Cthulhu Wars: Dire Azathoth
Cthulhu Wars: Dire Azathoth Rulebook
Table of Contents
Table of Contents
Independent Great Old Ones
The rules below govern all Independent Great Old Ones.
Awakening
The specific requirements to Awaken any Independent Great Old One are found on its Loyalty Card. On Awakening an Independent Great Old One, take its Loyalty Card and place its figure on the map, under your Control. Add its Spellbook and any associated tokens to your Pool. There is no limit to how many Independents you may Control. You may use one Independent to help Awaken another.
Death
If your Independent Great Old One is Killed, place its Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by a player who had previously Controlled it, its Spellbook must be earned again.
Spellbook
Each Independent has its own Spellbook; when the requirements to earn this Spellbook are met, place it on its Independent's Loyalty Card and reap its benefits as long as you Control that Independent. These Spellbooks never count as one of the Spellbooks on your Faction Card (you cannot place it on your Faction Card, it does not unlock Unlimited Battle, and does not count for winning the game!).
Doom Phase
When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any of the Independent Great Old Ones you Control. We did not specify this rule in the original release of Cthulhu Wars, and this led to particular and problematic balance issues. Therefore, ONLY Faction Great Old Ones provide Elder Signs when you perform a Ritual of Annihilation. (Great Cthulhu still gets an Elder Sign when Awakening any Great Old One, however).
Dire Azathoth Loyalty Card
Printed on the Dire Azathoth Loyalty Card, with its Spellbook card. Card text is transcribed from the printed image.
Setup Note
In a game with Dire Azathoth, Windwalker, Opener of the Way, Tcho-Tcho and the Ancients must place their [glyph] tokens in their Start Areas. Do not use Dire Azathoth on the Primeval Earth or Shaggai Maps.
How to Awaken Dire Azathoth (Cost 10)
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Control a Gate on an enemy Faction's Start Area.
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Pay 10 Power, and place Dire Azathoth into the Area.
Combat
Roll a die. Dire Azathoth's Combat rating is equal to the result of the roll.
Mindless Destruction (Post-Battle)
Any Faction Battling in Dire Azathoth's Area gains [its] choice of either 1 Doom or 1 Power for every Unit that Faction Kills or Eliminates in that Battle. (Dire Azathoth need not be involved in the Battle.)
Spellbook
As an Action, pay 20 Power. [The remainder of this Spellbook's text is not legible in the printed image: the box on the Loyalty Card shows only this line.]