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Cthulhu Wars: Tcho-Tcho

Expansion for Cthulhu Wars

Cthulhu Wars: Tcho-Tcho Rulebook

Table of Contents

Table of Contents

  • Components
  • Introduction
    • Set Up
  • Faction Sheet
    • Spellbook Triggers
    • Units
    • Setup (faction sheet)
  • Playing as Tcho-Tcho
    • Hierophants
    • Idolatry
    • Martyrdom
    • Soulless
    • Tablets of the Gods
    • Terror
    • Thwarting the Tcho-Tcho
  • Tcho-Tcho Tribes
    • Tribe Components
    • Introduction
      • How to Use the Tcho-Tcho Tribes
    • Tsang Tribe
    • Leng Tribe
      • Surprise!
      • Dark Rituals
      • Fulmination
    • Sarkomand Tribe
      • Otherworld Alliances
      • Doomsday
      • Inerrant

Components

Tcho-Tcho Components (printed page 89):

  • Power Marker
  • Doom Marker
  • Growth Marker
  • Faction Token
  • 6 Acolyte Cultists
  • Ubbo Sathla
  • 6 Proto-Shoggoths
  • 3 High Priests
  • 6 Spellbooks & Faction Card

Introduction

Set Up

The Tcho-Tcho do not have a Glyph on the Map. Instead, once all other players except for Windwalker and Opener have set up, the Tcho-Tcho set up in any unoccupied Area with a Faction Glyph.

Please note that the Tcho-Tcho can set up in one of Windwalker's starting Areas, in which case Windwalker is forced to set up in the other one. We recommend avoiding this if possible, though, because it gives Windwalker an instant Spellbook (for having a Gate in another start Area). In an 8-player game this is unavoidable, but due to the nature of 8-player games it does not provide Windwalker with any significant advantage.

If you are using the High Priests expansion, replace one of the Tcho-Tcho's six starting Acolytes with a High Priest. (Thus, they will start with a Controlled Gate, five Acolyte Cultists, and a High Priest.) The inclusion of High Priests gives the other factions a boost in strength, and so the Tcho-Tcho need a slight nudge, too. This also gives them some flexibility in the early game. (Note that this does not give the Tcho-Tcho an extra High Priest; they still only have 3). The High Priests expansion also changes the way the Tcho-Tcho's Hierophants Spellbook is played.

If Opener of the Way is in play, place Opener's Faction Glyph token in his starting Area (The Tcho-Tcho need to know where this is, for their Idolatry Spellbook).

Also, please note that if you are using the Unique High Priest rules (available from Petersen Games), the Tcho-Tcho may only have one such High Priest. You will need to somehow distinguish this Unit from your other two "generic" High Priests.

Faction Sheet

The Tcho-Tcho faction sheet (printed page 89) is a raster image. The entries below are the ones that could be read reliably in the source; anything that could not be read is marked.

Spellbook Triggers

The faction sheet's Spellbook grid lists six conditions, in the order they appear on the sheet (top row left to right, then middle row, then bottom row):

  1. Another player performs a Ritual of Annihilation OR Another player has 15 Doom
  2. Earn an Elder Sign
  3. Own [number not legible in source] or more Elder Signs
  4. As an Action, remove your Controlled Gate in your Start Area
  5. Any Great Old One is Killed in Battle
  6. Awaken Ubbo-Sathla

The grid does not print which Spellbook each condition belongs to; that is not shown on the faction sheet as legible in the source.

Units

  • Acolyte. Spellbook: Soulless.
  • High Priest. Spellbooks: Martyrdom, Hierophants, & Tablets of the Gods. Additionally, they have this ability: Unspeakable Oath (Ongoing): At the end of any player's Action (even if it is not your turn), sacrifice your High Priest (return him to your Pool) and add 2 to your Power. This may also be done during Gather Power or the Doom Phase.
  • Proto-Shoggoth. Spellbook: Terror.
  • Ubbo Sathla. How to Awaken Ubbo-Sathla: (1) You have a Controlled Gate and a High Priest in play (he need not be with the Gate), during the Doom Phase or the Action Phase. (2) [The Power cost for each phase is not legible in the source.] (3) Eliminate the High Priest, then place Ubbo-Sathla at your Controlled Gate. Combat: Equal to Growth counter on the Doom track.

Not legible in the source: the Unique Action text, the Cost and Combat values for each Unit, and the Power costs in step (2) of Awakening Ubbo-Sathla. These are part of the official faction sheet and are not transcribed here.

Setup (faction sheet)

After all other players have set up, the Tcho-Tcho take [Power amount not legible in source] Power, 6 Acolytes, and a Controlled Gate in an empty Area containing a Faction Glyph. Set Ubbo Sathla's Growth counter to 0 on the Doom track. If the High Priest expansion is in use, replace 1 Acolyte with a High Priest.

The sheet's setup wording matches the Set Up text in the Introduction above, except that the Power amount on the sheet is not legible in the source.

Playing as Tcho-Tcho

The Tcho-Tcho are an exciting, human-controlled Faction. Representing the psychically advanced but ethically repulsive Tcho-Tcho tribe, their Great Old One, Ubbo Sathla, is a tool and a slave rather than an object of worship!

Your Faction faces numerous decisions throughout the game, and planning is required. Should you accumulate High Priests or expend them to gain immediate Power? Which enemy Start Areas should you target? It is almost impossible to gain all of your Spellbooks until at least the fourth Action Phase, so in which order should you take them? Your choices affect not just you, but also the other Factions who will be vying to discourage your attention.

The only Spellbook available to you in the first Action phase is the one for removing your starting Gate (which we do not recommend doing!). Since you'll need a High Priest to Awaken Ubbo Sathla, one of your Actions should always be to Recruit a High Priest. You now have to choose between trying to create a Gate or recruiting a second High Priest; remember that having an extra High Priest lets you jump-start your second round with 12+ Power (by sacrificing your extra Priest), giving you a slight leg up on the other players, even those with two Gates.

At the start, you are weak on defense. However, due to Martyrdom, enemies are typically reluctant to attack an Area containing your High Priests. If your enemies don't send in Great Old Ones, you can often use Proto-Shoggoths to handle the riffraff.

In the first Doom Phase, take your first Spellbook for Awakening Ubbo Sathla. If you take Hierophants as your reward, you've set yourself up for 6 free High Priests over the rest of the game.

You have a major Power advantage in the early game, because you normally spend 0 Power on your Great Old One. You can use this offensively not only to capture or build Gates, but also to harass your enemies by placing your Units in their Start Areas.

As the game goes on your Faction loses steam, so you will eventually have to fight a rear-guard action, clinging to your remaining Gates for as long as possible. This is the time to finally get Tablets of the Gods, start churning through your High Priests, and stacking up those Elder Signs. Properly using and recycling High Priests is the key to your success.

Be sure to keep a sharp eye out and pay attention to when people perform Rituals of Annihilation, so that you can seek your Sycophancy reward.

Hierophants

Should be your first Spellbook about 90% of the time.

Idolatry

Useful both for escaping an enemy as well as massing for an attack.

Martyrdom

A significant defensive boost for you. Not always useful as your first Spellbook.

Soulless

An excellent protective Spellbook, and the signature ability of the Tcho-Tcho.

Tablets of the Gods

Best in the late game, though its effects do add up over time. It lets you get an Elder Sign for what amounts to 3 Power, an excellent bargain.

Terror

Transforms puny Proto-Shoggoths into effective Battle Monsters.

Thwarting the Tcho-Tcho

The Tcho-Tcho are strong at first, but then hit a wall. Appropriate Actions on your part can reduce their footprint on the Map. You know exactly where they are headed: your home Area! Your Monsters can attack them effectively; even non-Combat Factions such as Yellow Sign and Black Goat have Monsters that can fight the Tcho-Tcho. Ubbo Sathla is usually not dangerous until around the 4th turn, so don't be frightened off by its presence.

Tcho-Tcho Tribes

Tribe Components

  • 3 Universal Spellbook Cards
  • 3 Tsang Tribe Spellbook Cards
  • 3 Leng Tribe Spellbook Cards
  • 3 Sarkomand Tribe Spellbook Cards

Not legible in the source: the text printed on the individual Tribe Spellbook card faces (printed page 91) is a low-resolution raster image and could not be read reliably. Only the Spellbook names and the descriptions printed in the chapter text are transcribed here. The Tsang Tribe's three Spellbooks are not named in the chapter text, and their names are not transcribed.

Introduction

How to Use the Tcho-Tcho Tribes

When you begin play, choose your Tribe—either Leng, Sarkomand, or Tsang. (Do not choose Sarkomand unless your game includes both Independent Great Old Ones and Neutral Monsters.)

All three Tribes share the same Faction Card and three Spellbooks—Hierophants, Soulless, and Terror. However, each Tribe has a set of three other Spellbooks unique to it.

Take your chosen Tribe's three Spellbooks and place them in your Pool, underneath your universal Tcho-Tcho Spellbooks (or under any concealing object). You do not need to show them to the other players. Secretly, put the six unused Spellbooks (for the two unchosen Tribes) back in the box so they can't be inspected.

When you gain a Spellbook, you may choose any of your six available Spellbooks—one of the three universal Tcho-Tcho Spellbooks, or one of your unique Tribe Spellbooks. You don't need to announce which Tribe you belong to until you play one of your unique Spellbooks.

Tsang Tribe

Players familiar with Cthulhu Wars may recognize Tsang as identical to the original Tcho-Tcho Faction (Tsang includes balance changes). Their tactics and tricks are also unchanged, save for the fact that your opponents won't know you are Tsang until, with luck, it's too late.

Leng Tribe

The Leng Tribe has some nasty surprises up their sleeves.

Surprise!

Does double-duty by Killing an enemy Acolyte and bringing out a Proto-Shoggoth at the same time. The disadvantage, however, is that you don't choose your new buddy's placement—but view this as an opportunity. Of course, anyone foolish enough to place a Proto-Shoggoth in a Start Area is going to see it recruit a High Priest for Dark Rituals (see Spellbook for details)!

Dark Rituals

This is one of your signature moves. You should try to do it early, because your foes start becoming immune to it late in the game. Many players try to set up their High Priests, perform a Dark Ritual, then immediately sack the Priests for Power. Others try to keep them around. It's worth doing even if you have only one High Priest placed, but obviously you can do better with enough preparation.

Fulmination

This is how you earn your game-winning Elder Signs. It's a one-off, because it Kills Ubbo Sathla, but if you and your opponent score enough Kills, it can really be impressive. Only Kills count, not Eliminations.

As Leng, your most important decision is when and where to score your one-off Fulmination reward. You can't do it too late in the game, because one of your Spellbooks requires you to have 3 or more Elder Signs. But you can't do it too early either, because Ubbo won't have grown enough to score sufficient Kills. As a side benefit, it tends to encourage enemy players to spread out their forces. Also, remember that, as with all Combat abilities, Fulmination is optional, so if your attempt to Fulminate doesn't score impressive Elder Signs, you don't have to go through with it. Leng usually has a lot of Power from Dark Rituals and High Priests, but you will have to spend that Power to Summon and Move your Units for that big attack. You'll also want that Power for the Rituals of Annihilation you need to perform along the way, especially if you plan on competing with the other guys.

Unsurprisingly, the Leng Spiders are an ideal ally for the Leng Tribe. Think about it. (They also really like Cthugha—in fact, the name of their signature ability is a shout-out to fiery power.)

Sarkomand Tribe

This is our first Faction specifically designed to work with Independents and Neutrals. Clearly, your free Great Old One is an important decision.

Otherworld Alliances

Makes Neutrals great buys. Even the despised Servitors of the Outer Gods become Cost 1 Combat 0 Monsters for you, which is almost worthwhile. Giant Albino Penguins still suck, though.

Doomsday

A free Great Old One! Always fun. Sadly, you can only use this once.

Inerrant

Remember, you need 3 Elder Signs for that one Spellbook. This gets you there in a single Ritual if you have Ubbo and your free Great Old One placed properly. Because you double-dip with Ubbo Sathla this way, you gain 1 Elder Sign for it anyway (as your Faction Great Old One). Then, if Ubbo is at an enemy Gate, you get another Elder Sign, plus a third if your free Great Old One is usefully placed.

Even though you can't take the Cost 6 and Cost 0 Independents with Doomsday, you should still consider taking one of these at some point, particularly if it synergizes effectively with your freebie. For example, you could take a free Cost 4 Great Old One to Sacrifice later for Cthugha. Or, you could use Abhoth to place Filth tokens to prepare an Area for Atlach-Nacha to visit safely.

Once you get those Great Old Ones in play, the other players may try to Kill them to keep you from Ritualing to victory. That's where your Neutral Monsters and Terrors can come in handy. You're not an easy Faction to give advice for, because what you do depends so much on who you choose for allies.