Card Name: Type Power Notes:
Power Ring C 7 Sinestro
Mind Control C 6 Sinestro
Force Cage C 5 Sinestro
Deadly Toys C 5 Toyman
Giant Toys C 6 Toyman
Fearless C 6 Solomon Grundy
Great Stamina C 5 Solomon Grundy
Black Crows C 5 Scarecrow
Psychology of Fear C 6 Scarecrow
Inventions C 7 Lex Luthor
Leadership C 5 Lex Luthor
Cameras Everywhere C 6 Lex Luthor
Super Genius C 7 Braniac
Research C 6 Braniac
Hypnosis Ray C 5 Braniac
Increase Size & Mass C 5 Giganta
Sea Pirate C 4 Black Manta
Ice Ray C 5 Captain Cold
Gorilla Tactics C 6 Grodd
Animal Strength C 4 Grodd
Traps & Tricks C 6 Riddler
Riddle Me This C 4 Riddler
Agility C 4 Cheetah
Speed C 5 Cheetah
Color Yellow P 1 Discard Green Lantern card
Kryptonite P 2 Discard Superman card
Giant Size Formula L 6
Android Imposters L 5
Steal Weapons of Justice L 3
Liquid Light L 4
Time Conveyor L 7
Hall of Doom L 4 Draw an extra card
Monolith of Evil L 7
Shrink Ray L 5
Giant Laser L 6
Holograms L 3
LINKS
Superfriends Archive
COTSF
SF Gallery
Funny
CTHULHU SKIRMISH INTRODUCTION
Board & card game for 2 players.
Battle between two factions in the Lovecraft Universe.
Abstract skirmish level combat.
Each figure represents a single man/creature (unit).
DISCLAIMER
Cthulhu is a licensed property.
This is merely a Fan site.
VICTORY
You win if you kill the opposing Leaders.
If a faction has no Leader, then a loss of half it’s units will defeat it.
MAP & PIECES
Use an 8x8 chessboard.
Use chits or miniatures to represent units.
FACTIONS
Each player picks one Faction.
Each Faction has its own set of units described in its own unit list.
Each Faction has its own cardset described in its own cardset list.
There are 8 Factions:
Human Investigators
Deep Ones
Humanoids
Yithians
Elder Things
Mi-Go
Serpent People
Cultists
SPELL DECK
Players share a common Spell Deck.
Only leaders can use spells.
Keep your spell cards in a Separate hand.
SETUP
Each player places one unit on each square of his back two rows.
Units may not stack.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Fate Phase
Move Phase
Attack Phase
FATE PHASE
Draw 3 cards from your deck.
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
The move card has a number.
This is the number of spaces the unit moves.
Moves can be diagonal or orthogonal.
“Knight” type move cards allow a unit to move like a knight in chess.
Instead of moving just one unit in any direction, you have the
option of moving one or more units forward the indicated number of
spaces using a single move card.
ATTACK PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
“Knight” type attack cards produce an attack with a range like a knight in chess.
Attacks always do one Hit of damage to the target unless otherwise specified.
Use Chits or coins to record damage.
A unit reduced to zero Hits is killed and removed from the board.
Your opponent may play Defense cards to negate your attack.
UNIT TABLE NOMENCLATURE
# = Number of that type of man you start the game with.
Hits = Number of Hits that type of unit has.
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
K = as a Knight would move in Chess
Type = Purpose of card
Unit Name: # Hits Notes:
Townsfolk 8 1 -
Companions 6 2 -
Investigators 2 3 Leaders
INVESTIGATORS CARD LIST
Card Name: # Type Range Notes:
Cautious Advance 4 M 1
Quick Advance 4 M 2
Run 3 M 3
Sprint 2 M 4
Zig-Zag 2 M K
Pitchfork 1 A 1
Shovel 1 A 1
Torch 1 A 1
Axe 1 A 1
Shoot Point Blank 1 A 1
Pistol 2 A 2
Revolver 1 A 2
Dynamite 1 A 2
Shotgun 2 A 3
Rifle 2 A 4
Duck 2 D -
Hide 2 D -
Block 2 D -
Battle Plan 2 X - Draw 3 cards
Stalwart 2 D - Companions only
Ancient Tome 4 X - Discard to Draw a Spell card
DEEP ONES UNIT TABLE
Unit Name: # Hits Notes:
Hybrids 8 1 -
Deep Ones 6 2 -
Ancient Deep One 2 3 Leaders
DEEP ONES CARD LIST
Card Name: # Type Range Notes:
Quiet Approach 4 M 1
Shamble 4 M 2
Loping Gait 3 M 3
Deft Scramble 2 M 4
Sinuous Movements 2 M K
Sharp Claws 2 A 1
Silent Attack 1 A 1
Bite 1 A 1
Trident 1 A 1
Net Attack 1 A 2
Hunting Spear 2 A 2
Thrown Harpoon 2 A 2
Crossbow 3 A 3
Scales 2 D -
Swift Motion 2 D -
Move in Shadows 2 D -
Emerge from the Sea 2 X - Draw 3 cards
Immortal 2 D - Deep Ones only
Deep Magic 4 X - Discard to Draw a Spell card
HUMANOIDS UNIT TABLE
Unit Name: # Hits Notes:
Ghouls 9 1 -
Ghasts 6 2 -
Gug 1 5 Leader
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