RAAAAAR!
The Time Scoop Worked! Now you can reach back in time to capture prehistoric monsters and bring them back to sell! You have just two minutes to make the most profit. Every 30 seconds your options become more valuable ? but the longer you wait, the more you risk another player stealing ?your? dinosaur!
Cthulhu Wars is a strategy boardgame in which the players take the part of alien races and gods taken from the Cthulhu mythos created by H. P. Lovecraft. The game is physically large, and includes sixty-four figurines of the cultists, monsters, aliens, and Great Old Ones that range in height from approximately 20mm to nearly 180mm.
The game takes place on a map of Earth. Each player takes the part of one of four factions incuded in the base game. At the start of a turn, players Gather Power, then, during a series of Action Rounds, they spend this Power to accomplish various tasks, such as moving units, engaging in battle, summoning monsters, building Gates, casting spells, and Awakening their Great Old One. When all players run out of Power, the Action phase ends and the next turn begins. Victory is determined by accumulating points on the Doom Track. The first player to 30 is the lone victor.
Driving the strategy are a player's wish to expand his power base, and his need to accomplish six tasks to acquire his faction's spellbooks. Each faction has a unique set of monsters, spellbooks, and special abilities, and has different requirements to acquire its spellbooks. All factions have multiple strategies open to them.
The Azathoth expansion is a unique "neutral" expansion. When you awaken Azathoth, or are the first player to summon one of the four Monster types associated with this faction, you get that unit's Loyal Card. This lists the Monster's (or Azathoth's) stats, gives his special ability (all Azathoth monsters have these), and so forth. From then on, only YOU can summon that Monster type. At least, until all of that Monster type have been wiped off the map. For instance, if you are the first person to summon an Elder Thing, then no one else can do so. You can also summon all three available Elder Things, should you wish!
Azathoth is unusual in many ways. When he is summoned, you choose how much Power you want to spend, and place a special marker on your Power track. This is Azathoth's combat ability - so the more you spend, the more deadly he is. Of course, in some games, a person, fearing Azathoth's misuse, might summon it cheap and dirty just to keep it out of the hands of another player. That's all part of the fun.
The Dreamlands Surface Monster expansion consists of 2 Shantaks, 3 Gnorri, and 4 Moonbeasts.
These Neutral Monsters can be used with ANY map expansion, they are not exclusive to the Dreamlands Map Expansion. By paying doom points in the doom phase, a player faction can permenantly gain control of a Neutral Monster and summon them alongside their other units. Neutral Monsters add new strategic options to factions, allowing players to overcome any weaknesses or disadvantages their particular faction may have.
Each monster has a special ability inherent to it, which is described on its loyalty card. Shantaks have the highly useful ability of carrying a Cultist with them when they move, so you can move two units for just 1 Power (as long as one is a Cultist, and the other a Shantak). Gnorri, Lovecraft's little-described amphibious horrors, give you a new boost towards victory. The Moonbeasts have a particularly obnoxious special power which makes them the bane of the other players.
The Dreamlands Surface Monster expansion consists of 4 Ghasts, 3 Leng Spiders, and 2 Gugs
These Neutral Monsters can be used with ANY map expansion, they are not exclusive to the Dreamlands Map Expansion. By paying doom points in the doom phase, a player faction can permenantly gain control of a Neutral Monster and summon them alongside their other units. Neutral Monsters add new strategic options to factions, allowing players to overcome any weaknesses or disadvantages their particular faction may have.
Each monster has a special ability inherent to it, which is described on its loyalty card.
The premier horror strategy game re-imagined as a compact, two player experience!
Cthulhu Wars Duel: Extinction is a fast-moving two player strategy game in which you play as The Sleeper, primordial god of slumber and hunger or Ithaqua, the Windwalker, god of outer space and all that is coldest and darkest. Each side is strikingly different with unique units, abilities and strategies available.
Cthulhu Wars: Duel Extinction is fully compatible with the original Cthulhu Wars: Duel board game. Both are standalone products, but Factions and Maps in each can be mixed and matched for any combination of 2 player games!
Cthulhu Wars Great Old One Expansions add neutral Great Old Ones and their spellbook, which can be used in any game of Cthulhu Wars. Each Great Old One's has a requirement listed upon it, and the first player that meets it may choose to summon it under their faction's control. No one else has access to it... unless they can kill her and reawaken her for themselves. Each also comes it's own spellbook that, once earned, counts towards your victory condition.
Cthulhu Wars: Great Old One Pack One adds five new Great Old Ones to Cthulhu Wars:
Cthulhu Wars: Great Old One Pack Two adds four new Great Old Ones to Cthulhu Wars, and all four are available to each faction on a first come, first served basis. If you awaken Father Dagon first, then no one else has access to her...unless they can kill her and reawaken her for themselves. Each Great Old One has its own special ability, plus its own unique spellbook, which is earned separately from your own.
Cthulhu Wars: Great Old One Pack Three adds the Great Old One Gobogeg to Cthulhu Wars, which is available to each faction on a first come, first served basis. If you awaken Gobogeg first, then no one else has access to it...unless they can kill it and reawaken her for themselves. Gobogeg comes with its own unique power, plus if you can fulfill the requirement for its spellbook, you can enhance it even more.
Cthulhu Wars: Great Old One Pack Two adds three new Great Old Ones to Cthulhu Wars, and all three are available to each faction on a first come, first served basis. If you awaken one first, then no one else has access to it...unless they can kill it and reawaken it for themselves. Each Great Old One has its own special ability, plus its own unique spellbook, which is earned separately from your own.
The Library at Celaeno Map Expansion contains a new map with two figures, the Librarian and the Custodian. This map is inside the cyclopean alien facility in the Hyades, renowned in Lovecraft lore. This map includes Special Collections, where the first player to build a Gate can seize amazing new powers in the form of extra spellbooks. But beware! If you lose control of your Special Collection, your new spellbook becomes overdue, and the terrifying Librarian menaces you.
The Custodian cleans up chambers by moving units in the Area to another Area termed the Oubliette. Over the course of the game, this Oubliette tends to get filled with units. Sometimes fights break out.
The Librarian can only be activated if a player has an overdue Book, in which case it can wreak some real damage. Fortunately, you can mitigate the damage by returning the Book, though not necessarily eliminate all threat.
The Library at Celaeno introduces a new mechanism in Cthulhu Wars: Silence tokens. These are used to trigger certain special actions including moving the Custodian, Librarian, and triggering some of the special Library books on this map.
The Primeval Map expansion includes a map of the ancient earth. Like the normal game map, it is double-sided and can be assembled into four different maps.
Each turn, a Glacier piece appears in one of the polar areas, freezing any gates in the area and making them permenantly uncontrolled. As the game progresses, the glaciers begin constraining the actions and movements of the players, as only the territories near the equator remain able to support gates.
The 'shrinking' map leads to more confrontation as players grapple over the few remaining gates on the map.
The Horror packs bring creations of Ramsey Campbell to Cthulhu Wars. Horror Pack 1 introduces 2 neutral Great Old Ones, Eihort and Gla'aki, and 3 bases of the Neutral Monster "Insects from Shaggai", that may be added to any game of Cthulhu Wars.
Neutral Great Old Ones are available to each faction on a first come, first served basis. If you awaken them first, then no one else has access to them...unless they can kill them and reawaken them for themselves. Each Great Old One has its own special ability, plus its own unique spellbook, which is earned separately from your own.
By paying doom points in the doom phase, a player faction can permenantly gain control of a Neutral Monster and summon them alongside their other units. Neutral Monsters add new strategic options to factions, allowing players to overcome any weaknesses or disadvantages their particular faction may have.
The Horror packs bring creations of Ramsey Campbell to Cthulhu Wars. Horror Pack 1 introduces 2 neutral Great Old Ones, Daoloth and Y'Golonac, and 3 of the Satyr Neutral Monster, that may be added to any game of Cthulhu Wars.
Neutral Great Old Ones are available to each faction on a first come, first served basis. If you awaken them first, then no one else has access to them...unless they can kill them and reawaken them for themselves. Each Great Old One has its own special ability, plus its own unique spellbook, which is earned separately from your own.
By paying doom points in the doom phase, a player faction can permenantly gain control of a Neutral Monster and summon them alongside their other units. Neutral Monsters add new strategic options to factions, allowing players to overcome any weaknesses or disadvantages their particular faction may have.
Cthulhu Wars Faction Expansions add a new force to the area control miniature game. The expansion comes with all the models, spellbooks and other components needed to play the faction which can be played with any combination of other factions from the base game or other expansions, or can be used to increase the number of players able to play in a single game.
The Daemon Sultan Faction box includes:
Unique among Factions, the Daemon Sultan has THREE Great Old Ones! They are its avatars: Thesis, Antithesis, and Synthesis. Each is distinct, yet all are linked, bound inextricably by interlocking costs, abilities, and spellbooks.
Each Great Old One has a Larval Form! These have a Combat 2 if their parent Great Old One is in play, and O Combat otherwise. They are required to Awaken their parent.
Only Cultists of the insane Daemon Sultan Faction may Control these terrifying constructs, which can displace and destroy ordinary Gates.
The Daemon Sultan starts with no units on the map. All Daemon Sultan Spellbooks are one-use per full Action Phase, like the core game's Thousand Forms Spellbook.You must orchestrate their best use.
In Dark Worlds, the new Cthulhu Mythos for 5e campaign, You and your friends become unwitting pawns caught up in the blunders of a mad ruler. His insane attempt to curry favor with the dread Fungi from Yuggoth results in your being teleported across space to the nightmare world of Yuggoth. The ritual keeps you alive ? for now. But how long will its effects last? Your only hope is to track down the wizard Mustafo who was transported along with you, and who knows the spell of return. Unfortunately, Mustafo has been taken by the Fungi for their dire purposes and your attempt to rescue him have drawn their attention?
In Nithon, you traverse the Radiation Wastes of Yuggoth, encounter creatures and hazards from nightmare as you seek the Forest and City of Nithon. Here lies the Green Pyramid of the Watcher. The Pyramid awakens before your eyes, and you must explore its fearsome depths. Meanwhile, you are in constant threat of being caught up in the battles raging between the Watcher and its spawn versus the Fungi war-cyborgs.
The Zepzeg Cycle, you are brought to Yuggoth's moon Thog, where you learn of the existence of the Zepzeg ? a spacefaring alien species in many ways the antithesis of the Mi-Go. Plus, you learn of a lost colony of gnorri here so far from your world. Can you reconcile the Zepzeg, the Gnorri, and your own goals? Negotiate with an antediluvian entity of enormous psychic power, assist the Gnorri and the Zepzeg to forge alliances to help you in the difficult strife ahead, and find the awesome grimoire detailing a weapon of unthinkable might.
In the fourth and final Act of Dark Worlds, The Green Pyramid, the time has come at last to take the fight to the dread Mi-Go; the Fungi from Yuggoth. Returning to Yuggoth, you find that the Fungi have not been idle in your absence. Can you overcome the Fungi's might, even with your new allies and eldritch constructs? An epic sacrifice allows ingress to the Pyramid, and you are ultimately led into the Null dimension and confront a being of mindless destruction. The campaign ends by giving you a choice with repercussions that echo across the galaxy.
You and your fellow heroes are caught between the religious police and a cabal of hidden cultists. Recruited by the king of Axphain, you must begin to root out the cultists. You discover a network of tunnels converging on the Royal Place, which leads to high-stakes intrigue and investigation.
At the King's masquerade ball, an eldritch horror is unleashed, and the ultimate abomination rises above the city! Yet, this is only the beginning ? volume 1 of The Big Sleep ? an entire campaign devoted to exploring the terrors and wonders of the Great Old One Tsathoggua ? the Sleeper.
Sandy Petersen, the author of the Call of Cthulhu Role-playing game published by Chaosium, changes the tabletop world once again with Sandy Petersen's Cthulhu Mythos ? a complete sourcebook for all things Lovecraftian for 5th edition fantasy. The Big Sleep is the fourth campaign saga for Sandy Petersen's Cthulhu Mythos for 5th edition.
Theomachy is a mythic deck-building strategy game. Take the mantle of a god, gambling the souls of your followers.
When gods fight, human blood flows. Theomachy: The Ancients lets you take the place of a high god ? lord of a group of devoted followers. You have one goal and one goal only: annihilate your foes' believers and seize absolute power.
Theomachy: The Ancients is a card game for 2-4 players and it contains four pantheons: Egyptian, Greek, Sumerian and the Outer Gods from Howard Phillips Lovecraft's Cthulhu Mythos. It is completely compatible with the other Theomachy game, Theomachy: The Warrior Gods. You can freely mix and match cards, Gods, and myth items form the two games ? plus with both of them you can play with up to 8 people at the same time!
When gods fight, human blood flows. Theomachy: The Warrior Gods lets you take the place of a high god ? lord of a group of devoted followers. You have one goal and one goal only: annihilate your foes' believers and seize absolute power.
Achieve this task by staking the souls of your followers, using the same bluff, psychology, and tactics that have made Texas Hold 'em Poker the world's premier card game. Once you seize victory, you can rest, and listen to the cheerful song of your people. You have won the clash of the gods. You have won Theomachy.
Theomachy: The Warrior Gods is a card game for 2-4 players and it contains four pantheons: Celtic, Norse, Slavonic, and the Great Old Ones from Howard Phillips Lovecraft's Cthulhu Mythos. It is completely compatible with the other Theomachy game, Theomachy: The Ancients. You can freely mix and match cards, Gods, and myth items form the two games ? plus with both of them you can play with up to 8 people at the same time!