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Cthulhu Wars: Glow in the Dark Independent Great Old Ones

Expansion for Cthulhu Wars

Cthulhu Wars: Glow in the Dark Independent Great Old Ones Rulebook

Table of Contents

Table of Contents

  • Independent Great Old Ones
    • Awakening
    • Death
    • Spellbook
    • Doom Phase
    • Note
  • Faction Great Old Ones as Independents
    • Independent Great Old Ones Reference Card
    • The King in Yellow
    • Hastur
    • Shub-Niggurath
    • Nyarlathotep
    • Yog-Sothoth
    • Tsathoggua
    • Ubbo-Sathla
    • Rhan-Tegoth
    • Ithaqua
    • Azathoth

Independent Great Old Ones

Source: page 109.

The rules below govern all Independent Great Old Ones.

Awakening

The specific requirements to Awaken any Independent Great Old One are found on its Loyalty Card. On Awakening an Independent Great Old One, take its Loyalty Card and place its figure on the map, under your Control. Add its Spellbook and any associated tokens to your Pool. There is no limit to how many Independents you may Control. You may use one Independent to help Awaken another.

Death

If your Independent Great Old One is Killed, place its Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by a player who had previously Controlled it, its Spellbook must be earned again.

Spellbook

Each Independent has its own Spellbook; when the requirements to earn this Spellbook are met, place it on its Independent's Loyalty Card and reap its benefits as long as you Control that Independent. These Spellbooks never count as one of the Spellbooks on your Faction Card (you cannot place it on your Faction Card, it does not unlock Unlimited Battle, and does not count for winning the game!).

Doom Phase

When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any of the Independent Great Old Ones you Control. We did not specify this rule in the original release of Cthulhu Wars, and this led to particular and problematic balance issues. Therefore, ONLY Faction Great Old Ones provide Elder Signs when you perform a Ritual of Annihilation. (Great Cthulhu still gets an Elder Sign when Awakening any Great Old One, however).

Note

For your first game with Independents, we recommend using one fewer Independent than the number of players.

Printed variant: the reference card on page 113 reads "Awakened again, even by the same player, the Spellbook must be earned anew." Both wordings are printed in the source and are kept as printed.

Faction Great Old Ones as Independents

Source: pages 113 and 114.

These Loyalty Cards, Spellbooks, and abilities were designed by Sandy so that Faction Great Old Ones could be used as Independents. We do NOT recommend using a Great Old One as an Independent if a player is playing as that Great Old One's Faction.

Independent Great Old Ones Reference Card

Printed on the reference card on page 113.

Awakening: Take the Independent's Loyalty Card, Spellbook, and any tokens, and add them to your Pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.

Death: If your Independent is Killed, place its Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.

Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as long as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.

Doom Phase: When you perform a ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.

Note: For your first game with Independents, we recommend using one fewer Independent than the number of players.

The King in Yellow

Source: pages 113 and 114 (cards). Loyalty Card and Spellbook as printed.

How to Awaken The King in Yellow (Cost 2):

  1. Your Controlled Gate is in an Area with your Great Old One.

  2. Pay 2 Power, and place The King in Yellow in the Area containing the Gate.

Combat: 0 [?]

Defilement (Action, Cost [?]): If The King in Yellow is in an Area with no Desecration token, roll a die. On a roll equal to or less than the number of your Units in the Area (including the King), place a Desecration token into that Area. Whatever the result, place a Monster or Cultist with a cost of 2 or less into the Area.

Spellbook (The King in Yellow): [name and text illegible]

Hastur

Source: pages 113 and 114 (cards).

How to Awaken Hastur (Cost [?]):

  1. Your Controlled Gate is in an Area with your Great Old One.

  2. Pay [?] Power, and place Hastur in the Area containing the Gate.

  3. Gain 1 Elder Sign.

Combat: Equal to half of the current cost of a Ritual of Annihilation (round down).

The Stars are Wrong (Doom Phase): Gain 1 Elder Sign during each Doom Phase in which you Control a Gate in the Area containing Yellow Sign's Faction Glyph (NOT one of The King in Yellow's [?] Spellbook Glyphs, but the Yellow Sign itself).

Spellbook (Hastur): [name and text illegible]

Shub-Niggurath

Source: pages 113 and 114 (cards).

How to Awaken Shub-Niggurath (Cost [?]):

  1. Your Controlled Gate is in an Area with your Great Old One.

  2. Pay [?] Power, and place Shub-Niggurath in the Area containing the Gate.

Combat: Equal to the total number of Gates you Control.

Fertile (Ongoing): When you Recruit a Cultist, you may Recruit more than one as a single Action, into one or more Areas. You may still only Summon a single Monster per Summon Action.

Loyalty Card, grey tab: "Share Area with all [?] Units" [partly illegible]

Spellbook (Shub-Niggurath): [name and text illegible]

Nyarlathotep

Source: pages 114 (card).

How to Awaken Nyarlathotep (Cost [?]):

  1. Your Controlled Gate is in an Area with your Great Old One.

  2. Pay [?] Power, and place Nyarlathotep in the Area containing the Gate.

Combat: Equal to the total number of Spellbooks held by your enemy (Faction Spellbooks, as well as any others).

Chaos (Ongoing): Nyarlathotep can Move 2 Areas on a Move Action. He can fly over Areas containing enemy Units.

Spellbook (Nyarlathotep): [name and text illegible]

Yog-Sothoth

Source: page 114 (card).

How to Awaken Yog-Sothoth (Cost [?]):

  1. Your Controlled Gate is in an Area with your Great Old One.

  2. Pay [?] Power, and place Yog-Sothoth in the Area containing the Gate.

Combat: Equal to the number of enemy Faction Great Old Ones (not counting any Independent Great Old Ones).

The Beyond One (Action, Cost [?]): Yog-Sothoth must be in an Area containing a Gate, but no enemy Great Old One. Move Yog-Sothoth to any Area on the map lacking a Gate. In doing so, he takes the Gate with him, along with any Controlling Unit.

Spellbook (Yog-Sothoth): [name and text illegible]

Tsathoggua

Source: page 114 (card).

How to Awaken Tsathoggua (Cost [?]):

  1. Your Controlled Gate is in an Area with your Great Old One.

  2. Pay [?] Power, and place Tsathoggua in the Area containing the Gate.

Combat: Equal to the number of enemy Faction Great Old Ones (not counting any Independent Great Old Ones).

Death from Below (Doom Phase): Place the lowest cost Monster currently in your Pool into any Area containing at least one of your Units. In the event of a tie for lowest cost, you may choose which of those Units to put into play.

Spellbook (Tsathoggua): [name and text illegible]

Ubbo-Sathla

Source: page 114 (card).

How to Awaken Ubbo-Sathla (Cost [?]):

  1. Your Controlled Gate is in an Area with your Great Old One.

  2. Pay [?] Power, and place Ubbo-Sathla in the Area containing the Gate.

  3. Place Ubbo-Sathla's Growth counter at 0 on the Doom track.

Combat: Equal to the current position of Ubbo-Sathla's Growth counter.

Sycophancy (Doom Phase): When an enemy player performs a Ritual of Annihilation, he chooses whether you gain 1 Doom or he [?] 1 fewer Doom.

Loyalty Card, grey tab: "At an Action, remove your Controlled [...]" [partly illegible]

Spellbook (Ubbo-Sathla): [name and text illegible]

Rhan-Tegoth

Source: page 114 (card).

How to Awaken Rhan-Tegoth (Cost [?]):

  1. Your Controlled Gate is in an Area with your Great Old One.

  2. Pay [?] Power, and place Rhan-Tegoth in the Area containing the Gate.

Combat: [?] 2

Herald (Doom Phase): You never pay more than [?] 5 Power to perform a Ritual of Annihilation, regardless of its actual cost.

Spellbook (Rhan-Tegoth): [name and text illegible]

Ithaqua

Source: page 114 (card).

How to Awaken Ithaqua (Cost [?]):

  1. Your Controlled Gate is in an Area with your Great Old One.

  2. Pay [?] Power, and place Ithaqua in the Area containing the Gate.

Combat: [?] 5

Hibernate (Action, Cost [?]): You can perform no more Actions during the rest of this Action Phase (as if you were at 0 Power). Add your current Power to your total in the next Gather Power Phase.

Spellbook (Ithaqua): [name and text illegible]

Azathoth

Source: page 120 (card). Azathoth is an Independent Great Old One from the Azathoth Expansion; this is the card as it appears in this set.

How to Awaken Azathoth (Cost [?]):

  1. You must have [?] Power and your Great Old One at your Controlled Gate.

  2. Roll 1 die, and add 2 to the total, then lose that much Power (i.e., [?] 3-8).

  3. All enemy players choose and simultaneously reveal a die face. Each receives Power equal to their revealed number (i.e., [?] 1-6). The player(s) with the lowest score loses 2 Doom points. Sum the dice and place the Azathoth Glyph on that space on the Doom track. Place Azathoth at your Controlled Gate. [partly illegible where the card art overlaps the text]

Combat: Equal to the position of the Azathoth Glyph on the Doom track. [left edge of text covered by the card art]

[Ability name illegible] (Ongoing): If Azathoth is assigned a Kill in Battle, roll 1 die. Lower the Azathoth marker by the amount shown on the die. If the marker reaches 0, Azathoth is Killed. [name and "(Ongoing)" tag partly illegible]

Requirement box: All players have at least one Great Old One in play.

Spellbook (Azathoth): [name and text illegible]