Cthulhu Wars: Dire Cthulhu
Cthulhu Wars: Dire Cthulhu Rulebook
Table of Contents
Table of Contents
Dire Cthulhu Loyalty Card
How to Awaken Dire Cthulhu (Cost 6):
- Your Controlled Gate is in an Area with your Great Old One.
- Pay 6 Power and place Dire Cthulhu in the Area containing the Gate.
- Gain 1 Elder Sign.
Combat: 3
Lord and Master (Original): When you Awaken an Independent Great Old One (except Dire Cthulhu), gain 1 Elder Sign.
A grey box on the card reads, approximately, "Kill [number illegible] enemy Units in a single Battle." The number and the box's heading are not legible at this resolution, so they are not transcribed.
Non-Euclidean Spellbook
Dire Cthulhu's Spellbook is named Non-Euclidean (confirmed by the rulings below). Its card text is [illegible in the source image] and is not transcribed here. The rulings below are the only written statements of its behaviour in the source.
Rulings
Non-Euclidean
Q. When using Non-Euclidean to assign combat results to a third party, can they use non-Battle Spellbooks and abilities such as Yellow Sign's Passion?
A. Affected third party Factions cannot use Battle Spellbooks or abilities. They can still benefit from non-Battle Spellbooks and abilities.
Q. Can Units Pained by Non-Euclidean enter Areas with Units from Dire Cthulhu's controlling Faction?
A. Yes. They were not in a Battle.
Q. Can the Non-Euclidean Spellbook target Units that have been removed from Battle? (i.e. Flying Polyp using the Invisibility Spellbook)
A. No.