- Glorantha: The Gods War
- CW
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[]
Units[]
Note: The released crossover rules were not fully converted to Cthulhu Wars formatting, so some discretion has been taken.
Elder Gods | |||||||||
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Image | Unit | Quantity | Cost | Combat | Spellbooks | ||||
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Hellmother | 1 | 4 | * |
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How to Awaken Hellmother:
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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 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) | |||||||||
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Thunder King | 1 | 4 | * |
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How to Awaken Thunder King:
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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 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) | |||||||||
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Sun God | 1 | 4 | * |
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How to Awaken Sun God:
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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 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 | ||||
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Lady of Disease | 1 | 2 | 0 |
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How to Awaken Lady of Disease:
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Plague (Ongoing): Any player declaring Battle in the Lady of Disease's Area must pay 1 Doom (including her owner). | |||||||||
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) | |||||||||
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Magna Mater | 1 | 4 | * |
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How to Awaken Magna Mater:
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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 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) | |||||||||
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Mad God | 1 | 6 | * |
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How to Awaken Mad God:
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Combat: Equals the Mad God marker. | |||||||||
War! (Ongoing): When any unit is Killed or Eliminated, increase the Mad God marker by 1. | |||||||||
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) |
Other components[]
Other components | |||||||
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Image | Component | Quantity | Notes | ||||
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Mad God Marker | 1 | Used for the Mad God | ||||
Availability: Glorantha: The Gods War (x1) |