Cthulhu Wars Rulebook
Cthulhu Wars Rulebook
I. Components . . . . . . . . . . . . . . . . . . . . . 6
II. Game Basics . . . . . . . . . . . . . . . . . . . . . 9
III. Gather Power Phase . . . . . . . . . . . . . . . 13
IV. Determine First Player Phase . . . . . . . . . . 14
V. The Doom Phase . . . . . . . . . . . . . . . . . . 15
VI. Action Phase . . . . . . . . . . . . . . . . . . . 18
VII. Movement . . . . . . . . . . . . . . . . . . . . 24
VIII. Battle . . . . . . . . . . . . . . . . . . . . . . . 24
IX. Spell Books . . . . . . . . . . . . . . . . . . . . 30
X. Awakening Your Great Old One . . . . . . . . 31
XI. Victory: Ending and Winning the Game . . . 32
XII. Two-Player Game . . . . . . . . . . . . . . . . 33
XIII. Player Tips . . . . . . . . . . . . . . . . . . . 35
XIV. Frequently Asked Questions . . . . . . . . . 44
XV. Rule Omega - The Final Question . . . . . . . 47
XVI. Glossary . . . . . . . . . . . . . . . . . . . . . 48
Credits . . . . . . . . . . . . . . . . . . . . . . . . . 50
CTHULHU WARS
The time would be easy to know, for then mankind
would have become as the Great Old Ones; free and
wild and beyond good and evil, with laws and morals
thrown aside and all men shouting and killing and
reveling in joy. Then the liberated Old Ones would
teach them new ways to shout and kill and revel
and enjoy themselves, and all the Earth would flame
with a holocaust of ecstasy and freedom.
-H. P. Lovecraft
them, more to their pleasure. As the stars aligned to herald the return
of the Old Ones, their influence grew, hastening the sickness of this
primitive planet.
Finally, the wars. The alien horrors of the Old Ones barely had to lift
a claw or tentacle. It simply took a psychic nudge here, a rumbling
emanation there. Mankind did the rest. Wars erupted, flowing forth
from the third world, and engulfing the streets of the first. Massacres
on Main Street were the norm. Strange new weapons were developed
to attempt to stem the tide, but nothing prevailed. Men, women,
even children ran through the streets, shouting, Killing, burning and
destroying. Blood flowed in ways unparalleled in human history.
The world burned with a holocaust of ecstasy and freedom, as the Old
Ones rose from their eons-long slumber. For moments, all was silent, as
if all of existence held its breath.
I. Components
Rulebook
Player Hint Cards (4)
Map Boards of Earth (2)
(printed on both halves, front and back)
Faction-specific Markers (8)
(4 for the Doom Track, and 4 for the Power Tracks)
Ritual of Annihilation Tracks (3)
(1 three-player, 1 four-player and 1 five-player)
Doom Track
Six-sided Dice (20)
Rectangular Faction Cards (4)
Counters
Triangular Ritual of Annihilation Marker (1)
Circular First Player Token (1)
Rectangular Spell Books (24)
(6 per Faction)
Circular Desecration Markers (12)
(for Yellow Sign only)
Octagonal Gates (24)
Hexagonal Elder Sign Chits (36)
(two-sided: one side has the Elder Sign, the other has a
number - either 1, 2, or 3)
18 chits read 1
12 chits read 2
6 chits read 3
Plastic Figures of the Four Factions (64)
(24 Acolyte Cultists, six each in the four Faction colors;
green, blue, red, and yellow)
GREEN FACTION
GREAT CTHULHU
4 Deep Ones
2 Shoggoths
2 Starspawn
Cthulhu
BLUE FACTION
CRAWLING CHAOS
3 Nightgaunts
3 Flying Polyps
2 Hunting Horrors
Nyarlathotep
POWER TRACK: Use your Power Marker to Track your current Power
throughout the game.
The Factions play quite differently from one another. Strategies which
are effective for Cthulhu may not work for Yellow Sign.
Faction Card
Your Faction Card contains a great deal of information.
FACTION NAME: self-explanatory.
RED FACTION
BLACK GOAT
2 Ghouls
4 Fungi from Yuggoth
3 Dark Young
Shub-Niggurath
UNIQUE ABILITY: Every Faction has its own special talent. This is
yours and it is available throughout the game.
YELLOW FACTION
YELLOW SIGN
6 Undead
4 Byakhee
The King in Yellow
Hastur
TOTAL FIGURES: 64
The Map
The map is divided into Areas. Each Area
represents a coherent part of the world and
is defined as either Ocean or Land. Each
Area has its name prominently printed on it.
To clarify on the normal Earth map, Ocean
Areas consist of the North Pacific, South
Pacific, North Atlantic, South Atlantic,
Indian Ocean, and Arctic Ocean. All other
Areas (including Antarctica) are Land.
Future maps have differently-named Areas,
but still define each as Ocean or Land.
For most game purposes, there is no
difference between Ocean and Land. Units,
including Cultists, can freely move
into the Ocean, build Gates there,
and so forth. Occasional Spell
Books distinguish between Ocean
and Land. Notably Yha Nthlei and
Submerge.
Setup
The Map Board
The map is in two pieces, and is in printed on both sides. The two sides have identical continental shapes,
but the five-player side of the map is divided into far more Land Areas than the three player side.
Three-Player Gameboard
THREE-PLAYER GAME: Place the game board so both three-player sides are face-up. The map will
display thirteen total Areas.
TWO- AND FOUR-PLAYER GAME: Place the game board so that one three player side is face-up,
and one five player side is face up. For your first games, we recommend that you use a setup in which
the Eastern Hemisphere is five-player, and the Western Hemisphere is three-player. In either case,
the map will display seventeen total Areas.
FIVE-PLAYER GAME: Do NOT place both five-player sides face-up unless you are playing a five
player game (only possible if you have one of the Faction expansions). The five-player game displays
twenty-one total Areas.
Factions
Each player now picks a Faction. You may do so by blindly choosing a
random Faction Power Marker from a cup, but it does not violate the spirit
of the game to simply select a favorite Faction. In the latter case, disputes
can be settled by permitting the younger players first choice.
Next, each player takes his Faction card, his six Spell Books, and the plastic
figures for his Cultists, Monsters, and Great Old One(s). Each player
places his Faction Card before him and places one Faction Marker on the
zero space of his Power Track. If he has not already done so, he also places
one Faction Marker on the zero space on the Doom Track.
The Pool
Each player has a Pool, in which he keeps not-yet-in-play Spell Books
and plastic figures within easy reach. Set it up near your Faction Card.
Feel free to read your Spell Books. Yellow Sign should also place the
Desecration Markers in his Pool.
Starting Placement
Each player must check his Faction sheet to find his Start Area. All players
start with a Controlled Gate and
six Acolyte Cultists in the same
Area, marked with his Factions
Glyph.
Elder Signs
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Earning Power
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The Power Track goes to twenty. You may have a Power higher than twenty. If a player reaches twentyone or more Power, you need to keep Track of it by other means. The easiest is to wrap around your
Faction Marker, so for instance if your Power is twenty-three, you would place your Faction Marker on
the three space, and just remember that it is really twenty-three. Then, when it hits zero place it on the
twenty slot instead.
IMPORTANT: Monsters and Great Old Ones do not (with rare exceptions) produce Power!
Only Cultists can produce power!
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to Phase after you. For instance, if the first player puts the First Player Token Clockwise side up, then the
player to take an Action after him is the person sitting on his left. The direction of the First Player Token
can be switched on each Determine First Player Phase. If instead he had used a figure for his First Player
Counter, he would point the figure towards the person on his left.
IMPORTANT: The entire Doom Phase is skipped on the first turn of play. On that turn, simply
proceed directly from Determine First Player Phase to Action Phase.
Ritual of Annihilation
Next, starting with the First Player, each player chooses if he wishes to perform a Ritual of Annihilation.
Each player, in order from the First Player and around the board, receives the chance to do one and only
one Ritual of Annihilation.
To perform a Ritual of Annihilation:
1. The player spends Power equal to the current position of the Ritual Marker on the Track (this ranges
from five to ten).
2. The player now advances the Ritual Marker one step up the Ritual of Annihilation Track, which often
increases the cost for later players.
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3. Finally, the player now advances his Doom Marker on the Doom Track one step for each Gate he
Controls (doubling his Doom boost for this turn based on Gates). In addition, for each Great Old
One he Controls in play, he gains an Elder Sign.
out). Second, each Faction has its own unique method of earning Elder Signs. See your Faction sheet and
Spell Books for specifics.
Again, each player gets only ONE chance to perform a Ritual of Annihilation per Doom Phase.
Example Rich is First Player, and has three Gates and Nyarlathotep on the map. At the start of the
Doom Phase, he advances his Doom Marker three spaces, for his three Gates. All other players
also advance, according to their Gate total.
During the Ritual of Annihilation step. Rich decides to perform a Ritual of Annihilation.
The Ritual Marker is in the five space, so Rich pays five Power (and advances the Ritual Marker
to the six space). Rich now advances his Doom Marker another three spaces (for his three Gates),
and receives an Elder Sign for his Great Old One. This Doom Phase he advanced a total of six spaces
on the Doom Track, plus he received an Elder Sign.
1. Start of Doom Phase
If he had not performed the Ritual of Annihilation, he would have five more Power entering the
Action Phase, but would be missing out on those three extra Doom points and Elder Sign. The
next player to perform a Ritual of Annihilation must pay six, since Rich advanced the Marker.
If the Ritual Marker is on the ten space, and a Ritual is performed, the Ritual Marker moves to the
Instant Death space. This means that at the end of the Doom Phase, the game ends, and victory is
determined. All players who sit after the current player in the turn order can perform a Ritual of
Annihilation at a cost of ten Power, and all players may reveal Elder Signs, of course.
When you earn an Elder Sign, take a face-down Elder Sign chit from the pool and (without revealing it to
other players), place it face down on or by your Faction sheet. You may examine your own Elder Sign chits
freely. All Elder Signs have a number - one, two, or three - written on them.This indicates how many Doom
points that Elder Sign is worth. There are eighteen Elder Sign chits worth one point, twelve that are worth
two points, and six that are worth three points.
Elder Signs may be revealed AT ANY TIME. Usually, it is best to keep Elder Signs secret till the moment
you can win by revealing them, but sometimes circumstances affect this.
In the unlikely event of all Elder Signs being handed out to players, when a new Elder Sign is earned,
simply give the player a Doom point instead.
NOTE: If Elder Signs are revealed before the end of the game, after incrementing your Doom Track,
do NOT place the revealed Elder Signs back into the Elder Sign pool - place them back in the box,
not to be used again till your next game of Cthulhu Wars.
Special Events
Many Spell Books and special abilities take effect in the Doom Phase. Unless otherwise stated, these
occur after Rituals of Annihilation (if any), but before Victory Determination. In case of a dispute, the
First Player takes his action first, and then proceed around the table. Some map events also occur here
(available in later expansions). Some examples include Black Goats Blood Sacrifice, and the two Doom
Phase Spell Books Great Cthulhu receives.
Victory/Defeat Determination
If any player has thirty or more Doom points, or the Ritual of Annihilation Marker is in the Instant Death
box, the game now ends. Proceed to determine victory as described in Section XI. Victory: Ending and
Winning the Game.
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Unlimited Actions: You can perform Unlimited Actions in addition to your single Common or Unique
Action. Some Unlimited Actions have special requirements.
To repeat: A player can only perform ONE Common or Unique Action during an Action round. He may,
additionally, perform one or more Unlimited actions. For instance, if you choose to take the Recruit
Cultist action, you get one Cultist, and that ends your Action round (unless you have Unlimited Actions
available). If you choose to take the Create Gate action, you create one Gate, and your Action round ends.
One notable exception is the Move action, which permits you to move multiple Units.
Common Actions
1. Recruit Cultist
2. Summon Monster
3. Awaken Great Old One
4. Build Gate
5. Move
6. Battle
7. Capture Cultist
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You can Summon ONE Monster per Action (exception: Black Goats Fertility Cult Ability). A Monster can
only be Summoned to an Area where you Control a Gate. (The seeming exceptions, such as Devolve or
Desecration are, technically, not Summon actions). Pay the Monsters cost (printed on your Faction Card),
and place it in the Area.
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If more than one enemy Faction has forces present, you must fight only
one. Only two Factions fight at a time. All other Factions present are merely
idle bystanders.
Simply moving into an Area containing enemy Units does not trigger a
Battle! Units can co-exist in an Area without a Battle ensuing.
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If you wish to take no further actions, you may choose to discard all remaining Power
dropping your total
to zero. This ends the Action Phase for you (unless another players Action provides
you with Power).
Unique Actions
As the game continues, you will unlock Spell Books which give you access to new Actions.
Also, some
Great Old Ones have special Actions (such as the King in Yellows Desecrate).
Unlimited Actions
You can perform as many Unlimited Actions as you wish in a round, in addition to a single
Common or
Unique Action.
You may NOT take an Unlimited Action if you have zero Power - you can do nothing
in this case.
Unlimited is not the same as anytime. For instance, you cannot Control an empty Gate with
a
Cultist except when it is time for you to take an Action.
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One common use of this is when Black Goat has the Red Sign Spell Book in effect. She
might Summon
a Dark Young, abandon the Gate in the Area with her Cultist, and Control the Gate with
the newlySummoned Dark Young, all in the same Action (she took the Summon Action, followed
up by the two
Unlimited Actions of Abandon and Control Gate).
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The Battle Action becomes Unlimited if you have six Spell Books. An Unlimited Battle Action still costs
one Power. It is legal to perform an unlimited Battle as your sole action on your turn.
Even when Battle is unlimited you can still only initiate one Battle per Area per Action Phase.
Interruption Abilities
In the core game, Cthulhus Devolve Spell Book can be used after any players action, even if it is not
your turn. In future expansions more interrupting type abilities will be added. When these are used in
the Action Phase, they always occur after another players action. If two players each want to use such
an ability and there is a dispute over whose action goes first, resolve it by turn order (i.e., starting player
goes first).
VII. Movement
Most Units can only move into a single adjacent area. Simply pick up the designated Units from their
current Area and place them in their destination. They cannot be prevented from moving by the presence
of enemy Units. If you move a Cultist who is currently occupying a Gate, you lose Control of that Gate.
All Units, even Cultists, can move into Ocean Areas.
Though you can move multiple Units in an Action Phase, any given Unit can only move ONCE per Phase.
VIII. Battle
Ongoing and Battle Abilities
Ongoing and Battle effects are obtained via Spell Books or special abilities. Battle effects include Pre-Battle
and Post-Battle effects. For instance, Crawling Chaoss Harbinger ability means he receives Power or Elder
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Signs when Nyarlathotep is involved in a Battle in which an enemy Great Old One is Killed or Pained. He
does not need to perform an action for this function - he just pushes his Power Marker up the Track (or
grabs his Elder Signs) during Post-Battle.
Pre-Battle Effects
Pre-Battle effects happen before the dice for the Battle are rolled, but after the Battle is announced (and
paid for). For instance, this is when Crawling Chaoss Seek and Destroy triggers. Normally, only the
Factions who are fighting can use Pre-Battle abilities, unless an ability specifically states otherwise.
The Attacker (the Faction which initiated the Battle) does any Pre-Battle effects first, followed by the
Defender. (For instance, if Cthulhu is the Attacker, and Crawling Chaos chooses a Nightgaunt to be
Devoured, that Nightgaunt cannot use Abduct.)
NOTE: Most Great Old Ones have combat ratings which require a simple calculation.
Its worth the effort, because it generally results in a high rating.
Each player then rolls a number of six-sided dice equal to the total Combat of all his Units in the area.
Combat is simultaneous! Even if you take turns rolling the dice, do not inflict casualties until after both
players have rolled and totaled the results.
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Some Spell Books and abilities may worsen or ease Battle results. Dont forget
to apply them! Post-Battle effects, just like Pre-battle, are done in the order of
Attacker first, then Defender.
Example: Rich has two Starspawn (three each), two Deep Ones (one each), and three
Acolyte Cultists (zero) in an area, totaling eight dice in Battle.
Skull or six equal a Kill
For each six rolled, score one Kill result. For each four or five, score a Pain
result. (Rolls of one through three do nothing.)
If you are using the special deluxe dice, then the side with the skull scores
a Kill, the two sides with the slash marks will score a Pain, and the three
blank sides are a Miss. The odds of scoring a Pain or a Kill with the regular
dice are exactly the same but the Deluxe dice look cooler.
Simple Battle Example: 1. Angela attacks Frank in East Africa. She has two
Byakhee, an Acolyte Cultist, and the King in Yellow. Frank has two Acolyte
Cultists. Angelas Byakhee give her one more die than the number of Byakhee
in the Area, and her Cultist and the King have Combats of zero, so she rolls
three dice. Frank is playing Black Goat, and his Frenzy Spell Book is in play,
so his Cultists each have a Combat of one.
2. Frank rolls two dice. Angela rolls two Pains and no Kills, while Frank rolls
a Kill and no Pains. Angela chooses to Kill one of her Byakhee, and Frank
must retreat both Cultists out of the Area.
2. Result
First, for each Kill you have received, remove one Unit (your choice). Attacker takes his losses
first if there is a dispute.
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If you still have Units left after all Kills are satisfied, then for each Pain you suffer, you must
retreat one Unit into an adjacent area of your choice. Attacker retreats first. Exception - Crawling
Chaos Madness Spell Book. Note that though Crawling Chaos chooses the order and where Units
retreat, he still does not choose which particular Units are to be retreated they are still chosen
by the owner.
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2. Pre-battle
4. Rich scores one Kill and six Pains. Angela gets one Kill and two Pains.
Rich Kills one of his Cultists, and Pains two Deep Ones. Angela Kills one
more Undead, and the remaining three, plus the King, are Pained. Richs
excess Pain result is ignored.
5. Post Battle
5. In Post-Battle, Frank, as Black Goat, moves two Ghouls into the Area
via Necrophagy. Rich must retreat two more Units out of the Area. He
chooses one of his remaining Cultists plus his Shoggoth and Cthulhu. He
has just one Cultist left unaffected. (Angela isnt affected by Necrophagy
because all of her Units are already Pained.)
6. Now Crawling Chaos steps in. He has the Madness ability, and so he
gets to choose where all Units retreat. He decides to retreat Cthulhu
First, and moves Cthulhu to Arabia, one green Cultist to West Africa,
the Deep One to the Indian Ocean, and the Shoggoth to the South Atlantic.
(No Yellow Sign Units were in any of these Areas.) Since East Africa is
now entirely surrounded by Cthulhus Units, the Yellow Sign is unable
to retreat, and must lose one of his Pained Units. He chooses an Undead,
and so the King and his two remaining Undead stay behind, along with
Cthulhus Cultist, who is now en prise, vulnerable to the King.
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3. Roll
4. Score
6. Result
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Similarly, Black Goat has the requirement of As your Action, eliminate two of your Cultists. This does not
mean you must lose two Cultists in Battle (or whatever). It just means that Black Goat, as her only Action
for the round, picks up two of her Cultists (from anywhere) and places them back in her pool. This costs
her no Power.
For another example, when Shub-Niggurath is awakened, her player must also eliminate two Cultists. This
does NOT count as fulfilling the eliminate two Cultists Spell Book, and is part of an entirely separate
Action (i.e., Awaken Shub-Niggurath).
Some Spell Books are tied to particular Units. For instance, Cthulhus Absorb Spell Book is useless without
a Shoggoth (plus a Unit to absorb!).
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A player can reveal Elder Signs at any time during the Action Phase (even when it is not his turn). If this brings
his total Doom points to thirty or more, the game immediately ends. Other players may also turn in their Elder
Signs at this time. Again, a player can only win if he has six Spell Books.
Because this happens during the Action Phase, no one has a chance to perform Rituals of Annihilation before the
game ends.
Tied Game
If the game ends by Doom Track, Instant Death, or Action Phase victory, and two players have equal Doom Track
totals (and both have six Spell Books) the game ends in a draw, and the two share victory.
ses a Faction.
four player Ritual Track. The first player choo
Lay out the normal four-player map and the
Faction.
ining
rema
the
ives
ons. The first player then rece
The second player then selects TWO Facti
Each player therefore Controls two Factions.
Faction Interaction
than those
e, trade Power, or interact in any way other
The players Factions do not cooperate in Battl
you so wish.
. They can even Battle one another, should
permissible to the normal multi-player game
s, he is eligible for
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Faction Interaction
The players Factions do not cooperate in Battle, trade Power, or interact in any way other
than those
permissible to the normal multi-player game. They can even Battle one another, should
you so choose.
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Yha Nthlei: like Dreams, this inhibits the enemy. Your foes are less
likely to conquer your Gates, and you dont care as much if they do.
Submerge: A critical Spell Book in the late game. Once Cthulhus army
submerges, not only is he safe from harm, but other players react in
desperation. If you attack an Ocean Area, you can Submerge again after
the strike.
Cthulhu: Epilogue
"It was gargantuan. A mountainous form rising from the sea,
surrounded by lesser monstrosities that oozed and dragged themselves
toward us with distorted limbs, tentacles, and pseudopods. When we
heard that the Pacific Islands were empty, we didnt understand. We
still thought in human terms. We hadnt considered that the colossal
Thing had been eating, scouring the islands of life. And now it was here,
hungry again." -David Mendiola
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Emissary of the Outer Gods: Less useful when Great Old Ones are
out, but it does keep expensive Nyarlathotep safe from cheap attacks.
Remember to use Madness to use a Pain to retreat him somewhere safe!
Abduct: In the early game, this protects Gates from enemy Monsters.
In the late game it is not as good, as you often need your Nightgaunts to
soak up enemy Kills. It can sometimes be combined with Invisibility to
pick off a good Monster.
Crawling Chaos Units are excellent at staving off weak raids, but less
effective against a major attack. Therefore take the gloves off and hit
him with everything - as the Germans say, Klotzen, nicht Kleckern!
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The enemy often comes to you, in an attempt to stop the hurting, so sit
tight. If you do need to strike at a distance, you have Avatar. You may
not have as many Gates as other, more mobile, Factions, but you can
make up for this even with just two Gates plus Shub-Niggurath, Blood
Sacrifice nets you two Elder Signs and four Doom Points per Doom
phase if you Ritual.
Frenzy: Excellent both defensive and offensively. If a foe moves a
Monster into an area, hoping for a cheap Capture, declare combat, and
Pain him right back out.
Necrophagy: Use with impunity, as Ghouls are cheap (free, after
Thousand Young). In a small battle, it can clean out an entire area,
allowing your Ghoul to Recruit a Cultist and take the Gate. Teleporting
Ghouls around the world also helps meet Spell Book requirements.
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Once she is established, she is hard to stop, because she gets extra
Power from Red Sign, and extra Elder Signs from Blood Sacrifice. At
some point, you may need to go take out one of her citadels. Luckily,
all three of the other Factions can pull this off with their Great
Old Ones, properly used. Dont make the mistake of trying
to extirpate Black Goat entirely - you will fail, and if you
keep focusing on her, other enemies may surge ahead.
Remember: Dont try to cure the Black Goat infection, just
keep it contained.
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Shriek of the Byakhee to give him a bodyguard, and then declare Battle
(unlimited with six Spell Books) to assassinate any other Great Old
One.
Passion: Can actually resurrect you when out of Power. It also hinders
the foe. (i.e., they may choose to attack someone else, rather than give
you Power).
Zingaya: The biggest problem with Desecration is mustering the
troops. With Zingaya, you not only get a Unit, but your enemy
is down a Cultist.
Shriek of the Byakhee: Flexible, and gives both defense
and offense. Shriek when an enemy invades, or after
Screaming Dead or He Who is Not to be Named to give
your Great Old Ones oomph.
Screaming Dead: Youll use this a LOT, so dont put it off. It
neednt be the first Spell Book you acquire, but it shouldnt be the last
either.
He Who is Not to be Named: The basic function is to assassinate an
opposing Great Old One, but it has other uses which become obvious
with experience. Remember the extra action does not have to involve
Hastur.
Third Eye: Once you finish earning Spell Books, Third Eye keeps you
interested in Desecrating. In effect, you get an Elder Sign for two
Power (one to move and one to Desecrate), plus at the same time you
earn a potential power source and a new Monster. Its the best bargain
in the game!
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Q. Cthulhu gets a Spell Book in the first Doom Phase! Does this mean he
gets it before his first action?!
A. No! There is no Doom Phase in the first turn. Therefore, Cthulhu
earns this Spell Book in the Doom Phase of the Second turn - AFTER the
first turn ends.
Q. Two of Cthulhus Spell Books require you to Kill or Devour an
enemy in a Battle. But doesnt Devour take place before the Battle? Also,
just when exactly do I receive these battle-oriented Spell Books? In the
middle of the fight?
A. Pre- and Post-Battle effects count as happening during a Battle.
Cthulhus two battle Spell Books are not received until the Battle is
fully completed and all post-Battle effects are finished.
Q. Can actions such as Cthulhus Dreams Spell Book or Yellow Signs
Zingaya be used to simply remove an enemy Cultist if you lack Units to
make the replacement?
A. No. If you cannot make the replacement, you cannot perform the
Action.
Q. Nyarlathoteps Combat is based on his Spell Books, plus his
opponents?
A. For each Spell Book he and his opponent have on their Faction sheet,
he gets one Combat. For instance, if Nyarlathotep has all six Spell Books
while his opponent has only earned three, he gets nine Combat. His
total does not count Spell Books he has not yet earned, and it does not
count Spell Books earned for an Independent Great Old One (available
in some expansions).
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Q. The King in Yellow can perform Desecration, but what does it do,
exactly?
A. The inhabitants are now shrieking in terror, fleeing their cities, or
performing desperate obeisance to the King, but the immediate practical
game effect is that it gives Yellow Sign a Unit, and a Spell Book when
performed in the right Areas. Also, if it is successfully performed after
the Third Eye Spell Book is in effect, it may give Yellow Sign an Elder
Sign.
e have sought diligently for more than a year to cover all possible rules
questions, and to make the game as true to Lovecraft as we can. But we are
mere mortals, and as such, subject to err.
If you come across some ability or spell card conflict, and cannot find the answer
in one of our FAQs (or our website FAQ online), we recommend that the players in
the game vote on the desired outcome - the owner of the game should probably get
a bonus - like his vote counts for double. In the end, Cthulhu Wars is your game. If
you feel compelled to add house rules to cover such issues, do so with our blessing.
Q. If the Black Goat Faction is in a Battle, and uses Necrophagy does she
also suffer extra Pain?
A. Yes, both sides in the battle suffer additional Pain equal to the
Ghouls called. The newly-called Ghouls cannot be chosen to take the
extra Pain for her, either.
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XVI. Glossary
ACOLYTE: The only type of Cultist appearing in the core Cthulhu
Wars game. Later expansions add new Cultists.
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Credits
Design - Sandy Petersen
Production - Robert Atkins
Art - Richard Luong
Sculpting - Fenris Games
Art Direction, Game Layout & Illustration - Rich Fleider
Rulebook Layout & Photography - Leslie Lee
Prepress Layout, Manufacturing & Logistics - H. Cody Hallett
Editing - Frank Bauroth, Arthur Petersen
Support - Ben Donges, H. Cody Hallett, Arthur Petersen, Lincoln Petersen
Play Testing and Development - Frank Bauroth, Kyle Beasley, Jonathan Cohen, David Coon, John Coon,
Peter Dannenberg, Mike Davis, Ben Donges, Angela Fleider, Rich Fleider, Aaron Harvey, Jared Harvey,
Joseph Harvey, Brian Hehmann, Guy Hoyle, Fabian Kuechler, Chris Lemens, Andrew Lucio, Shovaen Patel,
Arthur Petersen, Grant Petersen, Lincoln Petersen, Spencer Petersen, Greg Robertson, Paul Slusser,
Jessica Watkins, Lori Wilson, Pedro Ziviani.
Special Thanks To - Ameliazoth, Donovan Albanesi, Ben Ayerbach, Craig Brown, Sean Brulet,
Anthony Callison, Squirrel Eiserloh, David Evans, Eric Glasgow, Ian Guistino, Susan Guistino,
Vance Hampton, Cyran J. Harrington, Ken Harward, Jason Harvey, Seth Harvey, Michelle Harvey,
Jerry Howland, Mike Langlois, Joey Larsen, Michelle Larsen, Cora Lemens, Tara Lemens, Reed Little,
Tiffany Lucio, Johnny Lundell, Ryan Medeiros, Dave Mendiola, Mius, Justin Moe, Chris Mortin,
Christopher Musgrave, Dan Pepin, Deborah Petersen, Elizabeth Petersen, Wendy Petersen,
Ben Pope, Brian Pope, Aaron Porter, Rayden Porter, Rylee Porter, Andrew Olson, Greg Robertson,
Stephen Robertson, Eric Saxton, Ryan Stelly, Jordon Trebas,
and Naomi the Pup of Tindalos.
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