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Cthulhu Wars: Colour Out of Space Gate Pack
Cthulhu Wars: Colour Out of Space Gate Pack
by Petersen Games (2016)
Player Count
1 to 8

Player Ages
14+

Playing Time
1 hour, 30 minutes to 2 hours
Categories
  • Horror
  • Expansion for Base-game
  • Miniatures
  • Designers
  • Sandy Petersen
  • Mechanisms
  • Action Point Allowance System
  • Variable Player Powers
  • Area Movement
  • Dice Rolling
  • Family
  • Cthulhu Mythos
  • Crowdfunding: Kickstarter
  • Cthulhu Wars
  • Rating: 8.7/10 from 14 users

    Description

    8 plastic gates in each of the 8 playable faction colors (CW-U7).

    Special Colour out of Space rules turn these into a new game play expansion.

    When any player Creates a Gate, he may set in the Area either an available Colour Gate (of his choice) or a normal one. You do not have to Create the Gate of your Faction color. I.e., Crawling Chaos can Create a red Gate. A Colour Gate acts as a normal Gate
    during the Gather Power Phase.
    At the START of each Doom Phase, roll 1d6 and consult the following:

    1. METEORITE: Beginning with the starting player, and continuing in turn order, the first player who does not control a Colour Gate must select a Colour Gate from the Pool (if available) and replace one of his normal Gates with it. Only one player does this.

    2. FERTILITY:
    BLUE: The Gate’s Controller gains 1 Power.
    GREEN: The Gate’s Controller earns an extra Elder Sign if he performs a Ritual of Annihilation this Doom phase.
    ORANGE: The Gate’s Controller gains 1 Power.
    PURPLE: The Gate’s Controller gains 1 Doom.
    RED: The Gate’s Controller Kills the lowest cost enemy Monster or Cultist at the Gate, if available.
    PINK: The Gate’s Controller receives an extra Elder Sign if he performs a Ritual of Annihilation this turn.
    LIGHT BLUE: The Gate’s Controller Kills the lowest cost enemy Monster or Cultist at the Gate, if available.
    YELLOW: The Gate’s Controller gains 1 Doom.

    3. FEASTING:
    BLUE: The Gate’s Controller loses 1 Power.
    GREEN: The Gate’s Controller earns an extra Elder Sign if he performs a Ritual of Annihilation this Doom phase.
    ORANGE: The Gate’s Controller gains 1 Power.
    PURPLE: The Gate’s Controller loses 1 Doom.
    RED: The Gate’s Controller Eliminates one of his own units at the Gate.
    PINK: The Gate’s Controller may not perform a Ritual of Annihilation this Doom phase.
    LIGHT BLUE: The Gate’s Controller Eliminates one of his own units at the Gate.
    YELLOW: The Gate’s Controller gains 1 Doom.

    4. MADNESS:
    BLUE: The Gate’s Controller gains 1 Power.
    GREEN: The Gate’s Controller may not perform a Ritual of Annihilation this Doom phase.
    ORANGE: The Gate’s Controller loses 1 Power.
    PURPLE: The Gate’s Controller gains 1 Doom.
    RED: The Gate’s Controller Kills the lowest cost Monster or Cultist at the Gate, if available.
    PINK: The Gate’s Controller receives an extra Elder Sign if he performs a Ritual of Annihilation this Doom phase.
    LIGHT BLUE: The Gate’s Controller Kills the lowest cost enemy Monster or Cultist at the Gate, if available.
    YELLOW: The Gate’s Controller loses 1 Doom.

    5. BLIGHT:
    BLUE: The Gate’s Controller loses 1 Power.
    GREEN: The Gate’s Controller may not perform a Ritual of Annihilation this Doom phase.
    ORANGE: The Gate’s Controller loses 1 Power.
    PURPLE: The Gate’s Controller loses 1 Doom.
    RED: The Gate’s Controller Eliminates one of his units at the Gate.
    PINK: The Gate’s Controller may not perform a Ritual of Annihilation this Doom phase.
    LIGHT BLUE: The Gate’s Controller Eliminates one of his own units at the Gate.
    YELLOW: The Gate’s Controller loses 1 Doom.

    6. DEPARTURE:
    The player with the lowest Doom total may select 1 Colour Gate anywhere on the map and replace it with a normal Gate. On a tie for lowest Doom, all tied players do this in player order. When finished, reroll the Colour die. On a second roll of 6, nothing further happens.

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