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Cthulhu Wars: Great Old One Pack One

Expansion for Cthulhu Wars

Cthulhu Wars: Great Old One Pack One Rulebook

Table of Contents

Table of Contents

  • Independent Great Old Ones
    • Awakening
    • Death
    • Spellbook
    • Doom Phase
  • Pack One Great Old Ones
    • Abhoth
    • Chaugnar Faugn
    • Cthugha
    • Mother Hydra
    • Yig
  • Pack One Spellbooks
  • Independent Great Old Ones Q&A
    • Abhoth
    • Chaugnar Faugn
    • Cthugha

Independent Great Old Ones

Independent Great Old Ones are very similar to Faction Great Old Ones. They have an inherent ability, are Awakened to bring into play, and have a Spellbook which only goes on its Loyalty Card. They are very powerful, as with Faction Great Old Ones, and can amplify your Faction's abilities greatly, as well as disrupt enemy plans! Because many new and surprising strategies open up when you involve the use of Independent Great Old Ones, we recommend not playing with them until you've had a few games of Cthulhu Wars under your belt.

The rules below govern all Independent Great Old Ones.

Awakening

Take its Loyalty Card and place the figure on the map, under your Control. Add its Spellbook and any tokens to your pool. There is no limit to how many Independents you may Control. You may use an Independent to help Awaken another one.

Death

If your Independent Great Old One is Killed, place its Loyalty Card, figure, unused tokens, and Spellbook back in 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 If you had earned its Spellbook, it "falls off" the Loyalty Card, and is no longer in effect.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 the same player, the Spellbook must be earned again.

Spellbook

Each Independent has its own Spellbook to be earned. When the requirements are met, place the Spellbook on the Loyalty Card and reap its benefits so long as you Control the Independent. This does not count as one of the Spellbooks on your Faction Card for any purpose (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 do a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control. In the original release of Cthulhu Wars, we did not specify this rule, and in playtests originally included Independent Great Old Ones as providing Elder Signs when you Ritual. This leads to particular balance issues that prove problematic. 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).

Note: For your first game with Independents, we recommend using one fewer Independent than the number of players.

Pack One Great Old Ones

Pack One contains five Loyalty Cards, five Spellbooks, 12 Filth tokens and five figures: Abhoth, Chaugnar Faugn, Cthugha, Mother Hydra and Yig.

Abhoth

How to Awaken Abhoth (Co[partly obscured in source]): 1) Your Controlled Gate is in [partly obscured in source] Great Old One. 2) Pay 4 Power, and place Al[partly obscured in source] the Area containing the Gate. [The Cost value and the rest of the Awakening text are covered by Chaugnar Faugn's card.]

Combat: Equals the number [partly obscured in source] play (0 - 12).

Filth (Action; Cost 1): Place a [partly obscured in source] Area. Filth tokens are Combat [partly obscured in source] bhoth's Faction, bu[partly obscured in source] cluding Move). The [partly obscured in source] mally in Battle, an[partly obscured in source] and abilities. [Only fragments of this ability are legible; the rest is covered by other cards.]

Box at the foot of the card: Choose one: EITHER your Faction has 4 or more different Monster types in play OR Your Faction has 1 or more total Monsters in play.

Chaugnar Faugn

How to Awaken Chaugnar Faugn (Cost 4): 1) Your Controlled Gate is in an Area with your Great Old One. 2) Pay 4 Power, and place C[partly obscured in source] the Area containing the Gate. [The end of step 2 is covered by another card.]

Combat: 3

Miri Nigri (Ongoing): In a Bat[partly obscured in source] an Area with your Controlled [partly obscured in source] your Combat total. [The middle of this ability is covered by another card.]

Box at the foot of the card: As your Action, discard [partly obscured in source] (you receive no Doom [partly obscured in source]). [The card's box is covered by another card; its full text is not legible in source.]

Cthugha

How to Awaken Cthugha (nominal Cost 6): 1) Your Controlled Gate is in an Area with your Great [partly obscured in source]. [The remainder of the Awakening text and the card's ability text are covered by other cards and are not legible in source.]

Mother Hydra

How to Awaken Mother Hydra (Cost 4): 1) Your Controlled Gate is in an Area with your Great Old One. 2) Pay 4 Power, and place Mother Hydra in the Area containing the Gate.

Combat: 6 minus the number of enemy Units in the Battle (minimum 1).

The Agony Sting (Action; Cost 1): Choose any ocean/sea Area. All enemy Cultists in that Area must be moved into adjacent land Areas by their owners. In a dispute over who moves first, you decide.

Box at the foot of the card: Choose one: EITHER Control no Great Old Ones in ocean/sea Areas OR enemy Factions Control no Great Old Ones in ocean/sea Areas.

Yig

How to Awaken Yig (Cost 4): 1) Your Controlled Gate is in an Area with your Great Old One. 2) Pay 4 Power, and place Yig in the Area containing the Gate.

Combat: 2

Snakebite (Post-Battle): Your Cultists are now poisonous. If any of your Cultists is assigned a Kill, the enemy receives 1 extra Kill result. (He only takes 1 extra Kill regardless of how many Cultists die).

Box at the foot of the card: As your Action, remove one of your Controlled Gates from the Map.

The printed boxes at the foot of each card are reproduced in the order they appear on the card. The source image does not label them as Awakening requirements or Spellbook conditions, so they are not assigned a role here.

Pack One Spellbooks

Pack One has five Spellbooks, one for each Independent Great Old One above: Abhoth, Chaugnar Faugn, Cthugha, Mother Hydra and Yig. The Spellbook card text is not legible in the source.

  • Abhoth Spellbook: [not legible in source]
  • Chaugnar Faugn Spellbook: [not legible in source]
  • Cthugha Spellbook: [not legible in source]
  • Mother Hydra Spellbook: [not legible in source]
  • Yig Spellbook: [not legible in source]

Independent Great Old Ones Q&A

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!

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 Yog-Sothoth, 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.

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.

No Q&A entries for Mother Hydra or Yig appear in the source pages.