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This is a PBF 4-player game of Cthulhu Wars with the If you'd like to play, please post below to sign up. For this game I'll give preference to newer players, as I suspect having a mix of experienced and new players could lead to a bit of a lopsided game. If it goes well, I'll maybe try running a game for experienced players with the expansion factions. Also, I'm based in New Zealand so will always be offline between about 3am and 12pm PST, so if you would mostly only be able to play during those hours for whatever reason, this is probably not the game for you. Cthulhu Wars is a pretty straight-forward game rules-wise. You can find the rulebook here. Because of the way the game plays out (everyone spending power and taking a single action on their turn) in many cases it won't be necessary for me to provide updates between player turns. For this reason, you guys (the players) can keep taking turns one after the other until something happens that requires moderator input (mostly drawing elder signs, or rolling dice) or you'd like to get a map update in order to get clearer on the board state. I'll try and provide updates as often as I can, and if you don't want to take an action until you have seen a board update, please post to let me know that you want a board update, otherwise I may be assuming that we're waiting on you rather than me. To keep things running smoothly, please use the following format for your posts: quote:
That way people will be able to see at a glance the remaining power totals, and know whose turn it is next. Here's an example: quote:
Also, if you acquire a spellbook you can add this to your post. When you do so, please indicate which criteria are met, which spellbook you are taking, and copy/paste the spellbook's ability from the next post so that players can see what abilities you have gained from the spellbook. For example: quote:
Lastly, regarding Ghroth, The Thousand Forms, Devolve & similar Spellbooks/Abilities: Players will have 24 hours to discuss and find a decision when Ghroth or The Thousand Forms is used. Similar for Devolve: Cthulhu will have max. 24 hours to devolve his Cultists after a player's action. Kerro fucked around with this message at 00:54 on Jun 25, 2018 |
# ¿ Jun 24, 2018 06:47 |
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# ¿ Apr 25, 2024 15:09 |
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Kerro fucked around with this message at 00:44 on Jun 27, 2018 |
# ¿ Jun 24, 2018 06:47 |
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Thanks for the map correction - updated it now. So I just learned we played our first 4 player game on the wrong map. Once we get one more player we can get started. I figured I'd let people pick sides in randomised order, unless there are any objections.
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# ¿ Jun 24, 2018 21:14 |
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Alright, let's get this show on the road. Please pick your factions in the following order: King of Bleh Mr Squishy Dancer Some Numbers The player order for the first round will be as above, but starting with whichever player picks Great Cthulhu if anyone does(e.g. if Dancer ended up with Cthulhu, player order for round one would be Dancer, KoB, Squishy, SN) so once everyone has picked you can go ahead and start the first turns. Initial power is 8 for everyone. I'll provide an initial update as soon as I can. Kerro fucked around with this message at 01:14 on Jun 25, 2018 |
# ¿ Jun 25, 2018 00:27 |
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Actually you know what, I've found a better pbf file that makes integrating the expansion factions a bit easier, so since we have some experienced players and that might balance things out a bit for the newbies if they're playing factions they haven't played before, let's throw them in as well. I'll update the second post after everyone has selected factions with the special abilities and spellbooks of just the factions that we are using. You can pick from the following factions (everything except Tcho Tcho): Cthulhu Crawling Chaos Black Goat Yellow Sign Sleeper Opener of the Way Windwalker If it's your first game (or you're playing a new faction I guess) it's worth checking out the sections in the rulebook linked in the first post on playing as/against each faction that gets picked. You can also find an overview of the factions and their abilities here: http://cthulhuwars.wikia.com/wiki/Cthulhu_Wars_Strategy_Wikia
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# ¿ Jun 25, 2018 00:51 |
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Thanks for the reminders Jedit - I had remembered that one but I'm sure to forget other things as we get going so it's helpful to have another pair of eyes!
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# ¿ Jun 25, 2018 00:51 |
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We could go up to 5 if anyone else wants to join. I'm nervous about keeping track of everything if we go higher than that for the first game.
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# ¿ Jun 25, 2018 01:12 |
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Alright, you'll pick last after Some Numbers. Depending on which factions are picked there might be some decisions to make before the game starts, as some factions get to pick starting areas.
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# ¿ Jun 25, 2018 01:46 |
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Alright, Mr Squishy has next pick. For people who are new to the game, the base game factions are probably slightly more straightforward, though there's not too much difference in complexity across the board.
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# ¿ Jun 25, 2018 01:54 |
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Thanks for the offer but I'll just stick with the other 7 factions for this one as I'm not familiar with Vassal but have got the xls file I'm using set up to go now. It's your pick for a faction too 🙂
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# ¿ Jun 25, 2018 09:09 |
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Alright Dancer, you're up.
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# ¿ Jun 25, 2018 09:42 |
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Alright then, I think we're ready to go. Windwalker then Opener need to choose starting locations (in that order), then Opener has the first turn.
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# ¿ Jun 25, 2018 20:02 |
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I kind of feel like the formless spawn would have to be Mitch McConnell. All of them, collectively.
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# ¿ Jun 25, 2018 20:47 |
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Mr. Squishy posted:It'll be fine. Just nick gates. It's your turn to pick a starting location for WW (Arctic or Antarctic) and then KoB to pick where Opener will begin.
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# ¿ Jun 25, 2018 23:56 |
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Yes, as long as stuff works out sequentially (i.e. you earn the spell book before you try to apply its effects) that's completely legal as I understand it - earning spellbooks happens instantly, so their effects are then immediately available. If I don't hear soon I'm thinking I might just default start WW in Antarctica. I don't want to have to auto-resolve stuff, but it would be good to get things moving now that we're all set up.
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# ¿ Jun 26, 2018 07:40 |
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Oh cool thanks for the clarification.
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# ¿ Jun 26, 2018 08:37 |
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Ok, where do you want to start King of Bleh? Also, you're first player so feel free to go ahead and take your first action. Kerro fucked around with this message at 10:17 on Jun 26, 2018 |
# ¿ Jun 26, 2018 10:15 |
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Remaining power: Opener: 7 Windwalker: 7 Yellow Sign: 8 Trump: 8 Crawling Chaos: 8 Next player: YS/Dancer
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# ¿ Jun 26, 2018 20:16 |
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Also I've updated the second post with a list of faction special abilities, Great Old Ones and spellbooks. That spreadsheet Squishy linked is good too but if you want something that has just the critical information for this game, check the second post.
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# ¿ Jun 27, 2018 00:46 |
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# ¿ Jun 27, 2018 01:05 |
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Next: WW Kerro fucked around with this message at 05:00 on Jun 27, 2018 |
# ¿ Jun 27, 2018 04:57 |
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Next up: Opener
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# ¿ Jun 27, 2018 20:37 |
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Thats uh.. gonna make for a big turn I guess! (and guaranteed first player) WW is out and can no longer take actions this round. Next up Yellow Sign
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# ¿ Jun 27, 2018 20:58 |
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Speaking of spellbooks, I had forgotten to add them to the game file. Now corrected. For reference, Opener can now summon monsters on enemy controlled or abandoned gates, and Yellow Sign can now move The King and immediately take another action (and can also move any undead in his area with him for free). Sleeper is up.
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# ¿ Jun 27, 2018 21:41 |
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Next up: Opener
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# ¿ Jun 28, 2018 00:12 |
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I'm trusting that you'll correct me if I misinterpret your renaming of team orange units, and/or get my American geography messed up. Yellow Sign now has: Zingaya (Action: Cost 1) If Undead are in an area with enemy Acolyte Cultists, transform one such Acolyte Cultist into an Undead. Plan accordingly. Crawling Chaos may now continue taking actions until they end of time (or they run out of power), then it will be round end. Kerro fucked around with this message at 06:49 on Jun 28, 2018 |
# ¿ Jun 28, 2018 06:46 |
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End of round WW becomes new first player, and can choose a spellbook and player order direction. Once you have chosen player order direction, each player gets the chance to do a ritual, in player order. I'm out for 10 hours now but feel free to carry on - let me know if I got anything wrong with power totals. I'll update Doom from this doom phase when I get back. Power totals: Opener: 10 Windwalker: 14 Yellow Sign: 9 GOP: 10 Crawling Chaos: 11 Next up: WW to choose turn direction.
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# ¿ Jun 28, 2018 11:21 |
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Current state of play, with everyone's doom totals. YS and Opener to decide on ritual, then it's WW first turn after that. WW now has Howl (Pre-Battle): Before Battle, if any Wendigos are present, you may force the enemy to Retreat one Unit (of their choice) out of the Area to an adjacent Area. CC now has The Thousand Forms (Action: Cost 0) If Nyarlathotep is in play, roll 1D6. Your foes must lose that much Power between them, they have 1 minute to decide how much each loses. If they cannot agree, you get the rolled number as Power added to your total. Flip this spellbook face-down to indicate it cannot be used again this turn. During Gather Power, flip it face up again. Reminder: For pbf, players will have max of 24 hours to decide how to resolve this, preferably less if you can come to an agreement sooner.
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# ¿ Jun 28, 2018 20:36 |
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Opener: 10 Windwalker: 8 Yellow Sign: 9 GOP: 10 Crawling Chaos: 11 WW now has: Ice Age (Action: Cost 1): Place or move your Ice Age token to any Area. When an enemy Faction takes any Action ending in the Ice Age Area, they must pay +1 Power. Alright, WW has already loaded his actions so it's your turn, Dancer
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# ¿ Jun 29, 2018 01:28 |
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YS desecrates in Arabia. Roll = 6 (Fail) Opener: 10 Windwalker: 8 Yellow Sign: 6 GOP: 10 Crawling Chaos: 11 I'm pretty sure as YS getting your undead army out as fast as possible is the best option rather than Byakhee, but I guess it depends a bit on what you wanted to do next (i.e. if you were planning on making a gate in Arabia, maybe Byakhee would be better to stay and guard it). But I dunno, I've played them all of once and came second. Next up GOP
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# ¿ Jun 29, 2018 01:31 |
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Sleeper now has: Burrow (Ongoing): After a Move Action in which you spend 2 or more Power moving Units, regain 1 Power. Crawling Chaos now has: Emissary of the Outer Gods (Post-Battle) Unless an enemy Great Old One is involved in the Battle, any Kill inflicted on Nyarlathotep becomes a Pain. Opener: 6 Windwalker: 8 Yellow Sign: 6 Trump: 2 Crawling Chaos: 1 Next Up: WW
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# ¿ Jun 29, 2018 04:25 |
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Yeah I noticed that after I posted it - I've updated it on the spreadsheet just couldn't be bothered uploading another image yet. Cheers for catching it though.
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# ¿ Jun 29, 2018 08:41 |
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Trump is busy golfing. Opener: 6 Windwalker: 7 Yellow Sign: 6 Trump: 2 Crawling Chaos: 1 Next up: Crawling Chaos
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# ¿ Jun 29, 2018 19:16 |
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In tangentially related news, I found a way to store the base game + Tcho Tcho expansion in the base game box. It is a ridiculously tight fit.
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# ¿ Jun 30, 2018 05:28 |
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No they all fit comfortably without any bending, there's no pressure on any of them. I think there's probably more room to move than there were for the figures in the monster section in the original insert. It does require a little bit of puzzling to work out how to put them in though! It helps that they all seem to be pretty robust minis without any really fragile parts.
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# ¿ Jun 30, 2018 05:46 |
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I probably should have written down the measurements cos then I could do it quickly, but yeah I can probably put something together. I don't know if it would work for any of the other factions since I think Tcho Tcho is smaller than most, so this solution likely only works for base game + Tcho Tcho but it's possible it might work if you could get another faction's pieces into that top left corner.
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# ¿ Jun 30, 2018 06:44 |
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Some Numbers posted:I was just planning to do Core in the Core box and leave my expansions in their boxes. In that case there would definitely be more efficient ways to organise things than what I've done - you'd have space to keep the small figures (acolytes) in their own compartments rather than putting them in bags and slotting them in around the other pieces. I think there have been a few different designs posted on BGG (or maybe just photos).
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# ¿ Jun 30, 2018 06:53 |
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Crawling Chaos activates One Thousand Forms Roll = 3 Other players have (max) 24 hours to decide how to lose 3 power between them, otherwise CC gains 3 power.
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# ¿ Jun 30, 2018 06:54 |
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WW loses 2 power, YS loses 1. Next up Opener/KoB
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# ¿ Jun 30, 2018 20:58 |
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# ¿ Apr 25, 2024 15:09 |
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Opener now has: The Million Favored Ones (Post-Battle): After Pains and Kills are resolved, "promote" any or all surviving Acolytes to Mutants, Mutants to Abominations, and Abominations to Spawns of Yog-Sothoth. You can Promote a Spawn of Yog-Sothoth by transforming it into as many Mutants as are in your Pool. Opener: 5 Windwalker: 2 Yellow Sign: 5 Trump: 2 Crawling Chaos: 1 Next up: YS Also, WW should choose and gain a spellbook for having a gate in the arctic I believe.
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# ¿ Jul 1, 2018 00:24 |