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== 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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|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''' {CW-F5} 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.--> The [[Onslaught Three]] version of the faction {CW-F5-O3} excluded the Brain Cylinder Tokens and updates the [[Tablets of the Gods]] and [[Hierophants]] spellbooks. The Leng and Sarkomand Tribe spellbooks were later added with [[Final Onslaught]].
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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=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.
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<!--|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. 
   
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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.
== 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.
 
   
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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).
== Cultist ==
 
'''Acolyte: '''Count 6, Cost 1, Combat 0 (Spellbook: Soulless)
 
   
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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. 
'''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.)
 
   
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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).-->
== Monster ==
 
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|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.}}
'''Proto-Shoggoths: '''Count 6, Cost 2, Combat 1 (Spellbook: Terror).
 
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|req1=Another player performs a Ritual of Annihilation<br>OR<br>Another player has 15 Doom
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|req2=Earn an Elder Sign
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|req3=Own 3 or more Elder Signs
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|req4=As an Action, remove your Controlled Gate in your Start Area
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|req5=Any Great Old One is Killed in Battle
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|req6=Awaken Ubbo-Sathla
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|tribe1=All Tribes
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|spell11n=Hierophants
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|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.}}
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|spell12n=Soulless
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|spell12={{abi|Soulless|Ongoing|When Captured and Sacrificed, your Cultists provide 0 Power (instead of the normal 1 Power).}}
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|spell13n=Terror
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|spell13={{abi|Terror|Battle|Choose one:<br>
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#Your enemy’s Combat total is reduced by 1 per Proto-Shoggoth in the Battle.
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#Your Combat total is increased by 1 per Proto-Shoggoth in the Battle.}}
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|tribe2=Tsang Tribe
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|spell21n=Idolatry
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|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.}}
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|spell22n=Martyrdom
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|spell22={{abi|Martyrdom|Post-Battle|If your High Priest is assigned a Kill, all Kills assigned to your other Units become Pains instead.}}
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|spell23n=Tablets of the Gods
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|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).}}
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|tribe3=Leng Tribe
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|spell31n=Dark Rituals
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|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.}}
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|spell32n=Fulmination
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|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.}}
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|spell33n=Surprise!
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|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.}}
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|tribe4=Sarkomand Tribe
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|spell41n=Doomsday
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|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.}}
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|spell42n=Inerrant
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|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.}}
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|spell43n=Otherworld Alliances
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|spell43={{abi|Otherworld Alliances|Ongoing|Your Neutral Monsters and Terrors have +1 Combat.}}
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}}
   
== Great Old One ==
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===Units===
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{{unit-o|Cultist|TT|*}}
'''Ubbo-Sathla: '''Cost 6,''' '''Combat equal to Growth counter on the Doom Track
 
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{{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), [[Tcho-Tcho]] {CW-F5-O3} (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)
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|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.
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|etc=Classic sculpt units were provided in Onslaught Three for consistency with other factions.
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}}{{unit|High Priest|TT|3|3|0|Martyrdom|Hierophants|Tablets of the Gods|alt=(Classic)|alt2=(Alternate)|card=*|ava=[[Tcho-Tcho]] {CW-F5} (x3), [[Tcho-Tcho]] {CW-F5-O3} (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''] [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=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.
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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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}}
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{{unit-o|Monster|TT}}
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{{unit|Proto-Shoggoth|TT|6|2|1|Terror|ava=[[Tcho-Tcho]] {CW-F5} (x6), [[Tcho-Tcho]] {CW-F5-O3} (x6), [https://petersengames.com/the-games-shop/proto-shoggoth-blister-pack/ Proto-Shoggoth Blister Pack] {RPG-F5-P1} (x1)
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|quote=Created by evil past comprehension, the proto-shoggoth is a formless horror that can masquerade, at least temporarily, as a person.
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}}
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{{unit-o|Great Old One|TT}}
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{{unit|Ubbo-Sathla|TT|1|6|*| |card=*|ava=[[Tcho-Tcho]] {CW-F5} (x1), [[Tcho-Tcho]] {CW-F5-O3} (x1), [https://petersengames.com/the-games-shop/ubbo-sathla-blister-pack/ Ubbo-Sathla Blister Pack] {RPG-F5-P3} (x1)
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|awa=<br>
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#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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#If it is the Doom Phase, pay 0 Power. If it is the Action Phase, pay 6 Power.
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#Eliminate the High Priest, then place Ubbo-Sathla at your Controlled Gate.
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|com=Equal to Growth counter on the Doom track.
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|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.}}
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|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?
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}}
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|}
   
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===Expansion Units===
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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{{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|Brain Cylinder|TT|4|0|0| |alt=Token|p=*|alt2=Figure|ava=[''Token''] [[Tcho-Tcho]] {CW-F5} (x4)<br>[''Figure''] [[Shining Trapezohedron]] {CW-E15} (x4), [[Shining Trapezohedron]] {CW-E15-O3} (x4), [[Shining Trapezohedron]] {CW-E15-O4} (x4), [https://petersengames.com/the-games-shop/brain-cylinder-blister-pack/ Brain Cylinder Blister Pack] {RPG-E15-10} (x1)
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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=See [[Brain Cylinders]] for rules. The Brain Cylinder figures replace the Brain Cylinder Tokens.
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}}{{unit|The 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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===Buildings===
2) If it is the Doom phase, pay 0 Power; if it is the Action phase, pay 6 Power.
 
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{{unit-o|Building|TT|*}}
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{{unit|Gate|TT|1|3|N/A| |ava=[[Colour Out of Space]] {CW-U7} (x1), [[Eldritch Gate Pack]] {CW-U9} (x1), [[Eldritch Gate Pack]] {CW-U9-O3} (x1)
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|notes=Used for [[Colour Out of Space]]}}
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|}
   
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===Other components===
3) Eliminate the High Priest, then place Ubbo-Sathla at your controlled Gate. 
 
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{{comp-o|TT}}
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{{comp|Faction Card|TT|1| |ava=[Cardstock] [[Tcho-Tcho]] {CW-F5} (x1)<br>[3mm] [[Tcho-Tcho]] {CW-F5} (x1), [[Tcho-Tcho]] {CW-F5-O3} (x1)}}
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{{comp|Faction Token|TT|1| |ava=[[Tcho-Tcho]] {CW-F5} (x1), [[Tcho-Tcho]] {CW-F5-O3} (x1)}}
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{{comp|Power Marker|TT|1| |p=*|ava=[[Tcho-Tcho]] {CW-F5} (x1), [[Tcho-Tcho]] {CW-F5-O3} (x1)}}
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{{comp|Doom Marker|TT|1| |p=*|ava=[[Tcho-Tcho]] {CW-F5} (x1), [[Tcho-Tcho]] {CW-F5-O3} (x1)}}
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{{comp|Growth Counter|TT|1| |ava=[[Tcho-Tcho]] {CW-F5} (x12), [[Tcho-Tcho]] {CW-F5-O3} (x1)}}
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{{comp|Custom Dice|TT|1|Used for [[Hell's Banquet]]|ava=[[Custom Dice Pack]] {CW-E14} (x1)}}
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{{comp|Battle Dice|TT|20| |ava=[[Battle Dice - Tcho-Tcho]] {CW-U21} (x20), [[All 200 Battle Dice!]] {CW-U24} (x20), [[ALL 240 BATTLE DICE]] {CW-U24-O4} (x20)}}
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{{comp|Neutral Unit Identifier|TT|6 (25mm)<br>3 (40mm)<br>3 (50mm)<br>3 (60mm)<br>1 (80mm)| |ava=[[Neutral Unit Identifiers]] {CW-U26} (x16), [[Neutral Unit Identifiers]] {CW-U26-O4} (x16)}}
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|}
   
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==Strategy==
'''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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===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 Requirements ==
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===Spellbook strategies===
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<!--
- Another player performs a Ritual of Annihilation OR Another player has 15 Doom
 
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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===
- Earn an Elder Sign
 
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{{section-stub}}
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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.
   
- Own 3 or more Elder Signs
 
   
- As an Action, remove your Controlled Gate in your Start Area (On the Primeval or Shaggai Maps, remove any of your Controlled Gates)
 
   
- Any Great Old One is Killed in Battle
 
   
- Awaken Ubbo-Sathla
 
   
== Spellbooks ==
 
'''[Share Universal Spellbooks]'''
 
   
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=== Two Gate Opener ===
'''Soulless''' '''(Ongoing)''' When Captured and Sacrificed, your Cultists provide 0 Power (instead of the normal 1 Power).
 
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Pros: It's easy to accomplish
   
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Cons: It can be sabotaged by an agressive Crawling Chaos or other factions.
'''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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'''Round 1'''
'''Terror''' '''(Battle)''' Choose one:
 
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# Move 1 cultist: 7 power. Move it to an empty space.
1) Your enemy’s Combat total is reduced by 1 per Proto-Shoggoth in the Battle.
 
  +
# Summon KiY: 3 power, acquire spellbook (Screaming dead or Passion, usually)
2) Your Combat total is increased by 1 per Proto-Shoggoth in the Battle.
 
  +
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)
<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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3.2 If building a Gate is dangerous, stall a turn using your Spellbook requirement. (3 power)
'''[The Tsang Tribe Spellbooks]'''
 
   
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4. Build a Gate. (0 power)
'''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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If at any time you feel very threatened by Crawling Chaos monsters, you can switch to Basic Desecration Opener.
'''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.
 
   
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'''Round 2''' you start with 10 power, 2 Doom Points and a GOO.
'''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.
 
  +
# 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 ===
<sub>^Balance patch: For each area with a gate containing one of your high priests.</sub>
 
  +
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.
'''[The Leng Tribe]'''
 
   
  +
'''Round 1'''
'''Dark Rithals''' '''(??)''' ???.
 
  +
# Move 1 cultist: 7 power. Move it to an empty space.
  +
# Summon KiY: 3 power, acquire spellbook (Screaming dead or Passion, usually)
  +
# Stall a turn giving someone 3 Doom Points. Take Passion or Screaming Dead. (3 power)
  +
# If someone has made the mistake of building a second gate close to our King in Yellow, move there. (2 power)
  +
# Capture the cultist. (1 power)
  +
# 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 ===
'''Fulmination (??)''' ??.
 
  +
1.Move 1 cultist: 7 power (location not a big deal, most players move to scandinavia on earth map)
   
  +
2. Summon KiY: 3 power, aquire spellbook (Screaming dead it the most recommended choice here but other options are available)
'''Surprise''' '''(??)''' ??.
 
   
  +
3. Move KiY back to starting location (either via screaming dead or move): 2 power
'''[The Sarkomand Tribe]'''
 
   
  +
4. Desecrate, aquire undead: 0 power
'''Otherworld Alliances''' '''(??)''' ???.
 
   
  +
Turn 2 you start with 9 power, a GOO and a monster
'''Doomsday (??)''' ??.
 
   
  +
1. Screaming dead back to where your lone cultist is and desecrate: 6 power
'''Inerrant''' '''(??)''' ??.
 
  +
  +
Here's where there's some options
  +
  +
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.
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=== Early Hastur ===
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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
  +
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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)
  +
  +
3. Build a Gate in the area with KiY: 0 power
  +
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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
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Turn 2 you start with 10 power and a GOO
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1. Awaken Hastur: 0 power, take Third Eye
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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.
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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>
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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>
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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>
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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>
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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''-->
   
 
== General Tips ==
 
== General Tips ==
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= THE FIRST TURN CHALLENGE =
 
= THE FIRST TURN CHALLENGE =
In your first turn, you pretty much need a high priest. This is going to cost you 3 Power. Since you also want a gate (everyone does!), you have a problem. It’s 4 Power to build that gate, and 3 Power for the priest, which leaves you only 1 Power, which means you can’t guard your second Gate with a monster, since your only monster costs 2. In other words, you’ll have to guard that Gate by moving a cultist, or by recruiting your high priest there. And THEN you have to hope that only one enemy targets you for capture. 
+
In your first turn, you pretty much need a High Priest. This is going to cost you 3 Power. Since you also want a gate (everyone does!), you have a problem. It’s 4 Power to build that gate, and 3 Power for the priest, which leaves you only 1 Power, which means you can’t guard your second Gate with a monster, since your only monster costs 2. In other words, you’ll have to guard that Gate by moving a cultist, or by recruiting your high priest there. And THEN you have to hope that only one enemy targets you for capture. 
   
 
The difficulty is that when you build your new Gate, it is possible for at least two enemies to already have gates next to it. This assumes Crawling Chaos isn’t in the game, which will add a third threat. If both enemies produce 1 pt monsters to “guard their gate”, but then spend 2 Power to move to YOUR gate, and capture you, you have taken a pretty big hit. 
 
The difficulty is that when you build your new Gate, it is possible for at least two enemies to already have gates next to it. This assumes Crawling Chaos isn’t in the game, which will add a third threat. If both enemies produce 1 pt monsters to “guard their gate”, but then spend 2 Power to move to YOUR gate, and capture you, you have taken a pretty big hit. 
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There’s not much you can do about this except try to place that Gate where it is only adjacent to one enemy, or try to verbally convince your enemies not to gang up on you. 
 
There’s not much you can do about this except try to place that Gate where it is only adjacent to one enemy, or try to verbally convince your enemies not to gang up on you. 
   
One other option is to NOT build that second gate, but instead sacrifice your own Gate at your start for a spellbook, (taking Hierophants) and then rebuild it. You won’t have to recruit a High Priest (since Hierophants gives you one), but you still can’t afford to build a second gate AND take a proto-shoggoth. So you’ll start your second turn with 2 less Power and 1 less Doom. 
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One other option is to NOT build that second gate, but instead sacrifice your own Gate at your start for a spellbook, (taking Hierophants) and then rebuild it. You'll still get the High Priest even though you have no Controlled Gate (FAQ ruling) although this ability is better used later in the game, especially if you are under attack and at high risk of losing the gate anyway... So, you’ll start your second turn with the same amount of power and doom or 2 less Power and 1 less Doom, depending on when you sacrificed the gate.  
   
 
It’s a thorny situation, and shows you how the Tcho-Tchos are faced with critical decisions right from the start.
 
It’s a thorny situation, and shows you how the Tcho-Tchos are faced with critical decisions right from the start.
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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![[Category:Faction]]
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Have at it!
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[[Category:Tcho-Tcho| ]]
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[[Category:Catalog|F5]]

Revision as of 13:00, 10 April 2021

Tcho-Tcho
Tcho-Tcho (Painted)
Painted

Tcho-Tcho {CW-F5} is a faction released with Onslaught Two. The Onslaught Three version of the faction {CW-F5-O3} excluded the Brain Cylinder Tokens and updates the Tablets of the Gods and Hierophants spellbooks. The Leng and Sarkomand Tribe spellbooks were later added with Final Onslaught.


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 Tribes
Spellbook - Tcho-Tcho - All TribesSpellbook - 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.
Spellbook - Tcho-Tcho - All TribesSpellbook - Tcho-Tcho (Soulless) Soulless (Ongoing): When Captured and Sacrificed, your Cultists provide 0 Power (instead of the normal 1 Power).
Spellbook - Tcho-Tcho - All TribesSpellbook - 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 Tribe
Spellbook - Tcho-Tcho - Tsang TribeSpellbook - 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.
Spellbook - Tcho-Tcho - Tsang TribeSpellbook - Tcho-Tcho (Martyrdom) Martyrdom (Post-Battle): If your High Priest is assigned a Kill, all Kills assigned to your other Units become Pains instead.
Spellbook - Tcho-Tcho - Tsang TribeSpellbook - 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 Tribe
Spellbook - Tcho-Tcho - Leng TribeSpellbook - 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.
Spellbook - Tcho-Tcho - Leng TribeSpellbook - 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.
Spellbook - Tcho-Tcho - Leng TribeSpellbook - 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 Tribe
Spellbook - Tcho-Tcho - Sarkomand TribeSpellbook - 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.
Spellbook - Tcho-Tcho - Sarkomand TribeSpellbook - 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.
Spellbook - Tcho-Tcho - Sarkomand TribeSpellbook - 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), Tcho-Tcho {CW-F5-O3} (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

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 {CW-F5-O3} (x3), Tcho-Tcho High Priest Blister Pack {RPG-F5-P2} (x2)
[Alternate] 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), Tcho-Tcho {CW-F5-O3} (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 *

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), Tcho-Tcho {CW-F5-O3} (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
Availability: [Token] Tcho-Tcho {CW-F5} (x4)
[Figure] Shining Trapezohedron {CW-E15} (x4), Shining Trapezohedron {CW-E15-O3} (x4), Shining Trapezohedron {CW-E15-O4} (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?
See Brain Cylinders for rules. The Brain Cylinder figures replace the Brain Cylinder Tokens.
The Dark Demon - Tcho-Tcho File:The Dark Demon - Tcho-Tcho (Painted).png
The Dark Demon 1 1 0

Loyalty Card - The Dark Demon

How to Obtain the The Dark Demon Loyalty Card: In the Doom Phase, when it is your turn to perform a Ritual of Annihilation, you may pay 2 Doom to obtain this Loyalty Card and then place the Dark Demon matching your Faction's color anywhere on the Map. If you wish, you may also perform a Ritual of Annihilation. Each of the other Factions permanently loses an Acolyte from their Pools (or from the Map, if all are in play) and then adds to their Pools a Dark Demon of their Faction's color.
The Summons (Ongoing): Any Faction with a Dark Demon in its Pool cannot take any Action other than Recruiting the Dark Demon. (You can still choose to drop your Power to 0 and take no more Actions this Action Phase instead).
Metamorph (Ongoing): Dark Demons are a new type of Cultist and are treated as Cultists in every way, but they produce 0 Power during the Gather Power Phase. They are Recruited rather than Summoned, so a Controlled Gate is not needed to bring them into play. Dark Demons may Create and Control Gates, and they are worth 1 Power when Captured. They can be targeted by any Spellbooks or abilities that reference Cultists, but not Acolytes.
Availability: Masks of Nyarlathotep {CW-U10} (x1)

Buildings

Buildings
Image Unit Quantity Cost Combat Spellbooks
Gate - Tcho-Tcho File:Gate - Tcho-Tcho (Painted).png
Gate 1 3 N/A
Notes: Used for Colour Out of Space
Availability: Colour Out of Space {CW-U7} (x1), Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1)

Other components

Other components
Image Component Quantity Notes
Faction Card - Tcho-Tcho
Faction Card 1
Availability: [Cardstock] Tcho-Tcho {CW-F5} (x1)
[3mm] Tcho-Tcho {CW-F5} (x1), Tcho-Tcho {CW-F5-O3} (x1)
Faction Token - Tcho-Tcho
Faction Token 1
Availability: Tcho-Tcho {CW-F5} (x1), Tcho-Tcho {CW-F5-O3} (x1)
Power Marker - Tcho-Tcho File:Power Marker - Tcho-Tcho (Painted).png
Power Marker 1
Availability: Tcho-Tcho {CW-F5} (x1), Tcho-Tcho {CW-F5-O3} (x1)
Doom Marker - Tcho-Tcho File:Doom Marker - Tcho-Tcho (Painted).png
Doom Marker 1
Availability: Tcho-Tcho {CW-F5} (x1), Tcho-Tcho {CW-F5-O3} (x1)
Growth Counter
Growth Counter 1
Availability: Tcho-Tcho {CW-F5} (x12), Tcho-Tcho {CW-F5-O3} (x1)
Custom Dice - Tcho-Tcho
Custom Dice 1 Used for Hell's Banquet
Availability: Custom Dice Pack {CW-E14} (x1)
Battle Dice - Tcho-Tcho
Battle Dice 20
Availability: Battle Dice - Tcho-Tcho {CW-U21} (x20), All 200 Battle Dice! {CW-U24} (x20), ALL 240 BATTLE DICE {CW-U24-O4} (x20)
Neutral Unit Identifier - Tcho-Tcho
Neutral Unit Identifier 6 (25mm)
3 (40mm)
3 (50mm)
3 (60mm)
1 (80mm)
Availability: Neutral Unit Identifiers {CW-U26} (x16), Neutral Unit Identifiers {CW-U26-O4} (x16)

Strategy

Faction strategy

Spellbook strategies

Recommended openers

Story

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.

Spellbook Strategies

Opening Strategies

THE FIRST TURN CHALLENGE

In your first turn, you pretty much need a High Priest. This is going to cost you 3 Power. Since you also want a gate (everyone does!), you have a problem. It’s 4 Power to build that gate, and 3 Power for the priest, which leaves you only 1 Power, which means you can’t guard your second Gate with a monster, since your only monster costs 2. In other words, you’ll have to guard that Gate by moving a cultist, or by recruiting your high priest there. And THEN you have to hope that only one enemy targets you for capture. 

The difficulty is that when you build your new Gate, it is possible for at least two enemies to already have gates next to it. This assumes Crawling Chaos isn’t in the game, which will add a third threat. If both enemies produce 1 pt monsters to “guard their gate”, but then spend 2 Power to move to YOUR gate, and capture you, you have taken a pretty big hit. 

There’s not much you can do about this except try to place that Gate where it is only adjacent to one enemy, or try to verbally convince your enemies not to gang up on you. 

One other option is to NOT build that second gate, but instead sacrifice your own Gate at your start for a spellbook, (taking Hierophants) and then rebuild it. You'll still get the High Priest even though you have no Controlled Gate (FAQ ruling) although this ability is better used later in the game, especially if you are under attack and at high risk of losing the gate anyway... So, you’ll start your second turn with the same amount of power and doom or 2 less Power and 1 less Doom, depending on when you sacrificed the gate.  

It’s a thorny situation, and shows you how the Tcho-Tchos are faced with critical decisions right from the start.

THE SECOND TURN BREAK

In the first Doom phase, assuming you “only” lost 1 cultist to capture, and did keep that second gate, you’ll start with Ubbo-Sathla (presumably guarding the outlier gate). There are several choices for your second spellbook, but Soulless is pretty popular, as it discourages (though doesn’t prevent) enemies from going after you. 

This doom phase you’ll wind up with 10 Power, 1 High Priest, and 2 Doom. (Sack your existing High Priest in the Doom phase to awaken Ubbo, then take Hierophants to get him back.)

Ubbo’s combat is 0, so while you can use him to capture enemies, he can’t do much damage. This is probably a good turn to destroy and rebuild your start area gate, which also gives you a second high priest. With your 7 remaining Power, you should be able to either build a third gate and guard it with protoshoggoths, or attack with Ubbo-Sathla in an attempt to get him killed (might be hard unless an enemy awakened a nearby GOO), or you can reach for the stars and try both. If you succeed, you’ll have all three high priests! You may want to get Tablets of the Gods for your reward upon killing off Ubbo. See why below. 

THIRD TURN CHALLENGE

If you get that third gate, don’t lose any cultists (and recruit back your captured one) AND kill off Ubbo-Sathla, then in the Gather phase you’ll have 15 Power. In the Doom phase, you’ll sack a high priest to re-awaken Ubbo, then with this much Power you’ll want to Ritual. All three high priests will be sacrificed, to give you no fewer than FOUR Elder Signs, which will also mean you get 2 new high priests, since you got both your 1 Elder Sign & 3 Elder Sign spellbooks! If you didn’t get Tablets of the Gods, you’ll only get 1 spellbook , but you’ll have an extra High Priest. If you’re the first one to Ritual (plausible, if not certain) you’ll end up with 10 Power, 8 Doom, and 4 Elder Signs. You have five spellbooks too, plus presumably a few protoshoggoths.

You could try to build a fourth gate and protect it. Your basic problem here is that with four gates, and only 6 protoshoggoths (not all of which are yet in play), and 1 GOO, you can’t guard those gates very well. At least one gate is going to have either just a single proto, or else Ubbo won’t have a proto alongside him. Plus with four elder signs AND four gates, you’ve painted a big target on your forehead. 

So maybe it’s time to strike. Use Idolatry to move Ubbo (if his die roll for combat was decent) and a proto or two to a strong enemy’s homeland, and see if you capture their gate. If not, at least you set them back. Then use your excess power to go after another gate. Send a high priest to protect your force (Martyrdom). 

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 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.

FOURTH TURN

Anyhoo, if you hang onto that fourth gate, this Gather phase you’ll have 16 Power (two high priests). In the Doom phase, at least one player should Ritual, which gives you your last spellbook. You need to Ritual (which sends you to 16 Doom, and drops your Power to 9-10). But first you have the tough choice of whether to sacrifice your high priests before or in the Ritual. Doing it before means you’ll start the turn with four-six more Power (depending on whether you get your spellbook before or after your own ritual). Using them DURING the Ritual means you get three extra Elder Signs, but then no more High Priests unless you recruit them yourself. Probably the Elder Signs are worth it though, since this sails you up to 8 Elder Signs. 

If you sack the priests, the turn starts with you at 9-10 Power, no High Priests, a 2d6 combat Ubbo, but easily able to get all your proto-shoggoths out. Unfortunately, the other players all have great old ones by now, and most or all of their own spellbooks, which means you are in for trouble. Hold on tight. Unless your opponents blunder, you will not be able to get another Gate, and probably won’t even be able to retain the four you start with. 

The difficulty is that you are an easy target to hit. Your Gates are comparatively ill-defended – even two proto-shoggoths can’t really hold out against a determined attack, and all your high priests are gone, so you don’t have Martyrdom anymore. If you choose to recruit a High Priest, his best use is to keep intact until the next Doom phase so you can sack him for more Elder Signs, which means you will have even less Power to fight off your enemies. 

You may well be driven back to 2 gates this turn. Ubbo might die. The exact mode of attack will vary with the enemy, but Crawling Chaos will be excited to hit Ubbo to get Elder Signs and/or Power, Cthulhu may just hammer you for the gates, and so forth. You will be scrambling this turn, but this is how the Tcho-Tchos roll. 

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!