Recommend
 
 Thumb up
 Hide
4 Posts

Smash Up: The Obligatory Cthulhu Set» Forums » General

Subject: But how do the factions work??? rss

Your Tags: Add tags
Popular Tags: [View All]
Michael Kruckvich
United States
Greensburg
Pennsylvania
flag msg tools
Microbadge: D&D fan (5th edition)Microbadge: Anime fanMicrobadge: Red Raven Games fanMicrobadge: Flying Frog Productions fanMicrobadge: Wingspan fan
Just picked up the expansion, and am suffering my own personal SAN loss... goo

In the core set and the first expansion, the rule books gave an idea as to how each faction plays, but the Cthulhu expansion doesn't. Ugh - I hope this isn't a trend that continues. shake

I'm guessing they each have different ways of interacting with the Madness deck or something?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
J
United States
Alexandria
Virginia
flag msg tools
Avatar
Microbadge: Citizenship Recognition - Level I - One small step for geek... One giant leap for geek-kind!
All the factions have at least 1 card that uses the madness deck though Insoumouthian's use it the least.

Insoumouthians specialize in a form of the "Hoard". Their good at getting a lot of weak minions into hand and into play with cards that let them take back minions that are either in their discard pile or that would go to their discard pile as well as minions that "look" for each other. Main weakness is the minions themselves are fairly low power.

Elder things are good at giving people madnesses and benifiting when other player's have maddnesses. A bunch of their minions also have increased power but have restrictions on when you can play them.

Miskatonics specialize in taking maddnesses, using them to get benefits and getting rid of them.

Minion's of Cthullu strike me as the most head scratching. I don't think they are bad (to be fair I've never played as them) mind you but I'm having a lot of difficulty seeing their best course of action. They seem to be action (ritual) specialists since they have more actions than any other faction and have lots of ways to play extra ones, draw more actions, or recover actions from the discard. They also have a lot of cards with powerful abilities but that require a madnesses to be drawn when used.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Bryan Stout
United States
Annandale
Virginia
flag msg tools
Avatar
Microbadge: Rules Addict - I read rules before I go to bedMicrobadge: Smash Up fanMicrobadge: Plays Games With FamilyMicrobadge: Golden Boardgame UploaderMicrobadge: Latter-day Saint
The way I've introduced them to others is:

- The Elder Things are huge alien abominations that spread lots of madness when they show up.

- The Cultists have evil powers of destruction and VPs which they can use again and again, but which cause madness as a penalty.

- The Miskatonics are good at eliminating Madness and/or using it as a tool for their ends. They are also good at snatching a surprise win at bases when they score.

- Innsmouth is good for flooding their hand and bases with many 2-power minions, while saving other things for later in the game.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
I just played with Miskatonics/Cultists and got steam-rolled by a combination of Plants/Robots (a complete nightmare) and Ninjas/ Tricksters.

I just could not make the combination work. I understand the Cultists and Miskatonics can use madness to interesting ends but they have nothing to counter a nightmare combo like Plants/Robots.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls