Keep the Heroes Out!: The Great Dreamer Expansion
Keep the Heroes Out!: The Great Dreamer Expansion Rulebook
Table of Contents
Table of Contents
Cthulhu Rules Overview
Cthulhu 1
Cthulhu cannot die. If he takes damage, lie him down, he's now sleeping. While asleep, Cthulhu ignores all Action symbols on his Tactics cards except Nap time ( ) and Activate ( ). While sleeping, Cthulhu can mind control any exhausted Hero in the Dungeon by activating his Special Ability, thus making the Hero Move (never carrying items, ignoring Treasure, not Inspiring other Heroes, but affected by traps) or Attack another Hero.
Cthulhu Additional Conditions
Summoning sickness: Cthulhu always starts last.
Slacker: When asleep, Cthulhu cannot participate or perform any of the Chronicle's unlockable abilities.
Editor's note: the Russian rules sheet also says that while asleep Cthulhu cannot be the target of those unlockable abilities ("или становиться их целью", "or become their target"). The English copy omits this clause. It is kept out of the text above as printed; follow the Russian sheet if the two disagree.
Piggyback riders: Cthulhu is considered the same size as the dragon, so while they cannot carry each other, Cthulhu may carry any other Monster, and cannot be carried around.
New Actions for Cthulhu
Nap time: Cthulhu sleeps (lie him down) or wakes up (stand him up). Heroes ignore Cthulhu while he is sleeping.
Editor's note: the printed English text reads "Cthullu" here; it is corrected to "Cthulhu" to match the rest of the insert.
Mind Control: Move (ignoring Treasure and not Inspiring) or Attack (Melee) using an Exhausted Hero in the dungeon.
Banish: Discard the top card of the Guild deck (without resolving it).
Special Potions and Effects
Caffeine Potion: Draw the top 3 cards of your Tactics deck, place all the "Choose Wisely" cards in your hand, discard the rest.
Ghostly Procession: Select a room, for each Monster in it, place another Monster of the same type in the same room.