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Cthulhu Wars: Primeval Earth Map

Expansion for Cthulhu Wars

Cthulhu Wars: Primeval Earth Map Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup and Map Basics
  • The Glaciers
    • Effect of Glaciers

Components

Primeval Map Boards (2), printed on both sides.

13 Glaciers.

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 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!