Talk:Great Cthulhu/@comment-68.203.27.132-20150905220103/@comment-68.203.27.132-20150925045104

His losses are only minimized in that he ends up with 2 Deep Ones in place of his Cultists, but he's entering the next turn with those, 4 Cultists, and 1 Gate, for a grand total of 6 power. In no way is that better than any other faction.

For comparison:

Crawling Chaos can oftentimes build 3 Gates, by being very careful with the areas he chooses, and reading his opponents. Regardless, since Cthulhu goes first, he can react to whatever Cthulhu does.

Black Goat can stall by removing 2 Cultists, meaning he can also react to what the other factions do, and go for 3 gates if it's safe.

Yellow Sign, if he really wants to, can grab Passion via his "Grant 3 Doom" spellbook (which also stalls), then go for 3 gates. If one of his Cultists is then captured, he can then use that power to move another in to re-take the area.

Great Cthulhu, in contrast, has zero delaying powers (e.g. "Grant 3 Doom" and "Sack 2 Cultists"), zero ability to prevent his gates being captured (e.g. Flight), zero ability to retake his gates once captured (e.g. Passion), and has to go before everyone else (i.e. he is forced to be reactive rather than proactive). All that means is that he is the least of all factions at safely establishing 3 gates the first turn.