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Subject: Cultists - the new rules rss

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Sandy Petersen
United States
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I wrote the first-ever Lovecraft game.
Cultists are now a full category of unit, in and of themselves, just as are Monsters and Great Old Ones. This change was made in response to the emergence of new types of Cultists in the game.

In the full Cthulhu Wars game, there are now three types of Cultists: Acolytes, High Priests, and Brain Cylinders (this last only on Yuggoth).

All Cultists share the following abilities: they produce 1 Power during Gather Power, they can control and build Gates, and they are Recruited instead of Summoned. Actually the Brain Cylinders are not Recruited, but exceptions add zest to life.

Acolytes are the units that appear in normal Cthulhu Wars. In discussions, they are usually called Acolyte Cultists to clarify what is being referred to. Those spellbooks which ONLY apply to Acolytes, and not Cultists in general, have been reworded appropriate. For instance, Cthulhu's Dreams spellbook only works on Acolytes, and only transforms INTO an Acolyte.

High Priests, now available via the High Priest expansion, are the main new Cultist type. They are Recruited like any other Cultist, but cost 3 Power. (The Kickstarter claimed they had to be recruited by another Cultist, but this is no longer the case.) Their special ability is, now, that they can be turned in for 2 Power during Gather Power, the Doom phase, or after any action in the Action phase. They have proved extremely useful and flexible and I regard them as just about a perfect addition to the game.

Brain Cylinders, only available on the Yuggoth map, are formed out of other Cultists, using the Surgery Action, only available on Yuggoth. They have various handicaps and drawbacks. Their only advantage is that they increase your Cultist pool, which is pretty sweet.

Will other Cultists ever appear? Perhaps someday, but we have a lot of expansions to work through first.
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