Cthulhu Wars: Great Old One Pack Two
Cthulhu Wars: Great Old One Pack Two Rulebook
Table of Contents
Table of Contents
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 If you had earned its Spellbook, it "falls off" the Loyalty Card, and is no longer in effect.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 Two Independent Great Old Ones
Great Old One Pack Two contains the following components: 4 Independent Great Old One figures (Father Dagon, Ghatanothoa, Bokrug, Atlach Nacha), 4 Loyalty Cards, 4 Spellbooks, and 6 Web tokens.
Each Loyalty Card below shows its "How to Awaken" text as printed. Where the source does not show a word or line, it is marked in brackets and not filled in. The lower text box on each card is labelled "Bottom box" below, since its role is not stated in the legible text.
Atlach-Nacha
How to Awaken Atlach-Nacha:
- Your Controlled Gate is in an Area with your Great Old One. [Remainder of line not legible in source.]
- Pay 6 Power, and place Atlach-Nacha in the Area containing the Gate. [Remainder of line not legible in source.]
Combat: 4
Spinnerets (Action: Cost 1): [Text not legible in source] in an Area that is lacking one there.
Bottom box: "Web tokens are in 6 different Areas."
Spellbook text: [not legible in source]. The Spellbook is printed as a small image on p. 88 and its text cannot be read at the resolution of the source.
Bokrug
How to Awaken Bokrug (Cost 4):
- Your Controlled Gate is in an Area with your Great Old One. [Remainder of line not legible in source.]
- Pay 4 Power, and place Bokrug in the Area containing the Gate. [Remainder of line not legible in source.]
Combat: 1
Ghosts of Ib (Ongoing): [Text partly not legible in source] ... do not lose this Loyalty Card ... him on this card. At the [not legible] Phase, return him to the [Area] containing enemy Units. [Not legible in source.] ... Area, he remains on the [not legible] Doom Phase. This ability [not legible in source].
Bottom box: The box reads, in part, "Take this Loyalty Card ... to the player of your choice ... places Bokrug's Spellbook ... and it becomes ..." [Remainder not legible in source.] The Spellbook text itself is not legible in source.
Father Dagon
How to Awaken Father Dagon (Cost 4):
- Your Controlled Gate is in an Area with your Great Old One.
- Pay 4 Power, and place Father Dagon in the Area containing the Gate.
Combat: 2 on land, 6 in an ocean/sea Area
Tsunami (Action: Cost 1): Choose a land Area adjacent to an ocean/sea Area. All Cultists in the Area must be moved into adjacent ocean/sea Areas by their owners (this includes your Cultists). In a dispute over who moves first, you decide.
Bottom box: "You have 4 Units in ocean/sea Areas."
Spellbook text: [not legible in source].
Ghatanothoa
How to Awaken Ghatanothoa (Cost 4):
- Your Controlled Gate is in an Area with your Great Old One. [Remainder of line not legible in source.]
- [Power payment not legible in source.] and place Ghatanothoa in the [not legible] Area containing the Gate. [Remainder not legible in source.]
Ability heading [not legible in source]: Any enemy Acolyte [not legible in source] Area with Ghatanothoa are "Mummified." Lay Mummified [Cultists] on their side. Such Cultists cannot [not legible in source] ... do not participate in Battle, [not legible in source]. Gather Power Phase produce [not legible in source] ... the Doom Phase, stand the [not legible in source] ... A "Mummified" Cultist still [not legible in source] ... and can be Captured).
Bottom box: "... EITHER your total Cultists is fewer than 4 in the Doom Phase OR ... Action, Pay 4 Power." [Remainder not legible in source.]
Spellbook text: [not legible in source].
Web Tokens
Pack Two includes 6 Web tokens. The Atlach-Nacha bottom box reads "Web tokens are in 6 different Areas." The Web token rules are not printed on p. 88 and are not transcribed here.