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Subject: 11.08.2013 Game session video review. rss

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Greg Robertson
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The Factions and their players

Crawling Chaos (Blue) is played by Arthur.
Great Cthulhu (Green) is played by David.
Opener of the way (Purple) is played by Lincoln.

Final Score

Cthulhu.....................35
Opener of the Way...31
Crawling Chaos........24

Thoughts on each faction

Crawling Chaos (Blue)

1. Arthur's use of the Nightgaunt maneuver was genius. It cost him 2 power to capture a gate. Well played sir!

2. During the second round Arthur built up a substantial army of monsters. He used his 1 point creatures to create a protective barrier between himself and the other players. This gave him flexibility when attacking or being attacked.

3. This session shows just how valuable Thousand Forms can be for Crawling Chaos. Arthur was able to obtain a substantial amount of power when he needed it most.

4. Nyarlathotep was lost on two separate occasions. Remember that Old Ones can die if not escorted by additional reinforcements!

5. The one flaw with Arthur's game play was the Hunting Horrors. When combined with the Seek and Destroy spell book these units can be devastating to enemy players. It could have saved Nyarlathotep two separate times!

Great Cthulhu (Green)

1. Amazing use of the devolve spell book! It allowed David a steady stream of cultists to build new gates and it provided protection for his existing gates.

2. Lincoln was counting on David building a new gate. This would have allowed him to purchase a new spell book. David opted to take over a gate instead. Not only did this provide him with a new gate but it denied Opener of the Way a new ability. Very well played sir!

3. Submerge was a great tactic utilized by the Cthulhu faction. David zoomed around the map tormenting, attacking, and taking over gates unhindered.

Opener of the Way (Purple)

1. A quick overview of the Opener's spell books would have provided non-forum members additional information regarding the faction.

2. The ability to summon units at any gate, including the enemy's, was masterfully used here. Lincoln was careful to play units in locations that maximized his capacity to defend, attack, or steal gates.

3. Unit promotion is something that I found interesting. Further observations are needed to see how this affects overall game play for the Opener faction.

4. Lincoln used the Opener's ability to move gates brilliantly. He was able to protect his gates while simultaneously denying Cthulhu his energy via the Y'ha Nthlei spell book!

5. Dread Curse of Azathoth spell book. From the moment I read the description of this ability I knew it would be AMAZING! This game play session proved me deliciously right! Lincoln used this spell multiple times to the chagrin of the other players. My brother already salivates over the Opener of the Way faction. Now that he's seen this game play footage the wheels of our destruction are already in motion!

6. The Dragon Ascending spell book was brilliantly played by Lincoln. He summoned Yog-Sothoth; then regained 10 power based off of Crawling Chaos' power pool.

Comments and Suggestions

1. I actually prefer the roaming camera. It provided us with a face for each faction. This also allowed each person to discuss their strategies in a round table style.

2. Sandy made a great off-camera comment regarding Y'ha Nthlei, a Cthulhu faction spell book. The spell book states: While the Great Old One Cthulhu is in play, all gates in ocean areas provide power to his faction. This is a great side tip! Youtube has bullets and messages that you can add to video for these events. It would be a great way to spruce them up.

3. The doom phase is something I enjoyed. However, I can see where it can be a bit one sided if a faction manages to acquire 4-5 gates in a round. Then they ritual. That's a tremendous leap forward. Have you considered the ritual being reduced to half the points of the gates being controlled round up? For house rules I would institute this to draw the game out a bit.

4. At the beginning of each round, the player with the most power determines play rotation (clockwise/counter clockwise). In this video I noticed that players were attempting to sway the power holder in their direction. This gave me a great idea. For "X" amount of DOOM or POWER points you can pay the power holder for the privilege of selecting game play rotation. A strategic use of this would be to stop a player from winning via doom points. Let's say Black Goat is opposite of you on the map. He has all the points he needs to win except the ones from this final round. Crawling Chaos has the most power points so he determines play rotation. You bribe him to push play in your direction allowing everyone else to play BEFORE Black Goat. Not only does this have strategic value for the person bribing but also the person receiving the bribe! This can also extend game play out a little bit... Which is something I like.

Closing Remarks

This is by no means a complete review of the game session. However, it does provide some of the highlights that grabbed my attention. All three players had fun and it provided us with a sneak peek at the Opener of the Way faction.

Thoughts and comments are always welcome. But please keep them civil!

Appreciations

I would like to thank Arthur, David, and Lincoln for taking time to make this play test video. And giving us our first play session of the Opener of the Way faction.

And a Special Thanks goes out to Cthulhu Wars Creator Sandy Peterson, who's vision has made all of this possible.

Cthulhu Wars! Game responsibly.
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Arthur Petersen
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Let say two things:

While I should have brought more units with me when I was moving Nyarlathotep around alone to capture cultists, I did NOT expect Lincoln to use Dread Curse like three or four times on me! He just kept doing it! Dpwowangrycoollaughmeeplesurpriseblushsnorecrykissmodest

Also, when I attacked Cthulhu in late game in order to get 2 elder tokens, I should have attacked Yog. He would have rolled only 4 dice against me (though he could channel power). I chose not to at the time because it would have given Link his 6th spellbook ("you're GOO is in same area as an enemy GOO"). It was a mistake.

In watching the video myself, I saw several things I could have done to keep my lead:

1) I should have waited to fulfill my "pay 6 power as an action" spellbook requirement. After all, the spellbook I received I didn't even use for some time, and I could have instead used that 6 power to summon more monsters and better protect my gates.

2) As above, I should not have let Nyarlathotep so undefended. This was particularly dumb, because I was trying to get the "capture cultist" requirement.

Essentially, I had pulled ahead in the early game, and had also gotten four spellbooks before midgame. With that lead, I assumed I could quickly get my last two spellbooks and therefore continue with my lead and easily win the game. THIS was my overall strategic blunder. INSTEAD I should have been content to get my last two spellbooks later than expected, to ensure my victory.

There is always a strategic dilemma with how quickly you get your spellbooks vs maintaining your power base. I mismanaged this aspect of the game starting in mid game, and never fully recovered.

Anyway, that's my two cents.

Also, I am going to try to do another video or so in the next few weeks again with Opener, but also with Black Goat and Yellow Sign so you can see how it interacts with them!
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Greg Robertson
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existoid wrote:
Let say two things:

While I should have brought more units with me when I was moving Nyarlathotep around alone to capture cultists, I did NOT expect Lincoln to use Dread Curse like three or four times on me! He just kept doing it! Dpwowangrycoollaughmeeplesurpriseblushsnorecrykissmodest

Also, when I attacked Cthulhu in late game in order to get 2 elder tokens, I should have attacked Yog. He would have rolled only 4 dice against me (though he could channel power). I chose not to at the time because it would have given Link his 6th spellbook ("you're GOO is in same area as an enemy GOO"). It was a mistake.

In watching the video myself, I saw several things I could have done to keep my lead:

1) I should have waited to fulfill my "pay 6 power as an action" spellbook requirement. After all, the spellbook I received I didn't even use for some time, and I could have instead used that 6 power to summon more monsters and better protect my gates.

2) As above, I should not have let Nyarlathotep so undefended. This was particularly dumb, because I was trying to get the "capture cultist" requirement.

Essentially, I had pulled ahead in the early game, and had also gotten four spellbooks before midgame. With that lead, I assumed I could quickly get my last two spellbooks and therefore continue with my lead and easily win the game. THIS was my overall strategic blunder. INSTEAD I should have been content to get my last two spellbooks later than expected, to ensure my victory.

There is always a strategic dilemma with how quickly you get your spellbooks vs maintaining your power base. I mismanaged this aspect of the game starting in mid game, and never fully recovered.

Anyway, that's my two cents.

Also, I am going to try to do another video or so in the next few weeks again with Opener, but also with Black Goat and Yellow Sign so you can see how it interacts with them!


Let me just start by saying, no disrespect was intended in the aforementioned post. Just general observations. You played exceptionally well and remained my pick to win.

In regards to the six power, yes it could have been used differently. I would have summoned two Hunting Horrors. Hunting Horrors and Byakhee are two of my favorite units in the game. While they may not seem like much on the surface, once you get their accompanying spell books its game on!

Onto the two deaths... This can happen to anyone, including seasoned players. I've done this numerous times in past games. Then kicked myself at the end when I realized what had happened.

Actual game play had you caught between two sides. David with his constant submerging then followed up by gate stealing. Then you had Link pushing your boundaries, hitting you with Dread Curse of Azathoth, and moving gates! That is a rough scenario to recover from Arthur.

This play session exemplifies the notion that power is not always the road to victory. Yes it can have lasting consequences, but so can strategy and forethought.

Black Goat, Yellow Sign, and Opener of the Way... Now that's what I call a serious throw down! But alas, I must admit I am biased towards Yellow Sign. Hastur hath won me over.

All-in-all I enjoyed the whole game session. Each player brought a unique perspective and gaming style. And like all other Cthulhu Wars Followers I look forward to the next video.

Cthulhu Wars! Game responsibly.
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Brandon Holmes
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Have to agree that I prefer the roaming camera. If it's too hard to get someone to do this though I understand and would rather have more videos put out in this format, than few or none at all in the other. Seeing your faces, reactions and so on made for a more fun viewing experience though.

And thanks to the OP for this analysis. I can't wait to get this game in my hands.
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Arthur Petersen
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I didn't take anything as disrespectful at all, Robert. I think your analysis was pretty apt.

The way Cthulhu won was a little surprising also because Cthulhu typically gets less elder tokens than most other factions, but this time not only did he get more, they were great numbers - one 1, two 2s, and two 3s! Very good luck
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Mike Beiter
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Where is the link to said video, am I missing something? I would love to watch it.
 
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René Schep
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http://www.youtube.com/channel/UC748RHM4_a-SqloeZIlg-vw

Link to the greeneyegames youtube channel
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Dave Mendiola
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I didn't realize that battle abilities (regeneration, emissary) didn't work during Dread Curse. It definitely made the ability a lot more powerful than it would otherwise be.
 
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Dave Mendiola
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One thing that I realized that was done wrong.

When Nyarlathotep battled Cthulhu and Arthur brought his Nightgaunt and Hunting Horror, David devolved his cultist. Since Arthur's turn was still ongoing and hadn't ended, there wasn't an opportunity to Devolve.
 
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René Schep
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You can devolve after every action, just because he can combat directly after his first action doesn't mean that there isn't a point between the 2 actions to devolve in.
 
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Arthur Petersen
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Quote:
When Nyarlathotep battled Cthulhu and Arthur brought his Nightgaunt and Hunting Horror, David devolved his cultist. Since Arthur's turn was still ongoing and hadn't ended, there wasn't an opportunity to Devolve.


Actually, Cthulhu can devolve any of his cultists immediately after any player's ACTION, not turn. So, David can devolve after I do my move action, and before my battle action.

When I have six spellbooks, battle is an "unlimited action" meaning I can do it in as many areas as I want in addition to my one action for the turn (it still costs one power for each battle of course, and I can't do two battles in the same area).

I moved, then battled, two actions. David's devolve would have technically occurred between them.

Here's where it gets into the messiness of actual play:
I probably declared both actions at the same time, like "I'm going to move here then battle." So, it would not be fair to say that David can't devolve between the two actions, he should be give a second to react and let us know if he will devolve or not after the move action.

And since I had planned on bringing my hunting horror, I probably moved it when I moved, but it technically wouldn't come until after the battle was initiated. I just brought it because I was moving figures, it technically came after the devolve happened.

Does all that make sense?

In short, I'm pretty sure it was all ok what happened.
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Greg Robertson
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Afrofrycook wrote:
One thing that I realized that was done wrong.

When Nyarlathotep battled Cthulhu and Arthur brought his Nightgaunt and Hunting Horror, David devolved his cultist. Since Arthur's turn was still ongoing and hadn't ended, there wasn't an opportunity to Devolve.


You've brought up an interesting point! The "Devolve" description below is from the Cthulhu Wars data spreadsheet. This information could be outdated but I am referencing it for discussion purposes.

"Devolve (Ongoing):
At the end of any player's Action (even if it's not your turn), transform one or more of your Cultists anywhere on the map into Deep Ones"

After reviewing the video I am inclined to support David's usage of "Devolve".

https://www.youtube.com/watch?v=xNdY7Gxk2xU

Time index: 11:38

Arthur moved and THEN initiated pre-combat. Move is the action part of the phase. Pre-combat comes AFTER the move ability. Note the underlined part of the description above. This does not suggest the end of the ACTION PHASE. Merely the completion of a singular action within the ACTION PHASE. Therefore, David was well within his rights to conduct a "DEVOLVE".

I am merely interpreting the game materials in the spirit in which they were given. Should this prove incorrect, I will amend my post accordingly.

Still a great catch though Rex!

-------------------------------

Revised: Arthur beat me too it!
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Dave Mendiola
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Well shoot, you guys are right. My mistake!
 
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