action by being in the
Slime Sea Overlook. However, if there is also a normal Gate in the Overlook, and it is Controlled by a
different Faction, then Yog-Sothoth CANNOT perform the Call Slime Mold Action. Only 1 Faction
at a time may be able to perform the Call Slime Mold Action, and the normal Gate in the Overlook takes
precedence over Yog-Sothoth.
                                                                                                             160
                    Call Slime Mold (Action: Cost 0 or 1)	
                    If you Control the Gate on the Slime Sea Overlook, place a Slime Mold in any Slime Sea
                    Area. If no Slimes are in play, this costs 0; if at least one Slime is in play, pay 1.
 Slime Mold         Slimes are Monsters. They cannot be Summoned, however. They are placed on the Map
                    via the Call Slime Mold Action, which can only be performed by the player who Controls
                    a Gate in the Slime Sea Overlook.
                    They cannot use a Move Action to go to the Slime Sea Overlook (but may be Pained
                    there, or arrive via other means such as Great Cthulhu’s Submerge, or Shub-Niggurath’s
                    Avatar, so long as it is not a Move Action).
                    They have no inherent ability.
No Slime Mold
                      Slime Molds are Controlled by the Faction which Controls a Gate in the Slime Sea
                     Overlook. If this Gate changes Control to another Faction, all Slime Molds in play change
      allegiance. If the Gate is Abandoned, the Slime Molds become neutral.
      It is possible to declare Battle against neutral Slime Molds without affecting any other Faction. The
      Slime Molds do fight back—roll dice for them and mark losses normally. If a neutral Slime Mold is Pained
      (or Retreated) and Madness is not in effect, their attacker chooses where they are Pained to, following
      normal Pain rules. Neutral Slime Molds can also be affected by other abilities targeting a Monster (or
      Unit). For example, Tsathoggua may use Capture Monster on one, and Shub-Niggurath may Avatar with
      a neutral Slime Mold.
      Special Note: Although you may not Summon Slime Molds (you may only “Call” them), Black Goat’s
      Fertility Cult will allow it to Call as many Slime Molds as desired, and in conjunction with Summoning
      other Monsters. The Slime Molds must still appear in the Slime Sea, even when Fertility Cult is used in
      their creation, of course.
      Two special bonus Slime Tokens are included in this Expansion. These cannot be used on the Yuggoth
      Map, or it would lead to confusion. Place each one in a separate Area on another Map expansion (or on
      the earth map). The “No Slimes Allowed” Area is where you can perform the Call Slime Mold Action
      if you control a Gate there. The other Area is where the Slimes must appear when Called. All the same
      rules for Slimes apply. These tokens are purely for player experimentation and Petersen Games has not
      extensively tested this variant to ensure game balance!
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                                THE GREEN PYRAMID
The Slopes of the Pyramid and Watcher Postern
The Green Pyramid consists of 2-4 Areas, depending on the side of the Map you are using.
All are specially marked. One mark in each Area is the die roll result on which the Watcher
appears. The other mark is a symbol showing that Controlled Gates on the Pyramid earn 1
additional Power during Gather Power. Therefore, Controlled Gates on any Green Pyramid
Area (including the Watcher Postern) produce 3 Power each Gather Power Phase instead of                    Dice
2. (Yog-Sothoth produces 3 Power if he is in a Green Pyramid Area during Gather Power).
Abandoned Gates on the Green Pyramid still only produce 1 Power for all Factions.
The Watcher
The Watcher of the Green Pyramid is a hideous abnormality, a monstrous fellow to the
Great Old Ones. It dwells in the abysses beneath the Green Pyramid. Activity on Yuggoth
periodically brings forth the Watcher, to ravage and destroy.                                        +1 Power if you
                                                                                                     Control a Gate in
The Watcher Awakens	                                                                                    this Area
After all players have had a chance to perform a Ritual of Annihilation (or not) during the
Doom Phase, if there is a Controlled Gate in any Green Pyramid Area at the end of the Phase, roll 1 die.
If the result equals the number printed on an Area with a Controlled Gate, the Watcher Awakens. Flip
the Watcher token to the lit-up (Awakened) side, and place the figure on the Watcher Postern (regardless
of which number was rolled).
Yog-Sothoth’s presence in a Green Pyramid Area counts for Awakening the Watcher, even if a normal
Gate is not Controlled in the same Area.
Also, if any player’s Doom marker passes over the dark Watcher Token, flip it to the lighted (Awake) side.
Thus, when a player first reaches or exceeds 12 Doom, the Watcher Awakens, if it is not already Awake.
If a player’s Doom reaches 12 during an Action Phase (due to turning in Elder Signs, for example), the
Watcher won’t Awaken until the following Doom Phase.
Never Decay the Watcher on the Doom Phase in which he Awakens (and never re-Awaken the Watcher
in the same Doom Phase it reaches 0).
                                                                                                                162
      The Watcher Attacks once per player. The First Player controls its first Attack, followed by the next
      player, and so forth, until each player had had a chance to control it once, or the Watcher has been
      destroyed.
      Controlling the Watcher 	
      On each Watcher Attack, the controlling player must Move the Watcher into an adjacent Area of his
      choice that contains Units of any player’s Faction. If no adjacent Area contains a player’s Units, the
      Watcher may be teleported to any Map Area that contains any player’s Units. The Watcher may never
      remain in the same Area.
      Immediately after Moving, the Watcher initiates a Battle with Combat dice equal to the Watcher Token’s
      position (initially 12). It Battles EACH Faction in the Area separately and independently, in the order
      chosen by the controller. For example, if 2 Factions, including the controlling player’s Units, are in
      the Area, the controller can choose to have himself attacked second, hoping the Watcher will have lost
      strength by the time it gets to him. If the Slime Molds are neutral, it does not attack them. All of these
      Battles in the same Area against each Faction count as a single Watcher Attack.
      The defending Faction rolls normal Combat dice against the Watcher. Each Kill drops the Watcher
      Token down 1 point on the Doom Track. The Watcher is immune to all Pain.
      The Watcher is a Great Old One. Additionally, while Spellbooks and abilities can be used in Battle
      against it, they can only affect your own Units. For example, you cannot use Windwalker’s Howl to send
      the Watcher out of the Battle Area, nor does Demand Sacrifice have any effect on the Watcher’s dice
      results.
      The Watcher costs 0 Power, has no Spellbooks or Doom, and has no Power of its own, or any other
      normal feature of a Faction for all purposes such as calculating the Combat of Tsathoggua, Ithaqua,
      Nyarlathotep, etc. As a Great Old One, however, the Watcher can provide Nyarlathotep with 2 Elder
      Signs for scoring a Kill against it—it is immune to Pains, so Nyarlathotep must actually score a Kill (and
      no, multiple Kills against the Watcher do not provide Nyarlathotep with additional Elder Signs!).
      Once the first Watcher Attack is complete, the second player takes control of the Watcher for the next
      Attack (which again, includes both a Move and a Battle). This continues until all players have controlled
      the Watcher once (or until it has been destroyed). At that point, the First Player takes his first normal
      turn. During the rest of the Action Phase any player may initiate a Battle against the Watcher. It will roll
      its Combat dice and ignore all Pains as normal.
                                        When the Watcher’s Token drops to 0 on the Doom track (even if it
 Since the Watcher first Awakes on      reaches 0 due to the Watcher Decay in the Doom Phase), it is removed
 the Watcher Postern, and it must       from the board, and the Watcher Token is flipped back to the dark,
  Move into an adjacent Area with
  Units, you might at first feel safe   sleeping side. It is then placed back at the 12 on the Doom track. It will
 by having a Gate on the Watcher        re-Awaken if another player’s Doom marker reaches 12, or via the die roll
  Postern itself. Be aware that the     as normal.
 Watcher may simply return to the
 Postern on its very second Attack!
163
      Extended Watcher Example
  In a four-player game, Rich foolishly             In the following Doom Phase, a 2 is               Rich is the First Player, but he is also
 Created a Gate on the 1 and 2 Area of              rolled. The Watcher appears on the              the only player with Units on the Green
           the Green Pyramid.                                 Watcher Postern.                        Pyramid, so he is forced to Move the
                                                                                                      Watcher into his own Area, where he
                                                                                                      has a Cultist, a Deep One, and Great
                                                                                                       Cthulhu. The Watcher now rolls 12
                                                                                                    Combat dice. Rich rolls 7 Combat dice
                                                                                                     (Cthulhu’s Devour ability is useless on
                                                                                                     The Watcher). Cthulhu gets 1 Kill, and
                                                                                                   lowers The Watcher to 11 (The Watcher
                                                                                                     ignores any Pains). The Watcher got 2
                                                                                                     Kills and at least 1 Pain, so the Cultist
                                                                                                   and Deep One are Killed, and Cthulhu is
                                                                                                                      Pained.
                          Angela, who is Crawling Chaos, uses              Now Angela (next player in turn order)
                         Madness to Pain Cthulhu to an adjacent             Moves The Watcher to the Area (The
                        Area (The Twin Desolations) where Frank            Twin Desolations) whence Cthulhu was
                        has his Yellow Sign Units. The First Watch            Pained, which also contains Frank’s
                                      Attack is over.                     Yellow Sign Units. Angela, having a beef
                                                                           with Rich, decides that The Watcher will
                                                                          attack Cthulhu first. So, The Watcher rolls
                                                                           11 dice against Cthulhu. Cthulhu gets 2
                                                                          Kills, and the Watcher’s Combat drops to
                                                                                   9. Cthulhu, sadly, is Killed.
165
 Before The Watcher can be controlled              Angela, using Madness, Pains Hastur, the         Frank is the next player in line. However,
by the next player, it has to Battle all the        King in Yellow, and the Byakhee to the           the only Area with Units adjacent to The
  Factions in the Area it is in. So now it                       Methane Sea.                      Watcher is the Methane Sea where his own
attacks Frank’s Yellow Sign Units. He has                                                           Yellow Sign Units were just Pained. Sadly,
 Hastur, the King in Yellow, 3 Undead, a                                                           he now must Move The Watcher there and
Byakhee, and 2 Acolytes, who roll a total                                                            Battle. It now rolls 7 dice and gets 1 Kill
of 11 dice (the Ritual of Annihilation track                                                       and 2 Pains. Frank opts to lose his Byakhee
 is at 7). The Watcher rolls 9 dice. Frank                                                           and Angela Pains his Units right back to
 gets 2 Kills dropping The Watcher to 7.                                                            the Twin Desolations. At least he rolled 2
The Watcher gets a whopping 5 Kills and                                                             Kills with his Units, dropping the Watcher
  3 Pains. Frank lets his 3 Undead and 2                                                                                 to 5.
Cultists be Killed (and he gains 1 Power,
   since he has the Passion Spellbook).
                               It is now Chris’s turn to Move The            Angela, sad that neither Hastur nor the
                             Watcher. Though he could Move the             King in Yellow were Killed by The Watcher,
                           Watcher west, he is feeling devious and          decides to split them up and Pain one to
                         decides to Move The Watcher back to the             the Ammonia Sea and the other to the
                           Twin Desolations to attack Frank for the         Nitrogen Sea, so they are vulnerable. All
                         third time. This time, The Watcher rolls no          players have taken a turn Moving and
                          Kills with his 5 dice, but it does Pain both     Attacking with The Watcher. It now stays in
                         Hastur and the King in Yellow. Frank scores       the Twin Desolations where it last Moved.
                               a Kill, dropping The Watcher to 4.             The players now begin the rest of the
                                                                           Action Phase, starting with Rich, who is the
                                                                                           First Player.
                                                                                                                                         166
“It traced strange pictures on the quivering air—
Half-memories that had always filled my eyes—
 Vast towers and gardens; curious seas and skies
   Of some dim life—I never could tell where.
   But I knew that through the cosmic dome
Those rays were calling from my far, lost home.”
    —H.P. Lovecraft, Fungi from Yuggoth
                               6-8 Player                            Maps
      These Maps work similarly to the normal Maps for the Core Game and each Map expansion, but
      expanding the Areas to accomodate 6, 7, or 8 players. They do not come with the plastic pieces you need
      to play on an expansion Map—you will still need the regular 3–5 Map box to use the corresponding 6–8
      player version.
169
170
              Frequently Asked Questions
                      Core Rules
      Q. How much Power does the Crawling Chaos get for Killing or Paining Cthulhu?
        A. He receives 2 Power, since that is now half the cost to Awaken Cthulhu (since, obviously, he
        has been Awakened once). Of course he could just take 2 Elder Signs instead. I would.
      Q. Yellow Sign’s Undead and Byakhee have Combat values that change depending on how
        many are present in the area. If an Undead or Byakhee is exempted via Invisibility, since
        it is still “present” does it affect the Combat of the remaining Units?
        A. An invisible Unit does not count as being “present” in the Area for this purpose. If you have
        two Undead in an Area, and one is turned invisible, the remaining Undead rolls zero dice, not
        one. The intent is that Invisibility is supposed to be useful.
      Q. When Crawling Chaos’s Thousand Forms or Black Goat’s Ghroth abilities are used, can
        a player insist on taking part of the loss, even if the other players don’t want him to?
        What if a player has no Power or no Cultists—can he “disagree” with the division?
        A. In the first case, this would count as a disagreement which needs to be resolved. In the
        second—if a player refuses to, or cannot contribute to the effect, he does not participate in
        further negotiations, and his agreement is immaterial.
      Q. If a Ghoul is already in the target Area, but is not participating in the Battle (due to
        Invisibility), can it stay there and use Necrophagy?
        A. Yes! An Invisible Ghoul is “not involved” and thus could react via Necrophagy!
      Q. Since Nyarlathotep cannot be Eliminated due to being surrounded (when he has
        Emissary of the Outer Gods and is not Battling an enemy Great Old One), can he still
        “soak” up that Elimination to protect his other Units?
        A. Yes!
171
Q. If the Black Goat Faction is in a Battle, and uses Necrophagy, can the Ghoul that was
  sent to the Battle also take the Pain that it added?
  A. No, the newly-called Ghoul cannot be chosen to take the extra Pain.
Q. When Yellow Sign takes the Screaming Dead or He Who is Not to be Named Action,
  does he have to pay the normal Power cost for his second, subsequent Action?
  A. Yes! For instance, if he moved using Screaming Dead, and then immediately attempted a
  Desecration, this would cost him 3 Power total (or 2 Power, if Third Eye was in effect).
Q. What happens when Crawling Chaos uses Thousand Forms, and the number rolled is
  higher than the sum of all other players’ power?
  A. Crawling Chaos gets Power equal to the die roll.
Q. If I fail a Ghroth roll, is the free Acolyte (of any Faction) that is placed optional?
  A. No. Abilities themselves are always optional (unless stated otherwise on their text), but if
  you choose to use an Ability, you must then do what it says—once you choose to use Ghroth,
  and you fail the roll, you cannot simply decide to not live with the consequences! You knew
  what you were getting into when you joined with Black Goat’s cult! Basically, a failed Ghroth
  is still intended to be a good thing—usually Black Goat has Acolytes in their Pool, but if not,
  then use this to place an enemy Acolyte in an Area with your Monsters so you can Capture it!
  Or, help a potential ally—perhaps even request they do something for you on their turn, in
  return for giving them a free Acolyte.
Q. Similar to the question above, but what if I want to use Ghroth, but there are NO
  Acolytes in any Faction’s Pool to be placed (in case of a failed roll)?
  A. Then of course nothing happens if you fail! This is not similar to abilities such as Zingaya
  in which you cannot use the ability, if there are no Undead in your Pool to replace the enemy
  Acolyte with. With Ghroth, chance is involved - you could Eliminate enemy Cultists (which is
  the main purpose of Ghroth). To be clear, the free Acolyte with Ghroth is a compensation you
  cannot refuse, as explained in the previous question, because you cannot normally choose to
  fulfill only part of an ability. But having no Cultists to place does not prevent you from trying a
  Ghroth roll.
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                           Additional Factions
                                    OPENER OF THE WAY
      Q. How does Key and the Gate Work?
        A. Opener gets two Power for Yog-Sothoth during Gather Power. He also gets one Doom
        point for having Yog-Sothoth on the Map during the Doom Phase. If he performs a Ritual of
        Annihilation, he gets a point for Yog-Sothoth as a Gate (plus an Elder Sign for Yog-Sothoth as
        a Great Old One).
      As a Gate, Yog-Sothoth can always Summon Monsters in his Area. Unlike other Gates, he can
        co-exist with a normal Gate, plus he is never Abandoned. Cultists do not Control him nor can
        they ride him. He cannot be Moved with The Beyond One as if he were a Gate.
      Q. Does Yog-Sothoth provide Power to Cthulhu via Y’ha Nthlei if he is in an Ocean?
        A. Yes, because Yog-Sothoth is an Enemy-controlled Gate in the Ocean!
      Q. If Yog-Sothoth is in the Area where Ithaqua is Awakened, do you have to replace Yog-
        Sothoth (as the Gate) with Ithaqua?
        A. If Yog-Sothoth is the ONLY Gate in the Area, then yes. If there is another available Gate,
        then you must replace THAT Gate with Ithaqua instead.
      Q. If an Opener of the Way Unit in an Area is turned invisible by a Flying Polyp, does it
        count as “participating in a Battle” for the purpose of getting promoted by The Million
        Favored Ones?
        A. No. The Invisibility Spellbook states that the Unit “takes no part in the rest of the Battle.”
        This includes all Post-Battle abilities and effects.
      Q. If I have a Mutant and an Abomination eligible to promote via The Million Favored
        Ones, but I do not have an Abomination figure in my Pool, can I first promote the
        Abomination, then the Mutant (now that an Abomination figure has returned to the
        Pool)?
        A. Yes. You can cycle Units through your Pool in this way to promote them.
      Q. If I promote a Spawn of Yog-Sothoth into 2 or more Mutants via The Million Favored
        Ones, and that Spawn was Pained in the Battle, are all of his Mutant “progeny” Pained?
        A. Million Favored Ones happens after all the Pains and Kills are applied, so the Spawn first
173
  retreats into a neighboring Area, THEN shatters into multiple Mutants. This also means that if
  a Spawn is Eliminated by a Pain result because it was surrounded by its opponent, you do not
  get the Mutants.
Q. If Windwalker’s Howl is used to retreat one of Opener’s Monsters, can it still promote
  via Million Favored Ones?
  A. No, they do not participate in the rest of the Battle, and so cannot use their Abilities.
Q. How do Battle abilities interact with Dread Curse of Azathoth?
  A. Dread Curse is not considered a Battle, despite the fact that Combat dice are rolled. It
  cannot be combined with Channel Power or any other Pre-Battle, Battle, or Post-Battle effects
  (such as Regeneration, Necrophagy or even Madness).
Q. Can the Dread Curse of Azathoth be used to attack Units that are not Controlled by
  any Faction, such as Zoogs on the Dreamlands Surface Map, or Abhoth’s Filth tokens
  after Abhoth has been Killed?
  A. No, because that Spellbook requires you to apply the Combat results to particular Factions.
  In the case of Abhoth, once he is back in play, the Filth tokens may be targeted, but the Zoogs
  are never under the Control of a particular Faction, so they can never be targeted.
Q. Can I use Channel Power more than once in the same Battle?
  A. Yes. You can keep re-rolling misses (rolls of one, two or three), paying one Power per re-roll,
  until you run out of Power or all the dice score results.
Q. Can I use Dragon Ascending even if I am out of Power?
  A. Yes, because it is not an Action—it is simply an effect that you can apply at any time.
Q. If I use Dragon Ascending during Gather Power, who becomes the First Player?
  A. You will be tied for most Power with another Player, and so whoever was previously First
  Player chooses.
Q. To Awaken an Independent Great Old One, you need a Controlled Gate and your own
  Great Old One. Does Yog-Sothoth, by himself, fulfill both these requirements?
  A. No, because Yog-Sothoth is not, technically, a Controlled Gate.
Q. Chaugnar Faugn’s Miri Nigri ability gives Gates 3 Combat dice. Does this apply to Yog-
  Sothoth?
  A. Yes! For example, if there are 4 Enemy Faction Great Old Ones on the Map and Opener
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        Controlled Chaugnar Faugn, then Yog-Sothoth’s Combat would be 11 (8 + 3). However, if
        Opener also Controlled a normal Gate in the same Area as YogSothoth, you still only add 3 to
        your Combat in that Area, not 6. The ability reads “in an Area” which means you only get the
        Combat bonus once per Area, rather than once per Gate.
      Q. If Sleeper uses Cursed Slumber to remove a Gate from the Map, does that lower the
        count towards Opener’s two Spellbook requirements which require 8 or 12 Gates to
        exist on the Map, respectively?
        A. Yes, it lowers the count. A Gate on Sleeper’s Faction Card is not on the Map.
      Q. Can Sleeper use Cursed Slumber to place a Gate from his Faction Card onto the Area
        containing Yog-Sothoth, but lacking a normal Gate?
        A. Yes.
                                                SLEEPER
      Q. If I have Energy Nexus, and I have 0 Power, can I still do an Action that Costs 0 (Or, I’m
        Hibernating via Ancient Sorcery)?
        A. Yes! Using Energy Nexus does not require it to be your turn, so the rule that your turn is
        skipped when at 0 Power (or Hibernating) doesn’t apply.
      Q. If my Serpent Man returns to the Map during the Doom Phase (Ancient Sorcery) to an
        Area with Windwalker’s Ice Age token, do I pay 1 Power?
        A. No, because returning the Serpent Man is not an Action—it occurs during the Doom Phase.
      Q. How does Demand Sacrifice interact with the Leng Spider’s Bloodthirst?
        A. Any Pains converted into Kills become single Pains. I recommend against using Bloodthrist!
      Q. Can I use Lethargy forever? Thus preventing the game from ending?
        A. We recommend defenestration as the quickest solution to such a player. More seriously
        Sleeper cannot use Lethargy if no one else is active, just go ahead and finish out the Action
        Phase.
      Q. If a Serpent Man uses Ancient Sorcery on Crawling Chaos, giving Sleeper the Flight
        ability, can this be combined with the Burrow Spellbook?
        A. Yes. Sleeper’s Units are able to fly while burrowing. Tsathoggua is not from this part of the
        universe.
175
Q. What does it mean that an Action must originate in the Battle Area when using Energy
  Nexus?
  A. It means the Action, if tied to Map Areas, must begin there. So, for example, you can
  only use it to Move OUT of the Area (Burrow would apply), and not into it. You could only
  use Ancient Sorcery if the Serpent Man comes from that Area. You could Recruit, Summon,
  Awaken, or Capture a Cultist or Monster in that Area. In a multi-Area situation, such as using
  Mother Hydra’s Zygote Action, then at least one Recruited Cultist must be placed in that
  Area. If it is not tied to a Map Area, then you may do it (such as one of Sleeper’s Spellbook
  requirements which are Actions). You could even do Lethargy if you wanted, but when you
  think about it, it doesn’t really make the most sense strategically.
Q. Can I do the Battle Action with Energy Nexus?
  A. Yes. This results in an immediate Battle, with you as Attacker, which would be followed by
  the already-declared Battle, between whatever Units remain. You can only do 2 total Battles
  in a row (i.e., you cannot “chain” Battles together into an infinite loop using Energy Nexus).
  However, you could use Energy Nexus to perform an Action other than Battle before the
  Energy Nexus Battle which will happen before the originally declared Battle.
Q. Can I use Energy Nexus even if the Battle in the Area was not declared against me (or
  by me)?
  A. Yes, because it is an Ongoing ability, which simply requires a Battle to be declared in the
  same Area as your Wizard. For example, if two other Factions Battled in an Area containing a
  Wizard, Sleeper could immediately Recruit a Cultist. If all the Units involved in the Battle were
  Killed and Pained out, then Sleeper could take Control of an abandoned Gate on his turn,
  without having to use up his next turn’s Action to Recruit a Cultist there!
Q. Can I perform Unlimited Actions in addition to my one Action when using Energy
  Nexus?
  A. You may Abandon and/or Control a Gate in addition to your 1 Action, but may not do an
  Unlimited Battle (1 regular Battle is okay).
Q. Do Battle abilities still apply to a Battle if Energy Nexus removes all Units of one side
  so that a Battle does not really take place? For example, what if a single Monster
  declares Battle on Sleeper, and Tsathoggua simply uses Energy Nexus to Capture
  Monster? Or, if Sleeper simply Moves all of his units out of the Area?
  A. Although Energy Nexus takes place prior to Pre-Battle, follow the same rule as to what
  happens when all Units of a side are removed during Pre-Battle. The Battle ends, no dice
  are rolled, and no abilities (including Pre-Battle!) can be used at all. The Power is paid for to
  initiate the Battle, but no Battle actually takes place!
      Q. If a Cursed Slumber Gate has a High Priest on it, can that High Priest be sacrificed for
        Power and if so, what happens to the Gate?
        A. Yes. The Gate becomes Abandoned, as described in the previous answer.
      Q. If I have acquired the Ghast Neutral Monsters, how and when would I spawn them via
        Death from Below?
        A. They would count as a 2 cost Monster, since that’s their cost. If you chose to spawn them,
        you would only get 1, so it is probably preferable to get some other Monster, if available, with
        Death from Below.
      Q. If Sleeper uses Cursed Slumber to remove a Gate from the Map, does that lower the
        count towards Opener’s two Spellbook requirements which require 8 or 12 Gates to
        exist on the Map, respectively?
        A. Yes, it lowers the count. A Gate on Sleeper’s Faction Card is not on the Map.
      Q. Can Sleeper use Cursed Slumber to place a Gate from his Faction Card onto the Area
        containing Yog-Sothoth, but lacking a normal Gate?
        A. Yes.
      Q. If I Move a single Shantak who brings along a Cultist (using the Horror Steed ability),
        does Burrow give me a refund of 1 Power?
        A. No. Burrow gives you a refund based on spending two or more Power during a Move
        Action, not on Moving two or more Units. In this situation, you would have to pay and Move at
        least one more Unit to benefit from Burrow.
      Q. How does Demand Sacrifice interact with the Leng Spider’s Bloodthirst?
        A. Any Pains converted into Kills become single Pains. I recommend against using Bloodthirst!
                                              TCHO-TCHO
      Q. How does Soulless interact with Gla’aki’s Green Decay and the Yithian’s Possession
        abilities?
        A. Soulless makes the base reward 0, rather than 1 Power. Gla’aki’s Green Decay modifies
        that reward to be an Elder Sign (meaning, it overrides Soulless, by replacing the base reward
        entirely from Power to an Elder Sign). The Yithian’s Possession adds to whatever the base
177
  reward is (whether 1, 0, or an Elder Sign). Thus, a Yithian who Captured a Soulless Tcho-Tcho
  still provides 1 Power at least.
Q. What if the Tcho-Tcho has no Controlled Gate when you have the Hierophants
  Spellbook, and you earn a Spellbook?
  A. Place the High Priest anywhere on the Map you have Units. If you don’t have Units, place it
  anywhere on the Map. You’re probably going to lose this game.
Q. In an 8 player game, it seems like the Tcho-Tchos are forced to appear in one of
  Windwalker’s start Areas. Is this really so?
  A. Yep.
Q. When performing the Spellbook requirement of “Remove my Controlled Gate in my
  Start Area” can I remove Yog-Sothoth?
  A. Of course not. He is not your Controlled Gate.
Q. Do I benefit from Martyrdom if my High Priest is Eliminated in Battle (such as by being
  Abducted or Devoured), but not actually Killed?
  A. No. Martyrdom only takes effect if the High Priest is actually Killed.
Q. Give me an example of how Tablets of the Gods works.
  A. If the Tcho-Tchos have this Spellbook, and do a Ritual of Annihilation, then they MUST
  Eliminate all of their High Priests, turning them in for Elder Signs. Their only element of choice
  in the matter is whether they perform the Ritual in the first place. Or they could sacrifice their
  High Priests for the Power reward, and only then do the Ritual.
Q. Can I use Terror to have some of my Proto-shoggoths reduce enemy combat, while the
  rest roll 2 dice each?
  A. No. All Proto-shoggoths must “vibrate” the same way—so if you have 4 in an Area, you
  can either roll 8 dice, or roll 4 dice and subtract 4 from the enemy dice total—no Mister In-
  Between. (and if the enemy’s reduction goes to below 0, he still just rolls 0. No negative
  Combat ratings!)
Q. If the Tcho-Tcho Recruit a Unique High Priest, are they affected by the various abilities
  of the Tcho-Tcho regarding High Priests (Hierophants, Martyrdom, Tablets, etc.) and can
  they be used to awaken Ubbo-Sathla?
  A. Yes to all—the Unique High Priest acts as your other two “regular” High Priests in every
  way, EXCEPT it cannot use the normal “Unspeakable Oath” ability, they can only use their own
  ability on their Loyalty Card.
Q: How does Sycophancy interact with Sleeper while using Ancient Sorcery?
  A. Because the Tcho-Tcho Sycophancy unique ability applies to the entire Doom Phase,
  Sleeper can use Ancient Sorcery to gain its benefit throughout that Doom Phase. In such a
  case, simply return the Serpent Man to the Map at the very end of the Doom Phase so you
  remember, rather then when it is Sleeper’s turn to perform a Ritual (or not), which is normally
  when you use abilities in the Doom Phase.
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      Q. With the Hierophants Spellbook, do the Tcho-Tcho get to place a free High Priest when
        they earn an Independent Great Old One’s Spellbook too?
        A. No, that is not the intent. It should read “Faction Spellbooks.” Otherwise it would be too
        gross.
                                          WINDWALKER
      Q. If my Serpent Man returns to the Map during the Doom Phase (Ancient Sorcery) to an
        Area with Windwalker’s Ice Age token, do I pay 1 Power?
        A. No, because returning the Serpent Man is not an Action—it occurs during the Doom Phase.
      Q. How does Windwalker’s Hibernate interact with Crawling Chaos’s Thousand Forms?
        A. Despite the fact that Windwalker is not an active Faction when hibernating, he does
        participate in the negotiations for how much Power is lost, and may choose to lose Power due
        to Thousand Forms.
      Q. Normally when a Faction with 0 Power gains Power by some means, it re-enters the
        Action Phase sequence. What happens if Windwalker under Hibernation gains Power?
        A. You gain the Power, but remain under the effects of Hibernation and may take no Actions.
        You may only spend Power when given the option via Spellbooks or abilities. For example, you
        can do so to keep Rhan-Tegoth from being Killed or Pained with his Eternal ability.
      Q. Gnoph-Keh cost depends on the number of Gnoph-Kehs in the Pool. Please give a
        precise breakdown.
        A. If no Gnoph-Kehs are on the Map, Summoning one costs four. With one on the map (and
        three in the Pool) Cost is three. With two each in the Pool and on map, the third will cost
        two, and the final Gnoph-Keh only costs one. Remember that a Gnoph-Keh Captured by
        Tsathoggua is not in the Pool, and thus decreases the cost!
      Q. If Cthugha rolls a Kill on Rhan-Tegoth, but the latter uses Eternal to cancel it, does
        Cthugha still have a chance to spare Rhan-Tegoth too?
179
  A. No, Eternal takes precedence—if Windwalker chooses to remove the Kill or Pain from Rhan-
  Tegoth, Cthugha cannot spare him.
Q. What does it mean in the description of Ice Age when it refers to “any Action ending in
  the Ice Age Area”?
  A. if the Action affects Units that finish the turn in the Area, or does something to the Area
  itself. For example, Units can Move OUT of the Area for no extra cost. But moving INTO
  the Area costs an additional Power (not per Unit, just for the whole Move Action). For other
  examples, if Yellow Sign tried to Desecrate the Area, it would cost plus one Power. If Cthulhu
  emerged from Submerge in the Ice Age Area, he would pay plus one Power (but not if he left
  the Area via Submerge). Great Cthulhu’s Devolve is not an Action, so it is still free, though
  using Dreams would cost him four. Black Goat’s Avatar would cost plus one Power as at least
  one Unit will be ending that Action in that Area (even if the Unit ending up in that Area is
  not a Black Goat Unit). Opener of the Way’s Units can Promote after Battle and Sleeper can
  use Death From Below in the Ice Age Area free of cost, as these are not Actions. If Sleeper
  declares Lethargy while Tsathoggua is in the Ice Age Area, it costs one Power. If you use a
  multiple-Area Action, such as if you used Mother Hydra’s Zygote, and placed at least one
  Recruited Cultists there, it would cost plus one.
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        Harbinger)?
        A. No, they do not participate in the rest of the Battle, and so cannot use their Abilities.
      Q. Can Howl be used on Map enemies such as Zoogs, Bhole, the Watcher, etc.?
        A. Although Howl works on any Unit, rather than the typical specification of a Monster or
        Cultist, it does not work on the larger Map enemies such as the Bhole, Watcher, Librarian
        or Custodian. It would, however, work on Zoogs and neutral Slimes. (In the former case, it
        Eliminates it but does not reflect a Pain back, and in the latter, you choose where the Slime is
        sent to).
      Q. Does Crawling Chaos’ Madness ability allow him to choose where victims of Howl are
        retreated to?
        A. No. Howl is not a Pain, but a Retreat.
      Q. Can Windwalker’s Howl retreat a Brain Cylinder on the Yuggoth map?
        A. No. Brain Cylinders turn off their sensors, so they don’t hear the Howl.
      Q. If you have Herald of the Outer Gods, do you still advance the Ritual of Annihilation
        marker up when paying the 5 Power?
        A. Yes.
      Q. During the Action Phase, if a Player reveals his Elder Signs and causes the game to end,
        does Windwalker still get to fulfill his Spellbook requirement which states “Take this
        Spellbook at any time”?
        A. Yes. Treat this Spellbook requirement similar to how every player may always reveal Elder
        Signs at the moment the game ends. This means that Windwalker could also immediately turn
        in all the Elder Signs he might receive from fulfilling that Spellbook requirement. No one said
        Windwalker played fair!
      Q. If one of Windwalker’s Gnoph Kehs has been captured by Sleeper via Capture Monster,
        how does this affect the Summoning cost of the next Gnoph Keh?
        A. A Gnoph Keh on Sleeper’s Faction Card is not considered to be in your Unit Pool. For
        example, if you had one Gnoph Keh In Play and one on Sleeper’s faction card, then the next
        Gnoph Keh would cost you two power to Summon, because two are currently in your Unit
        Pool.
                                          THE ANCIENTS
      Q. If more than one enemy Great Old One are in a Battle against me, and I invoke Unholy
        Ground, can I remove two Cathedrals to kill two Great Old Ones?
        A. Yes.
      Q. Can Rhan-Tegoth avoid Unholy Ground’s Kill by spending 1 Power as per his Eternal
        Ability?
        A. No, because Unholy Ground produces an Elimination, not a Kill.
181
Q. Can I use Unholy Ground to Eliminate the Watcher of the Green Pyramid or Azathoth?
  A. No. Unlike other Units, the Watcher just loses 1 from his strength when he is “Eliminated”,
  and Azathoth loses 1 die from his Combat.
Q. If I remove Cathedrals via Unholy Ground, where can I rebuild them?
  A. When replacing a removed Cathedral, you must obey Cathedral placement rules. For
  example, if you removed a Cathedral from a particular Yellow Sign Glyph’s Area, and all your
  other Cathedrals were in play, you could only rebuild it in an Area with that same Yellow Sign
  Glyph.
Q. If I have Reanimated in an Area by themselves, can I use them to take actions besides
  Move, Capture, or Battle?
  A. Yes, if such Actions are available to you.
Q. Do Reanimated need to be accompanied by another Unit to Move?
  A. No. They simply need to start their Move in an Area with another friendly (non-Reanimated)
  Unit.
Q. If Shriveling is used on one of Black Goat’s Monsters, and Black Goat has the Spellbook
  Thousand Young, how much Power does Black Goat receive?
  A. The Thousand Young Spellbook changes the cost of each of Black Goat’s Faction Monsters,
  so Shriveling would grant Black Goat the reduced cost to Summon. For example, Black Goat
  would receive zero Power when a Ghoul is Shriveled.
Q. How many points does the owner get when her Gnoph-Keh is shriveled?
  A. When a Gnoph-Keh is shriveled, calculate the cost it would take to Summon it at that
  moment, not how much it would cost to resummon it. This means that if Windwalker had all
  four Gnoph-Kehs on the board at the moment of Shriveling, it would grant him zero Power.
Q. Why is The Mao Ceremony worded cumbersomely, reading “after the minimum Power
  rule, but before Determine First Player”?
  A. Because it is always the very last Power to be added—even after the half Power rule. This
  is the only ability in the game which must take place at that moment. To be clear, when Mao
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        Ceremony is In Play, first all players tally up their Power, then the half Power rule occurs, and
        finally Mao Ceremony can be used LAST. (By the way, High Priests can still be sacrificed for two
        Power at any moment, Mao Ceremony notwithstanding).
      Q. What does Recriminations mean when it says you may replace a Spellbook with any
        available Spellbook?
        A. You may replace the selected Spellbook with one of your own Faction Spellbooks or
        another Azathoth Spellbook from the Pool. You may NOT use Recriminations in conjunction
        with any Independent Great Old One Spellbooks—only with Spellbooks which can be placed
        on your Faction Card.
      Q. If I am playing Opener of the way, and use Recriminations to swap out Dragon
        Ascending or Dragon Descending after I have flipped them face-down, do they flip face-
        up again? Could I take those Spellbooks again (using Recriminations) and re-use them?
        A. While you could take them back onto your Faction Card, you cannot unflip them.
        The Spellbook states “flip it face down to indicate that it cannot be used again”. This is
        categorical. It also works this way with Crawling Chaos’ Thousand Forms, which won’t unflip
        until the following Gather Power phase.
      Q. If I use Recriminations to remove another neutral Spellbook from my Faction card, does
        that Spellbook go to the general Pool from where anyone can now earn it, or does it
        remain in my own Spellbook Pool that only I can draw from?
        A. It goes back to the general neutral Spellbook Pool. If a neutral Spellbook is not currently on
        your Faction card, then any Faction may earn it.
      Q. How many points does the owner get when her Ghast is shriveled?
        A. Two, since that’s how much a single Ghast costs to Summon.
      Q. What happens when you use Recriminations on a Spellbook that contains a Moonbeast?
        A. The Moonbeast is removed with the Spellbook (costing nothing to do so) and follows
        normal rules for returning it to the Map.
183
                        Neutral Monsters
Q. How does Demand Sacrifice interact with the Leng Spider’s Bloodthirst?
  A. Any Pains converted into Kills become single Pains. I recommend against using Bloodthirst!
Q. Can Black Goat Summon Neutral Monsters at the same time as her Faction Monsters?
  A. Yes. She may Summon any number of Monsters at once, so long as they are hers to
  Summon.
Q. Can Yellow Sign spawn Neutral Monsters as the result of a Desecration Attempt?
  A. Yes, so long as it costs two or less.
In some cases, Mind Control cancels a Great Old One’s ability over the whole map. For
   example—if Tsathoggua is in an Elder Thing’s Area, then he can’t use Lethargy. If Ithaqua is in
   an Elder Thing’s Area, then Ferox is not in effect for any of his Cultists (of course, if an Elder
   Thing is merely in the same Area as one of Windwalker’s Cultists, but NOT in Ithaqua’s Area,
   Ferox is still in effect). Likewise, Abhoth could put a Filth Token in an Elder Thing’s Area, so
   long as Abhoth himself does not share an Area with an Elder Thing. Sometimes Spellbooks
   are affected, even though they are not directly negated by an Elder Thing. For example: The
   King in Yellow can’t Desecrate, which means that his Third Eye Spellbook can’t be used either
   (and a similar effect happens to Cthugha and Ghatanothoa when they have their Firestorm or
   Execration of Mu Spellbooks, respectively).
Q. Is there any way to get rid of the Servitor of the Outer Gods Loyalty Card once it has
  been given to you?
  A. No.
Q. If I have been given Servitors of the Outer Gods, can I still gain non-Servitor Monsters
  by means other than Summoning?
  A. Yes. For example, Windwalker can use Cannibalism to place Wendigos, Opener of the
  Way can promote Units via Million Favored Ones, and Yellow Sign can Recruit via Desecration
  attempts. The Servitor of the Outer Gods’ ability only affects normal Summons.
Q. Can I use Black Goat’s Fertility Cult ability to simultaneously Summon all the remaining
  Servitors in my Pool, as well as other Monsters?
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        A. Yes, you can Summon other Monsters in conjunction, so long as no Servitors remain in your
        Pool at the end of this Action.
      Q. If the presence of Servitors of the Outer Gods reduces my combat total to less than
        zero, what happens?
        A. Just leave it at zero. That’s bad enough.
      Q. What if I have both Star Vampires and Servitors of the Outer Gods in the same Area,
        reducing my overall Combat dice to less than what the Star Vampires’ would normally
        roll, or even reduced to zero. How do I roll my Star Vampire dice “separately”?
        A. Just go ahead and roll your Star Vampires’ total Combat dice. In this case, you will actually
        get to roll Combat dice, even though your total is theoretically zero. However, if your total dice
        is technically zero, you cannot Declare Battle yourself. Weird, I know. But you’re dealing with
        multiple realities and alternate dimensions already, if Elder Things and Servitors are In Play.
        And yes, in this case, the Combat results of the Star Vampires still DO apply in the Battle, as
        usual.
      Q. When a Star Vampire rolls a Kill or a Pain, in addition to the Doom point or Power that
        is drained from the target, is the Kill or Pain inflicted on the Enemy?
        A. Yes, you always add the Star Vampire’s Combat results to the Battle (even if, as in the above
        question, you technically have zero Combat dice). However, if the Enemy has no Power (or no
        Doom points), the Star Vampire’s drain does nothing.
      Q. What if my Star Vampires roll more Kill and/or Pain results than there are Enemy Units
        in the Battle?
        A. You still get to take the Doom and/or Power from your Enemy, even if some of the Battle
        results are not applied to Enemy Units (unless, of course, your Enemy doesn’t have enough
        Doom or Power to take). This also means, for example, that if Rhan Tegoth uses his Eternal
        ability when fighting your Star Vampires, you still get to take the Doom or Power if a Kill or
        Pain was initially assigned to Rhan Tegoth! Likewise, if your Star Vampire rolls a Kill against
        Nyarlathotep when he is protected by Emissary of the Outer Gods, you get a Doom point, but
        the Kill is reduced to a Pain (as per Emissary).
                                            Terrors
                                    GREAT RACE OF YITH
      Q. How does the Tcho-Tcho’s Soulless interact with the Yithian’s Possession ability?
        A. Soulless makes the base reward 0, rather than 1 Power. The Yithian’s Possession adds to
        whatever the base reward is (whether 1 or 0). Thus, a Yithian who Captured a Soulless Tcho-
        Tcho still provides 1 Power at least.
185
         Independent Great Old Ones
                                          ABHOTH
Q. Can you combine placing Abhoth’s Filth with Black Goat’s Fertility Cult? Or Sleeper’s
  Death from Below? Or Yellow Sign’s Desecration?
  A. YES to all!
                                       AZATHOTH
Q. When I Control Azathoth, can I modify the Nuclear Chaos die roll to be 0 or 7?
  A. Yes!
Q. Can Azathoth absorb more than one Kill result in a single Battle?
  A. No.
Q. How much Power can Nyarlathotep get when he Pains or Kills Azathoth in Battle
  (under Harbinger)?
  A. Zero. Technically, Azathoth costs 0 Power to Awaken. The one die plus two Power you pay
  to Awaken him is a loss, not a cost. So all Nyarlathotep can get when fighting Azathoth is two
  Elder Signs.
Q. What happens when Azathoth is surrounded by Enemy Units he just Battled, and he
  receives a Pain?
  A. Treat it as if he received a Kill and roll a die.
Q. What happens when Azathoth is chosen to receive a Kill as a result of Dread Curse of
  Azathoth (since no Battle abilities apply)?
  A. Azathoth’s special ability is Ongoing, not a Battle ability, so just reduce his Combat by a d6.
  (Yog-Sothoth can’t use Azathoth’s own curse against him, you cadaverous fool! But because
  Azathoth is the Blind Idiot God, he can still harm himself somewhat).
                                CHAUGNAR FAUGN
Q. If I have a Controlled Gate and only Units with 0 Combat, can I declare Battle due to
  Miri Nigri?
  A. Yes! Although Miri Nigri does not technically add 3 Combat to a particular Unit (such as
  how Absorb operates), the fact that you will roll Combat dice means you can initiate Battle
  even if all you have is a single Cultist (on that Gate) in the Area.
Q. Chaugnar Faugn’s Miri Nigri ability gives Gates 3 Combat dice. Does this apply to Yog-
  Sothoth?
  A. Yes! For example, if there are 4 Enemy Great Old Ones on the Map and Opener Controlled
  Chaugnar Faugn, then Yog-Sothoth’s Combat would be 11 (8 + 3). However, if Opener also
  Controlled a normal Gate in the same Area as YogSothoth, you still only add 3 to your Combat
                                                                                                       186
        in that Area, not 6. The ability reads “in an Area” which means you only get the Combat bonus
        once per Area, rather than once per Gate.
                                             CTHUGHA
      Q. If Cthugha rolls a Kill on Rhan-Tegoth, but the latter uses Eternal to cancel it, does
        Cthugha still have a chance to spare Rhan-Tegoth too?
        A. No, Eternal takes precedence—if Windwalker chooses to remove the Kill or Pain from Rhan-
        Tegoth, Cthugha cannot spare him.
                                               EIHORT
      Q. Can Brood be moved via Cursed Slumber, since it’s not really a “movement like”
        ability?
        A. No, you may not use Cursed Slumber on a Brood, as you can go to another Area on the
        map! Brood are already in a terrible slumber…
                                               GLA’AKI
      Q. How does the Tcho-Tcho’s Soulless interact with Gla’aki’s Green Decay?
        A. Soulless makes the base reward 0, rather than 1 Power. Gla’aki’s Green Decay modifies
        that reward to be an Elder Sign (meaning, it overrides Soulless, by replacing the base reward
        entirely from Power to an Elder Sign).
187
                         Additional Maps
                               DREAMLANDS MAP
Q. Do I win as Opener of the Way if I control 4 Gates at Citadels, including Yog-Sothoth
  but only in 3 of the Citadel Areas (e.g., I Control Gates in Citadel Areas numbered with
  one, two and three, and Yog-Sothoth itself is also in Citadel three, but I do NOT control
  a Gate in the Area of Citadel four)?
  A. No. You must Control Gates in all four Areas, not simply Control four Gates among the
  Citadel Areas, you cheater. In this situation, just Move Yog-Sothoth to Citadel four and you
  would win.
Q. What happens if I fight three Zoogs, and roll two Kills and three Pains? How many of
  my Units are affected by the reflected Pains?
  A. First remove the Killed Zoogs. Only one remains, so it is Pained (and removed), and one of
  your Units is likewise Pained. Remember, Kills always take effect before Pains.
Q. Can Cthulhu count Zoogs which are Eliminated by Pain results as Kills for the purpose
  of his spellbook requirements?
  A. No. As stated previously, Pains Eliminate Zoogs from the map, but do not Kill them.
Q. Can Opener of the Way’s Dread Curse of Azathoth be used to attack the Bhole or
  Zoogs?
  A. No.
Q. Can Shub-Niggurath use her Avatar ability to switch places with a Zoog?
  A. Yes. Even though Avatar specifically works on Faction Monsters, Zoogs are all identical, so
  it doesn’t matter which one in the given Area is chosen to swap places with Shub-Niggurath. If
  the Zoog is sent via Avatar to an Area that is NOT a Citadel, then the Zoog is Eliminated from
  the Map.
Q. Can Zoogs be captured via Sleeper’s Capture Monster?
  A. Of course.
Q. Does the Shantaks’ Horror Steed ability allow it to Move freely between the two
  maps?
  A. Yes.
                                                                                                   188
                              LIBRARY AT CELAENO MAP
      Q. If the Custodian moves my Units to The Oubliette, and an Abandoned Gate is there,
        can I immediately occupy it?
        A. Only when it is your turn to take an Action.
      Q. To Battle the player who currently has the Barrier of Naach Tith Tome, must I release a
        Captured Cultist from that Faction?
        A. No. You can release a Captured Cultist from any Faction to bypass the Barrier.
      Q. What if I want to Battle the owner of Barrier of Naach Tith, and I don’t have a Captured
        Cultist, a Silence Token, nor an Elder Sign?
        A. You can’t declare Battle on that Faction. Do something else.
      Q. One of the options for Yr and Nhhngr says you gain 2 Power, but the Action itself costs
        1 Power. Is this basically a net gain of 1 Power?
        A. Yes.
      Q. If the Librarian or Custodian are Activated in the same Area several Actions in a row,
        do they keep adding +1 more to their roll, accumulating over time?
        A. No. They just get a maximum of +1 to their roll.
      Q. Is it an Action to flip a Library Tome face up (by discarding an Elder Sign; releasing a
        captured Cultist, or discarding a Silence token)?
        A. No, you can do it at any time.
                                         PRIMEVAL MAP
      Q. I think the map layout for Primeval Earth is interesting, and I would like to try playing it
        in a normal game of t, without the Glaciers. Would this work?
        A. It’s your game. Give it a try!
      Q. If Opener of the Way uses Beyond-One to Move a Gate from a Glacier-infested Area to
        a clear Area, does the Glacier travel with the Gate?
        A. No. The Glacier is removed from the Gate in this case. If a Gate is Moved to where there is
        a Glacier, the Glacier immediately pops on top of it.
      Q. Can Opener’s They Break Through Spellbook be used to Summon Monsters at a Gate
        covered by a Glacier?
        A. Yes. They Break Through permits you to Summon at Abandoned Gates.
      Q. In the first Doom Phase, do I add a Glacier to the Start Areas of factions who were not
        in this game?
        A. No.
189
                                            YUGGOTH MAP
      Q. Can Cthulhu get his Kill Spellbook requirements from scoring a Kill on The Watcher?
        A. Yes! (But not for Devour, since that doesn’t affect The Watcher).
      Q. I have two Units in an Area, one of which is a Brain Cylinder. In Battle, the enemy rolls
        one Kill and one Pain. What are my options?
        A. Kills are always assigned first. If you assign the Kill to the Cylinder, it dies, and the other Unit
        is Pained. If you assign the Kill to the other Unit, then the Pain is ignored.
      Q. If a Battle takes place on the Slime Sea Overlook, and the Gate’s Controller is Pained or
        Killed, can his enemy retreat into an adjacent Area containing only Slimes?
        A. Yes, because the Slimes are now neutral!
      Q. How is the Watcher affected by Elder Things?
        A. The Elder Things’ Mind Control ability has no effect on the Watcher.
      Q. Can Opener of the Way’s Dread Curse of Azathoth be used to attack the Watcher or
        neutral Slimes?
        A. No.
      Q. Can Shub-Niggurath use her Avatar ability to switch places with a neutral Slime Mold?
        A. Yes. Even though Avatar specifically works on Faction units, Slime Molds are identical, so it
        doesn’t matter which one in the given Area is chosen to swap places with Shub-Niggurath.
      Q. Does the Watcher count as an enemy Great Old One for Windwalker’s Hibernate
        ability? Does he prevent Opener of the Way from using The Beyond One?
        A. Yes to both, but only when it is Awake. He is always considered an enemy Great Old One.
190
                                    SHAGGAI MAP
Q. Does Crawling Chaos avoid losing a Unit with his Flight ability when “skipping” over
  Eradicated Areas?
  A. No. He must lose a Unit to trace over such Areas, though skipping over an Eradicated
  Area doesn’t count as Moving over an Area for Flight, so he can Move over three Areas, for
  example, if one of them were Eradicated.
Q. Does Yellow Sign get his Passion Power when his cultists are Eradicated?
  A. Yes.
                                                                                                    191
“He spoke very gently of
how human beings might
accomplish—and several times
had accomplished—the seemingly
impossible flight across the
interstellar void. It seemed that
complete human bodies did not
indeed make the trip, but that the
prodigious surgical, biological,
chemical, and mechanical skill
of the Outer Ones had found
a way to convey human brains
without their concomitant physical
structure.”
                 —H.P. Lovecraft
                       Designer’s Notes
                                     M
                                                any years ago, I wrote an unusual tabletop
                                                roleplaying game named Call of Cthulhu,
                                                which proceeded to change my life. I
                                                expected it to be a minor cult game, that a
                                                few would love, and others ignore. I certainly
                                                never expected it to become as well-known
                                                as it did, spawning numerous spin-offs and
                                                imitations. It transformed me from a humble
                                                graduate student into a full-time game
                                                designer.
The years of 2011–2012 was a dark time in my life. I had left my job to become partner at a
tiny, ultimately-failing game company, and had been without gainful employment for almost
two years. I had tried to use crowdfunding to get support for a Cthulhu phone game, and it
utterly failed. My partner, Rob Atkins, convinced me to try to launch a tabletop boardgame.
I was doubtful, but gave it a shot. My theory was that it might make a couple hundred
thousand dollars for myself and my partners, and perhaps set up some sort of small cash cow
as supplemental income. In the meantime I sought employment elsewhere.
It was my belief that this crowdfunded game I was working on would be the very last game
that I, Sandy Petersen, would ever create entirely from my own mind. I had full expectations
of working on other people’s assignments for the rest of my life. (I’m not complaining—this
is typical for a game designer. We rarely get to pick the topics of our games.) So, as my last
personal game ever, I pulled out all the stops. I wanted this to be the ultimate Lovecraft
game. I wanted the best art, the coolest plastic figures (all in 28mm scale so I could use them
in Call of Cthulhu), asymmetric strategy (my favorite play element), colorful, fast-moving
and of course, finally emphasizing my theme of post-Cthulhu-holocaust. But if Cthulhu is
rising to take over the world, who can stop him? Only other Great Old Ones.
This became my theme. As I said, my wife and I were out of cash at the time, and needed this
to support us. As believers, we prayed for the project’s success. The game flowed out of my
mind and into reality at an amazing pace. No other game I’ve worked on went this smoothly.
My artist, Richard Luong, knew nothing about Lovecraft, but proved ideal for the task of
illustrating Lovecraft’s creations. All went well.
Then, we launched it. By this time my hopes were higher. I was now hoping for as much as
$300 –400k gross. This was my swan song and I was excited to see how it did. Well, it earned
well over a million dollars, vastly exceeding my hopes, dreams, prayers, and expectations.
It also turned out to be a monstrous game to create, requiring our factory to invent new
processes, and the million dollars we earned was barely enough to cover our costs!
In the end, I am grateful to all who believed in me. Everyone who bought this game. It
turned my swan song into a phoenix—a new rebirth for me. The success of Cthulhu Wars
launched my new company Petersen Games, and now we have several games under our belt,
mostly designed by me. We intend to keep moving forward and try to surprise our fans
pleasingly. Thank you for your support.
                                                                 —Sandy Petersen
                         Credits
        DESIGN                           CULTISTS
        Sandy Petersen
                             Art Direction, Game Layout & Illustration—
      PRODUCTION                             Rich Fleider
Marketing—Ed Healy
195
     SCULPTING HORDE
           Master Resin Casting                   Dark Young, Elder Thing, Nyogtha
               Fenris Games                                 Andrew May
197
          www.PetersenGames.com
Copyright © Sandy Petersen 2016 . All Rights Reserved.