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Cthulhu Wars: The Sleeper Expansion

Expansion for Cthulhu Wars

Cthulhu Wars: The Sleeper Expansion Rulebook

Table of Contents

Table of Contents

  • Components
  • Playing Sleeper
    • Ancient Sorcery
    • Burrow
    • Capture Monster
    • Cursed Slumber
    • Demand Sacrifice
    • Energy Nexus
  • Thwarting Sleeper

Components

  • 1 Faction Card
  • 1 Faction Token
  • 6 Spellbooks
  • 1 Power Marker
  • 1 Doom Marker
  • 2 Wizards
  • 6 Acolyte Cultists
  • 3 Serpent Men
  • 1 Tsathoggua
  • 4 Formless Spawn

Playing Sleeper

Your Faction is not particularly interested in combat, and instead your Units debilitate your foes outside of Battle. You are not the quickest Faction to gain the lead, but can be lethally petty.

In the early game, try to build up your power base. Summon cheap Monsters the first Action Phase, so you can start to spawn better ones via Death From Below. Do not discount the usefulness of Cursed Slumber, especially early game.

In the late game, ability accumulation bears grim fruit for your foes. With Tsathoggua on the Map, you can spend Action after Action in Lethargy. If your foes don't react, you'll be the last player with Power left, and use it to march Tsathoggua (cheaply, using Burrow) to Capture Monsters. Even though Tsathoggua's Combat is low late in the Action Phase, a couple of Formless Spawns let you inflict Kills. Demand Sacrifice either protects you from retribution or makes your opponent pay for it. If you Move with a Wizard, you can use Energy Nexus to run away before any fight.

Ancient Sorcery

Again, too many choices to list them all. To name just one possibility—copy Cthulhu's Faction ability to replace a dead Tsathoggua on the cheap (plus earn an Elder Sign).

Burrow

Spectacularly useful. Doubled up with Lethargy, you can save Power like crazy.

Capture Monster

Even for the most inexperienced player, the advantages are clear.

Cursed Slumber

Gives you a smaller Map footprint, plus you can use its cancellation to teleport a Gate anywhere on the Map. Then Cursed Slumber a new Gate from your home base and set up a Gate factory.

Sleeper gets the equivalent of a two to three Power boost every turn via his free Monster from Death From Below. Do not discount this.

Demand Sacrifice

They'll spend the Doom point when facing Tsathoggua, but otherwise, you can act with impunity.

Energy Nexus

This Spellbook has SO many different ramifications and possibilities we can't list them all! Just two possibilities—use Cursed Slumber to Move a threatened Gate off-map, or to fulfill one of Sleeper's Spellbook requirements and immediately gain the Demand Sacrifice Spellbook to use in that very Battle!

You have a spellbook requirement that gives another player 3 Power—use this to bribe or bully your opponents into doing your will.

Thwarting Sleeper

The Sleeper is weak in Battle until he has two or more Formless Spawn out. Take advantage of his early feebleness. Unfortunately, with Demand Sacrifice, he is hard to Kill. Sometimes you just have to suck up giving him an extra Elder Sign. To suppress Sleeper, take Actions that force him to spend Power and lose his late-turn advantage. For instance—Killing two Formless Spawn costs him six Power to restore. Of course, Killing Tsathoggua is always a treat. Without giving him an Elder Sign, you can Eliminate his Cultists outside of Battle (using Dreams, Zingaya or just plain Capture). He usually does not have many Gates, and they are often ill-protected, so it is effective to strike at his Gates, even if you can't Kill him, but merely Pain him away.