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CTHULHU WARS PANDEMONIUM

An Alternative Solo Play Game using Cthulhu Wars (v1.1, 10/08/2015)

The aim of the game is to eliminate all four factions before


the world is destroyed or you are killed.
In addition to the Cthulhu Wars game, you will need thre
figures: to represent the Professor, his daughter, the Tomb
Raider, and the Pilot. You will need two twelve-sided dice.

Setup
Set up the 5-player board. Put the numbered Elder Sign
Chits into a cup. Put the four Faction Icon Chits into a
separate cup. Place the Spellbooks into a bag.
The Professor and his daughter start in London, which is in
Scandinavia, (for some reason).
For each of the four factions: roll once on the Territory
Chart and place three Cultists of that faction on the
territory rolled. Play now begins.

The Turn
1.
2.
3.

Gathering Power Phase


Action Phase
Evil Moves

The player starts with 5 Plane Tickets. These may be used


when moving to immediately move the investigator to any
land territory. Discard the plane ticket when used.
Each Investigator may take one action, either: Investigate or
Fight.
To Investigate the cultists' activities, name a faction and roll
a D6 (the Professor rolls two D6). For each roll of a 4 or
more, remove a cultist from the territory you are currently
in, or an ocean territory adjacent to your current territory,
and return them to the supply. If you removed one or more
cultists this turn with either investigator, take one spell book
of at random from the supply.
To Attack minions and monsters, name a faction and roll a
D6 (the Tomb Raider rolls two D6). For each roll of a 4 or
more for a minion, or 5 for a monster, you may remove one
model of that type from the territory you are currently in, or
an ocean territory adjacent to your current territory, and
return them to the supply.

Spellbooks

Gathering Power Phase


Take a random faction chit, which indicates the colour of
cultist to be placed, and a random elder sign chit, which
indicates the number of cultists to be placed, and roll on the
territory chart. Place the indicated number of cultists from
indicated faction on the rolled territory.
Set aside the faction chit and the elder sign chit. Once no
faction chits remain in the cup, place them all back in.
If you run out of cultist figures, use the minion figures. The
minions are the "small monsters", with the same sized base
as the cultists.
If, later in the game, you run out of both cultists and
minions, immediately activate every enemy on the board, as
if it were the "Evil moves" phase. If you ever run out of
elder sign chits, you immediately lose. You have taken too
long and the end is here!
If there are ever 5 cultists in a single territory, immediately
remove 3 of them and place a monster in the territory.
Monsters are the medium sized figures, with larger bases
than the cultists and minions. A monster will not activate in
the phase that it was summoned.

Action Phase
In the action phase, each of the Investigators may move one
territory and take one action, in any order.
A single move allows you to move from one territory to an
adjacent and connected territory. Investigators may only
move across land territories, and may never enter ocean
territories. The Pilot may move to any territory as a single
move, although may also never enter ocean territories.

At any time during the Action Phase, you may discard 3


spellbooks of the same colour, or set of 3 different coloured
spellbooks to instantly kill a minion or monster. This is
addition to any action your investigators take, and may be
done multiple times if you have the spellbooks to do so. Put
the spellbooks back in the bag once spent in this way.
In order to banish the Great Old One and win the game,
the investigators must have 4 spellbooks of the same colour,
or a set of 4 differently coloured spellbooks.

Evil Moves
After the investigators have activated, enemies move.
Cultists move one territory towards the territory containing
their faction icon. They must take the shortest route there.
If there are two equally short routes, you simply choose
which they take.
Minions and monsters move one territory towards the
closest investigator. If a monster or minion is equally close
to both investigators, you simply choose which investigator
it goes after.
Enemies may move into ocean territories.
If a monster or minion activates in a territory or moves into
a territory containing a monster or minion from a different
faction, they monsters fight. Roll 2D6 for each monster:
they eliminate a rival minion on a 4+ and a rival monster on
a 5+. You choose which order they activate and which
faction they attack (if three or more factions are present).
If a monster or minion activates in a territory containing an
investigator, or moves into a territory containing an
investigator, and there are no monsters or minions of rival
faction present it attacks the investigator. Roll 2D6: if you
roll a double, the investigator is killed! If both your
investigators are killed, you lose.

Mike Hutchinson | http://crikeymiles.com/games

If a monster could attack either investigator, you choose


which investigator they attack.

Winning

Elimination & Escalation

You win the game if you successfully banish the Great Old
One.

Losing

If a faction ever has no models on the board, it is


immediately eliminated from the game. Remove its faction
chit and set it aside.

You lose if either the Elder Sign chits run out, or all of your
Investigators are dead.

Once two factions are eliminated, draw 2 elder sign chits a


turn. Once three factions are eliminated, draw 3 elder sign
chits a turn.

Difficulty Level
If you are finding the game too hard, you may choose to
make any the following changes:

End Game
Once three factions are eliminated, immediately place the
Great Old One of the remaining faction on the faction's
home territory. The Great Old One does not move, but will
attack any Investigator in its territory (or an adjacent land
territory if Cthulhu).

1.
2.

Great Old Ones attack by rolling 3D6. If any two of the


three dice show the same number, the investigator is killed.

Investigators

3.

Investigate action succeeds on a 3+


Gain one spellbook for each cultist you remove using
the Investigate action
When an investigator is killed, return them to London,
rather than removing them from the game

Any three figures will work really. Any set of Lovecraftian


investigators that appear different in their abilities, e.g.: a
librarian, a gangster and a private eye; an academic, a spy
and a soldier; a clergyman, an occultist and a policeman, etc.

In order to banish the Great Old One, the investigators


must perform a ritual involving 4 spellbooks of the same
colour, or a set of 4 differently coloured spellbooks.
Once in the territory containing the Great Old One, an
investigator may spend their action to place a single
spellbook into that territory. Once all four spellbooks have
been placed into that territory, roll a dice from the
banishment ritual: on a 1 or 2 the banishment fails, but the
spellbooks are not lost; on a 3, 4, 5 or 6: you win! You may
only make a single banishment attempt each turn. If you
fail to banish the Great Old One, and are not killed in the
Evil Moves phase, you may try again in the following turn.

Tips
Try to make sure you are collecting a spellbook each turn.
Don't be afraid to spend a few plane tickets in the few
couple of turns to eliminate a faction.
Be sure to lure the minions and monsters of rival factions
into the same territories, as you likely won't have the actions
to take them all out using just your investigators.

Territory Chart
2d12

TERRITORY

2d12

TERRITORY

Place wherever the Professor is *

13

Arabia

Arctic Ocean

14

Europe

Scandinavia

15

South Pacific

South America West

16

Australia

South America East

17

East Africa

Central America

18

New Zealand

North America West

19

West Africa

North America East

20

South Atlantic

10

North Atlantic

21

Indian Ocean

11

South Asia

22

North Pacific

12

West Africa

23

Antarctic

24

Place wherever the Tomb Raider is *

* If that Investigator is dead, place where an investigation of your choose is.

Mike Hutchinson | http://crikeymiles.com/games

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