Cthulhu Wars Duel - Rules.en
Cthulhu Wars Duel - Rules.en
The time would be easy to know, for then mankind would have
become as the Great Old Ones; free and wild and beyond good and
evil, with laws and morals thrown aside and all men shouting and
killing and reveling in joy. Then the liberated Old Ones would teach
them new ways to shout and kill and revel and enjoy themselves, and
all the Earth would flame with a holocaust of ecstasy and freedom.
—H. P. Lovecraft
P
rophets, philosophers, and madmen all saw the coming of the end of the world. For years
they’d tried to warn us with their indecipherable scrawlings and conspiratorial whispers;
the signs were obvious enough, and in retrospect they should have been easy to see. In
those dark days, mankind seemed to have had a death wish. Long had we been poisoning the
air we breathed, the water we drank, and the Earth from whence our food came. Wars, famine,
and plague stretched cancerously across the globe, and death followed inexorably behind.
Certainly, a few cared. These foolish, kind-hearted souls tried to stem the tide, tried to reverse
the damage we’d done to the planet, but it was all for naught…for the Old Ones had other plans.
They’d come from the stars during the infancy of the world, when Earth was nothing but chaos,
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magma, and churning elemental nonsense. Their inexplicable agendas were never made clear,
but eon by eon, epoch by epoch, they shaped this doomed outpost more to their liking. And, by
the end of the world, they’d finally completed their conflicting, yet eerily compatible agendas.
The poisons, waste, and radiation had served to make the Earth more hospitable to them, more
to their pleasures. As the stars aligned to herald the return of the Old Ones their influence grew,
hastening the sickness of this primitive planet.
Finally, the Wars. The alien horrors of the Old Ones barely had to lift a claw or tentacle. It
simply took a psychic nudge here, a rumbling emanation there, and mankind did the rest. Wars
erupted, flowing forth from the Third World, and engulfing the streets of the First. Massacres
on Main Street were the norm. Strange new weapons were developed to attempt to stem the
tide, but nothing prevailed. Men, women, and children ran through the streets, shouting, killing,
burning, and destroying. Blood flowed in volumes unparalleled in human history.
As the Old Ones rose from their eons-long slumbers, the world burned with a holocaust of
ecstasy and freedom. For moments, all was silent, as if all of existence held its breath...
• Magic Portals: The Areas containing the Portal icons are considered to be the
same Area in every way. Thus, only a single Gate can be placed in Devil’s Reef and
Miskatonic River combined, and a unit in Loblolly Cove is also adjacent to Salem,
since it is part of the Mystic River Area as well.
• Decay Marker: You’ll want to read the rules on Decay closely, since this is a new
feature introduced in Duel. Basically, it increases the cost of taking an Action
once a player is out of Power.
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• Doom Phase: You do not earn automatic Doom points in the Doom phase based
on your Gates, though a Ritual of Annihilation still earns Doom equal to your
Gates and Elder Signs equal to your Great Old Ones.
• Doom for Kills & Elimination: When a Unit is Eliminated or Killed by its
opponent’s act, that opponent earns Doom equal to that Unit’s Power cost. (This
does not happen if you Eliminate your own Unit.)
• Victory Condition Change: You do not need to have all 6 Spellbooks to win
the game.
Cthulhu Wars: Duel is for two players. You may notice references to other factions in
the rules below that are not in this game. Forthcoming Cthulhu Wars: Duel games will
be compatible - if you own any games within the system, you can mix and match maps
and factions freely.
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Table of Contents
CTHULHU WARS: DUEL DIFFERENCES . . 1 Summon Monster . . . . . . . . . . . . 17
TABLE OF CONTENTS . . . . . . . . . . . . . . 3 Awaken Great Old One . . . . . . . . . 17
GAME COMPONENTS . . . . . . . . . . . . . . . 4 Create Gate . . . . . . . . . . . . . . . . 18
INTRODUCTION . . . . . . . . . . . . . . . . . . 7 Move . . . . . . . . . . . . . . . . . . . . 18
SET UP . . . . . . . . . . . . . . . . . . . . . . . . 7 Battle . . . . . . . . . . . . . . . . . . . 18
PLACE THE COMPONENTS . . . . . . . . .7 Capture Cultist . . . . . . . . . . . . . . 19
FACTIONS . . . . . . . . . . . . . . . . . . . . 7 Pass . . . . . . . . . . . . . . . . . . . . 20
START AREAS . . . . . . . . . . . . . . . . . .7 THE TWO UNLIMITED ACTIONS . . . . . 20
THE FOUR TYPES OF ACTIONS . . . . . 16 VICTORY: ENDING & WINNING THE GAME . 32
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Core Game C O MP ON E N TS
Decay Marker
Ritual of
Annihilation
Marker
10 Six-Sided Dice
6/17/20 11:22 AM
Game Board
Game Board.indd 1
4
Great Cthulhu
2 Shoggoths
Power
Marker
2 Starspawn
6 Acolyte Faction
Cultists Token 4 Deep Ones
Cthulhu
5
Black Goat
Power
Marker
4 Fungi from
Yuggoth
Shub-Niggurath
Faction
Token 2 Ghouls
6 Acolyte
Cultists
3 Dark Young
6
Factions
Introduction Great Black
Cthulhu Wars: Duel is a two-player game Cthulhu Goat
about the rise of the Great Old Ones and the 8 Each player must select a Faction. You
end of the world. Each player represents a can do this randomly, or just choose.
Great Old One, its cosmic horrors, and its In case of a dispute, we usually let the
cult. You’ll battle to defeat your opponent, youngest player take first choice.
a rival Great Old One. It is based on the
multiplayer strategy game Cthulhu Wars, but 9 Each player takes their Faction Card,
is its own beast, so read the rules well even if Spellbooks, and all Standees and
you are familiar with the earlier game. tokens belonging to their color.
7
9
8
10
11
6 5
1 4
11
11
2
8
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5 10
6
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Phases of Play
2 Gather Power Phase
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1 Action Phase to 0
Return the Decay marker
to unit cost
· Gain Doom equal
loses Units +1 Power per Cultist
whenever your opponent •
response
due to your action or Gate
• +2 Power per Controlled
Actions: Cultist
• +1 Power per Captured
Power, he
If the player has any (return to owner’s pool)
Add the Decay
performs 1 Action. Gate
action Power • +1 Power per Abandoned
marker’s position to all
Abilities
costs • +? Power for Special
1 Cultist Phase
• -1 Power to Recruit 3 Determine First Player
(requires Unit) becomes
• Player with most Power
1 Monster
• -? Power to Summon First Player
(requires controlled Gate)
Great Old One
4 Doom Phase
• -? Power to Awaken 1
Annihilation:
• (Optional) Rituals of
Gate (requires
• -3 Power to Create 1 Spend Power equal
to the current
Marker to earn
Cultist) position of the Ritual
Gate and 1
1 Doom per Controlled
• -1 Power per Unit to Move Great Old
Elder Sign per Faction
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(requires Unit Ritual per player per
• -1 Power to Battle One. Max one
with 1+ Combat) Phase
Cultist Abilities
• -1 Power to Capture 1 • Special Events and
is gained from
• Pass – Lose all power (Reminder: no Doom
via Rituals)
Controlled Gate except
OR
Power, move the
· If the player has zero
and end turn
Decay marker up by 1
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The Map
The Map is divided into Areas. Each Area
Game Basics represents a single part of the world, and
is defined as either water or land. On the
Object of the Game Lovecraft Country Map, water Areas consist
At the end of the game, the player who has of the Merrimac River, Gardner Reservoir,
the highest Doom on the Doom Track is Martin’s Cove, Devil’s Reef / Miskatonic River,
declared the winner. See Victory: Ending Loblolly Cove / Mystic River, and Jersey Reef
and Winning the Game (p. 32) for more / Charles River.
details. For most game purposes there are no
Phases of Play differences between water and land. Any
Units can freely Move between land and
Cthulhu Wars: Duel is played out in four water, perform Actions in either type of
distinct Phases: Area, etc. Abilities occasionally distinguish
between water and land (notably Great
1. Action Phase (Page 15)
Cthulhu’s Y’ha Nthlei and Submerge.) In
2. Gather Power Phase (Page 23) certain Maps, the terms “sea” and “ocean”
may be used as synonyms for water when
3. Determine First Player Phase (Page 24) referring to Areas.
4. Doom Phase (Page 25) The Water Portals
Play begins with the Action Phase and To keep their conflict isolated from the larger
proceeds through each Phase as listed realm, the Great Old Ones have placed
above, returning to Phase 1 after Phase 4. magic Portals in some water Areas. These
This cycle continues until the end of the Portals combine into a single Area made of
game is triggered. A typical game of Cthulhu two parts, even though they are on opposite
Wars: Duel takes approximately four or five sides of the map. Combined Areas include:
cycles through these Phases.
1 ADJACENT 1
2
2
3
3
The Innsmouth Bridge: Note that Devil’s Reef is directly adjacent to Gardner Reservoir, and
Innsmouth is directly adjacent to Rockport.
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1• Devil’s Reef and Miskatonic River The number of Units available to you is
limited. You can never have more than 6
2• Loblolly Cove and Mystic River
Acolyte Cultists in play, nor can Great Cthulhu
3• Jersey Reef and Charles River have more than 4 Deep Ones. During play,
if all of your Units of a particular type have
These pairs are considered the same Area been placed on the Map, you cannot place
in every way. For instance, only one Gate another until one has been returned to your
can be placed in a combined Area, you can Pool.
Move from either part of a combined Area to
any Area adjacent to the other part, and so Units in your Pool are not considered to be in
forth. play, and vice versa. A Unit can be removed
from play and returned to your Pool by being
Great Cthulhu starts with a Gate in Jersey Killed during a Battle, or by otherwise being
Reef. This means that no Faction can place a Eliminated. Eliminations can result from
Gate in Charles River, because it is combined Actions, abilities, or as part of Battle.
with Jersey Reef. It also means that Great
Cthulhu can Move a unit from Jersey Reef
to Boston or the Mystic River immediately.
Of course, Mystic River is itself a part of
Loblolly Cove.
Cultists
Units and Faction Pool
Each player has a Pool in which they keep
Spellbooks, Standees, Cultist counters,
and tokens of their player color that are not
currently in play. Players’ Pools should be set
up near their Faction Cards.
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Gates
Each player starts the
game with a Controlled
Gate, meaning that one
of their Acolyte Cultists
has been placed atop
that Gate, identifying its Controller. A Gate
can never have more than a single Cultist on
top of it. Thus, a particular Gate may only
ever be Controlled by a single Faction. Gates
can also be Abandoned, as indicated by the
lack of a Cultist on top. Monsters and Great
Old Ones cannot Control Gates, and they
may never be placed on top of them (with the
exception of Black Goat’s Dark Young, once
their Red Sign Spellbook is in play).
Game Board.indd 1
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Special Abilities
& Spellbooks
Each Faction in Cthulhu Wars: Duel is
strikingly different, largely due to their
unique abilities. These are derived from
three sources:
1. Unique Faction abilities, found on
Faction Cards and available from the
start of the game
2. Spellbooks, which are unique to
each Faction and become available
during play
3. Each Great Old One has its own
unique ability, available while that
Great Old One is in play and as
described on each Faction Card moment you would use the ability, or when the
ability’s effect would do something (including
4. Each Faction has unique monsters.
an Ongoing ability), you may choose for the
effect to not take place. Because Special
Types of Special Abilities Abilities are intended to help your Faction
win, it is usually better to use them at every
Every Special Ability belongs to a category
opportunity, so the default assumption is
that determines when that ability takes
that unless you speak out, an ability is used.
effect. There are five basic types of Special
However, you may occasionally encounter a
Abilities:
circumstance in which you may not want an
1. Actions: Use these during the Action ability to take effect.
Phase.
Some abilities are not optional, and they
2. Battle: These take effect only during must take effect at the appropriate time. In
a Battle. such a case, this is made clear in the ability’s
3. Gather Power Phase: These take text.
effect in this Phase.
Target Chooses Unit
4. Doom Phase: These take effect in
this Phase. If an ability targets an enemy’s Unit, the
victim typically selects which of his Units is
5. Ongoing: These abilities can be used
targeted by that ability. There are some rare
to benefit your Faction at any time.
exceptions which are stated in the text of
The use of all Special Abilities is considered the ability. If an ability does not specify who
optional, unless designated as mandatory chooses the Unit affected, then the choice
in the description. This means that at the always belongs to the Unit’s owner.
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Earning Spellbooks Elder Sign Trophies
Earning Spellbooks is similar to earning Elder Sign Trophies symbolize the shattering
achievements in video games. When you of the bonds that once held the Great Old
fulfill one of the requirements written on Ones in check. Throughout most of the text,
your Faction Card, you must cover that these are simply referred to as “Elder Signs.”
requirement with a Spellbook from your Pool
Whenever you earn an Elder Sign, take an
(this is mandatory). No particular Spellbook
Elder Sign token from its holder and, without
is tied to any particular requirement; you
revealing it to the other player, place
may choose any Spellbook to cover any
it face down by your Faction Card.
slot. Spellbooks may never be lost, even if
You may freely examine your own
their requirements are no longer true. Once
Elder Sign tokens, each of which
earned, Spellbooks remain on your Faction
is marked with a number: 1, 2, or
Card and may be used throughout the game.
3. These numbers indicate that
It is possible to earn more than one Spellbook Elder Sign’s value in Doom. Half
at a time, as long as all requirements of the Elder Signs are worth 1
are met at that time. However, there are Doom, a third are worth 2 Doom, and the
some Spellbooks that can only be earned rest are worth 3 Doom each.
simultaneously if performed in a specified
While these numbers indicate the Elder
way. In such a case, this will be explained on
Signs’ Doom values, this Doom is not
the Faction Card (see the Faction Card for
immediately marked on the Doom Track.
Great Cthulhu for an example).
Instead, it is up to players to decide when
Important Note: If you gain a Spellbook to gain Doom from their Elder Signs. To do
as part of, or during, a Battle (for example, so, players must reveal their Elder Sign(s)
Great Cthulhu’s requirement that demands and then advance their Doom Markers an
a Devour and/or Kill in Battle), you do not appropriate number of spaces along the
receive that Spellbook until the Battle has Doom Track. This may be done at any time,
been fully resolved, including Post-Battle including during any of the four Phases of
effects. play, or even at the very end of the game.
It is typical for most Elder Signs to remain
Example: Black Goat has a requirement
unrevealed until the end of the game, thus
which states, “Have Units in 4 Areas.” As
concealing each player’s true Doom.
soon as this requirement is met, Black Goat
gains a Spellbook and places it over that When revealing an Elder Sign to gain Doom,
slot on her Faction Card. Even if on the next do not replace that Elder Sign with the
turn someone drives her Units into three or others not yet revealed. Instead, place that
fewer Areas, Black Goat retains the relevant Elder Sign back into the box; it is gone and
Spellbook for the rest of the game. may never be redrawn.
Tip: Each individual Spellbook enhances In the unlikely event that all Elder Signs
your Faction significantly and, therefore, a have been earned and a new Elder Sign is
major part of your game strategy is tied to to be drawn, simply give that player 1 Doom
when and in which order you obtain your on the Doom Track instead; this would not
Spellbooks. be kept secret.
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Faction Cards
Your Faction Card contains a great deal
of information.
1
3
8
2 4
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The Decay Marker
If you are out of Power (or if your game
Action Phase includes Windwalker, if you are Hibernating)
when it would be your turn to take an Action,
The Action Phase is where the Great Old instead advance the Decay Marker by 1.
Ones destroy the world as they fight for Then the other player takes their turn.
supremacy. Most of the game takes place
during the Action Phase. In this Phase, each If the Decay Marker on the Doom Track is at
player in turn Moves Units, casts spells, 1 or higher, you must first pay the Decay cost
engages in Battle, and otherwise interacts (equal to its position on the track) before you
with their opponent. take an action. If paying for Decay leaves you
with 0 Power or you can’t fulfill the Decay
The Action Phase always starts with the penalty, you are reduced to 0 Power and your
current First Player, who takes a single turn ends.
Action. When this player has finished, the
other player takes an Action. Then the First
Player can take another Action, and so forth.
Example:
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The Action Phase continues with each an enemy Acolyte if there are no Undead in
player who still has Power, until both players its Pool.
are finally out of Power and no more Actions
Spellbook Requirement Actions
can be taken. At this point, the Decay Marker
is returned to the 0 slot on the Doom Track, These can be found on your Faction
the Action Phase ends, and play continues to Card’s Spellbook requirement slots. Most
the Gather Power Phase. Spellbook requirements are not Actions;
those that are will begin with the words, “As
Tips: Think of the Action Phase as chess—
an Action,” or, “As your Action.” Spellbook
you have many options, but may only take
Requirement Actions only cost Power if
a single Action each time. After taking that
indicated; otherwise, they have a cost of 0
Action, the other player has a chance to
Power. A Spellbook Requirement Action
respond.
is always a distinct Action, and you cannot
If your opponent runs out of Power first, double it up with another Action.
then this is good for you, as you are the only
one who can still take Actions. This means Example: Crawling Chaos has the Spellbook
you can do as you like while your opponent requirement of “As your Action, pay 4
helplessly watches you mess with their stuff. Power.” This means that you would simply
Bearing in mind the Decay penalty which pay 4 Power to fulfill this requirement and
may cut short your rampage, of course. gain a Spellbook. This cannot be combined
with another Action, nor can it be triggered
The Four Types of Actions by performing one of those Actions.
Moving four Units also costs 4 Power, but
There are four categories of Actions in
you can’t use that cost to fulfill this Spellbook
Cthulhu Wars: Duel—Common, Unique,
requirement. Because earned Spellbooks
Spellbook Requirement, and Unlimited.
are never lost, any Spellbook Requirement
Common Actions Action may only be performed once per
game.
These are available to all Factions. On their
turn, a player may choose to perform one of When it is your turn to take an Action, you
the eight Common Actions, as detailed later. must choose to perform a single Common,
Unique, or Spellbook Requirement Action.
Unique Actions
You cannot take one of each; you may only
These are only available to your particular take one such Action on your turn!
Faction. Some Unique Actions have
Unlimited Actions
requirements which must be met before
they can be performed. For example, Great The fourth category, Unlimited Actions,
Cthulhu’s Faction cannot perform the allow you to break the “one Action on your
Submerge Action unless Great Cthulhu turn” rule. Unlimited Actions are special,
himself is in play. Likewise, you cannot as you can perform them in addition to
execute a Unique Action unless you are your turn Action. Unlimited Actions are not
able to perform it completely. For example, unique to any Faction and are available to
Yellow Sign cannot use Zingaya to Eliminate both players. Unlimited Actions sometimes
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have requirements that must be met before into which the Monster is Summoned. Pay
they can be performed. the Monster’s cost (found on your Faction
Card), and place it on the Map.
Tips: If you are not sure what to do on your
turn, look at your Spellbook requirements. You may only Summon 1 Monster per
You cannot go far wrong so long as you strive Summon Monster Action (exception: Black
to gain new Spellbooks, or try to set yourself Goat).
up for more Power in the next Gather Power
Sometimes an ability allows you to place
Phase.
a Monster on the Map (such as Yellow
Tips: Once Cthulhu has the Dreams Sign’s Desecrate Action, or Great Cthulhu’s
Spellbook, you should never leave an Devolve Spellbook). These do not count as
Acolyte Cultist alone on a Gate in a critical Summon Monster Actions, and as such do
Area! Placing a second Cultist in the Area not necessarily require a Gate in the Area.
won’t prevent Dreams, but it makes it more
Awaken Great Old One - Cost: Varies
expensive for Cthulhu to steal the Gate. You 3 (specific requirements apply)
may also consider guarding your Cultist with
a Monster; if Great Cthulhu Dreams him The Awaken Great Old One Action allows
away, you can Capture his replacement. you to bring your Great Old One into play.
Just as each Great Old One itself is unique,
The Eight Common Actions
so is the way in which each is placed on the
Recruit Cultist - Cost 1 Power Map. Your Faction Card has a series of steps
1 (requires any of your Units) (always at least two) that must be done to
Awaken your Great Old One. All of these
The Recruit Cultist Action allows you to
steps combined comprise the Awaken Great
place a Cultist from your Pool onto the Map.
Old One Action.
One of your Units must be in the Area into
which you Recruit the Cultist. This Unit can You may only Awaken a single Great Old
be of any type: another Cultist, a Monster, or One per Awaken Action. Of course, most
even a Great Old One. If you have no Units Factions only have a single Great Old One.
on the Map, you may recruit a Cultist at any
Once your Great Old One is in play, its Special
location. This allows you to return to play
Ability is now available to use. If your Great
even if you have been wiped off the Map.
Old One leaves play, its ability is unavailable
You may only Recruit 1 Cultist per Recruit until the Great Old One has been Awakened
Cultist Action. This even applies to Black once again.
Goat, whose Fertility Cult Ability only applies
Tips: Since a Great Old One can be “Killed”
to Monsters.
(after which it must be re-Awakened), do
Summon Monster - Cost: Varies not bring it out before you can protect it
2 (requires a Controlled Gate) with other Units. Two exceptions are the
King in Yellow and Cthulhu, since they are
The Summon Monster Action allows
(comparatively) inexpensive to replace.
you to place a Monster from your Pool onto
the Map. You must Control a Gate in the Area
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Create Gate - Cost: 3 Power
4 (requires Cultist)
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7 Capture Cultist - Cost: 1 Power Avoiding Capture by Monsters
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Notes: Capturing and being Captured has says “immediately.” The use of one of these
nothing to do with the Combat ratings of Spellbooks would make up the entirety of
the Units involved. A Monster with Combat Step 3, above.
0 can Capture a Cultist with Combat 1 or
Two Unlimited Actions are available to
more. If the Cultist wanted to fight back,
players: Control or Abandon Gate, and
its owner should have declared Battle in a
Unlimited Battle.
previous turn.
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perform a Common, Unique, or Spellbook Unlimited Battle has one important
Requirement Action. restriction, however—you can still only
initiate one Battle per Area. You cannot
Since Unlimited Actions occur on your turn,
declare a Battle as a Common (or Unlimited)
you cannot Control an Abandoned Gate
Action, and then do an Unlimited Battle in
with a Cultist except when it is your turn to
the same Area. If, as a result of Battle, your
take an Action. If both players have Cultists
Units retreat to another Area, you can do
in an Area with an Abandoned Gate, the
Unlimited Battle in that new Area. However,
first player to take an Action will be able to
if they then retreat back into the original Area,
Control that Gate.
they can’t initiate a Battle there because of
Unlimited Battle - Cost: 1 Power this “one Battle per Area” rule.
2 (requires a player to have 6 Spellbooks)
Ongoing Special Abilities
When any player has 6 Spellbooks on their
Ongoing Special Abilities are not Actions
Faction Card, then Unlimited Battle is
but can take effect during the Action Phase.
unlocked for both players. Each Unlimited
Because they are not Actions, they do not
Battle you perform still costs 1 Power,
have a Power cost, and you can still do them
allowing you to initiate as many Battles
(at the appropriate time) even when you are
as you wish before and/or after your
out of Power. The rule about your turn being
single Common, Unique, or Spellbook
skipped when out of Power only applies to
Requirement Action.
Actions—it does not apply to Ongoing or
other types of Abilities. For instance, if an
enemy declares Battle against you when
you are out of Power, you can still use your
Spellbook Battle Abilities.
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Zoran has 6 Spellbooks and it is his turn. Zoran can still choose to Battle Ben,
First, he performs the Move Action and since it is his turn and he has the option
Moves several of his Monsters into an to perform Unlimited Actions. But he may
Area containing 2 of Ben’s Units, both of no longer want to do so now that Ben has
which are Cultists. a Monster of his own!
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Example: Alyssa has 2 Controlled Gates and
3 Cultists in play. She has also Captured an
enemy Cultist. She gets 3 Power from her
Gather Power Cultists and 4 Power for her two Controlled
Phase Gates. One Gate on the Map is currently
Abandoned, so she gets 1 Power from that
The Action Phase ends once both players source (as does her opponent). She must
are out of Power. sacrifice her Captured Cultist, which earns
her an additional 1 Power. Finally, she is
When the Gather Power Phase begins,
playing Great Cthulhu and has the Y’ha
return the Decay Marker to the 0 spot on the
Nthlei Spellbook on her Faction Card, and
Doom Track.
her opponent has one Gate in a water area,
so she gets 1 more Power from this. Her
total Power is set to 10.
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Power on their Power Tracks, apply the
Minimum Power Rule. If either player’s
Power is less than half of the other’s
Power, increase that player’s Power
so it is at half of the higher Power
total, rounding up.
Determine First
Player Phase
The player with the greatest amount of power
becomes the new first player. If the players
are tied for most Power, then the player who
was the First Player in the preceding round
decides which of the two becomes the new
First Player.
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pays 5 Power and advances the Ritual
Doom Phase Marker to the “6” space.
25
If the First Player advances the Marker to
Instant Death, his opponent can still perform Earning Doom Via
a Ritual afterwards. The Power cost for this
last Ritual is 10.
Eliminates & Kills
Special Events and Abilities Once all players have had a chance to
Some Spellbooks, Special Abilities, or even perform a Ritual of Annihilation and enacted
Spellbook requirements take effect in the any special abilities, play moves on to the
Doom Phase. These usually occur when it is Action Phase, thus restarting the cycle of
your turn to perform a Ritual of Annihilation, Phases.
whether you perform the Ritual or not. When a Unit is Eliminated or Killed by an
Examples include Black Goat’s Blood effect or action of the opposing player, that
Sacrifice Spellbook and Great Cthulhu’s player gains Doom equal to that Unit’s
two Doom Phase Spellbook requirements. Power cost. The player who lost their Unit
Some other events may also occur at this receives no Doom.
time. Here are some examples:
If you have multiple abilities or events, you • Black Goat Eliminates two Cultists
can choose the order in which you perform for her Spellbook requirement. Her
them. enemy gains zero Doom.
Example: Sleeper has a Serpent Man on • A Shoggoth Absorbs a Cultist for
an enemy’s Faction Card, as per his Ancient Battle. Its enemy gains zero Doom.
Sorcery Spellbook. The current cost of
performing a Ritual of Annihilation is 8, • Yellow Sign uses Zingaya to transform
yet Sleeper only has 7 Power. He returns an enemy Acolyte into an Undead.
his Serpent Man to the Map and gains 1 Yellow Sign gains 1 Doom.
Power, then has enough Power to perform
• Cthulhu Devolves an Acolyte into a
the Ritual.
Deep One. No Doom is gained by the
enemy.
26
• Example 1: Cthulhu’s Power costs are
10/4, so Killing him is worth 7 Doom. Battle
• Example 2: Black Goat’s Units have Battle is the most complex of all events in
a Power cost of potentially 1 less, Cthulhu Wars: Duel. It is a player-initiated
thanks to Thousand Young. Hence, Action and is described in the Action Phase
Ghouls have an average Power cost of section (p. 18).
(1+0)/2 or 0.5, which is rounded up, so
they give the opponent 1 Doom when A Battle takes place in a single Area. The
they die. The same goes for the other Faction initiating the Battle must have at
Black Goat Units, all of which give the least 1 Combat amongst its Units in the
opponent Doom equal to their baseline Area. Though Battle can be an Unlimited
cost due to the rounding factor. Action (once either player has earned all 6
Spellbooks), an Area may only host a single
• Example 3: Windwalker’s Gnoph-Kehs Battle on a given player’s turn.
have a Power cost of 4/3/2/1 which,
when averaged, is 2.5, so Killing a All Units in the Area must participate in the
Gnoph-Keh is worth 3 Doom. Battle.
Units which avoid death by means of abilities After the Battle Action has been paid for
or Spellbooks still provide Doom to the by the player who initiated it, the Battle
enemy which “Killed” them, but only half as proceeds through the following steps:
much (rounded up).
1. Pre-Battle Abilities
• Example 1: Windwalker’s Rhan Tegoth
2. Combat Dice Calculations and Rolls
uses Eternal to avoid dying. The enemy
gets 3 Doom for “Killing” him. 3. Post-Battle Abilities and Assigning
Battle Results
• Example 2: A Regenerating Starspawn
who takes a single Kill and thus avoids 4. Applying Battle Results
death gives the enemy 2 Doom (half
their cost of 3, rounded up). Pre-Battle Abilities
27
Because these are not Actions, they typically and “exempted” throughout the rest of the
do not require Power to use. Some Pre- Battle. The Flying Polyp, of course, is still
Battle abilities require a particular type of Eliminated (providing Great Cthulhu with 2
Unit to be present in the Battle to take effect, Doom as per its cost).
while others may merely require one of your
Units to be in play, but not necessarily in the If all Units of one Faction are somehow
Battle itself! removed during Pre-Battle, you do not need
to continue to the next step—the Battle is
The Faction that initiated the Battle (the over, and no further abilities can be used. For
attacker) uses all of their Pre-Battle abilities example, if Great Cthulhu initiates a Battle
first, and in any order desired. The Faction against Black Goat and Devours Black
being attacked (the defender) then does the Goat’s sole Unit, the Battle would end. Black
same. Goat could not even use Necrophagy, as the
Battle is already over.
This means that all of the attacker’s Pre-
Battle abilities take effect before any of Combat Dice
those chosen by the defender. If the attacker Calculation and Rolls
refrains from using a Pre-Battle ability,
After all Pre-Battle abilities on both sides
they can’t “change their mind” and use any
have taken effect, it is time to calculate
of these after the defender has chosen and Combat and roll dice. Each Unit has a
used their own Pre-Battle abilities. Combat rating listed on its Faction Card,
Some Pre-Battle abilities Eliminate, Kill or which represents how powerful that Unit is
in Battle. Some have 0 Combat, and some
otherwise remove a Unit from the Battle.
require a simple calculation (such as Yellow
(This usually provides Doom to the player.) If
Sign’s Monsters, or many Great Old Ones).
this happens, that Unit does not participate
Your Faction’s Combat in the Battle is equal
for the rest of the Battle, including the
to the sum of the Combat rating of all of your
remainder of the Pre-Battle step. For
Units involved in the Battle. For example, if
example, if Cthulhu himself is in a Battle as
you are playing as Great Cthulhu and have an
the attacker, Cthulhu may use his Devour
Acolyte and 2 Starspawn in the Battle, your
Pre-Battle ability to Eliminate an enemy
combat would be 0+3+3 for a Combat total
Unit. Any Battle-related ability possessed by of 6.
that Unit cannot then be used, because that
Unit is no longer involved in the Battle. Both sides then roll a number of dice equal
to their individual Combat totals. Players can
However, if that Eliminated Unit had already roll simultaneously, or they may take turns.
used an ability that generated an effect
throughout the rest of the Battle, the effect Count up the number of 6s you rolled; these
remains. are “Kill” results. Then count up the number
of 4s and 5s you rolled; these are “Pain”
Example: Crawling Chaos can initiate a results. Rolls of 1, 2, or 3 are misses; they have
Battle and use its Flying Polyp’s Invisibility no effect.
to “exempt” Great Cthulhu’s Shoggoth.
Even if Cthulhu then Devoured that Flying
Polyp, the Shoggoth would remain invisible
KILL PAIN MISS
28
A few abilities are written simply as Battle Kills. As with Kills, excess Eliminations are
abilities (as opposed to Pre- or Post- ignored.
Battle). These abilities modify this step.
Post-Battle abilities are not like Pre-Battle
For example, Opener of the Way’s Channel
abilities, as Kills, Eliminations, or any other
Power Spellbook permits him to re-roll dice
removal from the Battle does not prevent that
that did not score a Kill or Pain result.
Unit from using its own Post-Battle abilities.
Tip: Because Pre-Battle abilities can modify In other words, in this step, both sides can
Combat totals, wait until all Pre-Battle always use any available Post-Battle abilities.
abilities have taken effect before calculating
After Kills and Eliminations are assigned,
the final Combat total.
assign Pains to the remaining units, ignoring
Post-Battle Abilities and any excess. Each Pained Unit must Retreat
Assigning Battle Results to an adjacent Area
29
Post-Battle abilities that modify Pains you choose the Areas to which they retreat.
may be appropriate to use when assigning They do not need to all go to the same Area—
Pains, rather than when assigning Kills. they can be split among multiple Areas. A
For example, Windwalker’s Eternal ability Pained Unit’s Retreat does not count as a
could be used at this point, rather than Move Action, and Move abilities do not apply.
when assigning Kills. Also, Crawling Chaos’
The player who initiated the Battle (attacker)
Harbinger can be activated both when a
applies all of their Pains first, followed by the
Kill and a Pain are assigned. Yellow Sign’s
defender.
Vengeance is used when assigning Kills,
Eliminations, and Pains. You cannot Retreat a Pained unit to any Area
that contains enemy Units (regardless of
Importantly, once a Post-Battle ability has
whether you also have Units there). If this
been triggered (whether while assigning Kills
prevents your Pained Units from Retreating,
or Pains), its effect takes place, regardless of
select a single Unit among them and
whether the Unit with that ability is also (or
Eliminate it. Your other Units remain in the
later) Killed, Eliminated, etc. In other words,
Battle Area as if they were not Pained.
Post-Battle abilities may not retroactively
prevent other Post-Battle abilities from Tip: If you are the attacker in a Battle
taking place. However, they may modify how and receive several Pains, sometimes a
Battle results are assigned. good tactic is to Pain those Units to all the
Areas around the Battle Area to completely
Many Post-Battle abilities are triggered by
surround your enemy and force an extra
Kills or Pains. These are specific results,
Elimination!
meaning that if an Elimination occurs, it
would not trigger such an ability. For example, Some Post-Battle abilities take place
Windwalker’s Cannibalism requires an during the application of Battle results, or
enemy Unit to be Killed, not Eliminated; how results are assigned. A key example is
Sleeper’s Demand Sacrifice does not protect Crawling Chaos’s Madness, which allows
against Elimination, only actual Kills; and so Crawling Chaos, rather than his opponent,
forth. to choose the Area(s) where his opponent’s
Pained Units go.
Applying Battle Results
Once Battle results are determined, apply
them. Kills and Eliminations remove Units
from the Map, returning them to their
Faction’s Pool. As with assigning results,
Kills and Eliminations must be applied
before Pains. Both sides remove Eliminated
Units and Killed Units at the same time.
30
Complex Battle Example
Battle Examples
Simple Battle Example
KILL
PAIN
Angela rolls 2 Pains and no Kills, while
Frank rolls a Kill and no Pains. Angela
chooses to Kill one of her Cultists, and
Frank must Retreat both Cultists out of
KILL
the Area.
PAIN
6/17/2
31
Victory: Ending and
Winning the Game
The end of the game is triggered in one of Example: Alyssa is attacked by Tony. Both
two ways: either when a player reaches players have 25 Doom on the track. Tony
30 or more Doom or when the Ritual of only manages to roll a bunch of Pains, but
Annihilation Track reaches “Instant Death.” Alyssa scores 2 Kills on Tony’s Units. He
takes the Kills on a pair of Acolytes, so Alyssa
scores 2 Doom. She then reveals her three
Elder Signs for 4 more Doom, giving her a
total Doom of 31. At the end of Tony’s turn
(assuming he has anything else he wants to
do), the game ends.
When a Faction reaches 30 or more Doom one player has not had a chance to perform
on the Doom Track, the game will end. Your a Ritual of Annihilation, they may still do so.
Doom Marker can be flipped over to the +30 The game ends at the completion of that
side, allowing you to keep track of points Doom Phase, even if no one has 30 or more
above 30 by returning it back to the 1 spot Doom.
and continuing. Since Doom often increases No matter how the end of the game is
during the Doom Phase, the game may end triggered, both players reveal their Elder
during that Phase. In this case, complete the Signs before the victor is declared. After the
entire Doom Phase before declaring final end of the game, and after adding everyone’s
victory—including permitting both players Elder Signs to their Doom totals, the player
a chance at a Ritual of Annihilation and any with the most Doom is declared the winner.
Doom Phase effects.
If the two players tie for the most Doom, the
game ends in a draw. You may rejoice in your
6/17/20 11:22 AM
shared victory!
Rule Omega:
The Final Question
A player can also accrue Doom or reveal
Elder Signs during the Action Phase; if this We have tried diligently to cover all possible
new Doom increases his total to 30 or more, rules questions and to make this game as
the game ends at the end of the current true to Lovecraft as we can, but we are mere
player’s turn, even if the player whose Doom mortals. As such, we are subject to error. If
reached 30+ is not the player taking his turn. you come across a conflict with an ability
32
or Spellbook and cannot find the answer in Old One, because this leaves you weak for
one of our FAQs (online or otherwise), we the rest of that Action Phase. It is sometimes
recommend that you discuss the desired wise to Awaken yours in the same turn as
outcome. The game’s owner should have your opponent. Battle in the early game is
his opinion weighted in his favor. In the end, sometimes opportunistic, based on attempts
Cthulhu Wars: Duel is your game. If you feel to seize enemy Gates or fulfill Spellbook
compelled to add house rules to cover such requirements.
an issue, please do so with our blessing.
Late Game
Tips & Tricks The late game begins when you have three
The Power loss from the Decay Marker is or four Spellbooks and a Great Old One in
significant, and strongly affects the game play. You still may want to finish up your last
flow. Keep it in mind at all times. When Spellbooks, but perhaps you can afford a
your opponent runs out of Power, you can Ritual of Annihilation. Remember, the earlier
then perfectly calculate how you Ritual, the cheaper it is (and the more
many extra turns you are expensive for your foe). Use Battle not only to
going to have, based on the score Doom off your opponent, but to reduce
Decay Marker’s progression. your enemy’s Gates, lowering both his Ritual
possibilities and his potential Power.
Keeping your Old One alive
is extremely important,
because its death gives Other Factions
the enemy a major Doom
boost. It is vital to use and Petersen Games is releasing other Cthulhu
understand your Spellbooks. Wars: Duel versions with new Maps and
Ghroth, for example, is one new Factions. You have noticed references to
of the mightiest weapons these in this text. If you own more than one
available to Black Goat. Duel version, you may freely mix and match
Factions between your games.
Choosing when to not use abilities is a
critical decision. For example, Yellow Sign
may not always want Passion’s Power gain,
since it’s not always beneficial.
Early Game
The gameplay can be divided into two main
periods—the early game and the late game.
33
Map Illustration--------Damien Mammoliti
Credits Balance / Playtesting---- Lincoln Petersen
Design----------------------------- Sandy Petersen Sales Manager-----------------George Botelho
Art-------------------------------------Richard Luong Shipping Manager-------------Christy Crace
Additional Art-------------------------- Graey Erb Customer Support-----------Nathan Bishop
Project Director------------- Arthur Petersen George Botelho
Business Manager------Christine Graham Community / VF Support----- Pierre “Pit”
Lanrezac
Art Director------------------ Tony Mastrangeli
Editing and Proofreading-----Ben Kocher
Art Layout------------------------- Andrew Frisch
Additional Proofreaders ------ Kyle Guptil,
Tony Mastrangeli Jamie Bergman, Squire Kershner, Kristof
Brodeoux, Elliot Jenner
34
“He spoke very gently of how human beings might accomplish—
bodies did not indeed make the trip, but that the prodigious
—H.P. Lovecraft
Phases of Play
1 Action Phase 2 Gather Power Phase
· Gain Doom equal to Unit cost Return the Decay marker to 0.
whenever your opponent loses Units
• +1 Power per Cultist
due to your action or response.