Cthulhu Wars Strategy Wiki
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The '''Shaggai Map''' {CW-M11} is a map released with [[Onslaught Three]]. Its main mechanic is the gradual introduction of [[Eradication Marker]]s, which cause Areas to become unusable. A version for 6-8 players {CW-M12} was released, and also included as part of the [[6-8 Player Map Pack]] {CW-M14}.
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The '''Primeval Map''' {CW-M1} is a map released with [[Onslaught One]]. Its main mechanic is the gradual introduction of [[Glacier]]s, 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 Pack]]s {CW-M10, CW-M14}.
 
 
{{TOCleft}}
 
{{TOCleft}}
 
{{-}}
 
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==Components==
 
==Components==
 
===Units===
 
{{unit-o|Other|I|*}}
 
{{unit|Worms of Ghroth|I|6|N/A|N/A|ava=[[Shaggai Map]] {CW-M11} (x6)
 
}}
 
|}
  +
 
===Other components===
 
{{comp-o|I}}
 
{{comp-o|I}}
{{comp|Primeval Map - Western Hemisphere|I|1| |ava=[[Primeval Map]] {CW-M1} (x1)}}
+
{{comp|Shaggai Map - Western Hemisphere|I|1| |ava=[[Shaggai Map]] {CW-M11} (x1)}}
{{comp|Primeval Map - Eastern Hemisphere|I|1| |ava=[[Primeval Map]] {CW-M1} (x1)}}
+
{{comp|Shaggai Map - Eastern Hemisphere|I|1| |ava=[[Shaggai Map]] {CW-M11} (x1)}}
{{comp|Glacier|I|13| |ava=[[Primeval Map]] {CW-M1} (x13)}}
+
{{comp|Worm Degradation Dice|I|5| |ava=[[Shaggai Map]] {CW-M11} (x5)}}
 
{{comp|Eradication Marker|I|15| |ava=[[Shaggai Map]] {CW-M11} (x15)}}
  +
{{comp|Shaggai Hint Card|I|5| |ava=[[Shaggai Map]] {CW-M11} (x5)}}
 
|}
 
|}
   
 
===Expansion Components===
 
===Expansion Components===
  +
====Units====
  +
{{unit-o|Terror|I|*}}
  +
{{unit|Worms of Ghroth|I|6|N/A|0|ava=[[Shaggai Map]] {CW-M11} (x6)
 
|loy=Pay 2 Doom and 2 Power to take this Loyalty Card. Then, place 1 Worm of Ghroth at your Controlled Gate.
 
|abi={{abi|Eradication|Gather Power Phase|Roll a die. If the result is equal to or less than the number of Worms of Ghroth in play, gain 1 Elder Sign and lose Power equal to the number shown on the die.}}
 
|notes=Whenever a Worm of Ghroth is Killed or Eliminated, roll a die. If the result is higher than the number of Worms in play, you may place up to two Worms into any available, unoccupied areas of the map. In the event that multiple Worms are Killed or Eliminated, roll a die for each Worm so removed from play. Resolve this ability one roll at a time.
 
}}
 
|}
  +
  +
====Other components====
 
{{comp-o|I}}
 
{{comp-o|I}}
{{comp|Primeval Map (6-8 Players) - Western Hemisphere|I|1| |ava=[[6-8 Player Primeval Map]] {CW-M6} (x1), [[6-8 Player Map Pack]] {CW-M10} (x1), [[6-8 Player Map Pack]] {CW-M14} (x1)}}
+
{{comp|Shaggai Map (6-8 Players) - Western Hemisphere|I|1| |ava=[[6-8 Player Shaggai Map]] {CW-M11} (x1), [[6-8 Player Map Pack]] {CW-M14} (x1)}}
{{comp|Primeval Map (6-8 Players) - Eastern Hemisphere|I|1| |ava=[[6-8 Player Primeval Map]] {CW-M6} (x1), [[6-8 Player Map Pack]] {CW-M10} (x1), [[6-8 Player Map Pack]] {CW-M14} (x1)}}
+
{{comp|Shaggai Map (6-8 Players) - Eastern Hemisphere|I|1| |ava=[[6-8 Player Shaggai Map]] {CW-M11} (x1), [[6-8 Player Map Pack]] {CW-M14} (x1)}}
  +
{{comp|Eradicators|I|15| |ava=[[Shaggai Map]] {CW-M11} (x15)
 
|notes=In a game with the Eradicators, [[Windwalker]], [[Opener of the Way]], [[Tcho-Tcho]], and [[the Ancients]] must place their glyph tokens in their Start Areas.
 
|loy=Pay 2 Doom to take this Loyalty Card, then place 1 Eradicator into each player's Start Area.
 
|abi={{abi|Anti-Existence|Ongoing|Eradicators are not Units. They cannot Move, nor do they participate in Battle. They cannot be Eliminated or affected by any abilities or Spellbooks. Once placed, they are permanent.}}<br>{{abi|Overclock|Gather Phase|Each player gains 1 Power for each Gate he Controls that shares an Area with an Eradicator, but must choose and Eliminate 1 of his own Units from each of those Areas. The Eradicators' controller instead gains 2 Power for each of his Gates that shares an Area with an Eradicator, but must still Eliminate one of his own Units on each such Area.}}<br>{{abi|Annihilate|Doom Phase|Starting with the first player, each player in turn places 1 Eradicator on the Map into any Area that does not already have an Eradicator. Once all 15 Eradicators are in play, ignore this ability.}}
  +
}}
 
|}
 
|}
   
 
==Strategy==
 
==Strategy==
 
===Set Up===
 
===Set Up===
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.
+
The Map is set up in the same way as the [[Earth Map]]. The First Player places a Worm of Ghroth at The Worm that Gnaws in the Night.
*If [[the Ancients]] faction is in play, they may not set up in an Area with a Glacier Glyph.
+
*If [[the Ancients]] faction is in play, they may not set up in the Worm That Gnaws in the Night Area.
   
  +
===Worms and Degredation===
 
<!--
 
===Glaciers===
 
===Glaciers===
 
[[File:Glacier Glyph.png|right|150px|thumb|Glacier Glyph]]
 
[[File:Glacier Glyph.png|right|150px|thumb|Glacier Glyph]]
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===Other notes===
 
===Other notes===
*All areas with "Ocean" in their names are considered ocean Areas, and no others.
+
*All areas with "Ocean Belt" in their names are considered ocean Areas, and no others.
 
*The Primeval Map can be played without the Glacier mechanic if desired.
 
*The Primeval Map can be played without the Glacier mechanic if desired.
 
*{{h|Glacier}}s may be used on other Maps if desired.
 
*{{h|Glacier}}s may be used on other Maps if desired.
   
==Story==
 
<center><font face="mv boli">"I had the book that told the hidden way<br>Across the void and through the space-hung screens<br>That hold the undimensioned worlds at bay,<br>And keep lost aeons to their own demesnes.<br>At last the key was mine to those vague visions<br>Of sunset spires and twilight woods that brood<br>Dim in the gulfs beyond this earth's precisions,<br>Lurking as memories of infinitude.<br>The key was mine, but as I sat there mumbling,<br>The attic window shook with a faint fumbling."<br>—H. P. Lovecraft, Fungi from Yuggoth</font></center>
 
[[Category:Primeval| ]]
 
[[Category:Catalog|M01]]
 
-->
 
   
  +
Bubastis may use "Pay 6 Power rule" even though Moon can't have Worm.
===Units===
 
  +
The Worms of Ghroth may be used as recruitable Terrors on other maps
{{unit-o|Terror|I|*}}
 
  +
The Eradicators may be used as a recruitable map feature(?) on other maps-->
{{unit|Worms of Ghroth|I|6|N/A|0|ava=[[Shaggai Map]] {CW-M11} (x6)
 
  +
|loy=Pay 2 Doom and 2 Power to take this Loyalty Card. Then, place 1 Worm of Ghroth at your Controlled Gate.
 
 
==Story==
|abi={{abi|Eradication|Gather Power Phase|Roll a die. If the result is equal to or less than the number of Worms of Ghroth in play, gain 1 Elder Sign and lose Power equal to the number shown on the die.}}
 
  +
<center><font face="mv boli">"The Spiritualists were the first to sense their arrival, though they mistook them for something far more benign. Soon it was clear that all these new supernatural phenomenapoltergeists, demonic possessions, and hauntings were under someone's, or something's, control—all part of a larger plan. When they finally revealed themselves, they proclaimed that they were humans like us, simply more spiritually developed. But centuries of meddling with the Outside had tainted them in body and soul. Soon we learned that, to them, "lesser" humans were disposables for their pleasure, to be used horribly and then discarded. It may have been better if they had wanted us for slaves, instead of toys."<br>—Sandy Petersen</font></center>
|notes=Whenever a Worm of Ghroth is Killed or Eliminated, roll a die. If the result is higher than the number of Worms in play, you may place up to two Worms into any available, unoccupied areas of the map. In the event that multiple Worms are Killed or Eliminated, roll a die for each Worm so removed from play. Resolve this ability one roll at a time.
 
 
[[Category:Shaggai| ]]
}}
 
|}
 
===Other components===
 
{{comp-o|I}}
 
{{comp|Eradicators|I|15| |ava=[[Shaggai Map]] {CW-M11} (x15)
 
|notes=In a game with the Eradicators, [[Windwalker]], [[Opener of the Way]], [[Tcho-Tcho]], and [[the Ancients]] must place their glyph tokens in their Start Areas.
 
|loy=Pay 2 Doom to take this Loyalty Card, then place 1 Eradicator into each player's Start Area.
 
|abi={{abi|Anti-Existence|Ongoing|Eradicators are not Units. They cannot Move, nor do they participate in Battle. They cannot be Eliminated or affected by any abilities or Spellbooks. Once placed, they are permanent.}}<br>{{abi|Overclock|Gather Phase|Each player gains 1 Power for each Gate he Controls that shares an Area with an Eradicator, but must choose and Eliminate 1 of his own Units from each of those Areas. The Eradicators' controller instead gains 2 Power for each of his Gates that shares an Area with an Eradicator, but must still Eliminate one of his own Units on each such Area.}}<br>{{abi|Annihilate|Doom Phase|Starting with the first player, each player in turn places 1 Eradicator on the Map into any Area that does not already have an Eradicator. Once all 15 Eradicators are in play, ignore this ability.}}
 
}}
 
|}
 
 
[[Category:Catalog|M11]]
 
[[Category:Catalog|M11]]

Revision as of 15:47, 16 June 2020

The Shaggai Map {CW-M11} is a map released with Onslaught Three. Its main mechanic is the gradual introduction of Eradication Markers, which cause Areas to become unusable. A version for 6-8 players {CW-M12} was released, and also included as part of the 6-8 Player Map Pack {CW-M14}.


Components

Units

Others
Image Unit Quantity Cost Combat Spellbooks
Worms of Ghroth File:Worms of Ghroth (Painted).png
Worms of Ghroth 6 N/A N/A

Loyalty Card - Worms of Ghroth
Availability: Shaggai Map {CW-M11} (x6)

Other components

Other components
Image Component Quantity Notes
File:Shaggai Map - Western Hemisphere.png
Shaggai Map - Western Hemisphere 1
Availability: Shaggai Map {CW-M11} (x1)
File:Shaggai Map - Eastern Hemisphere.png
Shaggai Map - Eastern Hemisphere 1
Availability: Shaggai Map {CW-M11} (x1)
Worm Degradation Dice
Worm Degradation Dice 5
Availability: Shaggai Map {CW-M11} (x5)
Eradication Marker
Eradication Marker 15
Availability: Shaggai Map {CW-M11} (x15)
Shaggai Hint Card
Shaggai Hint Card 5
Availability: Shaggai Map {CW-M11} (x5)

Expansion Components

Units

Terrors
Image Unit Quantity Cost Combat Spellbooks
Worms of Ghroth File:Worms of Ghroth (Painted).png
Worms of Ghroth 6 N/A 0

Loyalty Card - Worms of Ghroth

How to Obtain the Worms of Ghroth Loyalty Card: Pay 2 Doom and 2 Power to take this Loyalty Card. Then, place 1 Worm of Ghroth at your Controlled Gate.
Eradication (Gather Power Phase): Roll a die. If the result is equal to or less than the number of Worms of Ghroth in play, gain 1 Elder Sign and lose Power equal to the number shown on the die.
Notes: Whenever a Worm of Ghroth is Killed or Eliminated, roll a die. If the result is higher than the number of Worms in play, you may place up to two Worms into any available, unoccupied areas of the map. In the event that multiple Worms are Killed or Eliminated, roll a die for each Worm so removed from play. Resolve this ability one roll at a time.
Availability: Shaggai Map {CW-M11} (x6)

Other components

Other components
Image Component Quantity Notes
File:Shaggai Map (6-8 Players) - Western Hemisphere.png
Shaggai Map (6-8 Players) - Western Hemisphere 1
Availability: 6-8 Player Shaggai Map {CW-M11} (x1), 6-8 Player Map Pack {CW-M14} (x1)
File:Shaggai Map (6-8 Players) - Eastern Hemisphere.png
Shaggai Map (6-8 Players) - Eastern Hemisphere 1
Availability: 6-8 Player Shaggai Map {CW-M11} (x1), 6-8 Player Map Pack {CW-M14} (x1)
Eradicators
Eradicators 15

How to Obtain the Eradicators Loyalty Card: Pay 2 Doom to take this Loyalty Card, then place 1 Eradicator into each player's Start Area.
Anti-Existence (Ongoing): Eradicators are not Units. They cannot Move, nor do they participate in Battle. They cannot be Eliminated or affected by any abilities or Spellbooks. Once placed, they are permanent.
Overclock (Gather Phase): Each player gains 1 Power for each Gate he Controls that shares an Area with an Eradicator, but must choose and Eliminate 1 of his own Units from each of those Areas. The Eradicators' controller instead gains 2 Power for each of his Gates that shares an Area with an Eradicator, but must still Eliminate one of his own Units on each such Area.
Annihilate (Doom Phase): Starting with the first player, each player in turn places 1 Eradicator on the Map into any Area that does not already have an Eradicator. Once all 15 Eradicators are in play, ignore this ability.
Notes: In a game with the Eradicators, Windwalker, Opener of the Way, Tcho-Tcho, and the Ancients must place their glyph tokens in their Start Areas.
Availability: Shaggai Map {CW-M11} (x15)

Strategy

Set Up

The Map is set up in the same way as the Earth Map. The First Player places a Worm of Ghroth at The Worm that Gnaws in the Night.

  • If the Ancients faction is in play, they may not set up in the Worm That Gnaws in the Night Area.

Worms and Degredation

Story

"The Spiritualists were the first to sense their arrival, though they mistook them for something far more benign. Soon it was clear that all these new supernatural phenomenapoltergeists, demonic possessions, and hauntings were under someone's, or something's, control—all part of a larger plan. When they finally revealed themselves, they proclaimed that they were humans like us, simply more spiritually developed. But centuries of meddling with the Outside had tainted them in body and soul. Soon we learned that, to them, "lesser" humans were disposables for their pleasure, to be used horribly and then discarded. It may have been better if they had wanted us for slaves, instead of toys."
—Sandy Petersen