The Bad Movie Dimension

The Bad Movie Dimension is a faction designed as part of Twelve Days of Cthulhu.

Units
Note: As official miniatures are only available for Acolytes, The Giant Claw, and Jabootu, this wiki is recommending appropriate miniatures for the remaining units.


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Other components

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Recommended openers
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General Tips

 * Elder Sign Acquisition - Bubastis can gain Elder Signs through his Demand Sacrifice spellbook. This is completely up to your opponents. Try to tempt bloodthirsty players in battle. If Great Cthulhu is in the game, gaining Elder Signs becomes drastically easier! See below. Fighting Tsathoggua alone is often too tempting to resist, so many players will give you the Elder Sign. Then you gain a second one when using Ancient Sorcery to steal Great Cthulhu's faction ability.
 * Great Cthulhu and Ancient Sorcery - As seen above, this is an excellent situation for Tsathoggua. Not only can you summon him again for 4 power, but you get an Elder Sign when you do, just like Cthulhu. When you no longer fear losing Tsathoggua, he is an absolute menace. Send him on suicide attacks at the beginning of a round. Since his attack is equal to the opponent's power, he can roll an absurd amount of dice ALONE! If you have Demand Sacrifice as well, it is a lose / lose situation for your enemy. If they kill Tsathoggua, you will have been given an Elder Sign and receive another upon awakening him. If they don't give you an Elder Sign, they are open to further assault.
 * Lethargy - Use it! If left unchecked by your enemies, this gives an incredible advantage with many options. Chances are, you will be able to take at least one or two gates using Tsathoggua to capture Cultists and Monsters that stand in your way. Burrow maximizes your efficiency.
 * Timing - You'll need to spend anywhere from 22 to 30 power to get all your spellbooks. Don't put them off, lest the game ends and you don't qualify for victory! Try and get 1 to 2 per turn (e.g. 1st turn "Pay 3: Everyone Loses 1", 2nd turn "Pay 3: Everyone gains 1"), and try to do your ritual before the cost rises too much.

Spellbook Strategies

 * Ancient Sorcery - Depending on the factions in play, this can be situationally beneficial, or a game-changing spellbook. Some notable examples:
 * Crawling Chaos - Yes, the Bubastis faction can both Burrow AND Fly at the same time. This lets you move your units across the map extremely cheaply.
 * Great Cthulhu - Before Summoning your GOO, place a Serpent Man on GC's faction sheet. You will gain an elder sign for Tsathoggua.
 * Tcho-Tcho - You should have a Serpent Man on their faction sheet EVERY ROUND. This is a massive boon for the Bubastis faction, and a huge drag for everyone else. They must now make the decision to get two less doom per round, or give the Tcho-Tcho and / or Bubastis extra Doom points.
 * Windwalker - If nobody disturbs your Lethargy, keep the slumber party going and steal the Hibernate ability. This could result in a massive power gain for Bubastis's next round.
 * Bubastis - Place a Serpent Man on Bubastis's faction sheet to share in the Feast.
 * Burrow - This is an easy Spellbook to ignore until it is too late. Try to get it even if you don't have immediate plans for it, it will be worth it when the time comes to use it.
 * Capture Monster - This is probably one of the best offensive spellbooks in the game. Your enemies should be terrified of Tsathoggua when they are out of power!
 * Cursed Slumber - It may be tempting to use right away, but consider saving this ability for when a gate comes under attack. Often, enemies will forget you have the ability to sink the gate into the depths at a whim. This can also be used offensively on gates you would not be able to defend. Use Tsathoggua to capture a cultist off of a gate in the heart of enemy territory, summon a cultist there, then take the gate away.
 * Demand Sacrifice - This spellbook gives your enemy a decision to make, and both options are bad for them and good for you.
 * Energy Nexus - An excellent defensive Spellbook. Especially useful for defending sensitive targets in late game when factions have unlimited combat.

Opening 1
A. Sleepy
 * 1) 8 Power
 * 2) Lose 3 power, each/one/all players Loses 1/Gains 3 Power. Take Cursed Slumber. 5 Power remains
 * 3) Use Cursed Slumber to hide starting Gate (-1). 4 Power
 * 4) Build and Occupy Gate (-3). 1 Power
 * 5) Summon wizard (-1 Power). 0 Power
 * 6) Repeat.

Opening 2
A. Early Riser

Turn 1: Turn 2: -->
 * 1) 8 Power
 * 2) Move a Cultist somewhere adjacent to starting area. 7 Power
 * 3) Build a Gate in that area. 4 Power
 * 4) Summon a Formless Spawn at the new gate. 1 Power
 * 5) Summon a Wizard at the old gate. 0 Power
 * 6) Death From Below the 2nd Wizard to your new gate
 * 1) 10 Power
 * 2) Awaken Tsathoggua. 2 Power
 * 3) Lethargy until everyone else is out of power. 2 Power
 * 4) Next strategies depend on what spellbook you took for awakening Tsathoggua:
 * 5) Burrow - If there's an adjacent enemy gate with 1 Cultist, move Tsathoggua and 1 Cultist in, then take the gate over. If there's more than 1 Cultist, you can instead move Tsathoggua and the Wizard in, then Capture it, then next turn take Energy Nexus so that Tsathoggua is safe from reprisal.
 * 6) Capture Monster - If there are adjacent enemy monsters, move in and capture them
 * 7) Anything Else - There's nothing specific you can do, so it's probably a good idea to summon a Serpent Man in your Starting Area (so that you have at least 1 Combat dice there, to ward off easy raids from others).