Cthulhu Wars Strategy Wiki
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==Components==
 
==Components==
 
===Faction===
 
===Faction===
{{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]]
+
{{faction-main|TT|setup=After all other players have set up except Opener and Windwalker: 8 Power, 6 {{h|Acolyte}}s, 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.
  +
<!--|setup2=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. 
|unique={{abi|Feast|Gather Power Phase|Gain +1 Power for each Area containing both a Desecration token and one or more of your Units.}}
 
  +
|req1=Awaken the King in Yellow.
 
  +
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.
|req2=Successfully Desecrate an Area marked with this Glyph: [[File:Dragon Glyph.png|50x50px]]
 
  +
|req3=Successfully Desecrate an Area marked with this Glyph: [[File:Chevron Glyph.png|50x50px]]
 
  +
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).
|req4=Successfully Desecrate an Area marked with this Glyph: [[File:Thorns Glyph.png|50x50px]]
 
  +
|req5=As your Action, select another player to gain 3 Doom points.
 
  +
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. 
|req6=Awaken Hastur<br>Receive 1 Elder Sign.
 
  +
|spell1n=He Who is Not to be Named
 
  +
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).-->
|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.}}
 
  +
|unique={{abi|Sycophancy|Doom Phase|When an enemy player does a Ritual of Annihilation, either you gain 1 Doom or he earns 1 fewer Doom, his choice.}}
|spell2n=Passion
 
  +
|req1=Another player performs a Ritual of Annihilation<br>OR<br>Another player has 15 Doom
|spell2={{abi|Passion|Ongoing|When one or more of your Cultists are Eliminated by an enemy (Killed, Captured, etc.), gain 1 Power.}}
 
  +
|req2=Earn an Elder Sign
|spell3n=Shriek of the Byakhee
 
  +
|req3=Own 3 or more Elder Signs
|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.}}
 
  +
|req4=As an Action, remove your Controlled Gate in your Start Area
|spell4n=The Screaming Dead
 
  +
|req5=Any Great Old One is Killed in Battle
|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.}}
 
  +
|req6=Awaken Ubbo-Sathla
|spell5n=The Third Eye
 
  +
|tribe1=All
|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.}}
 
  +
|spell11n=Hierophants
|spell6n=Zingaya
 
  +
|spell11={{abi|Hierophants|Ongoing|When you earn a Faction Spellbook (including this one), place a High Priest at one of your Gates. If there are no High Priests in your Pool, instead advance Ubbo-Sathla’s Growth counter by 1. When this Spellbook is first taken, if you are using the High Priests expansion, then all Factions place a High Priest at one of their Gates.}}
|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.}}
 
  +
|spell12n=Soulless
  +
|spell12={{abi|Soulless|Ongoing|When Captured and Sacrificed, your Cultists provide 0 Power (instead of the normal 1 Power).}}
  +
|spell13n=Terror
  +
|spell13={{abi|Terror|Battle|Choose one:<br>
  +
#Your enemy’s Combat total is reduced by 1 per Proto-Shoggoth in the Battle.
  +
#Your Combat total is increased by 1 per Proto-Shoggoth in the Battle.}}
  +
|tribe2=Tsang
  +
|spell21n=Idolatry
  +
|spell21={{abi|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.}}
  +
|spell22n=Martyrdom
  +
|spell22={{abi|Martyrdom|Post-Battle|If your High Priest is assigned a Kill, all Kills assigned to your other Units become Pains instead.}}
  +
|spell23n=Tablets of the Gods
  +
|spell23={{abi|Tablets of the Gods|Doom Phase|When you perform a Ritual of Annihilation, you also receive 1 additional Elder Sign for each Gate at which you have any High Priests. Then, Eliminate all your High Priests (this is not optional).}}
  +
|tribe3=Leng
  +
|spell31n=Dark Rituals
  +
|spell31={{abi|Dark Rituals|Action: Cost 0|Flip this Spellbook face down. All Factions with your High Priest(s) in their Start Area must pay you 2 Power or 2 Doom (their choice). A faction with less than 2 Power or Doom is immune. Flip this Spellbook face up again at the Doom Phase.}}
  +
|spell32n=Fulmination
  +
|spell32={{abi|Fulmination|Post-Battle|If Ubbo-Sathla is Killed in Battle, you may remove it from the game permanently, and gain 1 Elder Sign for each Unit Killed (by either side) in that Battle.}}
  +
|spell33n=Surprise!
  +
|spell33={{abi|Surprise!|Action: Cost 2|Choose an enemy faction. That player selects and Eliminates one of their Acolytes; replace it with a Proto-Shoggoth from your Pool.}}
  +
|tribe4=Sarkomand
  +
|spell41n=Doomsday
  +
|spell41={{abi|Doomsday|Once Only|If you have a Controlled Gate, flip this card face down, then immediately take from the Pool one Independent Great Old One with a cost of exactly 2 or 4 and place it at that Gate. Take its Loyalty Card.}}
  +
|spell42n=Inerrant
  +
|spell42={{abi|Inerrant|Doom Phase|When you perform a Ritual of Annihilation, gain 1 additional Elder Sign for each enemy-Controlled Gate at which you have any Great Old Ones.}}
  +
|spell43n=Otherworld Alliances
  +
|spell43={{abi|Otherworld Alliances|Ongoing|Your Neutral Monsters and Terrors have +1 Combat.}}
 
}}
 
}}
   
 
===Units===
 
===Units===
 
{{unit-o|Cultist|TT|*}}
 
{{unit-o|Cultist|TT|*}}
{{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), [https://petersengames.com/the-games-shop/tcho-tcho-acolyte-blister-pack/ Tcho-Tcho Acolyte Blister Pack] {RPG-F5-A} (x3)
+
{{unit|Acolyte|TT|6|1|0|Soulless|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), [https://petersengames.com/the-games-shop/tcho-tcho-acolyte-blister-pack/ Tcho-Tcho Acolyte Blister Pack] {RPG-F5-A} (x3)
 
|quote=The Tcho-Tcho tribe worships the Great Old Ones in twisted rites. A Tcho-Tcho can be all-too-easily underestimated as a mere primitive, instead of feared as the magic adept and skilled killer that he really is.
 
|quote=The Tcho-Tcho tribe worships the Great Old Ones in twisted rites. A Tcho-Tcho can be all-too-easily underestimated as a mere primitive, instead of feared as the magic adept and skilled killer that he really is.
  +
|etc=Classic sculpt units were provided in Onslaught Three for consistency with other factions.
|etc=The alternate sculpt units replace the classic sculpt Acolytes, and were originally developed for ''[https://petersengames.com/evil-high-priest/ Evil High Priest]''.
 
}}{{unit|High Priest|TT|3|3|0| |alt=(Classic)|ava=[[Tcho-Tcho]] {CW-F5} (x3), [https://petersengames.com/the-games-shop/tcho-tcho-high-priest-blister-pack/ Tcho-Tcho High Priest Blister Pack] {RPG-F5-P2} (x2)
+
}}{{unit|High Priest|TT|3|3|0|Martyrdom|Hierophants|Tablets of the Gods|alt=(Classic)|alt2=(Alternate)|ava=[[Tcho-Tcho]] {CW-F5} (x3), [https://petersengames.com/the-games-shop/tcho-tcho-high-priest-blister-pack/ Tcho-Tcho High Priest Blister Pack] {RPG-F5-P2} (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)
 
|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.}}
 
|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.}}
 
|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]].
 
|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]].
 
|quote=The worship focus of the Tcho-Tcho cult, the high priest leads their rituals to enslave the great old one, and bend that cosmic horror to the will of his tribe.
 
|quote=The worship focus of the Tcho-Tcho cult, the high priest leads their rituals to enslave the great old one, and bend that cosmic horror to the will of his tribe.
 
|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]''.
 
}}
 
}}
 
{{unit-o|Monster|TT}}
 
{{unit-o|Monster|TT}}
{{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)
+
{{unit|Proto-Shoggoth|TT|6|2|1|Terror|ava=[[Tcho-Tcho]] {CW-F5} (x6), [https://petersengames.com/the-games-shop/proto-shoggoth-blister-pack/ Proto-Shoggoth Blister Pack] {RPG-F5-P1} (x1)
  +
|quote=Created by evil past comprehension, the proto-shoggoth is a formless horror that can masquerade, at least temporarily, as a person.
|com=Roll 1 fewer die than the total number of Undead in the Battle (e.g., 4 Undead roll 3 dice).
 
|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.
 
}}{{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)
 
|com=Roll 1 die more than the total number of Byakhee in the Battle<!--.--> (e.g., 4 Byakhee roll 5 dice).
 
|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
 
 
}}
 
}}
 
{{unit-o|Great Old One|TT}}
 
{{unit-o|Great Old One|TT}}
{{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)
+
{{unit|Ubbo-Sathla|TT|1|6|*| |ava=[[Tcho-Tcho]] {CW-F5} (x1), [https://petersengames.com/the-games-shop/ubbo-sathla-blister-pack/ Ubbo-Sathla Blister Pack] {RPG-F5-P3} (x1)
 
|awa=<br>
 
|awa=<br>
  +
#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.
#You must have a Unit in an Area lacking a Gate.
 
  +
#If it is the Doom Phase, pay 0 Power. If it is the Action Phase, pay 6 Power.
#Pay 4 Power. The King appears in that Area.
 
  +
#Eliminate the High Priest, then place Ubbo-Sathla at your Controlled Gate.
|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.}}
 
  +
|com=Equal to Growth counter on the Doom track.
|quote=Herald of Hastur; ruler of madness and art and joy and pain. Seek not to know what lies behind the Pallid Mask.
 
  +
|abi={{abi|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.}}
}}
 
  +
|quote=The unbegotten source lies at the ancient origin of the world, guarding the carefully inscribed tablets of the elder gods. Can this being, and the wisdom it protects, be brought forward to our time? And if so, should it?
{{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)
 
|awa=<br>
 
#You must have a Controlled Gate and the King in Yellow in the same Area.
 
#Pay 10 Power. Hastur appears in the King's Area.
 
|com=Equals the current Cost of a Ritual of Annihilation.
 
|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).}}
 
|quote=Hastur the Unspeakable. Just saying its name can bring about its undesired, frightful presence.
 
 
}}
 
}}
 
|}
 
|}
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{{unit|Acolyte|TT|1|1|0| |alt=(Handicap)|ava=[[CW Onslaught 3 Stretch Goal Box]] {CW-E20} (x1)
 
{{unit|Acolyte|TT|1|1|0| |alt=(Handicap)|ava=[[CW Onslaught 3 Stretch Goal Box]] {CW-E20} (x1)
 
|etc=This unit is used as a [[Handicap Acolyte]].
 
|etc=This unit is used as a [[Handicap Acolyte]].
}}{{unit|High Priest|TT|1|3|0| |alt=(Alternate)|ava=[''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)
 
|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.}}
 
|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]].
 
|quote=He leads the rites of old. It is time to awaken the great old ones! Iä! Iä!
 
|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]''.
 
 
}}{{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)
 
}}{{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)
 
|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.
 
|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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{{comp|Doom Marker|TT|1| |p=*|ava=[[Tcho-Tcho]] {CW-F5} (x1)}}
 
{{comp|Doom Marker|TT|1| |p=*|ava=[[Tcho-Tcho]] {CW-F5} (x1)}}
 
{{comp|Growth Counter|TT|1| |ava=[[Tcho-Tcho]] {CW-F5} (x12)}}
 
{{comp|Growth Counter|TT|1| |ava=[[Tcho-Tcho]] {CW-F5} (x12)}}
{{comp|Custom Dice|TT|1|Used for [[Desecration]]|ava=[[Custom Dice Pack]] {CW-E14} (x1)}}
+
{{comp|Custom Dice|TT|1|Used for [[Hell's Banquet]]|ava=[[Custom Dice Pack]] {CW-E14} (x1)}}
 
{{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)}}
 
{{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)}}
 
{{comp|Battle Dice|TT|20| |ava=[[Battle Dice - Tcho-Tcho]] {CW-U17} (x20)}}
 
{{comp|Battle Dice|TT|20| |ava=[[Battle Dice - Tcho-Tcho]] {CW-U17} (x20)}}

Revision as of 19:38, 18 May 2020

Tcho-Tcho
Tcho-Tcho (Painted)
Painted

Tcho-Tcho is a faction released with Onslaught Two.


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 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.
Unique Ability
Sycophancy (Doom Phase): When an enemy player does a Ritual of Annihilation, either you gain 1 Doom or he earns 1 fewer Doom, his choice.
Spellbook Requirements
Another player performs a Ritual of Annihilation
OR
Another player has 15 Doom
Earn an Elder Sign
Own 3 or more Elder Signs As an Action, remove your Controlled Gate in your Start Area
Any Great Old One is Killed in Battle Awaken Ubbo-Sathla
Spellbooks
All
File:Spellbook - Tcho-Tcho - All.pngSpellbook - Tcho-Tcho (Hierophants) Hierophants (Ongoing): When you earn a Faction Spellbook (including this one), place a High Priest at one of your Gates. If there are no High Priests in your Pool, instead advance Ubbo-Sathla’s Growth counter by 1. When this Spellbook is first taken, if you are using the High Priests expansion, then all Factions place a High Priest at one of their Gates.
File:Spellbook - Tcho-Tcho - All.pngSpellbook - Tcho-Tcho (Soulless) Soulless (Ongoing): When Captured and Sacrificed, your Cultists provide 0 Power (instead of the normal 1 Power).
File:Spellbook - Tcho-Tcho - All.pngSpellbook - Tcho-Tcho (Terror) 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.
Tsang
File:Spellbook - Tcho-Tcho - Tsang.pngSpellbook - Tcho-Tcho (Idolatry) 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.
File:Spellbook - Tcho-Tcho - Tsang.pngSpellbook - Tcho-Tcho (Martyrdom) Martyrdom (Post-Battle): If your High Priest is assigned a Kill, all Kills assigned to your other Units become Pains instead.
File:Spellbook - Tcho-Tcho - Tsang.pngSpellbook - Tcho-Tcho (Tablets of the Gods) Tablets of the Gods (Doom Phase): When you perform a Ritual of Annihilation, you also receive 1 additional Elder Sign for each Gate at which you have any High Priests. Then, Eliminate all your High Priests (this is not optional).
Leng
File:Spellbook - Tcho-Tcho - Leng.pngSpellbook - Tcho-Tcho (Dark Rituals) Dark Rituals (Action: Cost 0): Flip this Spellbook face down. All Factions with your High Priest(s) in their Start Area must pay you 2 Power or 2 Doom (their choice). A faction with less than 2 Power or Doom is immune. Flip this Spellbook face up again at the Doom Phase.
File:Spellbook - Tcho-Tcho - Leng.pngSpellbook - Tcho-Tcho (Fulmination) Fulmination (Post-Battle): If Ubbo-Sathla is Killed in Battle, you may remove it from the game permanently, and gain 1 Elder Sign for each Unit Killed (by either side) in that Battle.
File:Spellbook - Tcho-Tcho - Leng.pngSpellbook - Tcho-Tcho (Surprise!) Surprise! (Action: Cost 2): Choose an enemy faction. That player selects and Eliminates one of their Acolytes; replace it with a Proto-Shoggoth from your Pool.
Sarkomand
File:Spellbook - Tcho-Tcho - Sarkomand.pngSpellbook - Tcho-Tcho (Doomsday) Doomsday (Once Only): If you have a Controlled Gate, flip this card face down, then immediately take from the Pool one Independent Great Old One with a cost of exactly 2 or 4 and place it at that Gate. Take its Loyalty Card.
File:Spellbook - Tcho-Tcho - Sarkomand.pngSpellbook - Tcho-Tcho (Inerrant) Inerrant (Doom Phase): When you perform a Ritual of Annihilation, gain 1 additional Elder Sign for each enemy-Controlled Gate at which you have any Great Old Ones.
File:Spellbook - Tcho-Tcho - Sarkomand.pngSpellbook - Tcho-Tcho (Otherworld Alliances) Otherworld Alliances (Ongoing): Your Neutral Monsters and Terrors have +1 Combat.

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 Soulless
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), Tcho-Tcho Acolyte Blister Pack {RPG-F5-A} (x3)
The Tcho-Tcho tribe worships the Great Old Ones in twisted rites. A Tcho-Tcho can be all-too-easily underestimated as a mere primitive, instead of feared as the magic adept and skilled killer that he really is.
Classic sculpt units were provided in Onslaught Three for consistency with other factions.
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 3 3 0 Martyrdom
Hierophants
Tablets of the Gods

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: Tcho-Tcho {CW-F5} (x3), Tcho-Tcho High Priest Blister Pack {RPG-F5-P2} (x2)
[Alternate] High Priests {CW-U3-O3} (x1), Cultic Set 2 {EHP-5} (x1), Cultic Set 3 {EHP-6} (x1)
The worship focus of the Tcho-Tcho cult, the high priest leads their rituals to enslave the great old one, and bend that cosmic horror to the will of his tribe.
The alternate sculpt unit replaces the classic sculpt High Priest, and was originally developed for Evil High Priest.
Monsters
Image Unit Quantity Cost Combat Spellbooks
Proto-Shoggoth Proto-Shoggoth (Painted)
Proto-Shoggoth 6 2 1 Terror
Availability: Tcho-Tcho {CW-F5} (x6), Proto-Shoggoth Blister Pack {RPG-F5-P1} (x1)
Created by evil past comprehension, the proto-shoggoth is a formless horror that can masquerade, at least temporarily, as a person.
Great Old Ones
Image Unit Quantity Cost Combat Spellbooks
Ubbo-Sathla File:Ubbo-Sathla (Painted).png
Ubbo-Sathla 1 6 *

Loyalty Card - Ubbo-Sathla

How to Awaken Ubbo-Sathla:
  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.
  2. If it is the Doom Phase, pay 0 Power. If it is the Action Phase, pay 6 Power.
  3. Eliminate the High Priest, then place Ubbo-Sathla at your Controlled Gate.
Combat: Equal to Growth counter on the Doom track.
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.
Availability: Tcho-Tcho {CW-F5} (x1), Ubbo-Sathla Blister Pack {RPG-F5-P3} (x1)
The unbegotten source lies at the ancient origin of the world, guarding the carefully inscribed tablets of the elder gods. Can this being, and the wisdom it protects, be brought forward to our time? And if so, should it?

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.
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 Hell's Banquet
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