Glorantha: The Gods War is an asymmetric competitive game developed by Petersen Games. Its units have received crossover rules for Cthulhu Wars. The loyalty cards for the core gods were later revised slightly.

Components[edit | edit source]

Units[edit | edit source]

Note: The released crossover rules were not fully converted to Cthulhu Wars formatting, so some discretion has been taken.

Dragons
Image Unit Quantity Cost Combat Spellbooks
Black Dragon.png 100x100px
Black Dragon 1 N/A 4
Terror (Post-Battle): Units Pained by the Black Dragon remain in place. However, the owner loses 1 Power per "Pained" unit, whether or not the Dragon survives. Kills are scored normally.
Reward - Black Dragon.png Reward: If you kill the Black Dragon, earn 1 Elder Sign and take this card. After any action, you may discard this card to gain 3 Power.
Notes: At the end of each Doom phase (after all other tasks are complete), the player with the lowest Power moves the Black Dragon to the Area of his choice, where it immediately Battles his selected Faction. If players are tied for lowest Power, the Black Dragon does not activate that Doom phase.
In order to kill the Black Dragon, you must score at least 3 Kills against it. The Black Dragon is Pained normally.
Availability: The Monsters: Dragons {TGW-3A} (x1)
Red Dragon.png 100x100px
Red Dragon 1 N/A 4
Fate (Post-Battle): Units Pained by the Red Dragon remain in place. However, the owner loses 1 Doom per "Pained" unit, whether or not the Dragon survives. Kills are scored normally.
Reward - Red Dragon.png Reward: If you kill the Red Dragon, earn 1 Elder Sign and take this card. When another player earns an Elder Sign, you may discard this card to take that Elder Sign away and keep it for your own.
Notes: At the end of each Doom phase (after all other tasks are complete), the player with the lowest Doom moves the Red Dragon to the Area of his choice, where it immediately Battles his selected Faction. If players are tied for lowest Doom, the Red Dragon does not activate that Doom phase.
In order to kill the Red Dragon, you must score at least 3 Kills against it. The Red Dragon is Pained normally.
Availability: The Monsters: Dragons {TGW-3A} (x1)
Brown Dragon.png 100x100px
Brown Dragon 1 N/A 4
Rage (Post-Battle): Units Pained by the Brown Dragon remain in place. However, the activating player earns 1 Elder Sign per "Pained" unit, whether or not the Dragon survives. Kills are scored normally.
Reward - Brown Dragon.png Reward: If you kill the Brown Dragon, earn 1 Elder Sign and take this card. During the Gather Power Phase, you may discard this card to become the First Player.
Notes: At the end of each Doom phase (after all other tasks are complete), the last player in turn order may discard an Elder Sign to move the Brown Dragon to the Area of his choice, where it immediately Battles his selected Faction.
If that player cannot or does not wish to activate the Dragon, the next player in reverse turn order gets a chance, and so forth. If no player is able or willing to discard an Elder Sign, the Brown Dragon does not activate that Doom phase.
In order to kill the Brown Dragon, you must score at least 3 Kills against it. The Brown Dragon is Pained normally.
Availability: The Monsters: Dragons {TGW-3A} (x1)
Chaos Monsters
Image Unit Quantity Cost Combat Spellbooks
Cwim.png 100x100px
Cwim 1 N/A 0
Amok (Action: Cost 1): Move Cwim to an adjacent Area. Any Gate in that Area is destroyed. All players may use this Action.
Mind-Soul-Body Destruction (Pre-Battle): This happens in three stages:
  1. One unit in the Battle is Pained out of the Area by its owner.
  2. One unit in the Battle is Killed (chosen by its owner).
  3. One unit in the Battle, chosen by its owner, is removed from the game permanently (put it back in the box). This cannot be cancelled by abilities or spellbooks that counteract kills or eliminations (such as Rhan-Tegoth's Eternal).
    All remaining units then Battle Cwim.
Reward - Cwim.png Reward: If you kill Cwim, immediately choose and destroy any Gate on the map.
Notes: In order to eliminate Cwim, you must declare Battle against him and inflict 4 total results in Pains & Kills added together (including those caused by Spellbooks, Abilities, etc.). Cwim is not affected by Pains, except inasmuch as they are part of the 4 total results needed to eliminate him.
Availability: The Monsters: Chaos Monsters {TGW-3B} (x1)
Sky Terror.png 100x100px
Sky Terror 1 N/A *
Combat: Equal to the value of the two dice on this card; initially 12.
Swoop (Action: Cost 1): Move the Sky Terror into any Area containing at least one unit. It must move to a new Area per Swoop. The person who activated the Sky Terror chooses a Faction to victimize, and the terror then immediately Eliminates one unit from that Faction (chosen by the victim). All players may use this Action.
Sky Terror Breakdown (Post-Battle): The Sky Terror is not affected by Battle results. However, Post-Battle, lower its Combat total by 1 per unit that fought it in the Battle, plus 1d6 (For instance, if 3 units fought the Sky Terror, you would reduce its Combat by 3 + 1d6). Reduce the dice score on this card appropriately.
Reward - Sky Terror.png Reward: If you kill the Sky Terror, immediately select enemy units totaling Cost 4 or less and Eliminate them.
Notes: In order to eliminate Sky Terror, you must reduce its Combat to 0 after a Battle.
Availability: The Monsters: Chaos Monsters {TGW-3B} (x1)
Mother of Monsters.png 100x100px
Mother of Monsters 1 N/A 6
Birth (Action: Cost 0 or 1): Move the Mother of Monsters to an adjacent Area which does not contain a Spawn. Then place a new Spawn in the Area she just exited (up to 6 maximum).
If 0, 1, or 2 Spawn are in play, this Action costs 0 Power. If 3+ Spawn are in play, this Action costs 1 Power. All players can use this Action.
Titanic (Post-Battle): The Mother of Monsters is only affected by Pains. Her opponent in Battle chooses where to Pain her, but she may not be Pained to an Area with a Spawn.
Reward - Mother of Monsters.png Reward: If you kill the Mother of Monsters, earn 3 Doom.
Notes: In order to eliminate the Mother of Monsters, you must inflict a Pain, and find her unable to retreat, due to the presence of Spawn.
Availability: The Monsters: Chaos Monsters {TGW-3B} (x1)
Mother of Monsters Spawn Token.png
Mother of Monsters Spawn Figure.png 100x100px
Mother of Monsters Spawn 6 N/A *
Combat: Equal to the total number of Spawn in play (i.e., if 2 Spawn are in play, each Spawn has Combat 2).
Spawnrise (Action: Cost 1): Select a Spawn to attack a chosen Faction in its Area. All players can use this Action.
Titanic (Post-Battle): Spawn are affected by Battle normally, except they may not be Pained to the Mother of Monsters Area (they may Pain to another Spawn's Area).
Availability: The Monsters: Chaos Monsters {TGW-3B} (x6)
Cosmic Monsters
Image Unit Quantity Cost Combat Spellbooks
Leviathan.png 100x100px
Leviathan 1 N/A 6
Engulf (Ongoing): At the start of the Action phase, before the First Player takes his action, the player last in turn order moves Leviathan to an adjacent Area). It then Engulfs the highest-ranked unit in each Faction present, as follows from lowest to highest: Cultists, Monsters, Great Old Ones. Engulfed units are NOT considered in play.
Bowels of the Beast (Post-Battle): If you inflict a Kill on Leviathan, it disgorges an Engulfed unit from your Faction. You also then Pain it into an adjacent Area, where it performs its normal Engulf effect.
Reward - Leviathan.png Reward: If you kill Leviathan, take this card. Your units cost half as much Power to Summon (rounded up).
Notes: In order to eliminate the Leviathan, you must successfully score a Kill against it while it currently has a Great Old One or a Terror engulfed. Then, the Great Old One or Terror is disgorged, and all other Engulfed units die. This effect works even if the Great Old One or Terror belongs to a separate Faction.
Availability: The Monsters: Cosmic Monsters {TGW-3C} (x1)
Juggernaut.png 100x100px
Juggernaut 1 N/A 6
The Community (Ongoing): Units in Juggernaut's Area are all Pained to the same Area, and can violate normal Pain restrictions. The Area is selected by Crawling Chaos if he has Madness or by the attacker otherwise. When a unit moves or is Pained out of Juggernaut's Area, Juggernaut moves along with the trigger unit, and ALL other units in the Area move along with it (for free), unless their owner(s) pay 1 Power or 1 Doom per nonmoving unit. Units leaving Juggernaut's Area can only go to an adjacent Area, regardless of abilities, spellbooks, or rewards.
Unstoppable (Post-Battle): Battle results do not affect Juggernaut, except for Pains. All units in the Area must accompany Juggernaut when it's Pained unless their owner(s) pay 1 Power or 1 Doom per non-moving unit.
Reward - Juggernaut.png Reward: If you kill Juggernaut, take this card. From now on, earn 1 Power each time enemy units are Pained into an Area in which you also have units.
Notes: Instead of being placed in any Area, the Juggernaut is placed in the Area in the upper right-hand corner of the map. (On the Dreamlands or Library at Celaeno maps, this is on the Surface World or Upper Level, respectively.)
In order to eliminate Juggernaut you must Pain it into the Area in the lower left-hand corner of the entire map, along with 6+ other units. (On the Dreamlands or Library at Celaeno maps, this is on the Underworld or Lower Level, respectively.) All units entering the Area with Juggernaut are killed (including your own). If Juggernaut is Pained into the Area with fewer than 6 units, it survives. Simply Moving Juggernaut into the Area won't kill it—it must be a Pain.
Availability: The Monsters: Cosmic Monsters {TGW-3C} (x1)
Androgeus.png 100x100px
Androgeus 1 N/A 6
Lust (Ongoing): When you Recruit, Summon, or Awaken a unit in an an Area adjacent to Androgeus, or in her Area, an enemy Faction chosen by you immediately spawns a free unit in that Area, of the lowest Cost available. If the Area was adjacent, Androgeus also moves into the Area.
Superhero (Battle): You may roll no more than 4 Combat dice against Androgeus.
Reward - Androgeus.png Reward: If you kill Androgeus, take this card. From now on, the Ritual of Annihilation is free for you.
Notes: In order to eliminate Androgeus, you must have a Terror or Great Old One in the Battle, and score at least 1 Kill against Androgeus. She must also roll at least 1 Kill in return. You must select your Terror or Great Old One to take the Kill, after which Androgeus dies. Any other result has no effect on Androgeus.
Availability: The Monsters: Cosmic Monsters {TGW-3C} (x1)
Monsters
Image Unit Quantity Cost Combat Spellbooks
Vadeli Raider.png 100x100px
Vadeli Raider 3 2 2
Alliance (Doom Phase): If you are the last player in the game without an Ally, you MUST now take the Vadeli as your Ally. This is the only way to Ally with them.
When you Ally, place a Vadeli Raider at your controlled Gate. You may only have one Elder Race as an Ally.
Trickery (Ongoing): When you Move a Vadeli Raider, you may also move enemy units present in the Area as you please, paying 1 Power each.
HeroQuest - Vadeli Raider.png HeroQuest Requirement: No Vadeli Raiders are in your Pool.
Plunder (Post-Battle): If a Vadeli Raider participated in a Battle in which you captured an enemy-controlled Gate, earn 1 Doom.
Availability: Elder Races {TGW-2} (x3)
Dwarf.png 100x100px
Dwarf 3 2 2
Alliance (Doom Phase): Spend 1 Doom, select one of your units, and roll 1d6. If the roll is equal to or less than your unit's Cost, the Dwarfs become your Ally. If you roll a 6, your chosen unit dies. However, if the Elves are Allied to a Faction, any attempt to Ally with the Dwarfs automatically succeeds.
When you Ally, place a Dwarf at your controlled Gate. You may only have one Elder Race as an Ally.
Construction (Action: Cost 0): If you have a Dwarf in an Area without a Gate, replace the Dwarf with a Gate.
HeroQuest - Dwarf.png HeroQuest Requirement: No Dwarfs are in your Pool.
The Dead God (Action: Cost 0): Do nothing. Counts as an Action.
Availability: Elder Races {TGW-2} (x3)
Elf.png 100x100px
Elf 3 2 2
Alliance (Doom Phase): Spend 1 Doom, select one of your units, and roll 1d6. If the roll is equal to or less than your unit's Cost, the Elves become your Ally. If you roll a 6, your chosen unit dies. However, if the Dwarfs are Allied to a Faction, any attempt to Ally with the Elves automatically succeeds.
When you Ally, place an Elf at your controlled Gate, and place the Aldrya marker on the Doom track on 0. You may only have one Elder Race as an Ally.
Annual Cycle (Gather Power Phase): Earn Doom equal to the Aldrya marker's position. Then advance it 1 space.
HeroQuest - Elf.png HeroQuest Requirement: An Elf is Killed or Eliminated in Battle.
Dryads (Post-Battle): Pay 1 Power Post-Battle to immediately place a new Elf in the Area.
Availability: Elder Races {TGW-2} (x3)
Waertagi Dragon Ship.png 100x100px
Waertagi Dragon Ship 3 2 2
Alliance (Doom Phase): Spend 1 Doom, select one of your units, and roll 1d6. If the roll is equal to or less than your unit's Cost, the Waertagi become your Ally. If you roll a 6, your chosen unit dies.
When you Ally, place a Waertagi Dragon Ship at your controlled Gate. You may only have one Elder Race as an Ally.
Fleet Muster (Gather Power Phase): Place a free Dragon Ship in any Ocean Area.
HeroQuest - Waertagi Dragon Ship.png HeroQuest Requirement: No Dragon Ships are in your Pool.
Major Invasion (Ongoing): Dragon Ships in Ocean Areas add their Combat to your Battles in

adjacent Land Areas. These Dragon Ships are vulnerable to Battle results.

Availability: Elder Races {TGW-2} (x3)
Dragonewt.png 100x100px
Dragonewt 1 1 0/1/2/3
Alliance (Doom Phase): Spend 1 Doom, select one of your units, and roll 1d6. If the roll is equal to or less than your unit's Cost, the Dragonewt becomes your Ally. If you roll a 6, your chosen unit dies.
When you ally, place the Dragonewt at your controlled Gate, and the Evolution marker on the Scout stage. You may only have one Elder Race as an Ally.
Rebirth (Ongoing): Each Doom phase, and each time the Dragonewt is killed in Battle, you may choose to advance the Evolution marker a step. When the Dragonewt Noble advances, it becomes the Dragonewt Dragon. If the Dragonewt is Eliminated instead of Killed, restart at the Scout level.
The stages are:
  1. Scout. Combat 0.
  2. Warrior. Combat 1.
  3. Priest. Combat 2. During the Gather Power Phase, gain 2 Power.
  4. Noble. Combat 3. During the Gather Power Phase, gain 1 Power and 1 Doom.
Availability: Elder Races {TGW-2} (x1)
Duck.png 100x100px
Duck 3 2 0
Alliance (Doom Phase): Spend 1 Doom, select one of your units, and roll 1d6. If the roll is equal to or less than your unit's Cost, the Ducks becomes your Ally. If you roll a 6, your chosen unit dies. If you fail, your chosen unit is Pained to an adjacent Area.
When you Ally, place a Duck at your controlled Gate. You may only have one Elder Race as an Ally.
Flocks! (Ongoing): When you Summon a Duck, place all Ducks in your Pool at your Controlled Gates.
HeroQuest - Duck.png HeroQuest Requirement: A Duck is Killed in Battle.
Bad Luck to Kill a Duck (Post-Battle): If one or more Ducks are Killed in a Battle, the enemy immediately loses 1 Power or 1 Doom (his choice).
Availability: Elder Races {TGW-2} (x3)
Boggles.png 100x100px
Boggles 3 2 0
Alliance (Doom Phase): When you attempt an Alliance Action and roll a 6 (and your unit is killed) you may immediately choose to accept the Boggles as an Ally. If the Alliance Action is no longer possible, you may as an Action eliminate your own unit and take the Boggles as an ally.
When you Ally, place a Boggle anywhere on the map. You may only have one Elder Race as an Ally.
Pest (Doom Phase): An enemy Gate sharing an Area with a Boggle does not count for Doom points during the Doom Phase.
HeroQuest - Boggles.png HeroQuest Requirement: No Boggles are in your Pool.
Vermin (Action: Cost 1): Each enemy player with any units sharing an Area with a Boggle immediately loses 1 Power.
Availability: Elder Races {TGW-2} (x3)
Luathan.png 100x100px
Luathan 3 2 2
Alliance (Doom Phase): Spend 1 Doom, select one of your units, and roll 1d6. If the roll is equal to or less than your unit's Cost, the Luathans become your Ally. If you roll a 6, the chosen unit dies.
When you Ally, place a Luathan at your controlled Gate. You may only have one Elder Race as an Ally.
Demigod (Pre-Battle): You may voluntarily Pain one or more Luathans before dice are rolled. For each such pre-Pained Luathan, the enemy must pre-Pain his Great Old One.
HeroQuest - Luathan.png HeroQuest Requirement: No Luathans are in your Pool.
Devastate (Action: Cost 1): Select an Area containing a Luathan. Lay the Luathan figure on its side to mark that the Area is now "Devastated." All other units are Pained into adjacent Areas, chosen by their owner. A Gate in the Area is destroyed.
Gates may no longer be placed in the Devastated Area.
Availability: Elder Races {TGW-2} (x3)
Scorpion Folk.png 100x100px
Scorpion Folk 3 1 2
Alliance (Doom Phase): Spend 1 Doom, select one of your units, and roll 1d6. If the roll is equal to or less than your unit's Cost, the Scorpion Folk are on your side. If you roll a 6, the chosen unit dies.
When you Ally, place a Scorpion Folk at your controlled Gate. They do not count as an Elder Race.
Feasting (Post-Battle): After any Battle involving a Scorpion Man, if any unit was Killed on either side, add 1 Scorpion Man to the Area from the pool if possible. This is not optional.
HeroQuest - Scorpion Folk.png HeroQuest Requirement: A Scorpion Man survives a Battle in which any unit was Killed.
Disloyal (Pre-Battle): Before a Battle involving Scorpion Folk, roll 1d6. If the roll is lower than the total Scorpion Folk in play, they switch allegiance to the enemy Faction, and fight on their side in the Battle. This is not optional.
Availability: Elder Races {TGW-2} (x3)
Slarge.png 100x100px
Slarge 3 2 1/3
Alliance (Doom Phase): Spend 1 Doom, select one of your units, and roll 1d6. If the roll is equal to or less than your unit's Cost, the Slarges become your ally. If you roll a 6, the chosen unit dies.
When you Ally, place a Slarge at your controlled Gate. You may only have one Elder Race as an Ally.
Generation Alternation (Ongoing): Each time a Slarge's Combat must be determined, roll 1d6 for all Slarges in the Area. On a roll of 1–3, all have Combat 1. On a roll of 4–6, all have Combat 3.
HeroQuest - Slarge.png HeroQuest Requirement: No Slarges are in your Pool.
Obsession (Action: Cost 2): Name an action, and flip this card face-down. Each time another Faction with more Doom than you performs that Action, earn either 1 Power or 1 Doom (as decided by the enemy Faction). Flip the card face-up the next Doom Phase.
Availability: Elder Races {TGW-2} (x3)
Terrors
Image Unit Quantity Cost Combat Spellbooks
Giant.png 100x100px
Giant 1 4 4
Alliance (Doom Phase): Spend 1 Doom, select one of your units, and roll 1d6. If the roll is equal to or less than your unit's Cost, the Giant becomes your Ally AND your chosen unit dies.
When you Ally, place the Giant at your controlled Gate. You may only have one Elder Race as an Ally.
Contrary (Ongoing): The Giant cannot be chosen as the target of a spellbook, even a beneficial one.
The Eater (Action: Cost 1): If the Giant is in an Area containing enemy Cultists or Monsters, the owner must choose and Eliminate one of them. The presence of their Great Old One prevents this ability.
Availability: Elder Races {TGW-2} (x1)
Maidstone Archer.png 100x100px
Maidstone Archer 1 3 3
Alliance (Doom Phase): Spend 1 Doom, select one of your units, and roll 1d6. If the roll is equal to or less than your unit's Cost, the Maidstone Archer becomes your ally. If you roll a 6, the chosen unit dies.
When you Ally, place the Maidstone Archer at your controlled Gate. You may only have one Elder Race as an Ally.
Generation Alternation (Ongoing): Each time a Slarge's Combat must be determined, roll 1d6 for all Slarges in the Area. On a roll of 1–3, all have Combat 1. On a roll of 4–6, all have Combat 3.
HeroQuest - Maidstone Archer.png HeroQuest Requirement: An enemy is Killed in a Battle involving the Maidstone Archer.
Countershot (Post-Battle): If the Maidstone Archer is in a Battle, after results are tallied, you can cancel up to three applied enemy Kill or Pain result by canceling up up to three of your own applied Kills or Pains, respectively.
Availability: Elder Races {TGW-2} (x1)
Elder Gods
Image Unit Quantity Cost Combat Spellbooks
Hellmother.png 100x100px
Hellmother 1 4 *
How to Awaken Hellmother:
  1. Your Controlled Gate is in an Area with your Great Old One.
  2. Pay 4 Power, and place Hellmother in the Area containing the Gate. Gain 1 Elder Sign.
Combat: Inflict 1 Pain per Cultist you have on the map. Also inflict 1 Kill if you have at least 6 Cultists.
Hellborn (Ongoing): If Hellmother is in play, your Monsters can be Recruited instead of Summoned. I.e., you can place them in any Area in which you have a unit.
Spellbook - Hellmother.pngSpellbook - Hellmother (Nocturnal Raids).png Spellbook Requirement: One of your units is Killed.
Nocturnal Raids (Doom Phase): Place a free Cultist in Hellmother's Area.
Availability: Glorantha: The Gods War (x1)
Thunder King.png 100x100px
Thunder King 1 4 *
How to Awaken Thunder King:
  1. Your Controlled Gate is in an Area with your Great Old One.
  2. Pay 4 Power, and place Thunder King in the Area containing the Gate. Gain 1 Elder Sign.
Combat: Inflict 1 Pain per faction spellbook. Also inflict 1 Kill if you have all 6 faction spellbooks.
Inferiority Complex (Doom Phase): You may choose to spend 2 Doom to gain 5 Power.
Spellbook - Thunder King.pngSpellbook - Thunder King (Kinship).png Spellbook Requirement: Kill or Eliminate an enemy Cultist.
Kinship (Doom Phase): Choose an enemy Faction. You then choose to receive either 1 Doom or 2 Power. Your chosen enemy gains the other possible reward.
Availability: Glorantha: The Gods War (x1), Special Orlanth {TGW-STORMKING} (x1)
Sun God.png 100x100px
Sun God 1 4 *
How to Awaken Sun God:
  1. Your Controlled Gate is in an Area with your Great Old One.
  2. Pay 4 Power, and place Sun God in the Area containing the Gate. Gain 1 Elder Sign.
Combat: Inflict 1 Pain and 1 Kill.
Sunrise (Ongoing): The Sun God cannot be Killed or Eliminated. When he is chosen to receive such a result, instead the enemy player gets to pick up and place Sun God in any Area, and Sun God's owner loses 1 Power or 1 Doom (your choice).
Spellbook - Sun God.pngSpellbook - Sun God (Sunspear).png Spellbook Requirement: As an Action, spend 1 Power. Choose an enemy Faction to gain 1 Elder Sign.
Sunspear (Action: Cost 2): Choose an enemy unit and roll 1d6. If you roll at least twice as high as that unit's Cost, eliminate it, and move the Sun God to that Area.
Availability: Glorantha: The Gods War (x1)
Great Old Ones
Image Unit Quantity Cost Combat Spellbooks
Dragonewt Dragon.png 100x100px
Dragonewt Dragon 1 1 4
Rebirth (Ongoing): If the Dragonewt is Eliminated or Killed, restart at the Scout level.
During the Gather Power Phase, gain 2 Doom.
Availability: Elder Races {TGW-2} (x1)
Lady of Disease.png 100x100px
Lady of Disease 1 2 0
How to Awaken Lady of Disease:
  1. Your Controlled Gate is in an Area with your Great Old One.
  2. Pay 2 Power, and place the Lady of Disease in the Area containing the Gate.
Plague (Ongoing): Any player declaring Battle in the Lady of Disease's Area must pay 1 Doom (including her owner).
Spellbook - Lady of Disease.pngSpellbook - Lady of Disease (Sacrifice).png Spellbook Requirement: A Battle occurs in which 2 units are killed.
Sacrifice (Doom Phase): Choose a faction in the Lady of Disease's Area. That faction must remove one of his units.
Availability: Glorantha: The Gods War (x1)
Magna Mater.png 100x100px
Magna Mater 1 4 *
How to Awaken Magna Mater:
  1. Your Controlled Gate is in an Area with your Great Old One.
  2. Pay 4 Power, and place Magna Mater in the Area containing the Gate.
Combat: Roll 1d6 at the start of the Battle. This is her Combat for that Battle.
Irruption (Action: Cost 2): If Magna Mater is in play, choose your controlled Gate and Kill all your Cultists in that Area. Replace them with any or all 0–2 Cost Monsters in your Pool (exception; Opener places all his Mutants).
Spellbook - Magna Mater.pngSpellbook - Magna Mater (The Unholy Trio).png Spellbook Requirement: Use Irruption to add no Monsters to an Area.
The Unholy Trio (Post-Battle; Once Only): At the end of any Battle (even if you did not participate), turn all Pain results into Kills.
Then flip this card face down.
Availability: Glorantha: The Gods War (x1)
Mad God.png 100x100px
Mad God 1 6 *
How to Awaken Mad God:
  1. Your Controlled Gate is in an Area with your Great Old One.
  2. Pay 6 Power, and place Mad God in the Area containing the Gate. Place the Mad God marker on the 0 spot on the Doom track.
Combat: Equals the Mad God marker.
War! (Ongoing): When any unit is Killed or Eliminated, increase the Mad God marker by 1.
Spellbook - Mad God.pngSpellbook - Mad God (Torment).png Spellbook Requirement: The Mad God marker reaches 10.
Torment (Doom Phase): If the Mad God marker is at 10 or more, roll 1d6, and lower the Marker by that amount. Then gain 1 Elder Sign.
Availability: Glorantha: The Gods War (x1)
Titan (Genert).png 100x100px
Titan (Pamalt).png 100x100px
Titan 1 4 5
How to Awaken Titan:
  1. Your Controlled Gate is in an Area with your Great Old One.
  2. Pay 4 Power, and place the Titan in the Area containing the Gate.
Twilight (Ongoing): If the Titan is Killed, he is removed from the game permanently (put him back in the box).
Spellbook - Titan.png Spellbook Requirement: Fight a Battle in which the Titan survives.
Extinction (Post-Battle): If the Titan is in a Battle in which any unit was Killed or Eliminated, earn 1 Elder Sign, if the Titan itself was Killed or Eliminated, earn 3 Elder Signs.
Availability: The Empires {TGW-1} (x2)
The Churner.png 100x100px
The Churner 1 4 3
How to Awaken The Churner:
  1. Your Controlled Gate is in an Area with your Great Old One.
  2. Pay 4 Power, and place the Churner in the Area containing the Gate.
Submerge (Action: Cost 0; Once Only): Select a Land Area and place the Submerged marker on it. For the rest of the game, that Area is considered to be an Ocean Area. In addition, you may spawn any free legal unit in the Area. You may only use Submerge once.
Spellbook - The Churner.png Spellbook Requirement: No 2-Cost Monsters are in your Pool.
Churn (Ongoing): You can do multiple successive Actions, so long as each Action originates in an Ocean Area.
Availability: The Empires {TGW-1} (x1)
Red Goddess.png 100x100px
Red Goddess 1 4 5/1
How to Awaken Red Goddess:
  1. Your Controlled Gate is in an Area with your Great Old One.
  2. Pay 4 Power, and place Red Goddess in the Area containing the Gate. Place the Moon token face-up (red side) or face-down (black side) on this card.
Combat: 5 if Moon token is face-up; 1 if Moon token is face-down.
Lunar Cycle (Action: Cost 1): Flip the Moon token to its other side. Any player can do this action (not just you).
Spellbook - Red Goddess.png Spellbook Requirement: The Moon token is face-down (black side) during the Doom phase.
Menses (Post-Battle): Increase your Combat total by 50% (rounded up) when the Moon token is face-up. Halve your Combat total when it is face-down.
Availability: The Empires {TGW-1} (x1)

Other components[edit | edit source]

Other components
Image Component Quantity Notes
Aldrya Marker.png
Aldrya Marker 1 Used for the Elf

Availability: Elder Races {TGW-2} (x1)
Evolution Marker.png
Evolution Marker 1 Used for the Dragonewt

Availability: Elder Races {TGW-2} (x1)
Mad God Marker Token.png
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Mad God Marker 1 Used for the Mad God

Availability: Glorantha: The Gods War (x1)
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Submerged Marker 1 Used for the Churner

Availability: The Empires {TGW-1} (x1)
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