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Subject: Game Balance versus Increasing Pool Size rss

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rcket scientst
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Greetings and felicitations. I am new to the game and was wondering about increasing the number of figures available in the pool size available for each faction. Is there any general rule for making more cultists/monsters available for each faction (if somehow one could obtain more models.)

Primarily, I was wondering if I increased the available number of cultists from six to eight would I be creating an imbalance in power between the factions. Since each faction can use them slightly differently, I do not have enough experience with the game to tell if it is viable.

Thanks
 
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Niko
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I'd not mess around with the game balance unless you have played the game a few times or preferably a lot.

At first glance, giving each faction more cultists will give each faction the potential to have more power and if power becomes less scarce then the cost of actions might not be accurate anymore.
If more monsters are available then their special abilities can be used more often. E.g. ghouls can now inflict more than two pains in a single battle.
Black goat will also have an easier time obtaining spell books since more units = easier to spread out and share areas while still maintaining protected gates.
Nyarlathotep will have an easier time capturing a cultist if there are more on the board.
And the list of impacts will go on and on. I'm pretty sure the Petersens have played around with different numbers of each unit and found this the most balanced.

If you want to do it and are just lacking miniatures look at the current Kickstarter for creating Pathfinder rules for Cthulhu monsters. They are selling the same minis used in Cthulhu Wars as part of it.
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Arthur Petersen
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rcketscientst wrote:
Greetings and felicitations. I am new to the game and was wondering about increasing the number of figures available in the pool size available for each faction. Is there any general rule for making more cultists/monsters available for each faction (if somehow one could obtain more models.)

Primarily, I was wondering if I increased the available number of cultists from six to eight would I be creating an imbalance in power between the factions. Since each faction can use them slightly differently, I do not have enough experience with the game to tell if it is viable.

Thanks


Yes, it would create imbalance. The unit sizes are particular to each Faction, and their numbers carefully determined. As an example, it's a distinct advantage for Black Goat to have 9 units that can control Gates. Everyone else has a maximum of 6. That's a big deal, and gives red that advantage (which she needs).

To take another example, CC has 3 nightgaunts. That, frankly, is a lot. If they had 5, or even 4, for example, they could, with only a minimum of power, completely annihilate even a fairly impressive enemy force with their spellbook "Abduct."

Yet another example is Cthulhu's relationship b/w Cultists and Deep Ones, when you have the "Devolve" spellbook. Carefully planning how you use Devolve matters with the numbers of units involved (you can't devolve once all 4 Deep Ones are on the map). If the number of units of either cultist or deep ones changed for Cthulhu, it would have significant implications (a be a distinct boost for him).

Neutral Monster expansions can add more units to your faction, btw.
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Andy Blozinski
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The Yuggoth map has a science lab with which you can convert (4) cultists to brain cylinders. You can then buy back up to 6 cultists again for an effective total of (10) cultists. Brain cylinders do act slightly different, though.
The Yuggoth rules mention a science lab marker is included for you to try these rules on other maps. So..your original post wanted more cultists...here's how you do it.
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Nick R. Nielsen-Doss
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pollock1939 wrote:
The Yuggoth map has a science lab with which you can convert (4) cultists to brain cylinders. You can then buy back up to 6 cultists again for an effective total of (10) cultists. Brain cylinders do act slightly different, though.
The Yuggoth rules mention a science lab marker is included for you to try these rules on other maps. So..your original post wanted more cultists...here's how you do it.


Well done! We all missed that one.
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rcket scientst
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That works for me. Thank you all for the quick responses.

Looking forward to getting a hold of neutral factions.
 
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Mark Chaplin
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We've found that the neutral miniatures really shake things up, and players actually request (remind me!) that I bring them along.

We use all of the neutral monsters, but only a random selection of the extra gods: X-1 (X= number of players).


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