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{{multiple image
== Faction Ability ==
 
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'''Sycophancy''' '''(Doom Phase):''' When an enemy player does a Ritual of Annihilation, either you gain 1 Doom, or they gain 1 fewer Doom, their choice.
 
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|width=400
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|align=right
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|footer=
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|image1=Tcho-Tcho.jpg
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|caption1=Tcho-Tcho
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|image2=Tcho-Tcho (Painted).jpg
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|caption2=Painted
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}}
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'''Tcho-Tcho''' is a faction released with [[Onslaught Two]].<!-- It focuses on staying dormant until the enemies are exhausted, and then cleaning up the map while they're defenseless.-->
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{{TOCleft}}
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{{-}}
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==Components==
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===Faction===
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{{faction-main|TT|setup=8 Power, 6 {{h|Acolyte}}s, and a Controlled Gate in the Area with this Glyph: [[File:Sigil - Tcho-Tcho.png|50x50px]]
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|unique={{abi|Feast|Gather Power Phase|Gain +1 Power for each Area containing both a Desecration token and one or more of your Units.}}
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|req1=Awaken the King in Yellow.
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|req2=Successfully Desecrate an Area marked with this Glyph: [[File:Dragon Glyph.png|50x50px]]
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|req3=Successfully Desecrate an Area marked with this Glyph: [[File:Chevron Glyph.png|50x50px]]
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|req4=Successfully Desecrate an Area marked with this Glyph: [[File:Thorns Glyph.png|50x50px]]
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|req5=As your Action, select another player to gain 3 Doom points.
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|req6=Awaken Hastur<br>Receive 1 Elder Sign.
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|spell1n=He Who is Not to be Named
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|spell1={{abi|He Who is Not to be Named|Action: Cost 1|Move Hastur to any Area containing a Cultist of any Faction. You may then take a second, different Action. You may NOT take ''[[The Screaming Dead]]'' as your second Action.}}
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|spell2n=Passion
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|spell2={{abi|Passion|Ongoing|When one or more of your Cultists are Eliminated by an enemy (Killed, Captured, etc.), gain 1 Power.}}
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|spell3n=Shriek of the Byakhee
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|spell3={{abi|Shriek of the Byakhee|Action: Cost 1|Move any or all Byakhee from their current Area(s) to any one Area on the Map.}}
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|spell4n=The Screaming Dead
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|spell4={{abi|The Screaming Dead|Action: Cost 1|Move the King in Yellow to an adjacent Area. Any Undead in the same Area can move with him for free. You may then take a second, different Action. You may NOT take ''[[He Who is Not to be Named]]'' as your second Action.}}
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|spell5n=The Third Eye
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|spell5={{abi|The Third Eye|Ongoing|If Hastur is in play, the cost of Desecration is reduced by 1. If the Desecration succeeds, you also receive 1 Elder Sign.}}
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|spell6n=Zingaya
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|spell6={{abi|Zingaya|Action: Cost 1|Choose an Area containing any of your Undead and at least one enemy Acolyte Cultist. Your enemy Eliminates one of his Acolyte Cultists from that Area. Place an Undead from your Pool into that Area.}}
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}}
   
== The Tribes ==
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===Units===
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{{unit-o|Cultist|TT|*}}
When you begin play as the Tcho-Tchos, choose your Tribe. Three are available: Leng, Sarkomand, or Tsang. Do not choose Sarkomand unless your game includes both Independent Great Old Ones and Neutral Monsters. Leng and Tsang are okay in any game. 
 
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{{unit|Acolyte|TT|6|1|0|Passion|alt=(Classic)|alt2=(Alternate)|ava=[''Classic''] [[Alternate Faction Acolytes]] {CW-U12} (x6), [https://petersengames.com/the-games-shop/acolyte-blister-pack/ Acolyte Blister Pack] {RPG-CG-A} (x2)<br>[''Alternate''] [[Tcho-Tcho]] {CW-F5} (x6), [https://petersengames.com/the-games-shop/cultic-set-2/ Cultic Set 2] {EHP-5} (x6)
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|quote=From his ancient tome he intones the words of power. Beware, sane world. The realm of madness awakens at his command.
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|etc=The alternate sculpt units replace the classic sculpt Acolytes, and were originally developed for ''[https://petersengames.com/evil-high-priest/ Evil High Priest]''.
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}}
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{{unit-o|Monster|TT}}
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{{unit|Undead|TT|6|1|*|Zingaya|ava=[[Tcho-Tcho]] {CW-F5} (x6), [https://petersengames.com/the-games-shop/undead-blister-pack/ Undead Blister Pack] {RPG-CG-Y1} (x3)
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|com=Roll 1 fewer die than the total number of Undead in the Battle (e.g., 4 Undead roll 3 dice).
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|quote=Awakened by the power of the King in Yellow, it is no zombie, nor yet a vampire, but an undead mockery, alive and awake and obedient.
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}}{{unit|Byakhee|TT|4|2|*|Shriek of the Byakhee|ava=[[Tcho-Tcho]] {CW-F5} (x4), [https://petersengames.com/the-games-shop/byakhee-blister-pack/ Byakhee Blister Pack] {RPG-CG-Y2} (x2)
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|com=Roll 1 die more than the total number of Byakhee in the Battle<!--.--> (e.g., 4 Byakhee roll 5 dice).
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|quote="Not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings; but something I cannot and must not recall."—H. P. Lovecraft
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}}
 
{{unit-o|Great Old One|TT}}
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{{unit|King in Yellow|TT|1|4|0| |ava=[[Tcho-Tcho]] {CW-F5} (x1), [https://petersengames.com/the-games-shop/king-in-yellow-blister-pack/ King in Yellow Blister Pack] {RPG-CG-Y3} (x1)
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|awa=<br>
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#You must have a Unit in an Area lacking a Gate.
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#Pay 4 Power. The King appears in that Area.
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|abi={{abi|Desecrate|Action: Cost 2|If the King is in an Area with no Desecration token, roll 1 die. If the roll is equal to or less than the number of your Units in the Area (including the King), place a Desecration token in the Area. Whether you succeed or fail, place a Monster or Cultist with a cost of 2 or less in the Area.}}
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|quote=Herald of Hastur; ruler of madness and art and joy and pain. Seek not to know what lies behind the Pallid Mask.
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}}
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{{unit|Hastur|TT|1|10|*| |ava=[[Tcho-Tcho]] {CW-F5} (x1), [https://petersengames.com/the-games-shop/hastur-blister-pack/ Hastur Blister Pack] {RPG-CG-Y4} (x1)
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|awa=<br>
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#You must have a Controlled Gate and the King in Yellow in the same Area.
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#Pay 10 Power. Hastur appears in the King's Area.
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|com=Equals the current Cost of a Ritual of Annihilation.
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|abi={{abi|Vengeance|Post-Battle|If Hastur is involved in a Battle, choose which Combat results are applied to which enemy Units<!--.--> (e.g., apply a Kill to a particular Great Old One).}}
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|quote=Hastur the Unspeakable. Just saying its name can bring about its undesired, frightful presence.
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}}
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|}
   
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===Expansion Units===
All three tribes use the normal Tcho-Tcho faction board and all share three universal spellbooks – Hierophants, Soulless, and Terror. However, each tribe has three spellbooks unique to it. For Tsang, these are the same as the old spellbooks - this is the Tcho-Tcho tribe that the game has portrayed ere now. But the Leng and Sarkomand tribes each have three spellbooks never seen before.  
 
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{{unit-o|Cultist|TT|*}}
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{{unit|Acolyte|TT|1|1|0| |alt=(Handicap)|ava=[[CW Onslaught 3 Stretch Goal Box]] {CW-E20} (x1)
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|etc=This unit is used as a [[Handicap Acolyte]].
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}}{{unit|High Priest|TT|1|3|0| |alt=(Classic)|alt2=(Alternate)|ava=[''Classic''] [[High Priests]] {CW-U3} (x1), [https://petersengames.com/the-games-shop/high-priest-blister-pack/ High Priest Blister Pack] {RPG-U3-HP} (x2)<br>[''Alternate''] [[High Priests]] {CW-U3-O3} (x1), [https://petersengames.com/the-games-shop/cultic-set-2/ Cultic Set 2] {EHP-5} (x1), [https://petersengames.com/the-games-shop/cultic-set-3/ Cultic Set 3] {EHP-6} (x1)
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|abi={{abi|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.}}
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|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.<br>This unit may also be used as one of the [[Unique High Priests]].
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|quote=He leads the rites of old. It is time to awaken the great old ones! Iä! Iä!
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|etc=The alternate sculpt unit replaces the classic sculpt High Priest, and was originally developed for ''[https://petersengames.com/evil-high-priest/ Evil High Priest]''.
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}}{{unit|Brain Cylinder|TT|4|0|0| |alt=Token|p=*|alt2=Figure|ava=[''Token''] [[Yuggoth Map]] {CW-M3} (x4)<br>[''Figure''] [[Shining Trapezohedron]] {CW-E15} (x4), [https://petersengames.com/the-games-shop/brain-cylinder-blister-pack/ Brain Cylinder Blister Pack] {RPG-E15-10} (x1)
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|notes=Brain Cylinders are a new type of Cultist. They cannot be Recruited normally, nor can they be placed on the Map due to special abilities that place Units (such as Tcho-Tcho's Desecrate).<br>They cannot use the Move Action, but they may perform any other game Action in addition to all Cultist functions—i.e., they earn Power during the Gather Power Phase, Create, Control, and Abandon Gates, and permit the Recruitment of Cultists in their Areas.<br>To Move a Brain Cylinder, one of your other Units must Move with them. Your Brain Cylinders accompany your other Unit(s) for free in a Move Action, and a single Unit can carry multiple Cylinders. You can also bring Brain Cylinders along using a movement-like ability, as long as that ability allows you to bring other, non-specific Units along. For example, you can relocate them with Submerge, but not with Screaming Dead, Seek and Destroy, Necrophagy, or Shriek of the Byakhee, because these last four mention specific Units that can be moved. Something that modifies the Move Action, such as the Shantaks' Horror Steed ability, would allow it to transport any number of Brain Cylinders (in addition to a Cultist).<br>As Brain Cylinders are Cultists, they benefit from any Spellbooks or abilities that affect Cultists (for example, Black Goat's Frenzy provides them with 1 Combat). They are NOT Acolytes, however, and so to affect a Brain Cylinder, an ability must specify that it affects Cultists (or Units).<br>Brain Cylinders cannot be assigned Pain results in Battle. Because of this, they tend to be left behind in Areas as their owners are driven away in Battle. They are also immune to Pain-like retreats, such as Windwalker's Howl or Pains inflicted by Opener's Dread Curse. Kills can still be assigned to them (remember, Kills must be assigned before Pains, so Brain Cylinders cannot help you avoid Kills or Eliminations in Battle).<br>Important: In addition, Brain Cylinders by themselves do NOT prevent Units from being Pained into their Areas in a Battle. Brain Cylinders by themselves cannot surround and therefore Eliminate enemy Units.<br>Capturing a Brain Cylinder is like Capturing any other Cultist, and follows the same rules. However, when a Cylinder is Captured, you may choose instead to "Convert" it into a Cylinder of your own Faction's Color, leaving it on the Map. Each Faction has a hard limit of 4 Cylinders, so if you already have four Brain Cylinders in play and Capture a fifth, it cannot be Converted. It must be placed on your Faction Card to be Sacrificed in next Gather Power Phase.
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|quote=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?
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|etc=The Brain Cylinder figures replace the Brain Cylinder Tokens.
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}}{{unit|Dark Demon|TT|1|1|0| |ava=[[Masks of Nyarlathotep]] {CW-U10} (x1)
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|loy=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.
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|abi={{abi|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).}}<br>{{abi|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.}}
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}}
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|}
   
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===Other components===
The three universal spellbooks will read "Tcho tcho (All)" on the back. The three for each of the three tribes will read "Tcho tcho [Tribe]" on the back. That way you know which goes with which (and why this expansion contains 12 spellbooks even though only 6 of them are brand new).
 
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{{comp-o|TT}}
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{{comp|Faction Card|TT|1| |ava=[[Tcho-Tcho]] {CW-F5} (x1)}}
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{{comp|Faction Token|TT|1| |ava=[[Tcho-Tcho]] {CW-F5} (x1)}}
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{{comp|Power Marker|TT|1| |p=*|ava=[[Tcho-Tcho]] {CW-F5} (x1)}}
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{{comp|Doom Marker|TT|1| |p=*|ava=[[Tcho-Tcho]] {CW-F5} (x1)}}
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{{comp|Growth Counter|TT|1| |ava=[[Tcho-Tcho]] {CW-F5} (x12)}}
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{{comp|Custom Dice|TT|1|Used for [[Desecration]]|ava=[[Custom Dice Pack]] {CW-E14} (x1)}}
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{{comp|Gate|TT|1|Used for [[Colour Out of Space]]|p=*|ava=[[Eldritch Gate Pack]] {CW-U9} (x1), [[Eldritch Gate Pack]] {CW-U9-O3} (x1)}}
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{{comp|Battle Dice|TT|20| |ava=[[Battle Dice - Tcho-Tcho]] {CW-U17} (x20)}}
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{{comp|Neutral Unit Identifier|TT|6 (25mm)<br>3 (40mm)<br>3 (50mm)<br>1 (80mm)| |ava=[[Neutral Unit Identifier]] {CW-U26} (x13), [[Neutral Unit Identifier]] {CW-U26-O4} (x13)}}
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|}
   
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==Strategy==
Take your three tribal spellbooks and place them by your faction board, underneath your universal Tcho-Tcho spellbooks (or any other concealing object). You do NOT need to show them to the other players. Furtively put the six unused spellbooks (for the two unchosen tribes) back in the box and hidden so they can’t be inspected. 
 
 
===Faction strategy===
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<!--
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Tcho-Tcho's primary method of gaining Elder Signs is through The Third Eye, requiring Hastur and the King in Yellow to be used in concert; at the latest, Hastur should be summoned by the third round. Similarly, the use of Desecration is fundamental to Tcho-Tcho's strategy. As such, it's important to protect the King in Yellow and Hastur, both of which are made easier using The Screaming Dead and Shriek of the Byakhee to ensure a suitable meat-shield at all times. Tcho-Tcho is also quite skilled at dealing with enemy Cultists, as they will almost always have the King in Yellow out in the first few actions of the first round, meaning that they can capture Cultists before most other factions are able to build up defenses against it. Even when they are prevented from capturing the Cultist, they can still remove it from the board using Zingaya. While Tcho-Tcho has two GOOs, it's usually more profitable to save power for Desecration rather than spending it on Rituals of Annihilation—but this will change if the enemy factions are positioned to eliminate King in Yellow or Hastur in the next phase.
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-->
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<!--Tcho-Tcho has a major weakness due to two of its Spellbook Requirements, which require it to 4 and 6 power as actions, respectively. It may be worth putting off the 6 power requirement until you get a high roll with The Thousand Forms. As such, obtaining Power is more important for Tcho-Tcho than any other faction, which is helped along by summoning Hastur as early as possible.-->
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{{section-stub}}
   
 
===Spellbook strategies===
When you gain a spellbook, you can choose any of your six available spellbooks – one of the three “universal” Tcho-Tcho books, or one of your unique tribe spellbooks. You don’t need to announce which tribe you belong to until you play one of the tribal spellbooks (at which point you can't hide it any longer).
 
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<!--
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*'''He Who is Not to be Named''': This spellbook is primarily useful in attacking enemy factions.
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*'''Shriek of the Byakhee''': This spellbook can be used alongside He Who is Not to be Named or The Screaming Dead to quickly bring a large army to bear against the enemy.
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*'''Passion''': This spellbook reduces the incentive for enemy factions to kill or capture your Cultists, making it safer to leave them behind to generate Power from Desecrated areas. It can also be used in concert with another faction using [[Cat from Venus]] to stall for both factions.
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*'''The Screaming Dead''': This spellbook can allow the King in Yellow to move into an area and Desecrate before enemy factions can react, and makes the Desecration more likely to succeed by bringing along his Undead horde. --why would you ever move the King in Yellow without his Undead? "You can conserve power by only using this when the King is threatened."--The second Action is not mandatory.
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*'''The Third Eye''': This spellbook is critical for taking advantage of Desecration and generating Elder Signs. It should be taken when or before Hastur is summoned.
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*'''Zingaya''': This spellbook is very offensive and subverts the normal protections against losing Acolytes. It can be extremely useful when the other factions have run out of power, allowing the King and his Undead to march around weakening the other factions. Make sure to keep a few Undead in your pool in order to take advantage of this.
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-->
   
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===Recommended openers===
== Setup ==
 
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{{section-stub}}
After all other players have set up except Opener and Windwalker; 8 Power, 6 Acolytes, and a Controlled Gate in an Empty Area containing a Faction Glyph. Set Ubbo-Sathla's Growth counter to 0 on the Doom track. If the High Priest expansion is in use, replace 1 Acolyte with a High Priest.
 
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<!--
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#Turn 1 (8 Power)
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##Move 1 Cultist to an open location, preferably not adjacent to another faction's starting location. (7 Power)
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##Build a Gate. (4 Power)
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##Summon 1 Hunting Horror to defend that Gate. (1 Power)
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##Summon 1 Nightgaunt at your original Gate. (0 Power)
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#Turn 2 (~10 Power, 2 Doom)
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##'''Awaken Hastur''', take "The Thousand Forms". (0 Power)
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##Alternatively, repeat Turn 1 to get enough Power for next turn.
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#Turn 3 (~10 Power, 4 Doom)
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##Summon 1 Hunting Horror. (7 Power)
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##'''Pay 4 Power''', take "Seek an Destroy". (3 Power)
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##Start '''capturing Cultists''', '''taking Gates''', and attacking any GOO that may be out.
   
== Cultist ==
 
'''Acolyte: '''Count 6, Cost 1, Combat 0 (Spellbook: Soulless)
 
   
'''High Priest: '''Count 3, Cost 3, Combat 0 (Spellbooks: Martyrdom, Hierophants, & Tablets of the Gods; Identical in function to the expansion High Priest[http://cthulhuwars.wikia.com/wiki/High_Priest]; if using the unique High Priests, only one may be replaced with a unique High Priest.)
 
   
== Monster ==
 
'''Proto-Shoggoths: '''Count 6, Cost 2, Combat 1 (Spellbook: Terror).
 
   
== Great Old One ==
 
'''Ubbo-Sathla: '''Cost 6,''' '''Combat equal to Growth counter on the Doom Track
 
   
1) You have a controlled Gate and a High Priest in play (he need not be with the Gate), during the Doom phase or the Action phase. 
 
   
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=== Two Gate Opener ===
2) If it is the Doom phase, pay 0 Power; if it is the Action phase, pay 6 Power.
 
  +
Pros: It's easy to accomplish
   
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Cons: It can be sabotaged by an agressive Crawling Chaos or other factions.
3) Eliminate the High Priest, then place Ubbo-Sathla at your controlled Gate. 
 
   
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'''Round 1'''
'''Hell's Banquet''' '''(Doom Phase):''' Once Ubbo-Sathla has been Awakened, starting with the following Doom phase, and whether or not Ubbo-Sathla is still in play, roll 1d6 and increase its Growth counter by the die roll.
 
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# Move 1 cultist: 7 power. Move it to an empty space.
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# Summon KiY: 3 power, acquire spellbook (Screaming dead or Passion, usually)
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Check if Crawling Chaos or other factions are being agressive by summoning monsters. If building a gate is dangerous because you leave Europe undefended, take Passion with your free spellbook requirement (give 3 Doom to a player).
   
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3.1. If safe, build a Gate in the area With the King in Yellow. (0 power)
== Spellbook Requirements ==
 
- Another player performs a Ritual of Annihilation OR Another player has 15 Doom
 
   
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3.2 If building a Gate is dangerous, stall a turn using your Spellbook requirement. (3 power)
- Earn an Elder Sign
 
   
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4. Build a Gate. (0 power)
- Own 3 or more Elder Signs
 
   
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If at any time you feel very threatened by Crawling Chaos monsters, you can switch to Basic Desecration Opener.
- As an Action, remove your Controlled Gate in your Start Area (On the Primeval or Shaggai Maps, remove any of your Controlled Gates)
 
   
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'''Round 2''' you start with 10 power, 2 Doom Points and a GOO.
- Any Great Old One is Killed in Battle
 
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# Summon Hastur. Pick Third Eye. You should already have Passion. (0 energy)
  +
This strategy will leave your cultist plainly vulnerable to being captured. Not a great problem. The moment your cultist is captured, you gain 1 energy with Passion. You can summon a Zombi, or move one of your GOOs to Europe.
   
  +
=== Steal a Gate opener ===
- Awaken Ubbo-Sathla
 
  +
Pros: It's very good
   
  +
Cons: it can only be done agaist naive or unexperienced players that try the Two-Gate-Opening. It's very agressive and the board can turn against you.
== Spellbooks ==
 
'''[Share Universal Spellbooks]'''
 
   
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'''Round 1'''
'''Soulless''' '''(Ongoing)''' When Captured and Sacrificed, your Cultists provide 0 Power (instead of the normal 1 Power).
 
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# Move 1 cultist: 7 power. Move it to an empty space.
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# Summon KiY: 3 power, acquire spellbook (Screaming dead or Passion, usually)
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# Stall a turn giving someone 3 Doom Points. Take Passion or Screaming Dead. (3 power)
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# If someone has made the mistake of building a second gate close to our King in Yellow, move there. (2 power)
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# Capture the cultist. (1 power)
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# Move your initial cultist into that gate and grab it. (0 power)
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'''Round 2 '''you start with 11 power, 2 Doom Points and a GOO.
   
  +
=== Basic opener ===
'''Hierophants*''' '''(Ongoing)''' When you earn any Spellbook (including this one), immediately place a free High Priest at one of your Gates. If you have no High Priests in your Pool, instead advance Ubbo-Sathla’s Growth counter by 1.
 
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1.Move 1 cultist: 7 power (location not a big deal, most players move to scandinavia on earth map)
   
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2. Summon KiY: 3 power, aquire spellbook (Screaming dead it the most recommended choice here but other options are available)
'''Terror''' '''(Battle)''' Choose one:
 
1) Your enemy’s Combat total is reduced by 1 per Proto-Shoggoth in the Battle.
 
2) Your Combat total is increased by 1 per Proto-Shoggoth in the Battle.
 
   
  +
3. Move KiY back to starting location (either via screaming dead or move): 2 power
<sub>*Balance patch: When Hierophants is gained, all other players also gain 1 high priest at any gate they control.</sub>
 
   
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4. Desecrate, aquire undead: 0 power
'''[The Tsang Tribe Spellbooks] - Base Tribe'''
 
   
  +
Turn 2 you start with 9 power, a GOO and a monster
'''Martyrdom''' '''(Post-Battle)''' If your High Priest is assigned a Killed, all other Kills inflicted to your other Units become Pains instead.
 
   
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1. Screaming dead back to where your lone cultist is and desecrate: 6 power
'''Idolatry''' '''(Action: Cost 1)''' Select an Area containing another Faction’s starting Glyph (even if that Faction is not in play). Move any or all of your Units in adjacent Areas into the selected Area.
 
   
  +
Here's where there's some options
'''Tablets of the Gods^''' '''(Doom Phase)''' When you perform a Ritual of Annihilation, you also receive 1 additional Elder Sign for each of your High Priests in play. Then, Eliminate those High Priests. This is not optional.
 
   
  +
You could keep screaming dead and desecrating as you go or possibly screaming de poad into a base depending on where you moved that first cultist and capture and enemy cultist if they didn't leave a guard.
<sub>^Balance patch: For each area with a gate containing one of your high priests.</sub>
 
   
  +
=== Early Hastur ===
'''[The Leng Tribe]'''
 
  +
1. Move 1 cultist to an adjacent e Dmpty area: 7 power
   
  +
2. Summon KiY: 3 power, take Passion as your Spellbook, to discourage and defend against enemies Capturing your Europe cultists
'''Dark Rithals''' '''(??)''' ???.
 
   
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3. Grant Another Faction 3 Doom Points to take The Screaming Dead: 3 power (Doing this stalls before you run out of power, which makes it a little less likely somebody will try to Capture your Cultists)
'''Fulmination (Post-Battle)''' ??.
 
   
  +
3. Build a Gate in the area with KiY: 0 power
'''Surprise''' '''(Action: Cose 2)''' ??.
 
   
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If somebody does Capture one of your Cultists, use the power from Passion to get an Undead out of it, and switch over to the Two-Gate opening
'''[The Sarkomand Tribe]'''
 
   
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Turn 2 you start with 10 power and a GOO
'''Otherworld Alliances''' '''(??)''' ???.
 
   
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1. Awaken Hastur: 0 power, take Third Eye
'''Doomsday (??)''' ??.
 
   
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Turn 3 you start with 10 power, 2 GOOs, and 3 Spellbooks. If other factions aren't threatening you, use Screaming Dead to move without taking a second action, then Desecrate the next time it's your turn. Doing things this way both makes you seem less threatening (not grabbing an Elder Sign every action), and means you're spending power a lot more slowly. If the other factions do start threatening you, then Desecrate as your second action.
'''Inerrant''' '''(??)''' ??.
 
   
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Try and collect your remaining 3 Spellbooks during the third turn. If all goes well, then you'll enter the fourth turn with a number of monsters, most or all of your Spellbooks, a pile of Elder Signs, and a good amount of power, which should have you on a track towards winning.
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-->
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==Story==
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<!--
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<center><font face="mv boli">Along the shore the cloud waves break,<br>The twin suns sink behind the lake,<br>The shadows lengthen<br>In Carcosa<br><br>Strange is the night where black stars rise,<br>And strange moons circle through the skies,<br>But stranger still is<br>Lost Carcoa<br><br>Songs that the Hyades shall sing,<br>Where flap the tatters of the King,<br>Must die unheard in<br>Dim Carcosa.<br><br>Song of my soul, my voice is dead,<br>Die though, unsung, as tears unshed<br>Shall dry and die in<br>Lost Carcosa<br>--Cassilda's Song in "The King in Yellow"</font></center>
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<font face="helvetica">A certain school of thought holds that art serves to provoke, to shock, and to upset the norm. A society's fears are reflected in the art it produces, and this has never been more apparent than in John Dark's production of the lamentable play "the King in Yellow". For many years the mere existence of this play was only a rumor. Those in the theater circuit always seemed to know a 'friend of a friend' who'd seen the play in some forbidden underground spectacle, but few firsthand accounts were found. Inevitably, the story ends that the viewer later lost his or her grip on reality, went mad, and vanished off into some hideous secret society.<br>
  +
After last night's play, I must laugh at such preposterous ideas. How any viewer of this turgid piece would be led insane by the experience smacks of the trite ghost stories of a yellow Sutter Kane potboiler. The wooden acting was surpassed only by the flat direction and dire pacing and yellow.<br>
  +
The actress who portrayed the confusingly-written character of Cassilda seemed drugged or in a daze, mumbling her lines without the Tcho-Tcho. I see no future for her in any sort of acting; a cable-access used-car commercial would stretch her talents.<br>
  +
The set design was haphazard and doubtless an afterthought. I don't know what they were getting at with the strange pasteboard castle sets. The costuming was laughably have you seen it with one stunning exception.<br>
  +
The arrival and design of the character of the titular King in Yellow was impressive. As it oozed whispering from a vault, I found myself actually quite taken with the effects. The actor's flight harness was completely occluded as it hovered menacingly over have you seen the Tcho-Tcho. I was momentarily distracted from the King's speech by a rogue cellphone during, but I've pieced it together from the playbook and a pirate youtube video. I'm amazed the video already has a million+ views, and seems the Tcho-Tcho. I wish the rest of the production had been as intricately-crafted as this single monologue. But while the Tcho-Tcho, I find myself pondering have you seen the Tcho-Tcho. In the end, have you seen it? Yellow is really the only thing have you seen the Tcho-Tcho. Otherwise the Tcho-Tcho have you seen the Tcho-Tcho have you seen the Tcho-Tcho have you seen the Tcho-Tcho have you seen the Tcho-Tcho have you seen the Tcho-Tcho have you seen the Tcho-Tcho have you seen the Tcho-Tcho have you seen the Tcho-Tcho have you seen the Tcho-Tcho have you seen the Tcho-Tcho have you seen the Tcho-Tcho have you seen<br>By Ben Monroe''-->
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<!--
 
== General Tips ==
 
== General Tips ==
 
* If you have the option, do not choose either of Windwalker's starting locations as your own. Windwalker will be forced to choose the other location and will immediately get a spellbook for gates being present in both locations. In an 8 player game, you must choose one of these locations, but the increased player count blunts Windwalker's advantage from this.
 
* If you have the option, do not choose either of Windwalker's starting locations as your own. Windwalker will be forced to choose the other location and will immediately get a spellbook for gates being present in both locations. In an 8 player game, you must choose one of these locations, but the increased player count blunts Windwalker's advantage from this.
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This brings up another issue with the Tcho-Tchos. It’s not too hard to have 3 priests. Since another is “on the way” next time you get a spellbook, you need to get rid of one of them to open the way for the new recruit. While you can just sack him for 2 Power, Martyrdom is usually a better choice, because a well-chosen battle can take a gate (or save one!). 
 
This brings up another issue with the Tcho-Tchos. It’s not too hard to have 3 priests. Since another is “on the way” next time you get a spellbook, you need to get rid of one of them to open the way for the new recruit. While you can just sack him for 2 Power, Martyrdom is usually a better choice, because a well-chosen battle can take a gate (or save one!). 
   
You could try to get a 5th gate, but that really is almost impossible for you to defend. Every other faction but one is skilled at defeating a Tcho-Tcho gate only defended with a cultist & a proto. Crawling Chaos can turn your proto invisible with a polyp. Shub-Niggurath can Avatar you away. Opener literally loves to attack you when your shoggoths are decreasing his combat potential, because it means yours is low too, and his guys can promote via Million Favored Ones. Sleeper captures proto (who doesn’t benefit from Soulless). Windwalker Howls you away, Cthulhu Devours (and has enough combat to bull through your Terror), and Yellow Sign Zingayas. Really only the Ancients don’t have a simple response to the Tcho-Tcho gate “problem”, and they can try to finagle other factions into being catspaws with Festival, or in the worst case, attack with a couple of Reanimated, whose attack is good enough to handle it, if not as trivially as with the others. 
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You could try to get a 5th gate, but that really is almost impossible for you to defend. Every other faction but one is skilled at defeating a Tcho-Tcho gate only defended with a cultist & a proto. Crawling Chaos can turn your proto invisible with a polyp. Shub-Niggurath can Avatar you away. Opener literally loves to attack you when your shoggoths are decreasing his combat potential, because it means yours is low too, and his guys can promote via Million Favored Ones. Sleeper captures proto (who doesn’t benefit from Soulless). Windwalker Howls you away, Cthulhu Devours (and has enough combat to bull through your Terror), and Tcho-Tcho Zingayas. Really only the Ancients don’t have a simple response to the Tcho-Tcho gate “problem”, and they can try to finagle other factions into being catspaws with Festival, or in the worst case, attack with a couple of Reanimated, whose attack is good enough to handle it, if not as trivially as with the others. 
   
 
Another problem you have with the Ancients is two of their spellbooks give every other faction their “cheapest” and then their “most expensive” monsters. This is much less exciting for you, as a Tcho-Tcho, with only one monster! But perhaps it makes sense that the two human-centered factions are natural foes.
 
Another problem you have with the Ancients is two of their spellbooks give every other faction their “cheapest” and then their “most expensive” monsters. This is much less exciting for you, as a Tcho-Tcho, with only one monster! But perhaps it makes sense that the two human-centered factions are natural foes.
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In your favor, you have 8 elder signs racked up, and at least one more on the way. You also have 16 Doom, and a good chance at getting 4-6 more next Doom phase, plus if you recruit a High Priest with your sparse remaining Power, you can get up to 2 more Elder signs. You have a decent shot at victory. 
 
In your favor, you have 8 elder signs racked up, and at least one more on the way. You also have 16 Doom, and a good chance at getting 4-6 more next Doom phase, plus if you recruit a High Priest with your sparse remaining Power, you can get up to 2 more Elder signs. You have a decent shot at victory. 
   
Have at it!
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Have at it!-->
 
[[Category:Tcho-Tcho| ]]
 
[[Category:Tcho-Tcho| ]]
 
[[Category:Catalog|F5]]
 
[[Category:Catalog|F5]]

Revision as of 18:31, 18 May 2020

Tcho-Tcho
Tcho-Tcho (Painted)
Painted

Tcho-Tcho is a faction released with Onslaught Two.


Components

Faction

Setup
8 Power, 6 Acolytes, and a Controlled Gate in the Area with this Glyph: Sigil - Tcho-Tcho
Unique Ability
Feast (Gather Power Phase): Gain +1 Power for each Area containing both a Desecration token and one or more of your Units.
Spellbook Requirements
Awaken the King in Yellow. Successfully Desecrate an Area marked with this Glyph: Dragon Glyph
Successfully Desecrate an Area marked with this Glyph: Chevron Glyph Successfully Desecrate an Area marked with this Glyph: Thorns Glyph
As your Action, select another player to gain 3 Doom points. Awaken Hastur
Receive 1 Elder Sign.
Spellbooks
Spellbook - Tcho-TchoFile:Spellbook - Tcho-Tcho (He Who is Not to be Named).png He Who is Not to be Named (Action: Cost 1): Move Hastur to any Area containing a Cultist of any Faction. You may then take a second, different Action. You may NOT take The Screaming Dead as your second Action.
Spellbook - Tcho-TchoFile:Spellbook - Tcho-Tcho (Passion).png Passion (Ongoing): When one or more of your Cultists are Eliminated by an enemy (Killed, Captured, etc.), gain 1 Power.
Spellbook - Tcho-TchoFile:Spellbook - Tcho-Tcho (Shriek of the Byakhee).png Shriek of the Byakhee (Action: Cost 1): Move any or all Byakhee from their current Area(s) to any one Area on the Map.
Spellbook - Tcho-TchoFile:Spellbook - Tcho-Tcho (The Screaming Dead).png The Screaming Dead (Action: Cost 1): Move the King in Yellow to an adjacent Area. Any Undead in the same Area can move with him for free. You may then take a second, different Action. You may NOT take He Who is Not to be Named as your second Action.

Spellbook - Tcho-TchoFile:Spellbook - Tcho-Tcho (The Third Eye).png The Third Eye (Ongoing): If Hastur is in play, the cost of Desecration is reduced by 1. If the Desecration succeeds, you also receive 1 Elder Sign.
Spellbook - Tcho-TchoFile:Spellbook - Tcho-Tcho (Zingaya).png Zingaya (Action: Cost 1): Choose an Area containing any of your Undead and at least one enemy Acolyte Cultist. Your enemy Eliminates one of his Acolyte Cultists from that Area. Place an Undead from your Pool into that Area.

Units

Cultists
Image Unit Quantity Cost Combat Spellbooks
Acolyte (Classic) - Tcho-Tcho File:Acolyte (Classic) - Tcho-Tcho (Painted).png

Acolyte (Alternate) - Tcho-Tcho File:Acolyte (Alternate) - Tcho-Tcho (Painted).png
Acolyte 6 1 0 Passion
Availability: [Classic] Alternate Faction Acolytes {CW-U12} (x6), Acolyte Blister Pack {RPG-CG-A} (x2)
[Alternate] Tcho-Tcho {CW-F5} (x6), Cultic Set 2 {EHP-5} (x6)
From his ancient tome he intones the words of power. Beware, sane world. The realm of madness awakens at his command.
The alternate sculpt units replace the classic sculpt Acolytes, and were originally developed for Evil High Priest.
Monsters
Image Unit Quantity Cost Combat Spellbooks
Undead Undead (Painted)
Undead 6 1 * Zingaya
Combat: Roll 1 fewer die than the total number of Undead in the Battle (e.g., 4 Undead roll 3 dice).
Availability: Tcho-Tcho {CW-F5} (x6), Undead Blister Pack {RPG-CG-Y1} (x3)
Awakened by the power of the King in Yellow, it is no zombie, nor yet a vampire, but an undead mockery, alive and awake and obedient.
Byakhee Byakhee (Painted)
Byakhee 4 2 * Shriek of the Byakhee
Combat: Roll 1 die more than the total number of Byakhee in the Battle (e.g., 4 Byakhee roll 5 dice).
Availability: Tcho-Tcho {CW-F5} (x4), Byakhee Blister Pack {RPG-CG-Y2} (x2)
"Not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings; but something I cannot and must not recall."—H. P. Lovecraft
Great Old Ones
Image Unit Quantity Cost Combat Spellbooks
King in Yellow King in Yellow (Painted)
King in Yellow 1 4 0

How to Awaken King in Yellow:
  1. You must have a Unit in an Area lacking a Gate.
  2. Pay 4 Power. The King appears in that Area.
Desecrate (Action: Cost 2): If the King is in an Area with no Desecration token, roll 1 die. If the roll is equal to or less than the number of your Units in the Area (including the King), place a Desecration token in the Area. Whether you succeed or fail, place a Monster or Cultist with a cost of 2 or less in the Area.
Availability: Tcho-Tcho {CW-F5} (x1), King in Yellow Blister Pack {RPG-CG-Y3} (x1)
Herald of Hastur; ruler of madness and art and joy and pain. Seek not to know what lies behind the Pallid Mask.
Hastur Hastur (Painted)
Hastur 1 10 *

Loyalty Card - Hastur

How to Awaken Hastur:
  1. You must have a Controlled Gate and the King in Yellow in the same Area.
  2. Pay 10 Power. Hastur appears in the King's Area.
Combat: Equals the current Cost of a Ritual of Annihilation.
Vengeance (Post-Battle): If Hastur is involved in a Battle, choose which Combat results are applied to which enemy Units (e.g., apply a Kill to a particular Great Old One).
Availability: Tcho-Tcho {CW-F5} (x1), Hastur Blister Pack {RPG-CG-Y4} (x1)
Hastur the Unspeakable. Just saying its name can bring about its undesired, frightful presence.

Expansion Units

Cultists
Image Unit Quantity Cost Combat Spellbooks
Acolyte (Handicap) - Tcho-Tcho File:Acolyte (Handicap) - Tcho-Tcho (Painted).png
Acolyte 1 1 0
Availability: CW Onslaught 3 Stretch Goal Box {CW-E20} (x1)
This unit is used as a Handicap Acolyte.
High Priest (Classic) - Tcho-Tcho File:High Priest (Classic) - Tcho-Tcho (Painted).png
File:High Priest (Alternate).png File:High Priest (Alternate) (Painted).png
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.
Availability: [Classic] High Priests {CW-U3} (x1), High Priest Blister Pack {RPG-U3-HP} (x2)
[Alternate] High Priests {CW-U3-O3} (x1), Cultic Set 2 {EHP-5} (x1), Cultic Set 3 {EHP-6} (x1)
He leads the rites of old. It is time to awaken the great old ones! Iä! Iä!
The alternate sculpt unit replaces the classic sculpt High Priest, and was originally developed for Evil High Priest.
Brain Cylinder Token - Tcho-Tcho

Brain Cylinder Figure - Tcho-Tcho File:Brain Cylinder Figure - Tcho-Tcho (Painted).png
Brain Cylinder 4 0 0
Notes: Brain Cylinders are a new type of Cultist. They cannot be Recruited normally, nor can they be placed on the Map due to special abilities that place Units (such as Tcho-Tcho's Desecrate).
They cannot use the Move Action, but they may perform any other game Action in addition to all Cultist functions—i.e., they earn Power during the Gather Power Phase, Create, Control, and Abandon Gates, and permit the Recruitment of Cultists in their Areas.
To Move a Brain Cylinder, one of your other Units must Move with them. Your Brain Cylinders accompany your other Unit(s) for free in a Move Action, and a single Unit can carry multiple Cylinders. You can also bring Brain Cylinders along using a movement-like ability, as long as that ability allows you to bring other, non-specific Units along. For example, you can relocate them with Submerge, but not with Screaming Dead, Seek and Destroy, Necrophagy, or Shriek of the Byakhee, because these last four mention specific Units that can be moved. Something that modifies the Move Action, such as the Shantaks' Horror Steed ability, would allow it to transport any number of Brain Cylinders (in addition to a Cultist).
As Brain Cylinders are Cultists, they benefit from any Spellbooks or abilities that affect Cultists (for example, Black Goat's Frenzy provides them with 1 Combat). They are NOT Acolytes, however, and so to affect a Brain Cylinder, an ability must specify that it affects Cultists (or Units).
Brain Cylinders cannot be assigned Pain results in Battle. Because of this, they tend to be left behind in Areas as their owners are driven away in Battle. They are also immune to Pain-like retreats, such as Windwalker's Howl or Pains inflicted by Opener's Dread Curse. Kills can still be assigned to them (remember, Kills must be assigned before Pains, so Brain Cylinders cannot help you avoid Kills or Eliminations in Battle).
Important: In addition, Brain Cylinders by themselves do NOT prevent Units from being Pained into their Areas in a Battle. Brain Cylinders by themselves cannot surround and therefore Eliminate enemy Units.
Capturing a Brain Cylinder is like Capturing any other Cultist, and follows the same rules. However, when a Cylinder is Captured, you may choose instead to "Convert" it into a Cylinder of your own Faction's Color, leaving it on the Map. Each Faction has a hard limit of 4 Cylinders, so if you already have four Brain Cylinders in play and Capture a fifth, it cannot be Converted. It must be placed on your Faction Card to be Sacrificed in next Gather Power Phase.
Availability: [Token] Yuggoth Map {CW-M3} (x4)
[Figure] Shining Trapezohedron {CW-E15} (x4), Brain Cylinder Blister Pack {RPG-E15-10} (x1)
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?
The Brain Cylinder figures replace the Brain Cylinder Tokens.
File:Dark Demon.png File:Dark Demon (Painted).png
Dark Demon 1 1 0

How to Obtain 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.
Availability: Masks of Nyarlathotep {CW-U10} (x1)

Other components

Other components
Image Component Quantity Notes
Faction Card - Tcho-Tcho
Faction Card 1
Availability: Tcho-Tcho {CW-F5} (x1)
Faction Token - Tcho-Tcho
Faction Token 1
Availability: Tcho-Tcho {CW-F5} (x1)
Power Marker - Tcho-Tcho File:Power Marker - Tcho-Tcho (Painted).png
Power Marker 1
Availability: Tcho-Tcho {CW-F5} (x1)
Doom Marker - Tcho-Tcho File:Doom Marker - Tcho-Tcho (Painted).png
Doom Marker 1
Availability: Tcho-Tcho {CW-F5} (x1)
Growth Counter
Growth Counter 1
Availability: Tcho-Tcho {CW-F5} (x12)
Custom Dice - Tcho-Tcho
Custom Dice 1 Used for Desecration
Availability: Custom Dice Pack {CW-E14} (x1)
Gate - Tcho-Tcho File:Gate - Tcho-Tcho (Painted).png
Gate 1 Used for Colour Out of Space
Availability: Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1)
Battle Dice - Tcho-Tcho
Battle Dice 20
Availability: Battle Dice - Tcho-Tcho {CW-U17} (x20)
Neutral Unit Identifier - Tcho-Tcho
Neutral Unit Identifier 6 (25mm)
3 (40mm)
3 (50mm)
1 (80mm)
Availability: Neutral Unit Identifier {CW-U26} (x13), Neutral Unit Identifier {CW-U26-O4} (x13)

Strategy

Faction strategy

Spellbook strategies

Recommended openers

Story