Cthulhu Wars Strategy Wiki

Worm Behemoth is a homebrew faction for the Cthulhu Wars boardgame. It focuses on skirmishes and land control.

Components[]

Faction[]

Setup
After all other players have set up except Opener and Windwalker; 8 Power, 6 Acolytes, and a Controlled Gate in an Empty Land Area. If using a map expansion, follow the same restrictions as Opener.
Unique Ability
Wormfeast (Ongoing): When Awakening Shudde M'ell or Summoning a Faction Monster, Eliminate a Faction Monster of lesser cost from any area to receive its Cost in Power.
Spellbook Requirements
Control 3 Gates in Land Areas, or there are Gates in Land Areas equal to the number of players. A Crawling One, Tunneler Below, and Chthonian are each in 3 different areas.
Kill and/or Pain two enemy Cultists in a Battle. One of your units in an Ocean Area is Eliminated by an enemy (Killed, Captured, etc.).
You have no units in your starting area. Awaken Shudde M'ell.
Spellbooks
File:Spellbook - Worm Behemoth.pngFile:Spellbook - Worm Behemoth (Cephalalgia).png Cephalalgia (Post-Battle): For each Tunneler Below that participated in the battle, your opponent must Pain one of their Acolytes.
File:Spellbook - Worm Behemoth.pngFile:Spellbook - Worm Behemoth (Grounding).png Grounding (Ongoing): During Gather Power, gain 1 power for each Land Area containing both a Gate and either a Chthonian or Shudde M'ell. You do not need to control the gate.
File:Spellbook - Worm Behemoth.pngFile:Spellbook - Worm Behemoth (Hollow Earth).png Hollow Earth (Ongoing): When your Move action includes Shudde M'ell or a Faction Monster, participating units can go to any Land area.
File:Spellbook - Worm Behemoth.pngFile:Spellbook - Worm Behemoth (Mind Slave).png Mind Slave (Pre-Battle): If Shudde M'ell is in the battle, your enemy chooses 1 of their Cultists or Monsters there to fight for you. It can't use any Spellbooks/Abilities, but rolls dice, can receive results, etc. If alive after the battle, it returns to its owner's control.

File:Spellbook - Worm Behemoth.pngFile:Spellbook - Worm Behemoth (The Legion Maggot).png The Legion Maggot (Post-Battle): Ignore any Kill or Pain assigned to a Crawling One by turning it on its side. If a Crawling One was already on its side, then applying a Kill or Pain instead Eliminates it. During the Doom Phase, turn all Crawling Ones upright.
File:Spellbook - Worm Behemoth.pngFile:Spellbook - Worm Behemoth (Quake).png Quake (Action: Cost 0): Choose a faction (with at least 1 power) in an area. They must move D6 of their units from there to an adjacent area of their choice. Flip this spellbook face-down to show it can't be used again this turn. In the Doom Phase, flip it face-up.

Units[]

Cultists
Image Unit Quantity Cost Combat Spellbooks
Acolyte 6 1 0
From his ancient tome he intones the words of power. Beware, sane world. The realm of madness awakens at his command.
Monsters
Image Unit Quantity Cost Combat Spellbooks
File:Crawling One.png
Crawling One 3 1 0 The Legion Maggot
An unholy colony of worms with a rudimentary, collective sentience, and the ability to crudely imitate the human form.
File:Tunneler Below.png
Tunneler Below 2 2 1 Cephalalgia
These winged and shark-mouth worms congregate underground, feeding on the thoughts and dreams of the people above.
File:Chthonian.png
Chthonian 3 3 * Grounding
Combat: 3 on Land; 1 in Ocean
Immense squid-like worm-bodied creatures that live for centuries underground, repelled by water.
Great Old Ones
Image Unit Quantity Cost Combat Spellbooks
File:Shudde M'ell.png
Shudde M'ell 1 * * Grounding, Mind Slave

How to Awaken Shudde M'ell:
  1. You must have a Controlled Gate.
  2. Pay Power equal to 10 minus the number of Faction Spellooks you have.
  3. Shudde M'ell appears at your Controlled Gate in a Land Area.
Cost: Equal to 10 minus the number of Spellbooks on your Faction Card.
Combat: Equal to the number of Gates in Land Areas.
Imprison (Post-Battle): If Shudde M’ell Pains or Kills an enemy Great Old One, place it on your Faction Card instead. It is no longer in play. During Gather Power, it is freed. You opponent may grant you 1 Elder Sign or 2 Power after any action (by any player) to free it early. When freed, you receive 1 Elder Sign, then its owner places it at their Controlled Gate, or Eliminates it.
The mightiest of his race, the chthonians. Shudde M'ell is their regent, and the cause of many earthquakes.

Expansion Units[]

Cultists
Image Unit Quantity Cost Combat Spellbooks
Acolyte 1 1 0
This unit is used as a Handicap Acolyte.
High Priest 1 3 0

Loyalty Card - High Priest 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.
He leads the rites of old. It is time to awaken the great old ones! Iä! Iä!
Brain Cylinder 4 0 0
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.
File:The Dark Demon.png
The Dark Demon 1 1 0

Loyalty Card - The Dark Demon

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 pay 2 Doom to 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) 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.

Other components[]

Other components
Image Component Quantity Notes
File:Faction Card.png
Faction Card 1
File:Power Marker.png
Power Marker 1
File:Doom Marker.png
Doom Marker 1