The Primeval Map {CW-M1} is a map released with Onslaught One. Its main mechanic is the gradual introduction of Glaciers, which cause Gates to become permanently Abandoned, providing extra Power to all factions. A version for 6-8 players {CW-M6} was released with Onslaught Two, and also included as part of the 6-8 Player Map Packs {CW-M10, CW-M14}.

Components[edit | edit source]

Maps[edit | edit source]

Map Component Notes

Primeval Map Availability: Primeval Map {CW-M1}
Primeval Map
(6–8 Players)
Availability: 6-8 Player Primeval Map {CW-M6} (x1), 6-8 Player Map Pack {CW-M10} (x1), 6-8 Player Map Pack {CW-M14} (x1)

Other components[edit | edit source]

Other components
Image Component Quantity Notes
Glacier 13

Availability: Primeval Map {CW-M1} (x13)

Strategy[edit | edit source]

Set Up[edit | edit source]

The Map is set up in the same way as the Earth Map. One of the 4-Player Map configurations has 9 Glacier Glyphs, while the other has 11, allowing the players to decide how many Glaciers will be used.

  • If the Ancients faction is in play, they may not set up in an Area with a Glacier Glyph.

Glaciers[edit | edit source]

Glacier Glyph

At the end of the first Doom Phase (after everyone has had a chance to perform a Ritual of Annihilation), place a Glacier in each player's Start Area (whether or not it contains a Glacier Glyph). If you have any Units Controlling Gates, remove them from these Gates (they stay in their respective Areas) and replace them by placing a Glacier onto each of these Gates.

  • If the Windwalker faction is in play, a Glacier appears only on the Area in which they started, not in their other, vacant Start Area.
  • If the Bubastis faction is in play, a Glacier appears on the Moon, but has no effect as Control of the Moon may not be seized from Bubastis.
  • If the Daemon Sultan faction is in play, a Glacier appears on their Start Area regardless of whether a Gate is present.

On all subsequent Doom Phases, at the end of the Doom Phase (after everyone has had the opportunity to perform a Ritual of Annihilation), the First Player must select 2 Areas on the Map that have the Glacier Glyph; these Areas cannot already have Glaciers in them. Place a Glacier in each of these 2 Areas. If there is a Gate in a selected Area the Glacier goes on top of that Gate, displacing any Controlling Unit (who remains in the Area). If there is a Chaos Gate in a selected Area, exchange the Chaos Gate with a normal Gate, place the Glacier on top of the Gate, and displace any Controlling Unit. Once every Area with a Glacier Glyph possesses a Glacier, no more Glaciers need to be placed; the remaining Areas are safe. Once placed, Glaciers are permanent. They can never be moved or removed from the Map.

During the Gather Power Phase, Gates in Areas occupied by Glaciers are considered Abandoned. For example, if there are 4 Gates occupied by Glaciers, these would provide each Faction with 4 Power. This means that the Primeval Map is Power-rich.

If someone ever Creates a Gate in an Area that already contains a Glacier, that Glacier is immediately placed atop the new Gate—the Unit that Created the Gate will never have a chance to Control it.

Other notes[edit | edit source]

  • All areas with "Ocean" in their names are considered ocean Areas, and no others.
  • The Primeval Map can be played without the Glacier mechanic if desired.
  • Glaciers may be used on other Maps if desired.

Story[edit | edit source]

"I had the book that told the hidden way
Across the void and through the space-hung screens
That hold the undimensioned worlds at bay,
And keep lost aeons to their own demesnes.
At last the key was mine to those vague visions
Of sunset spires and twilight woods that brood
Dim in the gulfs beyond this earth's precisions,
Lurking as memories of infinitude.
The key was mine, but as I sat there mumbling,
The attic window shook with a faint fumbling."
—H. P. Lovecraft, Fungi from Yuggoth
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