THE FAMILY THAT SLAYS TOGETHER, STAYS TOGETHER!
This expansion introduces the new concept of the Clan to Cthulhu Wars. Recruit the Whateley Clan and access their fearsome abilities. But beware ? the Whateleys are disloyal, and another Faction may gain their allegiance.
In this box you'll find:
All the rules for adding them to your game are included in the box.
This expansion includes 12 new spellbooks that are compatible with the Tcho-Tcho Faction Expansion.
At the start of the game involving Tcho-Tchos, their controller chooses one of the 3 available tribes to play, and replaces the 6 spellbooks from the Tcho-Tcho faction with that of their chosen tribe. 3 of the spellbooks are used by all 3 tribes, and are refered to as universal spellbooks, whereas the remaining 3 are unique for each faction.
Includes:
The Tsang Tribe
This is the original Tcho-Tcho faction as portrayed by Petersen Games. It does include all the balance changes. Their tactics and tricks are unchanged, save for the fact that your opponents do not know who you are.
The Leng Tribe
The Leng tribe has some nasty surprises up their sleeves. Unlike Tsang, you have no unique movement ability, but you need to move your strategy, so you have to use your multiplicity of high priests to get enough power for those moves.
Surprise! an action costing 2 Power. An enemy player has to choose one of their acolytes, and swap it out for one of your Proto-Shoggoths.
Dark Rituals Use it once per turn. When you play it, each enemy player with one of your High Priests in their Starting Area has to choose whether to pay you 2 Power or 2 Doom. (A player with less than 2 Power or Doom is immune.)
Fulmination A one-time post-battle effect. If Ubbo-Sathla was killed in the Battle, you can discard him out of the game permanently, and gain 1 Elder Sign for each unit killed in the battle (on both sides).
The Sarcomand Tribe
This is the first faction - well, sub-faction - specifically designed to work with independents and neutrals. Clearly your free Great Old One is an important decision. As with the Leng tribe, you paint a movement ability. While you will not require as much movement as ling, you need power for summoning and rituals, so your free extra high priests come in quite handy.
Otherworld Alliances this adds 1 to the Combat of all your Neutral Monsters and Terrors.
Doomsday another one-use spellbook. When you take it, you immediately pick any Independent Great Old One with a cost of 2 or 4 (only) and place it at your controlled Gate. Always fun.
Inerrant when you Ritual, gain 1 Elder Sign for each enemy-controlled Gate at which you have any Great Old Ones.
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.
Planet Apocalypse also required to play; The Invasion Faction uses miniatures created for Planet Apocalypse Board Game, also from Petersen Games. This version of the Invasion Faction includes only the printed materials need to use these models in Cthulhu Wars and is designed for customers who already own the miniatures from Planet Apocalypse.
The Invasion don't have Cultists and can't do Rituals of Annihilation. Instead they begin the game with Portents on the board; your Larvae must travel across the board to the Portents and try to bring them to life in a multi-stage process, which ends with the Portents becoming full-fledged Lord's Shadows and channeling Hell. In addition, you can spend Doom to take certain actions and have much less need for power compared to the other factions.