
A massive strategy game of cosmic horror where players command alien factions — Great Cthulhu, the Crawling Chaos, the Black Goat, and more — fighting to dominate the ruined Earth. Each faction has completely unique monsters, abilities, and spell book requirements, demanding wildly different strategies. Race along the Doom Track to 30 points before your rivals consume everything in their path.
A massive strategy game of cosmic horror where players command alien factions — Great Cthulhu, the Crawling Chaos, the Black Goat, and more — fighting to dominate the ruined Earth. Each faction has completely unique monsters, abilities, and spell book requirements, demanding wildly different strategies. Race along the Doom Track to 30 points before your rivals consume everything in their path.
The Dreamlands Surface Monster expansion consists of 2 Shantaks, 3 Gnorri, and 4 Moonbeasts. Both Dreamlands Monster expansions are for use with ANY map. Yes, they can be used with the Dreamlands map as well, but they are not exclusive to it. Each monster has a special ability inherent to it, which is described on its loyalty card. Shantaks have the highly useful ability of carrying a Cultist with them when they move, so you can move two units for just 1 Power (as long as one is a Cultist, and the other a Shantak). Gnorri, Lovecraft's little-described amphibious horrors, give you a new boost towards victory. The Moonbeasts have a particularly obnoxious special power which makes them the bane of the other players.
Dire Cthulhu stalks battlefields as an Independent Great Old One with the unique ability to redirect enemy casualties onto innocent bystanders who dared not even join the fight, making every nearby skirmish a potential massacre.
Dire Azathoth enters the battlefield as a new Independent Great Old One expansion for Cthulhu Wars, bringing fresh tactical options to the faction-vs-faction struggle for domination.
22 Gray Gates + 8 Gates in the 8 Faction colors!
The Cosmic Terrors are neutral, particularly powerful Monsters that may be added to any game of Cthulhu Wars and are available to any player on a first come, first served basis. You seize control of one by spending your Doom points, and it remains loyal thereafter. This pack includes the gigantic Dhole, destroyer of worlds; the Great Race of Yith, with the power to seize men's minds; and the demonic Quachil Uttaus entity, Treader of the Dust.
Expansion Cthulhu Wars Bubastis Faction. Contains: 13 figures Faction sheet Moon tile Spellbooks Rulebook
The Library at Celaeno Map Expansion contains a new map with two figures, the Librarian and the Custodian. This map is inside the cyclopean alien facility in the Hyades, renowned in Lovecraft lore. This map includes Special Collections, where the first player to build a Gate can seize amazing new powers in the form of extra spellbooks. But beware! If you lose control of your Special Collection, your new spellbook becomes overdue, and the terrifying Librarian menaces you. The Custodian cleans up chambers by moving units in the Area to another Area termed the Oubliette. Over the course of the game, this Oubliette tends to get filled with units. Sometimes fights break out. The Librarian can only be activated if a player has an overdue Book, in which case it can wreak some real damage. Fortunately, you can mitigate the damage by returning the Book, though not necessarily eliminate all threat. The Library at Celaeno introduces a new mechanism in Cthulhu Wars: Silence tokens. These are used to trigger certain special actions including moving the Custodian, Librarian, and triggering some of the special Library books on this map.
The Shaggai map puts players on a doomed world being consumed by Worms of Ghroth, with hex areas eradicated each round to generate power or deny territory. As the planet deteriorates the game itself can end before anyone reaches 30 Doom, adding a desperate race against total annihilation.
This expansion contains 12 spellbooks. - 3 univeral spellbooks Hierophants, Soulless and Terror. - 3 Tsang Tribe spellbooks Idolatry, Martyrdom and Tablets of the Outer Gods. - 3 Leng Tribe spellbooks Surprise! an action costing 2 Power. An enemy player has to choose one of his acolytes, and swap it out for one of your Proto-Shoggoths. Dark Rituals Use it once per turn. When you play it, each enemy player with one of your High Priests in their Starting Area has to choose whether to pay you 2 Power or 2 Doom. (A player with less than 2 Power or Doom is immune.) Fulmination A one-time post-battle effect. If Ubbo-Sathla was killed in the Battle, you can discard him out of the game permanently, and gain 1 Elder Sign for each unit killed in the battle (on both sides). - 3 Sarkomand Tribe spellbooks Otherworld Alliances this adds 1 to the Combat of all your Neutral Monsters and Terrors. Doomsday another one-use spellbook. When you take it, you immediately pick any Independent Great Old One with a cost of 2 or 4 (only) and place it at your controlled Gate. Always fun. Inerrant when you Ritual, gain 1 Elder Sign for each enemy-controlled Gate at which you have any Great Old Ones.
The Yuggoth map is quite unusual. It adds three new Areas with special powers. The Slime Sea The faction which controls the Slime Sea overlook is allowed to summon the useful Slime Mold monsters, which are a good mid-level monster. The problem is that they obey ANYONE who controls the overlook. So if you have summoned up a batch of Slime Molds, and then another person captures the overlook from you, THEY take control! The Laboratory The faction which controls the Laboratory is able to use it to transform his Cultists into Brain Cylinders. Fans who have read The Whisperer in Darkness or seen the eponymous film know what I'm talking about. The cylinders still produce Power like a normal Cultist, but cannot move on their own (they have to be carried). They also cannot fight or be selected to take a hit in combat. Instead, when a Brain Cylinder is "dropped" the other side can capture it. Now THEY get the Power from it. The Green Pyramid The Green Pyramid contains the mighty Brain of Yuggoth, which boosts your faction in many useful ways. However, each Cleanup Phase, the Green Pyramid's controller has to check to see if the Watcher of the Green Pyramid has been awakened! The Watcher is a particularly loathsome Great Old One who is the enemy of EVERY faction, and, after destroying all units at the Green Pyramid, moves on a set path around the map wreaking destruction everywhere. He has his own unique figure. Please Note: One Cthulhu Wars: Yuggoth Map Expansion supplied.
More monsters and terror! Components: 4 Wamp Miniatures 2 Voonith Miniatures Hound of Tindalos figure 3 Loyalty Cards Vooniths are an "amphibious horror" referenced by Lovecraft in his tale, The Dream-Quest of Unknown Kadath. Pretty much nothing else is known of them. The design of the Voonith upon sirens and amphisboenas - these are existing amphibians & reptiles who only have forelegs. So the back half of the Voonith is long & eel-like, while the front part has claws and fangs. The model shows it rearing up, ready to strike. They cost 3 Power, and only have 1 Combat, which may at first seem puny, but wait, theres more! The Voonith is a solitary hunter, and I wanted the in-game version to foster that concept. Therefore, its special ability is that if you roll NO kills in a battle involving your Voonith, add 1 kill to your total. Because of this, the Vooniths 1 combat die isnt actually a drawback. If you have 2 Vooniths and roll no kills, youd get 2 kills for free. And yes, if you have 2 Vooniths in Battle and roll only 1 kill, you get a free kill for your deficit. Basically, each Voonith you have provides a guaranteed kill!
Cthulhu Wars: The Masks Of Nyarlathotep Expansion: Essentials: No. of players: 2-8 Playing time: 90-120 minutes Age: 14+ Cthulhu Wars: The Masks Of Nyarlathotep Expansion: - Rules of Play says: The multiplicity of the Crawling Chaos! Components: • 9 Dark Demon Miniatures • 9 Loyalty cards • 2 Spellbooks • The Shadow Pharaoh figure • The Bloated Woman figure • Haunter of the Dark figure
Cthulhu Wars: The Ancients Expansion: Essentials: No. of players: 2-5 Playing time: 90-120 minutes Age: 14+ Cthulhu Wars: The Ancients Expansion: - Rules of Play says: The Ancients Faction are a human-oriented faction, and are particularly unusual, because they don’t have their own Great Old One. They have to be extremely sensitive to the other players, and must engage in diplomacy and negotations to an extent previously unknown in Cthulhu Wars. Like Yellow Sign, you need to travel across the world. In your case, this is to build Cathedrals in the same areas marked with Symbols as Yellow Sign (though you also have to build one Cathedral in an unmarked area). Fortunately, you have an ace up your sleeve – other factions often rather like to share their areas with a Cathedral. But you can’t always rely on this, and you lack the punch of Yellow Sign’s undead army. Like most factions, each of your creatures has a spellbook dedicated to it. Unlike every other faction, these spellbooks actually make your creature inferior in some way! However, they’re still worth getting for two reasons. First, they make the creature MUCH less expensive, and thus let you have a good combat punch (which you’ll need). Second, you can’t win the game without all six spellbooks! Your special faction ability is Dematerialization, and is useful in movement. Each Doom phase, select one area in which you have units. Move any or all of those units to one other selected area, anywhere on the map. In play, you’ll find this useful not only for planned attacks, but also for building your Cathedrals.
Gobogeg, Sandy Petersen's Original Great Old One Miniature Figure for the Cthulhu Wars game. Gobogeg, the Twice-Invoked. This is our interpretation of the awful vision which Danforth received in the final scenes of Lovecraft's "At the Mountains of Madness". Gobogeg is the embodiment of the Moon-Ladder - the final destruction of all Earth existence, as a new moon bursts forth from our surface, and the continents and seas dissolve into seething magma. Naturally enough, his presence changes the rules for ALL the players in Cthulhu Wars in a huge way. The first player to Awaken Gobogeg takes the loyalty card, and places the figure on the map, under his control. Gobogeg comes with its own unique power, plus if you can fulfill the requirement for its spellbook, you can enhance it even more. Comes as the Cthulhu Wars Great Old One Pack Three.
A brand new map. Includes a 40-20 inch double-sided map, 13 new glacier figures, and all rules needed
The Sleeper turns indolence into a virtue, as the greed-crazed God of Entropy, Tsathoggua, emerges from the depths to turn the world upside-down. The Sleeper can force enemy factions to make sacrifices to him, and he is able to capture and sacrifice enemy monsters. In addition he brings out ancient sorceries, with monsters that appear for free on-map, burrowing their way up from underground, arcane wizards who are able to teleport to an enemy player's Faction Card and parasitize their special abilities, and the fearsome Formless Spawn. The Formless Spawn, a signature monster, have battle strength equal to the number of them on the map. For instance, if you have all four Formless Spawn in play, each has a Combat of 4 (which is huge). He has other abilties such as Cursed Slumber, Lethargy, Death from Below, and Burrow, all of which let him do more with less, making him the most Power-efficient faction around. In our playtesting, The Sleeper has proven to be one of the most popular factions to play. He doesn't win any more often than any other faction, but man is he fun.
The Dreamlands Underworld Monster expansion consists of three monster types. It includes 4 Ghasts, 3 Leng Spiders, and 2 Gugs. They can be used on any map - i.e., not just the Dreamlands. You can use them on Yuggoth if you're of a mind, and they work fine. Their availabilty in the waking world is a sign of the bounds of reality breaking down as the Great Old Ones shatter natural laws on their return.
The Tcho-Tcho Expansion adds a new faction to Cthulhu Wars. The Tcho-Tchos are a human-based faction representing the physically advanced, but ethically repulsive Tcho-Tcho tribe with the ability to interfere with other players by worshipping their Great Old Ones! Your own Great Old One, Ubbo-Sathla, is a tool and slave, not an object of worship! Unique among Cthulhu Wars factions, the Tcho-Tchos have access to three high priests. In addition to the standard power generation and pacing benefits granted by recruiting additional high priests, the Tcho-Tchos exploit this advantage through two spellbooks (Hierophants and Martydom) based around high priests. The other distinction of the Tcho-Tchos is the way they interact with other factions; the spellbooks Tablet of the Gods and Idolotry enable the Tcho-Tcho faction to leech off other players, and Soulless makes your cultists less attractive to capture. The Tcho-Tchos are generally weak defensively at first, but enemies are typically reluctant to attack an Area containing your High Priests (due to Martyrdom). If they dont send in Great Old Ones, the riff-raff can often be handled with Proto-Shoggoths--particularly with the Terror spellbook. The Tcho-Tchos have a major power advantage in the early game, because you normally spend 0 Power on your Great Old One. This power can be used not only to capture or build Gates, but to place units in enemy Start Areas to harass them with Tablets of the Gods.
A second neutral expansion for Cthulhu Wars inspired by Ramsey Campbell, adding the Great Old Ones Daoloth and Y'Golonac plus three Satyr monsters. These neutral entities can be seized by any faction by spending Doom points, deepening the cosmic conflict.
The Dreamlands expansion contains two separate maps (smaller than 40x20, but larger than half-size - together the two maps cover more area than a 40x20 map). One map is the Surface World, while the other is the Underworld. Certain Areas on the map are Portals between the two maps, and when you are at one of these sites, you can travel back and forth. For instance, the Tower of Koth (Underworld) and Sarkomand (Surface) are one linked pair. "Why would I want to travel around?" you ask. It's simple - both maps have certain Areas that contain what we are currently calling Citadels (for example: Kadath, or the Vaults of Zin). If you control all of the Citadels on a map, then you win immediately! This gives players a whole new way to win the game! You can be far behind on the Doom track, but pull off a victory by your effectiveness in the Dreamlands. It's not as easy as it sounds either. The game comes with 6 plastic Zoogs, and a Bhole. Both of these species are controlled by game rules - not the players. The Zoogs scuttle across the Surface World, interfering with your cultists and your Gates, as a pesky annoyance. The Bhole, on the other hand, is a fearsome predator who periodically rises from the depths of the Underworld and can demolish entire armies. Both of these make it more challenging to get a "Citadel victory" which of course improves gameplay further, because typically some players are going for the old-fashioned Doom victory, while others are going for Citadels and the interaction becomes even more thrilling.
Opener of the Way adds the cosmic horror of Yog-Sothoth. He changes the fundamental laws of reality. With his ability of the Million Favored Ones, his units are able to promote for free after combat. Cultists promote to Mutants, Mutants become Abominations, and Abominations become Children of Yog-Sothoth. (Children of Yog-Sothoth can fragment into as many Mutants as are in your unit pool.) He also has the Dragon Rising and Dragon Descending spellbooks, which can only be used once per game (they are flipped upside-down after use). These give him potent one-time boosts which are real game-changers. Other spellbooks let him rain death from the sky; summon monsters from enemy-held gates; and channel raw Power into a Battle. And of course, Yog-Sothoth gives you the ability to move from Gate to Gate without passing through intervening Areas. In our playtests, Yog-Sothoth has proven to be an extremely powerful faction, as befits the status of the One-in-All. Other players have learned to keep one eye cocked at the Opener of the Way, because he has powers that produce sudden upsets and reversals of fortune.
The Ultimate Errata Pack includes the errata from Onslaughts 2 and 3, with the exclusion of the Cthugha Loyalty Card, as well as some errata new to the Final Onslaught. It does not include components released alongside but not as part of the earlier errata, such as the Ritual and Doom Tracks or Doom Markers.
The Windwalker features a new and unusual faction, with Ithaqua, the god of Outer Space. His faction is most powerful in the late game, when his mighty army, fueled by his Sweeping Winds, Howl, and Ice Age spellbooks and abilities, dominates play. He also features the dread Gnoph-Kehs, strong monsters whose cost lessens the more numerous they become, setting up a feedback loop that forces other players to take note. In our playtests, Great Cthulhu is traditionally the most powerful faction in Battle. But a late-game Ithaqua has proven equal or greater than Cthulhu's wrecking squad. Players, knowing this, sometimes try to weaken Windwalker in the early game, but he has proven extremely resilient. His cultists are immune to capture, his Wendigos appear for free anywhere a unit is killed in battle, and his lesser Great Old One, Rhan-Tegoth is Eternal, and almost impossible to kill. Ithaqua himself is usually the last Great One One to be awakened, but before that time, Rhan-Tegoth's proves a useful and durable ally. If you are more interested in late-game prowess than early building, this is the expansion for you.
Cthulhu Wars: Great Old One Pack Two adds four new Great Old Ones to Cthulhu Wars, and all four are available to each faction on a first come, first served basis. If you awaken Father Dagon first, then no one else has access to her...unless they can kill her and reawaken her for themselves. Each Great Old One has its own special ability, plus its own unique spellbook, which is earned separately from your own. - Atlach-Nacha has a special ability that allows you to place one web token in the area where it is located, and if you have a complete chain of web tokens across the map, you receive its spellbook and win the game. - Bokrug doesn't vanish if killed, but instead demands that you place it on an area with no enemy units during the cleanup. The drawback is that one of your opponents removes one of your cultists from the map during cleanup as well. Thankfully, you can pass Bokrug to an opponent, thereby forcing the loss of a cultist onto that player instead of you. - Father Dagon gives you an action that washes enemy units from the shore into the sea depths, and once you have his spellbook in play, you must sacrifice a cultist each turn in exchange for 6 power. - Ghatanothoa mummifies enemy cultists, and his spellbook lets you do so even faster.
Upgrade your Cthulhu Wars game with this pack of highly detailed plastic gates, replacing the cardboard tokens from the core game. Includes 22 grey gates plus 9 faction-coloured gates for visual identification on the board.
The Daemon Sultan Faction box includes: 3 Great Old Ones, 3 Monsters, 3 Chaos Gates, High priest, Dark demon, 4 Brain cylinder minis, and 4 token brain cylinders
The High Priest expansion includes 7 High Priest figures. They all are the same shape, cast from the same mold, but they come in 7 different colors - one for each faction (Great Cthulhu, Crawling Chaos, Black Goat, Yellow Sign, Opener of the Way, Sleeper, Windwalker). The High priest is a cultist subtype. His abilities does not change between the factions, but the application might vary. The High Priest costs 3 and is recruited like a cultist. He generates 1 power during gather power phase, can create and control gates, and be captured, just like a cultist. You can choose to sacrifice him at any time (except in the middle of an action or when captured) to immediately gain 2 power. This can get you back into the game if to you have 0 power. The High Priest Expansion Pack is required to use the Unique High Priests.
Cthulhu Wars: Alternate Faction Acolytes. Includes 6 new acolyte figures for all 9 factions in Cthulhu Wars (Ancients, Black Goat, Crawling Chaos, Cthulhu, Opener of the Way, Sleeper, Tcho Tcho, Sleeper, Yellow Sign).
A neutral expansion for Cthulhu Wars drawing on Ramsey Campbell horror fiction, adding the Great Old Ones Eihort and Gla'aki plus the Insects from Shaggai. Any player can seize these neutral entities by spending Doom points, adding unpredictable powers to the cosmic struggle.
The Azathoth expansion is a unique "neutral" expansion. When you awaken Azathoth, or are the first player to summon one of the four Monster types associated with this faction, you get that unit's Loyal Card. This lists the Monster's (or Azathoth's) stats, gives his special ability (all Azathoth monsters have these), and so forth. From then on, only YOU can summon that Monster type. At least, until all of that Monster type have been wiped off the map. For instance, if you are the first person to summon an Elder Thing, then no one else can do so. You can summon all three available Elder Things, should you choose to do so. Azathoth is unusual in many ways. When he is summoned, you choose how much Power you want to spend, and place a special marker on your Power track. This is Azathoth's combat ability - so the more you spend, the more deadly he is. Of course, in some games, a person, fearing Azathoth's misuse, might summon it cheap and dirty just to keep it out of the hands of another player. That's all part of the fun.
The Library at Celaeno Map Expansion contains a new map with two figures, the Librarian and the Custodian. This map is inside the cyclopean alien facility in the Hyades, renowned in Lovecraft lore. This map includes Special Collections, where the first player to build a Gate can seize amazing new powers in the form of extra spellbooks. But beware! If you lose control of your Special Collection, your new spellbook becomes overdue, and the terrifying Librarian menaces you. The Custodian cleans up chambers by moving units in the Area to another Area termed the Oubliette. Over the course of the game, this Oubliette tends to get filled with units. Sometimes fights break out. The Librarian can only be activated if a player has an overdue Book, in which case it can wreak some real damage. Fortunately, you can mitigate the damage by returning the Book, though not necessarily eliminate all threat. The Library at Celaeno introduces a new mechanism in Cthulhu Wars: Silence tokens. These are used to trigger certain special actions including moving the Custodian, Librarian, and triggering some of the special Library books on this map.
Now your faction can stand out with its own unique cultists! Personalize and upgrade your game with no less than 42 high-quality figures. The Cthulhu, Black Goat, Crawling Chaos, Yellow Sign, Sleeper, and Wind Walker acolyte sculpts are credited to "Tidal 4". The Opener of the Way acolyte sculpt is by Robert Goldney. The generic acolyte sculpt is by Stephen May. Of the two factions replaced by generic acolytes by this set, Tim Prow sculpted the Tcho Tcho while the Ancients are credited to Tidal 4.
The Ancients Faction are a human-oriented faction, and are particularly unusual, because they dont have their own Great Old One. They have to be extremely sensitive to the other players, and must engage in diplomacy and negotations to an extent previously unknown in Cthulhu Wars. Like Yellow Sign, you need to travel across the world. In your case, this is to build Cathedrals in the same areas marked with Symbols as Yellow Sign (though you also have to build one Cathedral in an unmarked area). Fortunately, you have an ace up your sleeve - other factions often rather like to share their areas with a Cathedral. But you cant always rely on this, and you lack the punch of Yellow Signs undead army. Like most factions, each of your creatures has a spellbook dedicated to it. Unlike every other faction, these spellbooks actually make your creature inferior in some way! However, theyre still worth getting for two reasons. First, they make the creature MUCH less expensive, and thus let you have a good combat punch (which youll need). Second, you cant win the game without all six spellbooks! Your special faction ability is Dematerialization, and is useful in movement. Each Doom phase, select one area in which you have units. Move any or all of those units to one other selected area, anywhere on the map. In play, youll find this useful not only for planned attacks, but also for building your Cathedrals. -description from the publisher The Cathedral, Un-men, Reanimated, and Yothan sculpts are credited to "Tidal 4".
Cthulhu Wars: Gold Cat Battle Dice - More Info Coming Soon

Clownfish Games

Zatu Games

Clownfish Games

Zatu Games

Rules of Play

Rules of Play

Zatu Games

Rules of Play

Asmodee UK

Zatu Games

Rules of Play

Rules of Play