Colour Out of Space is a homebrew faction for the Cthulhu Wars boardgame, developed by Thomas. It focuses on Area infiltration, combat avoidance, and parasitizing other Factions' Gates. The official Colour Out of Space components may be used to expand this faction, as well as a homebrew High Priest.
Components[]
Faction[]
| Setup | |||
|---|---|---|---|
| 6 Husks and the Controlled Crater Gate in any Land Area, picked before any other factions have set up. If setup in another Faction’s starting Area, that Faction must choose any other available Area. During any Action Phase when you are the First Player, if there are any Meteorites in your Pool, your first Action must be to Summon a Meteorite. | |||
| Unique Ability | |||
| Permeate (Doom Phase): If any Corrupt Gates are Controlled by enemy Factions, at the end of the Doom Phase, they must roll a die for each Gate they Control to determine its effect. (refer to either the Standard or Expanded Permeate rules). | |||
| Spellbook Requirements | |||
| Spellbooks | |||
| File:Spellbook - Colour Out of Space.pngFile:Spellbook - Colour Out of Space (Corrupt Gate).png | Corrupt Gate (Action: Cost 2): In an Area where there is a Gate and Meteorite, mark that Gate as Corrupt. Enemy-Controlled Corrupt Gates generate 1 Power for you during Gather Power (but not Doom) and Corrupt Gates you Control generate 3 Power. They do not generate Power for other Factions during Gather Power when Abandoned. | ||
| File:Spellbook - Colour Out of Space.pngFile:Spellbook - Colour Out of Space (Ascension).png | Ascension (Action: Cost 3): Eliminate 1 Chromiant from the Map and gain 3 Doom. You may also pay an additional 3 Power to replace it with a Nymph from your Pool. | ||
| File:Spellbook - Colour Out of Space.pngFile:Spellbook - Colour Out of Space (Consumption).png | Consumption (Action: Cost 2): Eliminate 1 of your Cultists from any Area where there is a Corrupt/Crater Gate and choose one: 1) You gain 1 Elder Sign. OR 2) You gain 2 Elder Signs and choose another player to receive 1 Elder Sign. This may not be done to a Cultist Controlling the Crater Gate. | ||
| File:Spellbook - Colour Out of Space.pngFile:Spellbook - Colour Out of Space (Brittle Mutation).png | Brittle Mutation (Action: Cost *): In an Area where there is a Corrupted/Crater Gate, take ownership of 1 enemy Cultist (Cost 1), Monster (Cost 2), or Terror (Cost 3). At the start of the Doom Phase, the Unit returns to its owner's Pool. If a player Captures their own Unit, it is immediately returned to their Pool. Flip this Spellbook over; it cannot be used again while flipped. You may pay 2 Power as an Unlimited Action to flip it face-up again or flip it for free during Gather Power.
| ||
| File:Spellbook - Colour Out of Space.pngFile:Spellbook - Colour Out of Space (Gestation).png | Gestation (Action: Cost 3): Replace 1 Nymph on the Map with a Chromiant from your Pool. | ||
| File:Spellbook - Colour Out of Space.pngFile:Spellbook - Colour Out of Space (Death Throes).png | Death Throes (Pre-Battle): You may choose any number of your Cultists in the Battle Area and pay 1 Power for each to add 1 to their Combat. After all Pain and Kill results are assigned, any remaining Cultists are Eliminated. You may only do this when another player declares Battle against you. | ||
Units[]
| Cultists | ||||||
|---|---|---|---|---|---|---|
| Image | Unit | Quantity | Cost | Combat | Spellbooks | |
|
Husk | 6 | 1 | 0 | Consumption Death Throes | |
| Hollow (Ongoing): Husks provide -1 Power when Captured and Sacrificed. If you have 0 Power in the Action Phase, you may Recruit a Husk as a 0-Cost Action until the last player is out of Power. | ||||||
| Notes: Husks cannot Create Gates (though they can still Control them) and can be recruited in any area with a Corrupted/Crater Gate (regardless of who Controls it) or where you have Units. They can be targeted by any Spellbooks or abilities that reference Cultists or Acolytes. | ||||||
| Availability: The Astral Acolyte {CG-A Translucent} (x1) | ||||||
| Instead of blindly devoted maniacs for cultists, there are only the hollow, mutated Husks of humans that numbly carry on menial tasks (and provide nourishment) for the maturing multi-dimensional entity. | ||||||
| Monsters | ||||||
| Image | Unit | Quantity | Cost | Combat | Spellbooks | |
|
Meteorite | 6 | 1 | N/A | ||
| Pupate (Action: Cost 2): Replace 1 Meteorite on the Map with a Nymph from your Pool. | ||||||
| Notes: Meteorites cannot be Moved, Pained, Captured, or Killed, nor can they take Actions or participate in Battle, though they may be Eliminated by other means. They may be Summoned in any Area on the Map (you do not need a Controlled Gate) but there can be only 1 Meteorite in an Area at one time. | ||||||
| Availability: Colour Out Of Space (x6) | ||||||
| The Chromiant embryo is carried inside Meteorites that impact on terrestrial planets. Once impacted, the Meteorite taints and poisons the ground while it absorbs the life force from all organic substances in the area to fuel its maturation process. | ||||||
|
Nymph | 4 | N/A | 2 | Gestation | |
| Notes: Nymphs cannot be Moved by any means, Pained, or Captured. They may participate in Battle, Capture Cultists, and may be Killed or Eliminated as normal. | ||||||
| Availability: Colour Out Of Space (x4) | ||||||
| Once a Chromiant embryo has hatched from its Meteorite shell and fed sufficiently on nearby organic material from its "nursery" area, it Pupates into a pseudo-material Nymph. Hiding immobile underground while gaining strength, a Nymph is far from defenseless, but must continue its life cycle before becoming fully mobile. | ||||||
| Terrors | ||||||
| Image | Unit | Quantity | Cost | Combat | Spellbooks | |
|
Chromiant | 3 | N/A | 3 | Ascension | |
| Corrosive Hunger (Ongoing): For every Cultist a Chromiant Captures, you may choose to either Sacrifice it as normal in Gather Power or immediately return it to its owner’s Pool and receive 2 Power. You must decide when the Cultist is captured. | ||||||
| Availability: Colour Out Of Space (x3) | ||||||
| Once a Nymph has dragged enough prey into its subterranean nest, it may escape as an immaterial shimmering column of energy. The Chromiant, which may continue to wreak havoc on its surroundings, corrodes organic material on contact and seeks out additional nourishment before Ascending into space. | ||||||
Buildings[]
| Buildings | ||||||
|---|---|---|---|---|---|---|
| Image | Unit | Quantity | Cost | Combat | Spellbooks | |
|
Crater Gate | 1 | 0 | N/A | ||
| Notes: The Crater Gate cannot be Controlled by an enemy Faction nor removed from the Map by any means. If Abandoned, it still generates 1 Power for you in Gather Power and 1 Doom in the Doom Phase, but none for other Factions. | ||||||
| Availability: CW Onslaught 3 Stretch Goal Box {CW-E20} (x1) | ||||||
| The perpetually blasted landing site of the first Chromiant Meteorite, the Crater Gate is both a nursery for the foul entity and a beacon to call down more of its kind from the celestial void. Once established, the Area with a Crater Gate is poisoned forever and may even gradually increase in size over time. | ||||||
Expansion Units[]
| Cultists | |||||||
|---|---|---|---|---|---|---|---|
| Image | Unit | Quantity | Cost | Combat | Spellbooks | ||
|
Nahum Gardner | 1 | 3 | 0 | |||
| Corrosion (Action: Cost 1): Sacrifice Nahum Gardner (return him to your Pool) and up to 3 Power Cost worth of your Cultists, Monsters, or Terrors from the Map to gain their total Power cost (for example, if you sacrifice Nahum Gardner and 2 Acolyte Cultists, you gain 5 Power). If a Unit has a variable Cost (like Windwalker's Gnoph-Keh), then you gain the amount of Power it would currently cost to Summon/Recruit. | |||||||
| 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: High Priest Blister Pack {RPG-U3-HP} (x2) | |||||||
| He leads the rites of old. It is time to awaken the great old ones! Iä! Iä! | |||||||
| Buildings | |||||||
| Image | Unit | Quantity | Cost | Combat | Spellbooks | ||
|
Gate | 1 | 3 | N/A | |||
| Availability: Colour Out of Space {CW-U7} (x1), Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) | |||||||
|
Gate | 1 | 3 | N/A | |||
| Availability: Colour Out of Space {CW-U7} (x1), Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) | |||||||
|
Gate | 1 | 3 | N/A | |||
| Availability: Colour Out of Space {CW-U7} (x1), Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) | |||||||
|
Gate | 1 | 3 | N/A | |||
| Availability: Colour Out of Space {CW-U7} (x1), Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) | |||||||
|
Gate | 1 | 3 | N/A | |||
| Availability: Colour Out of Space {CW-U7} (x1), Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) | |||||||
|
Gate | 1 | 3 | N/A | |||
| Availability: Colour Out of Space {CW-U7} (x1), Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) | |||||||
|
Gate | 1 | 3 | N/A | |||
| Availability: Colour Out of Space {CW-U7} (x1), Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) | |||||||
|
Gate | 1 | 3 | N/A | |||
| Availability: Colour Out of Space {CW-U7} (x1), Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) | |||||||
|
Gate | 1 | 3 | N/A | |||
| Availability: CW Onslaught 3 Stretch Goal Box {CW-E20} (x1), Eldritch Gate Pack {CW-U9-O3} (x1) | |||||||
Other components[]
| Other components | |||||
|---|---|---|---|---|---|
| Image | Component | Quantity | Notes | ||
|
Faction Card | 1 | |||
| Availability: The Colour Out of Space Faction (x1) | |||||
|
Permeate Card | 1 | |||
| Availability: The Colour Out of Space Faction (x1) | |||||
|
Power Marker | 1 | |||
| Availability: Colour Out Of Space (x1) | |||||
|
Doom Marker | 1 | |||
| Availability: Colour Out Of Space (x1) | |||||
|
Permeate Die | 1 | |||
| Availability: Colour Out Of Space (x1) | |||||
|
Corruption Marker | 12 | |||
| Availability: Colour Out Of Space (x12) | |||||
Permeate Rules[]
At the start of the game, the player must decide whether to use the Standard or Expanded Permeate rules.
- Standard
If any Corrupt Gates are Controlled by enemy Factions, at the end of the Doom Phase, they must all roll a die for each Gate they Control to determine its effect:
- Controller chooses 1 of their Cultists or Monsters in the Area to Eliminate.
- Controller loses 1 Doom.
- Controller loses 1 Power.
- Controller chooses 1 of your Husks or Meteorites in the Area to Eliminate.
- Controller gains 1 Power.
- Return the Corrupt Gate to normal.
- Expanded
If any Corrupt Gates are Controlled by enemy Factions, at the end of the Doom Phase, they must all roll a die for each Gate they Control to determine its color-specific effect:
| IMPACT | FERTILITY | FEASTING | MADNESS | BLIGHT | DEPARTURE |
|---|---|---|---|---|---|
| A Meteorite is placed in the Area with the Corrupt Gate. If there is already a Meteorite present, the Colour Out of Space player chooses any other Area to place a new one from their Pool. | The Gate's Controller gains 1 Power. | The Gate's Controller loses 1 Power. | The Gate's Controller gains 1 Power. | The Gate's Controller loses 1 Power. | Controller may return the Corrupt Gate to normal. |
| The Gate's Controller earns an extra Elder Sign for a Ritual of Annihilation this Doom Phase. | The Gate's Controller earns an extra Elder Sign for a Ritual of Annihilation this Doom Phase. | The Gate's Controller may not perform a Ritual of Annihilation this Doom Phase. | The Gate's Controller may not perform a Ritual of Annihilation this Doom Phase. | ||
| The Gate's Controller gains 1 Power. | The Gate's Controller gains 1 Power. | The Gate's Controller loses 1 Power. | The Gate's Controller loses 1 Power. | ||
| The Gate's Controller gains 1 Doom. | The Gate's Controller loses 1 Doom. | The Gate's Controller gains 1 Doom. | The Gate's Controller loses 1 Doom. | ||
| The Gate's Controller Eliminates the lowest cost enemy Monster or Cultist at the Gate, if available. | The Gate's Controller Eliminates an owned Unit at the Gate. | The Gate's Controller Eliminates the lowest cost enemy Monster or Cultist at the Gate, if available. | The Gate's Controller Eliminates an owned Unit at the Gate. | ||
| The Gate's Controller earns an extra Elder Sign for a Ritual of Annihilation this Doom Phase. | The Gate's Controller may not perform a Ritual of Annihilation this Doom Phase. | The Gate's Controller earns an extra Elder Sign for a Ritual of Annihilation this Doom Phase. | The Gate's Controller may not perform a Ritual of Annihilation this Doom Phase. | ||
| The Gate's Controller Eliminates the lowest cost enemy Monster or Cultist at the Gate, if available. | The Gate's Controller Eliminates an owned Unit at the Gate. | The Gate's Controller Eliminates the lowest cost enemy Monster or Cultist at the Gate, if available. | The Gate's Controller Eliminates an owned Unit at the Gate. | ||
| The Gate's Controller gains 1 Doom. | The Gate's Controller gains 1 Doom. | The Gate's Controller loses 1 Doom. | The Gate's Controller loses 1 Doom. | ||
| The Gate's Controller chooses 2 Colour Gates and swaps them just before Gate effects happen. | The Gate's Controller chooses 2 Colour Gates and swaps them just before Gate effects happen. | The Gate's Controller may replace one of his or her Colour Gates for a normal Gate. | The Gate's Controller may replace one of his or her Colour Gates for a normal Gate. |
Strategy[]
Faction strategy[]
It may seem under-powered to some newcomers to the game and even perhaps over-powered to some veterans, but it’s well-balanced for a variety of scenarios and is not what could be considered a beginner’s faction. It does take some focus and long-term strategizing to make it work, but if you can harness the power of the poison Meteorite, you’ve got as fair a chance as any other Faction in just about any game setup.
- A basic beginning strategy is simply to use minimal power each turn (summoning Meteorites, Corrupting Gates, moving Husks, Brittle Mutation, etc.) until your enemies are out, then freely spend it on Pupating Meteorites and such. This often lets enemies burn out the round, then you can spend the end of the round digging into the map more. You’ll eventually get the hang of maneuvering around enemies’ moves to win with the help of Permeate.
- A lot of games may play out more like a defensive game of chess, depending on your opponents, especially against Ancients, Tcho-Tcho, or Yellow Sign.
- Always try to use other Factions’ Battles against each other as distractions (especially brutes like Cthulhu and Windwalker) so you can quietly plant Meteorites, mature your Chromiants, and gain Doom.
- Permeate introduces wildly randomized Doom Phases, which can turn the game easily in any direction (even out of your favor).
- You’ll be generally good at frustrating the efforts of Battle-heavy Factions, like Crawling Chaos and Great Cthulhu, just by existing and hampering others' Power gains while increasing your own.
- You can almost never out-muscle an enemy in Battle, but you could much more easily outlast them. You’ll often find yourself pursuing a slow, creeping win, which is typically ideal.
- Apart from Consumption, Husks may seem useless, but be sure to keep them around as best you can for Power gains, meat shields, and any rare opportunity to control a Corrupt Gate. Nonetheless, Husks are still very disposable, but enemies will often Kill them rather than Capture them to avoid the Power drain they cause.
- It won’t be long before other players will try to avoid corruption of Gates any way they can, but it is inevitable since you can drop Meteorites anywhere on the Map. They’ll just have to accept that it’s part of the game with Colour on the Map.
- You might be tempted to burn Husks frequently with Consumption to gain Elder Signs, but it will significantly hinder you on Power because of the lack of Gates you Control, so I recommend using it sparingly. Besides, the more you use it, the more enemies will notice and start targeting Husks for Battle just to Kill them off the Map.
- After planting Meteorites early in the game, be ready to Pupate them before the enemy has time to summon monsters so you can Capture their Cultists. If enemies catch on, you can also goad them into Summoning Monsters just to protect Gate-Controlling Cultists. The strategy may work out in your favor both ways.
- After an enemy wises up to your Gate-Corrupting needs, they may try to lure you away as a strategy by planting new Gates for you to spend time/power Corrupting. There’s not much to be done about it other than just being aware of it and keeping focus on where you want your Meteorites to land and where you don’t. Remember, you can’t Move a Meteorite once you drop it. The only way you can get rid of it is to mature it into a Nymph or Chromiant.
- Hold Brittle Mutation until later in the game as a secret weapon at the end of Action Phases to gain more Power when enemies least expect it. If you over-use it early, they’ll be more aware of it and try to take measures to prevent it.
- Two-player games will always be generally more challenging since your opponent can watch your moves more closely and focus on you, which is the last thing you want when playing Colour.
- Since you rely on enemy Gates, you’ll have a hard time with enemies that don’t rely on Gates as much, but it’s still doable. Playing against Bubastis (even if other Factions are present) comes with the concession of being able to build your own gates, but with the trade off of... well, having to build your own gates, and without the benefit of necessarily having a leftover Meteorite to tinker with. Daemon Sultan may reduce the number of Gates you have to work with, but it also may increase them, especially the more players are involved. The extra Chaos Gates (which are not immune to Corruption) may just be a help to you.
Faction-Specific Strategies[]
Vs. Black Goat
- Black Goat is one of the few overall regular encounters for the Colour – no exceptional strengths or weaknesses, especially if there are plenty of other players to busy its growing hordes. Although...
- You’ll find yourself somewhat weak against the power gains of Black Goat. While you’re trying to sneak around and spread your poison throughout the map, Black Goat will be quickly swelling up with Power and Units. Best thing to do in that event is keep your head low and crawl around it without direct (Battle) confrontation.
Vs. Crawling Chaos
- Chaos’ immediate drive to control gates may help you spread your tentacles, but it may also bide its time despite you. But, if spite is on the table, you can relish in the fact that it’ll have to capture one of your Husks along the way, which is less than pleasant.
- Four important words – Beware The Thousand Forms. Gaining power for the Colour is always shaky business (sometimes you’ll have lots, sometimes you’ll desperately scrape for it, depending on how Permeate treats your enemies), so if old Nyarla hits you with a Power drain, it could rip your pants right off at a crucial moment. Try to stay off its radar as much as possible, if possible. On the bright side, with your lack of GOOs, at least you won’t be helping it in a use of its Harbinger ability.
- Luckily for you, your critters are completely immune to the Abduct ability. Your Meteorites can’t be Moved at all, nor can your Nymphs, and Chromiants are Terrors, so they at least can’t be moved by a flimsy Nightgaunt.
Vs. Great Cthulhu
- You’ll likely find yourself delightfully frustrating Cthulhu’s overall progress just by existing on the Map and doing your particular thing, especially if it’s kept busy with other actual Battle issues. While it’s got dirty tricks like Dreams, you’ve got your own dirty tricks like Brittle Mutation and the fact that Y'ha Nthlei won’t help it with Corrupt Gates.
- Cthulhu will also often find itself busied with killing off Chromiants to avoid your Doom buildup and have to ignore Pupating Meteorites elsewhere, though its Submerge ability can give it extra mobility to coast around.
Vs. Yellow Sign
- If focused more on each other (or in a two-player game), you’ll often find yourself in a slow, dragging cold war between Colour and Yellow Sign with little combat, lots of stare-downs, and competitions of who can spend Power the slowest. There may also be some perceivable competition over placing Meteorites vs. Desecration markers, but it won't really make much of a difference in the long run. Since Colour is sort of (I stress SORT of) a mechanics blend of Yellow Sign and Tcho-Tcho, you likely won't encounter a lot of surprises facing them as much as some intense lack of intensity.
- With enough other players present, you’re less likely to directly interact with Opener and more likely to benefit from its interactions with the Map and other enemies.
- Opener may intentionally delay Gate Corruption by Summoning Yog-Sothoth early and using it as its main Gate.
- Opener’s need for Gates as a Spellbook requirement can help you out by ensuring you plenty of Corruption fodder.
- While The Beyond One ability will move a Corrupted Gate (like Sleeper’s Cursed Slumber), it does not affect the Corruption status of a Gate.
Vs. Sleeper
- If Sleeper uses Ancient Sorcery, the Colour must roll for the Crater Gate as if it were an Enemy Controlling a Corrupt Gate.
- If Sleeper uses Cursed Slumber on a Corrupt Gate, the Gate remains Corrupt (and is still subject to all the effects of Corruption) even though it’s off the Map. Sleeper will probably still use the ability though, to avoid re-corruption if it gets un-corrupted from a Permeate roll.
- Sleeper is generally weak against Colour’s Monsters’ (Meteorites and Nymphs) and Terrors’ (Chromiants) immunity to Capture.
Vs. Windwalker
- Windwalker can wreak havoc with raw combat power, even though it may be slow about it.
- Berserkergang (an often misunderstood – or confusingly written – ability) won’t affect your Meteorites, since they aren’t part of any Battle instance. Nor does Howl affect them, though that should be clearer.
- The most distinct irritation Windwalker will give you is its Ice Age token, which it may move around specifically to hinder the maturation of your Chomiants.
- Watch out for Ferox, which will completely nullify any strategies of surprise Captures by your Nymphs.
Vs. Ancients
- Another cold war scenario, where both Factions will build slowly and attempt to poker-face each other into being careless. When other Factions are present, Colour and Ancients will usually ignore each other in favor of manipulating more combat-heavy enemies. Then, it becomes a quiet race to the Doom finish line.
Vs. Tcho-Tcho
- Weak against Tcho-Tcho’s Doom gains.
- As with Ancients, Tcho-Tcho can come to a stalemate if Colour won’t attack Ubbo-Sathla (for a Spellbook). It may be a slow and uneventful game, but no less strategic, with both factions competing to see who can do the least.
Vs. Bubastis
- The game will move much faster than against the Tchos or Ancients due to the Cats’ mobility.
- Corrupting the Moon tile is possible, but since Husks cannot Control it, it may not be worth the time, since it cannot be Pupated. That Meteorite will essentially be stuck there (unless a 4 is rolled in the Doom Phase) but will also give you opportunities to re-Corrupt the Moon if it ever gets un-corrupted.
- As Bubastis tends to do, the normal strategies will be turned upside down. You’re first order of business will be to have your Husks create some Corrupt Gates (which they can only do with Bubastis in play). This will both hinder you in that you’ll have to spend more Power but will also help you in that you’ll have easier access to more Doom than usual, and potentially more Power later in the game.
- Watch out for an aggressive Bubastis player who might flood your Areas with Cats before you can Pupate or Gestate any solid defense. They likely won’t Capture Husks, but may start some quick Battles to Kill some off.
- Brittle Mutation is your best friend against the Cats, so take it as early as you can.
- You’ll find yourself with an unusual abundance of Power, but you’ll need it to constantly deal with the Cat swarm.
Vs. Daemon Sultan
- Since Chaos Gates are susceptible to Corruption, Daemon Sultan’s shenanigans won’t bother you too much, though you may have to stay on top of your Corruption agenda a little more to keep any foothold on Power (since Daemon Sultan will often utilize Chaos Gates over normal Gates).
- As you’ll be Corrupting Chaos Gates, I would not recommend using the Expanded Permeate rules, since it would be hard to keep up with a color-coded Corrupted Gate that is still a Chaos Gate. The only way I could think of to do it in a practical sense would be to use color-coded Corruption Markers (instead of the colored Gates). It’s all up to you though, but I like to keep it simple when possible.
- As designed, Daemon Sultan will make an already-chaotic game with you even more chaotic to the point where both your strategies will have to not only change each time, but likely change and adapt as the game unfolds.
Vs. Invasion
- This is the least-tested (though not un-tested) scenario for Colour Out of Space, but there are some notes.
- The primary point to make here is that you can Corrupt a Lord’s Shadow, since they are essentially Gates. This means that you can Corrupt both a Gate and a Lord’s Shadow in the same Area. This may or may not make a significant difference in the long run, but depending on the number of players and other factors, it could afford you with extra opportunities, though you still likely won’t end up with Baphomet’s Fury very often, if at all.
- Depending on the size of the game, Invasion may have to Capture one of your filthy Husks (small victories, I guess), but it likely won’t accept one for Blood Offering unless it’s a two-player game.
- Yes, the Crater Gate is vulnerable to Eclipse, despite its other invulnerabilities.
- Corrupted Gates do not affect Entropy Siphon – a Fiend-Controlled Gate remains Corrupted but also still adds to the effect like a normal Gate.
Spellbook strategies[]
Recommended openers[]
Other notes[]
- Faction compatibility
- Meteorites, Nymphs, and Chromiants are all immune to the Abduct Spellbook.
- Even with the Y'ha Nthlei Spellbook active, no enemy-Controlled Corrupt Gate provides Power to Great Cthulhu.
- The Beyond One may move a Corrupt Gate but does not affect the Corrupt status of that Gate.
- Yog-Sothoth itself cannot be Corrupted.
- With Ancient Sorcery, the Colour must roll for the Crater Gate as if it were an Enemy Controlling a Corrupt Gate.
- When using Cursed Slumber on a Corrupt Gate, the Gate remains Corrupt (and is still subject to all the effects of Corruption) even though it is off the Map.
- If Bubastis is in play, Husks may Create Corrupt Gates as a 3-Cost Action.
- A Meteorite may be Summoned on the Moon Tile and the Moon may be Corrupted. However, Meteorites on the Moon cannot Pupate (and may get suck there indefinitely).
- Chaos Gates may be Corrupted.
Q: Does it begin the game with a Spellbook?
- A: Yes, you’ll have Corrupt Gate right out the... gate. There are a few mechanics reasons for this but, don’t worry, it doesn’t give the Colour an imbalanced advantage.
Q: Can I corrupt other weird kinds of Gates, like Yog-Sothoth itself, Chaos Gates, or Bubastis’ Moon tile?
- A: Some of them can be, others not.
Yog-Sothoth cannot be Corrupted, since it’s a Great Old One and just has Gate-like abilities.
Chaos Gates can be Corrupted, since they are just a different kind of Gate, although they’ll never provide you with 3 Power or any Doom because you still won’t be able to Control them.
Bubastis’ Moon tile can be Corrupted, but with caveats. While a Meteorite can be Summoned to the Moon, and can Corrupt it (as a Gate), the Meteorite will essentially be stuck there with no ability for you to Pupate it or get rid of it, unless of course the Bubastis player rolls on Permeate to remove it and return the Moon to normal. So, you could corrupt it at the risk of losing a Meteorite permanently but at the benefit of gaining 1 extra Power with it and preventing it from providing its owner the 1 extra Abandoned Power when all the cats leave it.
Q: Can Chromiants be captured at all?
- A: No, as Terrors, they are inherently immune to all currently designed forms of Capture. In their Nymph form, however, they are still vulnerable to most dangers that other Monsters are (and they can’t even flee a dangerous Area).
Q: Can’t you just cheapskate your way through a game by Consuming Husks left and right until you win by Doom count?
- A: Not exactly. While you can scrape up some easy Doom that way, you’ll find that chewing through your Husks only hobbles you in the long run. Use it sparingly and when it’s safe to do so without cutting out your own knees.
Q: If I’ve corrupted 3 Gates, but one of them got uncorrupted by a Permeate roll, have I still earned that Spellbook slot?
- A: Yes. As long as you have Corrupted 3 Gates, they don’t all need to remain Corrupted.
Q: Can I earn extra Doom if I use Brittle Mutation on an enemy Cultist right before the end of the Action Phase?
- A: No. Since Brittle Mutation returns Mutated Units to their owner “at the start of the Doom Phase,” you lose control of it before Doom is gained.
Q: If I take a Cultist with Brittle Mutation, and its original owner Captures it, do they gain Power for “Sacrificing” it?
- A: No. Since it is returned immediately to their Pool, they do not gain any Power for its Capture (thematically speaking, it is not Sacrificed, but just withers away and dies).
Q: What happens to a Nymph when it’s left after Battle and should be Pained?
- A: Nothing happens. The Pain is technically applied to the Nymph, but since it cannot be Pained, it just stays stuck in the ground where it is. This may be good or bad for you playing the Colour, depending on the situation.
Q: Can Crawling Chaos Eliminate a Meteorite with Abduct?
- A: No. While there are ways Meteorites can be Eliminated, something like Abduct requires that a Unit be in the Battle, which Meteorites can’t do.
Q: How can a Meteorite be Eliminated?
- A: Apart from rolling it off the Map with the right Permeate roll, there are theoretically ways to Eliminate a Monster Unit outside of Battle, but not many. One way I found was if you have Bokrug and you hit the Doom Phase with the Doom that Came to Sarnath active, an enemy could target one for Elimination: “that enemy chooses a Monster or Cultist of yours to eliminate.” Otherwise, it seems to be a pretty rare occurrence or one that pops through loopholes (which is the general idea of them being immovable).









