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  All materials (copyright 2014) Green Eye Games   this work is for non-commercial purposes only Black Goat Faction Ability Fertility Cult (Ongoing): When you summon Monsters you can summon multiple Monsters of one or more types from one or several Gates. GOO Abilities/Cost/Combat Avatar (Action: Cost 1): Choose an area and a faction (You may choose your own faction). Swap the location of Shub-  Niggurath and a Monster or Cultist in the area, chosen by the faction o wner. Awaken (Cost 8): Eliminate 2 of your Cultists in the area with your controlled Gate where Shub-Niggurath appears. Combat: Equals the total of your Cultists plus your controlled Gates. Spellbook Requirements Have units in 4 areas. Have units in 6 areas. Have units in 8 areas. As your sole action in a round, eliminate 2 Cultists. Share areas with all enemies. Awaken Shub-Niggurath. Spellbooks Frenzy (Ongoing): Cultists have a Combat of 1. Necrophagy (Post-Battle): Move any or all Ghouls to that battle and apply an additional pain result to each side for each Ghoul so moved. Ghouls that are already in the combat cannot participate in Necrophagy. Ghroth (Action: Cost 2): Roll a die. If the result is equal to or less than the number of areas containing Mi-Go, then your enemies must collectively lose that many Acolyte Cultists from the map. If they can't decide in one minute do it for them. The Red Sign (Ongoing): Dark Young now: 1) give you one power during Gather Power; 2) can create Gates, 3) can control Gates. Blood Sacrifice (Ongoing): Each Doom Phase you may sacrifice 1 Cultist to get an Elder Sign. Shub-Niggurath must be in  play. The Thousand Young (Ongoing): Shub-Niggurath must be in play. All Ghouls, Fungi, and Dark Young cost 1 less power to summon.

Cthulhu Wars Factions

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  • All materials (copyright 2014) Green Eye Games this work is for non-commercial purposes only

    Black Goat

    Faction Ability

    Fertility Cult (Ongoing): When you summon Monsters you can summon multiple Monsters of one or more types from one

    or several Gates.

    GOO Abilities/Cost/Combat

    Avatar (Action: Cost 1): Choose an area and a faction (You may choose your own faction). Swap the location of Shub-

    Niggurath and a Monster or Cultist in the area, chosen by the faction owner.

    Awaken (Cost 8): Eliminate 2 of your Cultists in the area with your controlled Gate where Shub-Niggurath appears.

    Combat: Equals the total of your Cultists plus your controlled Gates.

    Spellbook Requirements

    Have units in 4 areas.

    Have units in 6 areas.

    Have units in 8 areas.

    As your sole action in a round, eliminate 2 Cultists.

    Share areas with all enemies.

    Awaken Shub-Niggurath.

    Spellbooks

    Frenzy (Ongoing): Cultists have a Combat of 1.

    Necrophagy (Post-Battle): Move any or all Ghouls to that battle and apply an additional pain result to each side for each

    Ghoul so moved. Ghouls that are already in the combat cannot participate in Necrophagy.

    Ghroth (Action: Cost 2): Roll a die. If the result is equal to or less than the number of areas containing Mi-Go, then your

    enemies must collectively lose that many Acolyte Cultists from the map. If they can't decide in one minute do it for them.

    The Red Sign (Ongoing): Dark Young now: 1) give you one power during Gather Power; 2) can create Gates, 3) can control

    Gates.

    Blood Sacrifice (Ongoing): Each Doom Phase you may sacrifice 1 Cultist to get an Elder Sign. Shub-Niggurath must be in

    play.

    The Thousand Young (Ongoing): Shub-Niggurath must be in play. All Ghouls, Fungi, and Dark Young cost 1 less power to

    summon.

  • All materials (copyright 2014) Green Eye Games this work is for non-commercial purposes only

    Crawling Chaos

    Faction Ability

    Flight (Ongoing): All of your units can fly (even Cultists). When moved, they can travel 2 areas. They can fly over areas

    containing enemy units.

    GOO Abilities/Cost/Combat

    The Harbinger (Post-Battle): If Nyarlathotep was in battle with a Great Old One that was pained or killed, he receives

    power equal to half the current cost to summon that Great Old One or two Elder Signs,

    Awaken (Cost 10): Must have a controlled Gate at which he appears.

    Combat: Equals the total of your own plus your opponent's spellbooks.

    Spellbook Requirements

    As your sole Action for the Round pay 4 Power.

    As your sole Action for the Round pay 6 Power. You may pay 10 Power as your sole Action to get both.

    Capture an Enemy Cultist.

    Control 4 Gates or have 15 Power.

    Control 3 Gates or have 12 Power.

    Awaken Nyarlathotep.

    Spellbooks

    Abduct (Pre-Battle): Eliminate a Nightgaunt, your foe must eliminate a non-GOO unit in the same area.

    Invisibility (Pre-Battle): Each Flying Polyp can select one non-GOO to be sidelined, and not take part in the battle.

    Seek and Destroy (Pre-Battle): Whenever a battle is declared in which one of your units participates, you may move any or

    all of your Hunting Horrors on the board to the location of the battle.

    Madness (Ongoing): Whenever there is a combat anywhere on the map, you may choose where units that are pained move

    to.

    Emissary of the Outer Gods (Ongoing): Nyarlathotep must be in play; Unless an enemy Great Old One is in the battle,

    Nyarlathotep cannot be chosen to receive a Kill result, but he can still be pained. If he is surrounded and can't retreat, he is

    not eligible to be removed from play.

    The Thousand Forms (Once-Per-Action-Round: Cost 0): Nyarlathotep must be in play; roll 1d6 and all other players have

    one minute to decide if they will lose that much power. If they decide not to lose the Power, Nyarlathotep gains that much

    Power.

  • All materials (copyright 2014) Green Eye Games this work is for non-commercial purposes only

    Great Cthulhu

    Faction Ability

    Immortal (Ongoing): After the first time Cthulhu is awakened, it costs only 4 power for each subsequent awakening. Any

    time you awaken a GOO, receive 1 Elder Sign.

    GOO Abilities/Cost/Combat

    Devour (Pre-Battle): The enemy player eliminates one of his Monsters or Cultists in the area, his choice.

    Awaken (Cost 10 for first awakening and 4 for any subsequent awakening): Can only be awakened in the South Pacific. Can

    awaken even if the gate is empty or if you do not control it.

    Combat: 6

    Spellbook Requirements

    Non-Euclidean Geometry: Pick any Spellbook during the first Doom Phase of the game.

    The Stars are Right: Automatically receive a Spellbook during a Doom Phase in which you have 5 Spellbooks. Also gain an

    Elder Sign.

    Either control 3 Gates in Ocean Areas or 4 Gates exist in Ocean Areas.

    Kill and/or Devour an enemy unit in a single battle.

    Kill and/or Devour 2 enemy units in a single battle. (If you Kill and/or Devour 3 enemy units in a single battle, you can get

    both.)

    Awaken Cthulhu

    Spellbooks

    Devolve (Ongoing): At the end of any player's Action (even if it's not your turn), transform one or more of your Acolyte

    Cultists anywhere on the map into Deep Ones.

    Absorb (Pre-Battle): Remove any of your non-GOO units from the area. For each such unit, the Shoggoth adds 3 to his

    Combat.

    Regenerate (Battle): Star Spawn can accept up to 2 combat results. If they are both kills, it dies. On ANY other combination,

    it is pained.

    Submerge (Action: Cost 1): If Cthulhu is in an Ocean Area, remove him from the map and place him on your Faction card,

    along with any or all friendly Units in the same area. On a later Action, perform Submerge again to place Cthulhu (plus any

    accompanying Units) anywhere on the map.

    Dreams (Action: Cost 3): Choose an area with enemy Acolyte Cultists. Your enemy must eliminate an Acolyte Cultist

    (chosen by victim) and replace it with one of yours.

    Y'ha Nthlei (Ongoing): If Cthulhu is in play you get 1 power for each Gate in an Ocean area that you do not control.

    (uncontrolled Gates do not count, because everyone gets one power from them anyway, but Yog-Sothoth does count).

  • All materials (copyright 2014) Green Eye Games this work is for non-commercial purposes only

    Yellow Sign

    Faction Ability

    Feast (Ongoing):During Gather Power, you gain 1 power for each area containing both a desecration marker and one or more

    of your units..

    GOO Abilities/Cost/Combat

    King in Yellow - Desecrate (Action: Cost 2): If King in Yellow is in an area without a desecration marker, roll 1 die and

    compare to your total units in the area (including the King). If the roll is equal to or less than your total, you succeed; place a

    desecration marker in the area. Whether the roll succeeds or fails, gain a Cultist or Monster of your choice in the Area.

    Awaken (Cost 4): Have a Cultist in an area with no Gate, where the King appears.

    Hastur - Vengeance (Post-Battle):Hastur decides which Units his pain & kill combat results are applied to.

    Awaken (Cost 10): Summon to a controlled Gate where the King in Yellow is present.

    Combat: Equals the current cost to perform a Ritual of Annihilation.

    Spellbook Requirements

    Place a Desecration marker in Europe, Arabia, or Asia.

    Place a Desecration marker in North or South America.

    Place a Desecration marker in Africa, New Zealand, or Australia.

    As your sole action for the round, grant another player 3 doom points.

    Awaken the King in Yellow.

    Awaken Hastur.

    Spellbooks

    Passion (Ongoing): When one of your Cultists is eliminated by an enemy Action (Captured, Killed, Etc.) during the Action

    phase, gain 1 Power.

    Zin Gaya (Action: Cost 1): In an area with an Undead and an enemy Acolyte Cultist replace that Acolyte Cultist with

    another Undead.

    Shriek of the Byakhee (Action: Cost 1): Move any or all Byakhee on the map to any area on the map.

    The Screaming Dead (Action: Cost 1): Move the King in Yellow and any Undead in the same area to a neighboring area,

    you may immediately perform a second, different action (may not perform He Who Must Not Be Named as the second

    action).

    He Who Must Not Be Named (Action: Cost 1): Hastur immediately moves to an area on the map with a Cultist. He may

    then perform a second, different action (may not perform The Screaming Dead as the second action).

    The Third Eye (Ongoing): Hastur must be in play; Desecrate costs only 1 Power to perform, and grants you an Elder Sign

    when successful.