Black Goat is one of the four original factions for the Cthulhu Wars boardgame. It focuses on monster summoning and spread tactics.
Components[]
Faction[]
Setup | |||
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8 Power, 6 Acolytes, and a Controlled Gate in the Area with this Glyph: | |||
Unique Ability | |||
Fertility Cult (Ongoing): You may Summon Monsters as an Unlimited Action. | |||
Spellbook Requirements | |||
Have Units in 4 Areas. | Have Units in 6 Areas. | ||
Have Units in 8 Areas. | As your Action, Eliminate 2 of your Cultists from any Area(s) on the Map. | ||
Share Areas with all enemies (i.e., both you and the enemy have Units there). Gain 1 Power per enemy player. | Awaken Shub-Niggurath. | ||
Spellbooks | |||
Blood Sacrifice (Doom Phase): If Shub-Niggurath is in play during the Doom Phase, you can choose to eliminate one of your Cultists. If you do, gain 1 Elder Sign. | |||
Frenzy (Ongoing): Your Cultists now have 1 Combat. They can still be captured. | |||
Ghroth (Action: Cost 2): Roll a die. If the result is less than or equal to the number of Areas containing Fungi, your enemies must Eliminate a number of Cultists equal to the die roll. They have 1 minute in which to decide how to distribute these Eliminations. If time runs out, you choose for them. If the die roll is greater than the number of Areas with Fungi, place any Faction's Acolyte anywhere on the map. | |||
Necrophagy (Post-Battle): Move any or all Ghouls (who did not participate in the Battle) from any Area to the Battle Area, even if your Faction was not involved in the Battle. Each side involved in the Battle suffers an additional Pain result for each Ghoul moved in this way.
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The Red Sign (Ongoing): Dark Young can Create and Control Gates. Each adds 1 to Shub-Niggurath's Combat and each provides 1 Power during the Gather Power Phase. They do not act as Cultists with respect to any other purpose. | |||
The Thousand Young (Ongoing): If Shub-Niggurath is in play, Ghouls, Fungi, and Dark Young each cost 1 less Power to Summon. |
Units[]
Cultists | |||||||||
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Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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Acolyte | 6 | 1 | * | |||||
Combat: 1 with Frenzy Spellbook. | |||||||||
Availability: [Classic] Cthulhu Wars - Core Game (x6), Cthulhu Wars - Core Game {CW-O3} (x6), Acolyte Blister Pack {RPG-CG-A} (x2) [Alternate] Alternate Faction Acolytes {CW-U12} (x6), Cultic Set 2 {EHP-5} (x6), Black Goat Acolyte Miniature STL {U12-A2} | |||||||||
From his ancient tome he intones the words of power. Beware, sane world. The realm of madness awakens at his command. Another name for Shub-Niggurath. This massively pregnant beast lashes with writhing tentacles and hungry mouths as she takes each heavy step. The sight of her fills you with loathing and repulsive impulses. | |||||||||
The alternate sculpt units replace the classic sculpt Acolytes, and were originally developed for Evil High Priest. | |||||||||
Monsters | |||||||||
Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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Ghoul | 2 | 1 | 0 | Necrophagy | ||||
Cost: 0 with The Thousand Young Spellbook. | |||||||||
Availability: Cthulhu Wars - Core Game (x2), Cthulhu Wars - Core Game {CW-O3} (x2), Ghoul Blister Pack {RPG-CG-R1} (x3) | |||||||||
Half human, half demon, the ghoul of Lovecraft's imagination is no mere undead, but far worse. | |||||||||
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Fungi From Yuggoth | 4 | 2 | 1 | Ghroth | ||||
Cost: 1 with The Thousand Young Spellbook. | |||||||||
Availability: Cthulhu Wars - Core Game (x4), Cthulhu Wars - Core Game {CW-O3} (x4), Fungi From Yuggoth Blister Pack {RPG-CG-R2} (x2) | |||||||||
A crustacean-like fungus being from the stars. The species visits earth for purposes undreamed-of. | |||||||||
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Dark Young | 3 | 3 | 2 | The Red Sign | ||||
Cost: 2 with The Thousand Young Spellbook. | |||||||||
Availability: Cthulhu Wars - Core Game (x3), Cthulhu Wars - Core Game {CW-O3} (x3), Dark Young Blister Pack {RPG-CG-R3} (x1) | |||||||||
Its tentacles undulate in time to the wailing emanating from its many mouths. It has arrived! | |||||||||
Great Old Ones | |||||||||
Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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Shub-Niggurath | 1 | 8 | * |
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How to Awaken Shub-Niggurath:
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Combat: Equal to the sum of your Controlled Gates and in-play Cultists. If you have The Red Sign, add another +1 for each Dark Young you have in play. | |||||||||
Avatar (Action: Cost 1): Choose an Area and a Faction. Swap the location of Shub-Niggurath with that of a Monster or Cultist in the chosen Area. The owner of the chosen Faction chooses which Unit to relocate. | |||||||||
Availability: Cthulhu Wars - Core Game (x1), Cthulhu Wars - Core Game {CW-O3} (x1), Shub-Niggurath Blister Pack {RPG-CG-R4} (x1) | |||||||||
Iä! Shub-Niggurath! The Black Goat of the Woods With a Thousand Young! |
Expansion Units[]
Cultists | |||||||||
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Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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Acolyte | 1 | 1 | 0 | |||||
Availability: CW Onslaught 3 Stretch Goal Box {CW-E20} (x1) | |||||||||
This unit is used as a Handicap Acolyte. | |||||||||
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High Priest | 1 | 3 | 0 |
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Unspeakable Oath (Ongoing): At the end of any player's Action (even if it is not your turn), Sacrifice your High Priest (return him to your Pool) and gain 2 Power. This may also be done during the Gather Power and Doom Phases. | |||||||||
Notes: The High Priest is a new type of Cultist, it is Recruited like an Acolyte. Each High Priest generates 1 Power during the Gather Power Phase, can Create and Control a Gate, and can be Captured. Each Faction has only a single High Priest available. This unit may also be used as one of the Unique High Priests. | |||||||||
Availability: [Classic] High Priests {CW-U3} (x1), High Priests {CW-U3-O3} (x1), High Priest Blister Pack {RPG-U3-HP} (x2) [Alternate] High Priests {CW-U3-O4} (x1), Cultic Set 2 {EHP-5} (x1), Cultic Set 3 {EHP-6} (x1) | |||||||||
He leads the rites of old. It is time to awaken the great old ones! Iä! Iä! | |||||||||
The alternate sculpt unit replaces the classic sculpt High Priest, and was originally developed for Evil High Priest. | |||||||||
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Brain Cylinder | 4 | 0 | 0 | |||||
Availability: [Token] Yuggoth Map {CW-M3} (x4) [Figure] Shining Trapezohedron {CW-E15} (x4), Shining Trapezohedron {CW-E15-O3} (x4), Shining Trapezohedron {CW-E15-O4} (x4), Brain Cylinder Blister Pack {RPG-E15-10} (x1) | |||||||||
This helpless human, reduced to a mere living brain by the surgical and mechanical skill of the aliens, can now only communicate through electronic devices. What wisdom or warning can he relate? | |||||||||
See Brain Cylinders for rules. The Brain Cylinder figures replace the Brain Cylinder Tokens. | |||||||||
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The Dark Demon | 1 | 1 | 0 |
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How to Obtain the The Dark Demon Loyalty Card: In the Doom Phase, when it is your turn to perform a Ritual of Annihilation, you may obtain this Loyalty Card and then place the Dark Demon matching your Faction's color anywhere on the Map. If you wish, you may also perform a Ritual of Annihilation. Each of the other Factions permanently loses an Acolyte from their Pools (or from the Map, if all are in play), gains 1 Elder Sign, and then adds to their Pools a Dark Demon of their Faction's color. | ||||||||
The Summons (Ongoing): Any Faction with a Dark Demon in its Pool cannot take any Action other than Recruiting the Dark Demon. (You can still choose to drop your Power to 0 and take no more Actions this Action Phase instead). Metamorph (Ongoing): Dark Demons are a new type of Cultist and are treated as Cultists in every way, but they produce 0 Power during the Gather Power Phase. They are Recruited rather than Summoned, so a Controlled Gate is not needed to bring them into play. Dark Demons may Create and Control Gates, and they are worth 1 Power when Captured. They can be targeted by any Spellbooks or abilities that reference Cultists, but not Acolytes. | |||||||||
Availability: Masks of Nyarlathotep {CW-U10} (x1), Dark Demon - green Miniature STL {U10-N4} | |||||||||
Nyarlathotep is infamous for his multiple shapes. As the Dark Demon, this pig-like humanoid is terrifying to behold, but the horror it leaves in its wake is far worse. |
Buildings[]
Buildings | |||||||
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Image | Unit | Quantity | Cost | Combat | Spellbooks | ||
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Gate | 1 | 3 | N/A | |||
Notes: Used for Colour Out of Space | |||||||
Availability: Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) |
Other components[]
Strategy[]
Faction strategy[]
Elder Sign Acquisition - Blood Sacrifice will be a staple spellbook for your faction. Ensure that you have this ready the very first doom phase after awakening Shub Niggurath. This will typically net you 4 to 5 elder signs over the course of an average game.
Avatar - Shub Niggurath is a great offensive tool early to mid game with her Avatar ability. After factions start to bolster their defenses and gain unlimited combat, Avatar's effectiveness wears off, so be sure to use it for early game advantage!
When a Gate is protected by a single monster, Avatar that location. The enemy now has to make a difficult choice. Either they:
- Choose the monster to switch locations, leaving the cultist open to capture.
- Choose the cultist, very likely sending him into your waiting horde of monsters for capture. This also leaves the gate open. This possibly leaves Shub Niggurath open to an attack from a single monster, so it can be risky.
If they choose option 1, then you can simply capture the cultist on your next turn and proceed with taking the gate for yourself. If they choose option 2, you can Avatar with your own Dark Young. Now you have a gate that is controlled gate that is immune to capture.
Dark Young - These monsters are a staple of your faction. In round one, you can get the Red Sign spellbook and begin to control and defend gates with a single monster that is not vulnerable to capture. Not only this, but they will also provide you power for the rest of the game, eventually paying for themselves once or twice over (with the Red Sign spellbook).
The Dark Young, powered by the Red Sign, are also uniquely equipped for aggressive action in the first and second round. If you have people building gates nearby, you can move a single monster in an attempt to capture and battle out the opponent. When victorious, you can now control the gate with your monster.
Spellbook strategies[]
Frenzy - An excellent spellbook both defensively and offensively. Taking this intantly boosts your faction's combat potential by 6.
It also allows your cultists to defend gates by themselves from cheap attacks and/or captures. For example, if an opponent moves a monster into an area containing a lone cultist, declare battle so that you have a 50% chance to remove it from the area by killing it, or or paining it out.
Necrophagy - You can use this with impunity, as your ghouls are cheap (free, after getting the Thousand Young spellbook). In a battle where a small number of units are involved, using this can clear out your enemies from the area, allowing your ghoul to recruit a cultist and take the gate. Teleporting your ghouls across the world also helps you to meet your spellbook requirements.
Blood Sacrifice - Take this spellbook as early as you can in order to maximize its potential. It gives you an Elder Sign in every Doom Phase, and it allows your cultist to be placed back into your pool to be recruited by your other units across the map.
The Red Sign - A powerful spellbook that is key to Black Goat's strategy. It gives you potentially more baseline power than any other faction, in addition to gate-controlling units that are safe from capture.
The Thousand Young - The utility of this spellbook is obvious, but it contains subtle touches. For instance, you can summon a single ghoul as an action, for 0 power. In effect, you mark the time, hold on to your power, and see what other players do on their turns.
Ghroth - This is a complex action which requires time and preparation, but using this can be worth the trouble. With a successful Ghroth roll, you can slow down and hinder your rivals. However, a failed roll is still helpful to you. Use a failed roll to place your own acolytes back into the map, or place an enemy acolyte into an area containing your monsters so you can capture them.
An enemy acolyte that you place into the map with this spellbook can also be used as a bargaining chip to exact a favor from your enemies, in exchange for that free acolyte.
Recommended openers[]
Opening Without Red Sign. Shub in Round 2.[]
Round 1. 8 Power
- Move cultist. 7 power
- Build Gate. 4 power
- Summon Ghoul. 3 power
- Sacrifice 2 cultist. Take Blood Sacrifice. 3 power
- Check enemy weak points. If none, summon another Ghoul.
- Recruit the remaining cultists.
Round 2. 10 power. 6 cultists, 2 monsters, 2 gates, one spellbook
- Awaken Shub. Take 1000 Young. 2 power
- Recruit 2 cultists back.
Round 3. 10 power. 6 cultists, 2 monsters, 2 gates, 2 spellbooks
DoomPhase. Sacrifice 1 cultist to get one Elder Sign.
- Try to get the 4 areas Spellbook. Take Red Sign. If your foresee numerous battles, you can take Necrophagy to easily get your remaining books ("share areas", "6 areas").
- Summon your Dark Youngs by 2 power each. They will add to Shub's dice and they will give you extra energy in later rounds.
Pros: you begin to acquire Elder Signs in the 2nd Doom Phase. Your 2 initial gates are somehow defended against capture. It is slow enough to wait for an enemy's mistake (leave a gate undefended in round 1). You can redistribute your cultists after sacrificing them. You can still get your DYoung's perks in round 3.
Cons: you have no dice. This can be a problem against some factions like OW or YS. In round 2 you have one gate with a very weak Ghoul to defend it.
Opening with a High Priest. Shub in Round 2.[]
Use it always unless Tcho-Tchos are in the game.
Round 1. 8 Power
- Move cultist. 7 power
- Build Gate. 4 power
- Summon Ghoul. 3 power
- Recruit HP at home.
Round 2. 11 power. 7 cultists, 1 monsters, 1 gates, no spellbooks
- Awaken Shub. Take Blood Sac. 2 power.
- Recruit 2 cultists back and summon a Fungi.
After summoning Shub, you have 3 power left and a high priest. Rather than the safe approach above, look for opportunities to steal gates. You can avatar, capture and recruit with those 3 power.
Round 3. 11 power. 7 cultists, 2 monsters, 2 gates, 1 spellbook.
DoomPhase. Sacrifice 1 cultist to get one Elder Sign.
You need the 1000Young and Red Sign spellbook as soon as possible. You can do the "sacrifice two cultist" and the "four area" requirements. Once your DYs are cheap, summon them and with RedSign, they will give you power the rest of the game.
Pros: you begin to acquire Elder Signs in the 2nd Doom Phase. The sooner you get your HP the more energy you'll get throughout the game. You can still get your DYoung's perks in round 3.
Cons: you have no dice. This can be a problem against some factions like OW or YS. In round 2 you have one gate with a very weak Ghoul to defend it.
The Necrophagy Opener.[]
Used the most effectively with Ancients, Sleeper, or Tcho-Tcho in the game, bartering for Power to attack an enemy of their choice. Ancients is an ideal ally, as they can also give you Power for the next Action Phase via Worship Services.
Round 1. 8 Power
- Remove 2 Cultists. Take Necrophagy. 8 Power
- Summon 1 Ghoul. 7 Power
- Summon 1 Ghoul. 6 Power
- Summon 1 Fungi. 4 Power (note: if needed, this process can be quickened with Fertility Cult, to make sure your timing is perfect)
- (A) Move a Fungi to an adjacent Area with a weakly defended enemy Gate (their second Gate usually), or (B) move to an adjacent Area, then proceed to 5A on your next Action. 2-3 Power
- Initiate a Battle in the Gate's Area. Results do not matter especially. Use Necrophagy to empty the Area of enemy Units (which may require only 1 Ghoul, leaving your starting Area still protected with a Ghoul. Pain your Fungi, if it survives, to another weakly defended enemy Gate if possible. 1-2 Power
- Recruit a Cultist in the Ghoul's Area, then take control of the Gate. 0-1 Power
- If possible, Recruit your last Acolyte. (note: Power gathered from Sleeper's Spellbook Requirement, from Ancients' Festival, or from a High Priest recruited via Tcho-Tcho's Heirophants, can be used to take a third Gate. In this event, do not recruit your last Acolyte yet. Instead;)
- (A) Initiate a Battle in your Fungi's Area. Use Necrophagy to empty the Area of enemy Units, or (B) move your Fungi to an Area with a weakly defended enemy Gate, then proceed to 9A on your next Action. (note, if your Fungi survives, Pain it to any Area where you don't already have Units. Take any spellbook depending on the current state of the board and your projected Power after Gather Power.
- Recruit your last Acolyte on the Gate.
Round 2. 9-12 power. 6 cultists, 2-3 monsters, 2-3 gates, 1-2 spellbooks
Pros: You force other players to spend their power less economically to safeguard against you, otherwise guaranteeing yourself the ability to steal another Faction's second Gate without spending Power to build it, and possibly a third.
Cons: May not be feasible if no Faction builds a second Gate within two Areas away from your starting Area. Your Gates are weakly defended during the beginning of the second Action Phase. You have made at least 1 enemy.
Story[]
...is the Lord of the Wood, even to... and the gifts of the men of Leng... so from the wells of night to the gulfs of space, and from the gulfs of space to the wells of night, ever the praises of Great Cthulhu, of Tsathoggua, and of Him Who is not to be Named. Ever Their praises, and abundance to the Black Goat of the Woods. Ia! Shub-Niggurath! The Goat with a Thousand Young!
(A Buzzing Imitation of Human Speech)
Ia! Shub-Niggurath! The Black Goat of the Woods with a Thousand Young!
—a recording from Vermont, documented by H.P. Lovecraft
- Epilogue
"You can't rest these days. We have nowhere to simply lie down. Our streets are overrun with beasts, loping with cloven hooves and jackal grins. The skies are no better, filled by flying abominations dripping with fungus. I hear they take your brain. I don't know what they do with it. Eat it? They say not. Something worse. But whatever you do, don't go into the newly-grown woodlands. You'll find Them there, giant horrors all mouths and tentacles. And at the center stands the one who made Them. No, my friend, stay out of the forest."
—David Mendiola