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I like the Loyalty Cards that the game Cthulhu Wars

provides for the Independent Great Old Ones, Neutral


Monsters, and High Priests. There are no such cards for
the creatures and special effects that come with the
map expansions, except the Slime Molds. This is my
attempt to fill that gap, so I dont have to look in the
rule books to remind myself of those rules.
This file has a separate section for each map expansion,
followed by the Information Cards pertaining to it.
Each card is represented by two consecutive pages:
front and back. If you can trick you printer into doing 2sided printing in a way that lines up both sides, dont
print the whole file, just the consecutive pages in a
section. Or, you can print normally and attach the two
sides together.
Feel free to use any or all of these cards for your home
use (as long as you dont try to make money off of
them). Some cards wont be as popular as others; for
example, many wont need the Glacier card, or will only
want one Brain Cylinder card, or wont want to print
the card backs.
Questions, corrections and comments are welcome:
send them by GeekMail (i.e. at boardgamegeek.com) to
barliman.
Bryan Stout

The Bhole
Zoog
Citadels

How to Awaken the Bhole (cost 0):


The Bhole starts in the Vale of Pnath on the
Underworld map. If he is Eliminated, a new
Bhole re-appears in the Vale of Pnath in the
Special Event step of the next Doom phase.
Combat: 6
If attacked, on any Pain result the Bhole retreats
to the Vale of Pnath. He may not be eliminated
due to being surrounded. On a Kill result, the
Bhole is destroyed.
Raven Forth: (Ongoing) Check for the Bholes
Movement and Attack during the Special Event
segment of the Doom phase: If the Bhole is in an
Area containing a Gate, he remains in place;
otherwise roll 1d6 and move the Bhole to the
Underworld Citadel labeled with the appropriate
number. Then the Bhole destroys the Gate in its
Area (if any) and any Controlling unit. The Bhole
does not affect anything else in that Area. A reappearing Bhole stays in the Vale of Pnath
without rolling to move; but he does destroy any
Gate and Controlling Unit in the Vale.

Awakening and Death: Each Hostile Great Old


One appears on and leaves the map according to
its particular rules. But it never belongs to any
faction, and is always considered an Enemy
Great Old One. Its card is an Information Card
that all can access, not a Loyalty Card that
indicates control.
Abilities: Its Information Card gives instructions
for when and how the Hostile Great Old One
carries out its Actions, and how it is affected by
others Actions.
Notes: Whether or not this being is a Great Old
One, in game terms it is treated exactly as one.
As such, it is only affected by Spellbooks and
abilities that affect Great Old Ones. (For
example, it cannot be Devoured by Cthulhu or
Abducted by Nightgaunts, etc.) Hostile Great Old
Ones are also immune to Windwalkers Howl,
and Elder Things Mind Control.

During the Special Event step of the Doom phase,


roll 1 die for each Zoog that is not in play, and
place it on the Surface Citadel labeled with the
appropriate number.
Cost: 0
Combat: 0
Pranks and Shenanigans: (Ongoing)
Any Controlling Unit on a Gate in a Citadel with
Zoogs must immediately come off that Gate,
which is now Abandoned. If attacked, each Kill
result kills a Zoog. Each Pain result likewise
Eliminates a Zoog, but also Pains one of the
attackers units; this does not count as a Kill. If a
Zoog is somehow moved to an Area that is not a
Citadel, it is instead removed from the map.
Eliminated Zoogs always return to the map in the
next Doom phase.

Hostile Monsters are never part of any Faction.


Their card is an Information Card that all can
access, not a Loyalty Card that indicates control.
Their Card gives instructions for when and how
the Hostile Monsters enter and leave the map,
carry out their Actions, and are affected by
others Actions.
Hostile Monsters are subject to all spellbooks
and abilities that affect other Monsters.

To obtain this card, control a Gate in each of


the 4 Areas with Citadel glyphs on the
Dreamlands Surface map, or control Gates in
all 4 such Areas on the Dreamlands
Underground map.
Citadel Victory: (Ongoing) You immediately
win the game, even if you don't have all 6
Faction Spellbooks or the most Doom
points.

Some map-based effects are available only to


players who meet certain conditions. In this case
treat this card as a Loyalty Card: a player who
meets the conditions obtains the card and has
access to its abilities. Otherwise, it is an
Information Card which is never controlled, but
whose effects are carried out by all.

Glacier

In the Special Event step of the first Doom phase,


each player places a Glacier in his Start Area; in
subsequent Doom phases, the First Player
chooses two Glacier-free Areas containing
Glacier Glyphs, and places a Glacier in each.
Primeval Winter: (Ongoing)
If a Glacier and a Gate are in the same area,
immediately remove any controlling unit and
place the Glacier atop the Gate. Once placed,
Glaciers are permanent, and can never be Moved
or Eliminated. During Gather Power, Gates in
Areas occupied by Glaciers are considered
Abandoned.

Some map-based effects are available only to


players who meet certain conditions. In this case
treat this card as a Loyalty Card: a player who
meets the conditions obtains the card and has
access to its abilities. Otherwise, it is an
Information Card which is never controlled, but
whose effects are carried out by all.

The Watcher
The Laboratory
Brain Cylinder (x6)

How to Awaken the Watcher (cost 0):


1) During the Special Event step of the Doom phase, the
result of a die roll equals the number printed on a Green
Pyramid Area with a Controlled Gate. Or, a players Doom
marker reaches or passes the dark Watcher Token at 12.
2) Flip the Watcher Token to the lit-up (Awakened) side,
and place the Watcher on the Watcher Postern. The
Watcher belongs to no faction, and is always considered
an Enemy Great Old One.
Watcher Decay: If the Watcher is already awake during
the Special Event step of the Doom Phase, then roll 1d6,
and decrease the Watcher Tokens position by that many
spaces.
Combat: Equals the Watcher Tokens position on the
Doom track.
The Watcher is immune to Pain. Each Kill drops the
Watcher Token down 1 space on the Doom track. When
his token drops to 0 on the Doom track, he is removed
from the board, and the Watcher Token is once again
placed at 12 on the Doom track, with the dark (sleeping)
side up.
Watcher Rampage: (Ongoing) At the very beginning of the
Action Phase, before the Starting Players first Action,
each player (beginning with the Starting Player) controls
the Watcher for one Move followed by an Attack. The
controlling player must move the Watcher into an Area
with Units controlled by a Faction adjacent to its current
Area if possible, anywhere else on the map if not. Then
the Watcher has a separate Battle with each faction in
the Area, in the order chosen by the controller.

Awakening and Death: Each Hostile Great Old


One appears on and leaves the map according to
its particular rules. But it never belongs to any
faction, and is always considered an Enemy
Great Old One. Its card is an Information Card
that all can access, not a Loyalty Card that
indicates control.
Abilities: Its Information Card gives instructions
for when and how the Hostile Great Old One
carries out its Actions, and how it is affected by
others Actions.
Notes: Whether or not this being is a Great Old
One, in game terms it is treated exactly as one.
As such, it is only affected by Spellbooks and
abilities that affect Great Old Ones. (For
example, it cannot be Devoured by Cthulhu or
Abducted by Nightgaunts, etc.) Hostile Great Old
Ones are also immune to Windwalkers Howl,
and Elder Things Mind Control.

Control a Gate in the Laboratory Area to


obtain this card.
Surgery: (Action: Cost 1) Remove up to four
of your Cultists from any Area(s) on the map
and replace them with an equal number of
Brain Cylinder tokens in your Factions Color.

Some map-based effects are available only to


players who meet certain conditions. In this case
treat this card as a Loyalty Card: a player who
meets the conditions obtains the card and has
access to its abilities. Otherwise, it is an
Information Card which is never controlled, but
whose effects are carried out by all.

Cost: 0
Combat: 0
Bodiless: (Ongoing)
Brain Cylinders cannot use the Move Action. But
if a friendly unit in the same area does a Move
Action, any number of Cylinders may accompany
it for no cost. Brain Cylinders are immune to Pain
and Retreat results. By themselves they do not
prevent a unit from retreating into their Area.
When you Capture a Cylinder, you may choose
instead to Convert it into a Cylinder of your own
Faction Color and leave it on the map.
Notes: Brain Cylinders are a new type of Cultist.
They may not be Recruited as with other Cultists,
nor may they be placed on the map due to
special abilities (such as Yellow Signs Desecrate).
They may do all other Cultist functions i.e.,
they earn Power during Gather Power, control
Gates, Build Gates, and permit the Recruitment
of Cultists in their Area. Except for Move, they
may perform any other game Action.

This card is for a new type of Cultist, different


from the Acolytes that come with each Faction.
It explains the special rules for how it appears,
its abilities, and how it interacts with the rest of
the game.
Except where noted, this type of unit can do
everything other Cultists can do, and is affected
by all abilities and spells that affect generic
Cultists.

Cost: 0
Combat: 0
Bodiless: (Ongoing)
Brain Cylinders cannot use the Move Action. But
if a friendly unit in the same area does a Move
Action, any number of Cylinders may accompany
it for no cost. Brain Cylinders are immune to Pain
and Retreat results. By themselves they do not
prevent a unit from retreating into their Area.
When you Capture a Cylinder, you may choose
instead to Convert it into a Cylinder of your own
Faction Color and leave it on the map.
Notes: Brain Cylinders are a new type of Cultist.
They may not be Recruited as with other Cultists,
nor may they be placed on the map due to
special abilities (such as Yellow Signs Desecrate).
They may do all other Cultist functions i.e.,
they earn Power during Gather Power, control
Gates, Build Gates, and permit the Recruitment
of Cultists in their Area. Except for Move, they
may perform any other game Action.

This card is for a new type of Cultist, different


from the Acolytes that come with each Faction.
It explains the special rules for how it appears,
its abilities, and how it interacts with the rest of
the game.
Except where noted, this type of unit can do
everything other Cultists can do, and is affected
by all abilities and spells that affect generic
Cultists.

Cost: 0
Combat: 0
Bodiless: (Ongoing)
Brain Cylinders cannot use the Move Action. But
if a friendly unit in the same area does a Move
Action, any number of Cylinders may accompany
it for no cost. Brain Cylinders are immune to Pain
and Retreat results. By themselves they do not
prevent a unit from retreating into their Area.
When you Capture a Cylinder, you may choose
instead to Convert it into a Cylinder of your own
Faction Color and leave it on the map.
Notes: Brain Cylinders are a new type of Cultist.
They may not be Recruited as with other Cultists,
nor may they be placed on the map due to
special abilities (such as Yellow Signs Desecrate).
They may do all other Cultist functions i.e.,
they earn Power during Gather Power, control
Gates, Build Gates, and permit the Recruitment
of Cultists in their Area. Except for Move, they
may perform any other game Action.

This card is for a new type of Cultist, different


from the Acolytes that come with each Faction.
It explains the special rules for how it appears,
its abilities, and how it interacts with the rest of
the game.
Except where noted, this type of unit can do
everything other Cultists can do, and is affected
by all abilities and spells that affect generic
Cultists.

Cost: 0
Combat: 0
Bodiless: (Ongoing)
Brain Cylinders cannot use the Move Action. But
if a friendly unit in the same area does a Move
Action, any number of Cylinders may accompany
it for no cost. Brain Cylinders are immune to Pain
and Retreat results. By themselves they do not
prevent a unit from retreating into their Area.
When you Capture a Cylinder, you may choose
instead to Convert it into a Cylinder of your own
Faction Color and leave it on the map.
Notes: Brain Cylinders are a new type of Cultist.
They may not be Recruited as with other Cultists,
nor may they be placed on the map due to
special abilities (such as Yellow Signs Desecrate).
They may do all other Cultist functions i.e.,
they earn Power during Gather Power, control
Gates, Build Gates, and permit the Recruitment
of Cultists in their Area. Except for Move, they
may perform any other game Action.

This card is for a new type of Cultist, different


from the Acolytes that come with each Faction.
It explains the special rules for how it appears,
its abilities, and how it interacts with the rest of
the game.
Except where noted, this type of unit can do
everything other Cultists can do, and is affected
by all abilities and spells that affect generic
Cultists.

Cost: 0
Combat: 0
Bodiless: (Ongoing)
Brain Cylinders cannot use the Move Action. But
if a friendly unit in the same area does a Move
Action, any number of Cylinders may accompany
it for no cost. Brain Cylinders are immune to Pain
and Retreat results. By themselves they do not
prevent a unit from retreating into their Area.
When you Capture a Cylinder, you may choose
instead to Convert it into a Cylinder of your own
Faction Color and leave it on the map.
Notes: Brain Cylinders are a new type of Cultist.
They may not be Recruited as with other Cultists,
nor may they be placed on the map due to
special abilities (such as Yellow Signs Desecrate).
They may do all other Cultist functions i.e.,
they earn Power during Gather Power, control
Gates, Build Gates, and permit the Recruitment
of Cultists in their Area. Except for Move, they
may perform any other game Action.

This card is for a new type of Cultist, different


from the Acolytes that come with each Faction.
It explains the special rules for how it appears,
its abilities, and how it interacts with the rest of
the game.
Except where noted, this type of unit can do
everything other Cultists can do, and is affected
by all abilities and spells that affect generic
Cultists.

Cost: 0
Combat: 0
Bodiless: (Ongoing)
Brain Cylinders cannot use the Move Action. But
if a friendly unit in the same area does a Move
Action, any number of Cylinders may accompany
it for no cost. Brain Cylinders are immune to Pain
and Retreat results. By themselves they do not
prevent a unit from retreating into their Area.
When you Capture a Cylinder, you may choose
instead to Convert it into a Cylinder of your own
Faction Color and leave it on the map.
Notes: Brain Cylinders are a new type of Cultist.
They may not be Recruited as with other Cultists,
nor may they be placed on the map due to
special abilities (such as Yellow Signs Desecrate).
They may do all other Cultist functions i.e.,
they earn Power during Gather Power, control
Gates, Build Gates, and permit the Recruitment
of Cultists in their Area. Except for Move, they
may perform any other game Action.

This card is for a new type of Cultist, different


from the Acolytes that come with each Faction.
It explains the special rules for how it appears,
its abilities, and how it interacts with the rest of
the game.
Except where noted, this type of unit can do
everything other Cultists can do, and is affected
by all abilities and spells that affect generic
Cultists.

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