Preorder: Expected Delivery Q1 2021
Board Game Geek Rating: 7.18
Board Game Geek Avg Player Rating: 8.06
Players: 2 to 5
Content Notes: Kickstarter Cthulhu Wars: Tcho Tcho Tribes Board Game Expansion by Petersen Games. Includes: 3 universal spellbooks (Hierophants, Soulless and Terror), 3 Tsang Tribe spellbooks (Idolatry, Martyrdom and Tablets of the Outer Gods), 3 Leng Tribe spellbooks, 3 Sarkomand Tribe spellbooks. Please note: unless otherwise stated paid add ons from the Kickstarter Campaign are not included. All games are in English.
3 universal spellbooks (Hierophants, Soulless and Terror),
3 Tsang Tribe spellbooks (Idolatry, Martyrdom and Tablets of the Outer Gods),
3 Leng Tribe spellbooks
3 Sarkomand Tribe spellbooks
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 his acolytes, and swap it out for one of your Proto-Shoggoths.
Does double-duty, by killing an enemy acolyte and bringing out a proto-shoggoth at the same time. It does not matter that you do not like your buddy's placement, but view this as an opportunity. Of course anyone foolish enough to place a proto-shoggoth in a start area is going to recite it a High Priest for Dark Rituals!
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.)
This is a little like Crawling Chaos's Thousand Forms spellbook, in which you can only use it once per turn. When you play it, each enemy player in your starting area has 2 Power or 2 Doom. (A player with less than 2 Power or Doom is immune.) Obviously, this is one of your signature moves, and really messes with your enemies. You should try to do it early in the turn, because later on, your foes start becoming immune to it. Many players try to set their high priests to dark ritual, then immediately afterwards sack the priests for power. Others try to keep them around. It's worth doing even if you have just one High Priest Placed, but obviously you can do better with enough preparation.
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).
This is a one-time post-battle effect. If Ubbo-Sathla was killed in the battle, you can discard him out of the game, and gain 1 Elder Sign for each unit killed in the battle (on both sides). This is how you earn your game-winning Elder Signs. It's a one-off, because Ubbo-Sathla goes away forever, but if you and your opponent score enough kills, it can really be impressive. Only scored kills count, not eliminations, so if you are attacking a large enemy army, you'll want to get rid of those Elder Signs.
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.
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