Great Old One Pack 2

Father Dagon
How to Awaken Father Dagon (Cost 4):

1) Your controlled Gate is in an Area with your Great Old One.

2) Pay 4 Power, and place Father Dagon in the Area containing the Gate.

Combat: 2 on Land, 6 in an Ocean Area.

Tsunami: (Action: Cost 1) Choose a Land area adjacent to an Ocean Area. All Cultists in the Area must be moved into Adjacent Ocean Areas by their owners (this includes your Cultists). In a dispute over who moves first, you decide.

Spellbook Requirement
You have 8 Units in Ocean Areas

Spellbook
The Innsmouth Look (Ongoing)

During the Doom phase, remove one of your Acolyte Cultists from the map and out of the game permanently. Gain 6 Power. This is not optional. If you have no Acolyte Cultists on the map, there is no effect.

Strategies
Any: Use Tsunami to drive your enemies from their gates, and The Innsmouth Look for a HUGE power boost!

Great Cthulhu: With 6 Combat in water, Dagon is a huge boost to Cthulhu's submersible army. Use Tsunami to wash cultists into the ocean where Cthulhu can unsubmerge and battle / capture. Mid to late game, grab the spellbook and turn any loitering cultist into huge power boosts.

Tcho-Tcho: You have the unique ability (aside from Sleeper) to have a lot of power after everyone else is out when you sacrifice your High Priests. Use this power to empty gates with Tsunami and move your own units in to capture.

Bokrug
How to Awaken Bokrug (Cost 4):

1) Your controlled Gate is in an Area with your Great Old One.

2) Pay 4 Power, and place Bokrug in the Area containing the Gate.

Combat: 1

Ghosts of Ib: (Ongoing) If Bokrug is killed, do not lose this Loyalty Card. At the end of the next Doom phase, return him to the map to any Area not containing enemy units. If there is no such Area, he remains on the card until the next Doom phase.

Spellbook Requirement
Take this Loyalty Card, and hand it to the player of your choice. He then places Bokrug's spellbook on this card, and it becomes active.

Spellbook
Doom that Came to Sarnath (Ongoing)

At the end of the Doom phase, select an opponent. He selects any Monster or Cultist of yours, and removes it from the map. You may spend 1 Doom Point per faction with less Doom than you to prevent this effect.

This ability was changed in one of the Erratas. The new Version reads:

At the end of the Doom phase, select an enemy. Then, select one of these two options: 1) That enemy chooses a Monster or Cultist of yours to eliminate b) That enemy chooses one of your Elder signs to eliminate.

Strategies
Any: Grab Bokrug and use him to hold down one of your gates. If someone Kills him, hand them his Loyalty Card and inflict the Doom that Came to Sarnath upon them!

Crawling Chaos: Weak Great Old Ones are an amazing asset to Crawling Chaos in the form of Harbinger targets. Purchase Bokrug and hand him off to another player. It is difficult for a player to justify protecting Bokrug from Harbinger when he will handicap them in the Doom Phase.

Ghatanothoa
How to Awaken Ghatanothoa (Cost 4):

1) Your controlled Gate is in an Area with your Great Old One.

2) Pay 4 Power, and place Ghatanothoa in the Area containing the Gate.

Combat: Equals your opponent's total Cultists on the map

Mummify: (Action: Cost 1) Any enemy Acolyte Cultists sharing an Area with Ghatanothoa are immediately "mummified". Lay mummified Cultist figures on their side. Such Cultists cannot use the Move Action, do not participate in Battle, and during next turn's Gather Power phase produce no Power. During the Doom phase, stand the Cultist back up. (A "mummified" Cultist still controls a Gate it is on and can be Captured.)

Spellbook Requirement
Choose one: EITHER your total Gates + Cultists is fewer than 6 in the Doom Phase OR As your Action for a round, Pay 4 Power

Spellbook
Execration of Mu (Ongoing)

The Mummify Ability is no longer an Action. It now occurs instantly when any enemy Acolyte Cultists share an Area with Ghatanothoa.

Strategies
Any: Use Ghatanothoa to hamstring your opponents' power economy, and strip their meatshields from them!

Windwalker: Ithaqua can effortlessly take this creature with his army, laying waste to enemy bases and robbing them of their meat shields.

VS Yellow Sign: Usually Yellow Sign will have Hastur defended by a large group of cultist meat shields. Use Ghatanothoa to severely cripple his army, be prepared for Hastur's Vengence.

Atlach-Nacha
How to Awaken Atlach-Nacha (Cost 6):

1) Your controlled Gate is in an Area with your Great Old One

2) Pay 6 Power, and place Atlach-Nacha in the Area containing the Gate.

Combat: 4

Spinnerets: (Action: Cost 1) If Atlach-Nacha is in an Area that is lacking a Web Token, place one there.

Spellbook Requirement
Web Tokens are in 6 different Areas

Spellbook
Cosmic Web (Action: Cost 0)

Immediately win the game, even with fewer than 6 Faction Spellbooks.

Strategies
Great Cthulhu: Submerge with Atlach-Nacha and re-emerge in a remote ocean area. Use Spinneret. Repeat until victory.

Crawling Chaos: Use your Flight ability to move Atlach-Nacha to safe remote areas to use Spinneret.

Yellow Sign: you can use Spinneret as your second action for The Screaming Dead or He Who Must Not Be Named to give you flexibility.

WindWalker: Ithaqua has the strongest army, and best movement in the game. A Windwalker player can use Artic Wind to move Atlach-Nacha with all his units and use Spinneret.