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Subject: Dice Roll Giveaway Cthulhu Wars playthrough rss

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Sandy Petersen
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Does someone know the Dice Roll guys? I would regard it as a personal favor to let them know about the errors made in their playthrough, which were, frankly, pretty major. I'll just list three of the most obvious.

1) players started with 1 cultist each, instead of 6.

2) Crawling Chaos started in the Arctic

3) Black Goat interpreted the "Have units in four areas" as "Have four units in an area" for her spellbook.

I'd be happy to blame my ill-written rules for these errors, except that all the many dozens of other playthroughs I've seen online got them right.
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Sandy Petersen
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Also multiple actions in a row for the same player.
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Michael Off The Shelf Board Game Reviews
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Well most people seem to think my tutorial videos don't suck terribly, direct them over there?
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Steve
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1 cultist each? Holy shit that would be a long game. Someone skimmed the rule book lol
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R B
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It's a shame because it's the playthrough that miniature market links to.
 
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Bob Boberson
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Pretty embarrasing that they would miss such fundamental and simple rules. The cultist setup is printed on the faction sheet!
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Mitch Lavender
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Grumsh wrote:
Well most people seem to think my tutorial videos don't suck terribly, direct them over there?


This video tutorial taught me the game and it is narrated by (what sounds like) Norm McDonald! Recommended.
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Judgement Dave
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Sandy Petersen wrote:
Does someone know the Dice Roll guys? I would regard it as a personal favor to let them know about the errors made in their playthrough, which were, frankly, pretty major. I'll just list three of the most obvious.

1) players started with 1 cultist each, instead of 6.

2) Crawling Chaos started in the Arctic

3) Black Goat interpreted the "Have units in four areas" as "Have four units in an area" for her spellbook.

I'd be happy to blame my ill-written rules for these errors, except that all the many dozens of other playthroughs I've seen online got them right.

Bet the game went on forever as nobody seemed to hit the 30 spellbooks needed to win.
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Judgement Dave
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Sandy Petersen wrote:
Also multiple actions in a row for the same player.

But aren't rules misinterpretations an unlimited action?
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Niko
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JudgementDave wrote:
Sandy Petersen wrote:
Also multiple actions in a row for the same player.

But aren't rules misinterpretations an unlimited action?
You are thinking of looking up rules, at least the duration for it seems unlimited sometimes
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Michael Off The Shelf Board Game Reviews
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JudgementDave wrote:
Sandy Petersen wrote:
Also multiple actions in a row for the same player.

But aren't rules misinterpretations an unlimited action?


Only once you have the 7th spellbook. Before that it costs 3 power and you must sacrifice your Great Old Ones. The bonus is you get 2 power back.
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Michael Off The Shelf Board Game Reviews
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MitchLav wrote:
Grumsh wrote:
Well most people seem to think my tutorial videos don't suck terribly, direct them over there?


This video tutorial taught me the game and it is narrated by (what sounds like) Norm McDonald! Recommended.


This makes me chuckle every time
 
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Hooo
Please, send them a message. Because i think that it's a major drag for people on the fence.
 
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Mark Buckley
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Nyarthlotep wrote:
1 cultist each? Holy shit that would be a long game. Someone skimmed the rule book lol


I was trying to think of how this could be an interesting start. You would presumably begin with 3 power, so it would be feasible to get a cultist or two and/or a cheap monster on turn 1. Second turn you would have ~5 power and could recruit your remaining 3 cultists and from then on continue as normal. So it probably just adds two quick turns with no rituals and not much else happening. Might be an early boost for CC if they summon a nightgaunt for some capturing.
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Shadow ruxer
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Although the minimal start seems interesting. It seems altogether un-necessary. Thematically I think of the fire-starter mortal who gains some insights into the higher entity he has found and worshiped and through his insight has managed to bring together a small cult following, which is finally big enough to garner attention and power to summon forth monsters and abominations across time and space.

Overall, we want to get to the action and not see the process of multiple cults grow before anything really big happens. And it drags the game out a bit when you can instead play two action packed wars.
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Dr Gosburo Coffin
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Sandy Petersen wrote:
2) Crawling Chaos started in the Arctic

The Crawling Chaos player actually started in the right area but as her first action moved her lone cultist to the Arctic, abandoning her gate - which was then immediately taken by Black Goat. So that was not a rules misunderstanding ... just a severe strategical mistake. surprise
 
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Lincoln Petersen
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hemulen wrote:
Nyarthlotep wrote:
1 cultist each? Holy shit that would be a long game. Someone skimmed the rule book lol


I was trying to think of how this could be an interesting start. You would presumably begin with 3 power, so it would be feasible to get a cultist or two and/or a cheap monster on turn 1. Second turn you would have ~5 power and could recruit your remaining 3 cultists and from then on continue as normal. So it probably just adds two quick turns with no rituals and not much else happening. Might be an early boost for CC if they summon a nightgaunt for some capturing.


This is the preferred start for Tcho Tcho players as it gives Ubbo 2 extra turns of growth.
 
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Mark Buckley
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linkthestink wrote:
hemulen wrote:
Nyarthlotep wrote:
1 cultist each? Holy shit that would be a long game. Someone skimmed the rule book lol


I was trying to think of how this could be an interesting start. You would presumably begin with 3 power, so it would be feasible to get a cultist or two and/or a cheap monster on turn 1. Second turn you would have ~5 power and could recruit your remaining 3 cultists and from then on continue as normal. So it probably just adds two quick turns with no rituals and not much else happening. Might be an early boost for CC if they summon a nightgaunt for some capturing.


This is the preferred start for Tcho Tcho players as it gives Ubbo 2 extra turns of growth.


This is true, but Ubbo is a bit pants generally, so it may not matter too much.
 
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