Cthulhu Wars Solo
Cthulhu Wars Solo
Cthulhu Wars Solo
Setup
Set up the 5-player board. Put the numbered Elder Sign
Chits into a cup. Put the four Faction Icon Chits into a
separate cup. Place the Spellbooks into a bag.
The Professor and his daughter start in London, which is in
Scandinavia, (for some reason).
For each of the four factions: roll once on the Territory
Chart and place three Cultists of that faction on the
territory rolled. Play now begins.
The Turn
1.
2.
3.
Spellbooks
Action Phase
In the action phase, each of the Investigators may move one
territory and take one action, in any order.
A single move allows you to move from one territory to an
adjacent and connected territory. Investigators may only
move across land territories, and may never enter ocean
territories. The Pilot may move to any territory as a single
move, although may also never enter ocean territories.
Evil Moves
After the investigators have activated, enemies move.
Cultists move one territory towards the territory containing
their faction icon. They must take the shortest route there.
If there are two equally short routes, you simply choose
which they take.
Minions and monsters move one territory towards the
closest investigator. If a monster or minion is equally close
to both investigators, you simply choose which investigator
it goes after.
Enemies may move into ocean territories.
If a monster or minion activates in a territory or moves into
a territory containing a monster or minion from a different
faction, they monsters fight. Roll 2D6 for each monster:
they eliminate a rival minion on a 4+ and a rival monster on
a 5+. You choose which order they activate and which
faction they attack (if three or more factions are present).
If a monster or minion activates in a territory containing an
investigator, or moves into a territory containing an
investigator, and there are no monsters or minions of rival
faction present it attacks the investigator. Roll 2D6: if you
roll a double, the investigator is killed! If both your
investigators are killed, you lose.
Winning
You win the game if you successfully banish the Great Old
One.
Losing
You lose if either the Elder Sign chits run out, or all of your
Investigators are dead.
Difficulty Level
If you are finding the game too hard, you may choose to
make any the following changes:
End Game
Once three factions are eliminated, immediately place the
Great Old One of the remaining faction on the faction's
home territory. The Great Old One does not move, but will
attack any Investigator in its territory (or an adjacent land
territory if Cthulhu).
1.
2.
Investigators
3.
Tips
Try to make sure you are collecting a spellbook each turn.
Don't be afraid to spend a few plane tickets in the few
couple of turns to eliminate a faction.
Be sure to lure the minions and monsters of rival factions
into the same territories, as you likely won't have the actions
to take them all out using just your investigators.
Territory Chart
2d12
TERRITORY
2d12
TERRITORY
13
Arabia
Arctic Ocean
14
Europe
Scandinavia
15
South Pacific
16
Australia
17
East Africa
Central America
18
New Zealand
19
West Africa
20
South Atlantic
10
North Atlantic
21
Indian Ocean
11
South Asia
22
North Pacific
12
West Africa
23
Antarctic
24