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How to win with Eihort, and what is that pointy appendage for?

Today I’m experimenting with just pasting the video text, let me know if its helpful being able to read the script, or if I should rewrite it!

Today, as we meet with Eihort, he has given us an impossible choice.   Do we allow him to implant a brood in us and eventually be eaten from within?  If that doesn’t sound like a good option, the alternative is to be viciously and violently slaughtered immediately.  Dang Eihort, at least take us to dinner first!

 

Hey everyone, today we continue exploring the Ramsey Campbell Horrors Pack 1, this time with Eihort.  Eihort is another Great Old One that was introduced by Ramsey Campbell in Cold Print.  This book is actually a bit difficult to get a hold of, and the story that introduced Eihort, Before the Storm, hasn’t been reprinted.  If you’ve read it, post your comments down below!

The fiction for Eihort says that those who encounter him in the cave tunnels underneath Severn Valley are given the choice of being killed or having his young implanted in them.  Of course, the young will eventually kill their host, and in the Revelations of Gla’aki, Campbell says that Eihort’s young will inherit the Earth.

This is a cool sculpt, and they give you these six brood tokens.  I’ll go over what you do with them in a moment.

This is what Eihort says, just like other Independent Great Old Ones, you must have a controlled gate in an area with your Great Old One.  You pay 4 power, and place Eihort in the Area containing the gate.

What’s significant about Eihort, is that when you awaken him, you take these brood tokens, and you replace all of your cultists with the brood tokens.  The brood tokens are cultists with a combat value of 1.  They cannot take the Move action or otherwise be moved by  your powers, though they can be moved enemy actions like Pains.

Ok, so there you go, you’ve summoned Eihort and now you have a bunch of unmovable brood tokens.  What next? Well, you start recruiting more cultists.  In this way, you can have 12 cultists with just Eihort and your base faction.  I am going to warn you, if you want to get the entire table to gang up on you, having 12 cultists is a good way to do that, so don’t be greedy.

What happens if your brood tokens get killed? Well, nothing much, at least not at first.  Eihort doesn’t give you a way to recruit or summon more brood tokens by default, and since Eihort has 0 combat, he himself isn’t useful for much other than capturing cultists.

Once you’ve recruited 3 acolytes, now you can unlock Eihort’s spellbooks, this is what it says.

Unclean Bargain. This happens during your doom phase.  If you have any brood tokens in your Pool, replace your Acolyte Cultists with brood tokens on a one for one basis until either you run out of acolyte cultists on the map or brood tokens in your pool.  This is not optional.

Ok, so once you’ve unlocked Eihort’s spellbook, for as long as you continue to control him, you’ll continue to pop out more brood tokens, forcing you to be a little cautious where you let your acolytes end their turn, as once they turn into brood they’ll be unable to move.

Ok, this is straightforward at first..but what happens when Eihort dies?  Well, if he dies, you lose control of Eihort, and his brood cease to serve you too.   Yup, that’s right, they become neutral cultists, serving no one.  Even worse, whoever takes control of Eihort, regains control of those brood.  A worse case scenario is for you to replace your cultists with brood, then immediately lose Eihort and all of the gates  your cultists had controlled.  Eihort is not an iGoo you want to summon when you aren’t in a position to protect him.

Ok, so how does he fit into each faction’s strategy?

Black Goat

Black Goat is a natural pairing with Eihort, as the brood are very similar to frenzied black goat cultists anyways and can allow Black Goat to neglect choosing Frenzy for a little longer while still getting the benefit of the additional combat dice.  However, do you do have to be careful as I like to expand with Black Goat, get my spellbooks, then contract my forces a bit to better defend my Areas.  With the brood, you can be stuck defending areas or allowing them to be captured.  For that reason, I like to expand with acolytes and maintain a strong base of power for my brood.  When choosing which cultists to sacrifice using Blood Sacrifice, I recommend brood tokens, since if you loose control of Eihort you’ll lose control of the brood anyways, so the more acolytes you can maintain the more protected you’ll be.

Great Cthulhu

Great Cthulhu, like most of the independent Great Old Ones, loves to get all cuddly with Eihort.  Cthulhu is one of those Great Old Ones that just likes to stay in bed and cuddle for a millennia or two, I don’t know if you knew that, there you go.     To maintain Dreams being a threat, you need acolytes in your pool, Eihort puts ALL of your acolytes in your pool, so there you go.  You do suddenly lose the ability to use Devolve, so it’s a bit of a double edged sword, you’ll want to recruit more acolytes ASAP both for the additional power but also the ability to respond to the threat of capture by devolving them into deep ones.  Given the choice of what unit to remove for Absorb, you’ll want to choose the brood over other units.

Crawling Chaos

One of the major advantages for Black Goat is their ability to have 9 units generating power, with Eihort, CC suddenly can compete on power once you’ve recruited more than 6.  This is good with the major power problems CC can have mid-game due to trying to unlock spellbooks.  My concern here, is that in order to leverage Harbinger, sometimes you have to take some risks with Nyarlathotep.  If you lose Nyarlathotep, Eihort might not be far behind.  If you lose gates and cultists mid-game due to losing control of your brood, that’s probably game, I don’t think you’re going to be able to recover from it.

Opener of the Way

Here’s the thing about Opener.  In my experience, he’s the most fluid of the factions.  This is the diametric opposite of the Tcho Tcho, where as the Tcho might spend the entire game never moving more than an Area or two away from where they start, Opener of the Way might win the game without any of the same Areas they started the game with.  Consequentially, the idea of a bunch of Brood who can’t be moved seems like a recipe for failure with Opener.  Don’t do it, everything with Eihort is forced, so you can’t even choose to just prevent someone else from taking him without paying the consequences of awakening him.

Sleeper

Sleeper needs quite a bit of power, and even just one extra cultist controlling a gate is 3 power.  The problem I have is that Sleeper is in a precarious position where it wants to be able to hunt monsters towards the end of the round, and Eihort can draw unwanted early attention.  Still, if you can get 2 extra gates above what you might normally have, for just a few turns, you can pay for most of your spellbook tax.

The Tcho Tcho

You know what I’m going to say…the Tcho Tcho don’t want to move, just sit there and win…the brood just want to sit there…wait a gosh darn c’thulhu minute!  Could it be, an iGOO that just wants to turtle and win? This is it, the iGOO get immediately 6 more combat dice, they can continue to recruit more cultists without much desire to spread out.  Not only that, but later in the game, Ubbo Sathla is really going to discourage anyone who wants to try and come in and kill Eihort.  This is a really good combination, and while I’m not a huge fan of the Tcho turtling strategy, if this is your thing, Eihort is your man!

Windwalker

What I like about Eihort, is that as you sweep around using Arctic Wind destroying things, your free acolytes you cannibalize are turning into 1 combat die brood tokens.  Where other factions have to consciously choose to recruit more acolytes, for you, you can focus on combat and very very quickly get out possibly all 12 cultists.  I suspect you’ll likely win before you even get all 12 out.

Yellow Sign

There isn’t a lot here to justify Eihort, as usual, Yellow Sign wants to avoid becoming a target, and the 1 combat dice of the brood isn’t going to dissuade much since you already have Passion.

Ok, and that’s Eihort.  When I first looked at this iGOO, I kinda ignored him.  He can’t fight, he doesn’t really add any crazy rules.  But honestly, extra power can really change the game.  How often are your strategies changed or cancelled because of the difference of just 1 or 2 power? Cthulhu Wars is very very tightly balanced, so moving a number here or there can really shift things.  With that, I don’t know if you always want Eihort in your game, but it can be fun to see the map shifting as one  player then another takes control of Eihort.

Ok everyone, that’s it for this week, please click like, subscribe, the whole deal, until next time, game on!

 

Wait, why do we call Eihort a He or him? Its putting its babies in people, isn’t it female? Then again, it doesn’t have a rather disturbing appendage that it injects its seed in people…ok, I guess I’ll go with it.

 

 

 

Then came pale movement in the well, and something clambered up from the dark, a bloated blanched oval supported on myriad fleshless legs. Eyes formed in the gelatinous oval and stared at him.

 

Living in a vast network of caverns and tunnels situated beneath the Severn Valley in England, Eihort appears as an enormous gelatinous blob supported on a plethora of bony, almost-skeletal legs. It’s whole body is covered in a shifting, writhing coating of eyes which constantly disperse and reform at random.

 

Top 5 Strategies to Winning Terraforming Mars

 

Hey everyone, Terraforming Mars is one of our favorite games, and now that we’ve played Venus Rising several times, I thought I’d wrap up my thoughts on how to play this game well, and even more, how to win!

These are going to be my top 5 strategies for Terraforming Mars, these aren’t the only strategies, just the biggest strategies you can take with you into a game and score higher and secure the win more often!  I’m hoping people will post some of their famous combos below.

I’m assuming you’re playing with all of the expansions, but it isn’t too relevant to the strategies, but it is relevant to judging what is in the deck, which ideally you should be thinking about when you’re choosing what to pass.

First Strategy, Understand Tempo

This really applies to most strategy games, but bears exploring in Terraforming Mars.  Tempo, if you’re not familiar with the concept, is the totality of your resources in the game.  In Terraforming Mars, tempo describes the blue cards, your Terraforming Rating, the resources symbols you have on your cards, and anything else that represents your total presence in the game.

Effectively, if you’re not building up your presence as fast as everyone else, you’re going to lose, right?  I think everyone gets that at a gut level.  But logically,  you can actually assign some math to things and really get a grasp on whether each action is a good action or not.  The more you make every decision based on whether the math makes sense, the more you take control of your destiny and stop letting Fate decide whether you win or lose.

Lets break it down, for 14 money, you can use the Asteroid standard project.  An Asteroid lets you increase the temperature one step, which also increases your Terraforming Rating one step.  So until temperature is maxed out, for every 14 money you spent, you can guarantee two things, one that you’ll get back a victory point, but also that you’ll get back 1 money every turn for the rest of the game.  If you look at greenery, for 23 money, you get 1 VP at the end of the game and 1 TR.  That’s an even better ratio closer to 11.5.  You might even get a resource for placement, pushing the cost even lower.

In fact, the average cost of everything you do should be 10 or less.   Timing is important, so what might be very valuable on the first generation might not be so towards the eight generation. If the math doesn’t make sense, you’ll almost always be better off doing something else with your resources.

Second Strategy, Opening Gambit

How you start  your game can really set you up to win or lose.  A big aspect people forget, is they mentally choose their corporation first, then look for cards to match.  That isn’t how this works, you need to filter your cards to what you’d like to do, then align your corporation to match.

Here is a few tips on your cards.  Choose cards that can give you an entire game boost early on.  These are cards like Pets, Arctic Algae, Toll Station, etc.  Avoid cards with a requirement that are more than 2 or 3 turns away, you’ll pay the cost up front but won’t reap any benefit for quite a while.  Avoid science if you can get something else, as generally the science cards aren’t worthwhile at first.

The corporation you choose will depend somewhat on the skill level of your opponents.  In our group, Helion was considered the most powerful corporation for quite a while.  That’s because none of us realized that from an efficiency standpoint, heat is worth more cube for cube than money.  So just the ability to spend heat as money isn’t necessarily what you want to do.  Most of the corporations are good, but I’d avoid Saturn, Teractor, MorningStar, and Thorgate, but really you can win with any corporation, as long as you focus on getting the most out of each turn “now” and not spend money now for some distant future.

Third Strategy, Award Ceremony

Over the course of many games, I’ve noticed that people who lose frequently often miss out on milestones and awards.  You need at least one of each to reliably have a shot at winning.

You need to know which you can get, which you can’t, and which you don’t want.  For example, you don’t want Planner, something has gone horribly wrong most of the time if you can get Planner.

Personally, I don’t even like using the base board anymore, as Planner is a wasted milestone for everyone.  Hellas and Elysium both have great milestones that doesn’t hurt you to pursue.

Regardless of which board you play with, each turn, you should be looking at the other players and deciding which milestone you’re trying to get.  Milestones are a mix of happenstance and intention.  At first, you play with the cards you get, and when you notice you’re close to a milestone, that’s generally when you should push to take it.

As long as you keep tempo in mind, you can adjust the reward efficiency for actions based on a reliable milestone.  A set of actions that give you 3 greenery might not be cost efficient normally, and by my tempo strategy of no more than 10 per TR you may choose not to pursue getting a given set of greenery, but if you can get gardener as well, 5 VP for 8 should make almost any set of cards worthwhile.

Awards are another place you can get a big boost.  8 credits for 5 victory points, that should be your goal.  Not only is it efficient for you, but you’re ruining the efficiency for the second award (and even more so, the third award).  Claim an award you feel confident of early, try to get that eight for five.

Fourth Strategy, Go Green

Terraforming Mars relies on plants.  If you haven’t made your planet green by the end of the game then you’re a bunch of selfish corporations out for their own greed, good job! 😉

Seriously though, greenery makes sense.  Plant production is tough because there is so many ways for other players to mess with you regarding it, but generally, if you are placing a lot of greenery, you’re probably on your way to win.  This strategy is just to re-iterate that you need to constantly calculate the value of your actions.  Once you have cities, the reward for greenery becomes really really efficient.  Effectively you’re going to get 1 TR and 2 VP at the end of the game per greenery you place around a city.

I see a lot of players placing their greenery in open places to try and get double points placing a greenery between two of their cities.  The reality is that most players are going to struggle to dominate that much space, so you’re usually better off placing the greenery between your city and an ocean or over a resource title.

Fifth Strategy, Set the Pace

This isn’t tempo, this is how long is the game going to go for?  Is the game going to end in 8 generations or 14?  If you’re building an economic engine, you want the game to take as long as possible.  Similiarly, if you’re spending your time Terraforming Mars while the other players are expanding their corporate assets, you want the game to end as fast as possible.

What you don’t to happen, is for the other players to decide the pace opposite of what you’re striving for.  If you have an amazing engine built, you may want to hold off seizing a temperature award, oxygen, what have you, because the game can end surprisingly fast if the engine builders AND the terraformers are both pursuing the terraforming tracks.

In general, if you build your strategy around terraforming and can force the game to end early, you’ll win over the players who spent all of their effort building up an engine.   What you don’t want to happen is to get too split between an engine and terraforming.  It feels fun but then gets frustrating when you realize the players who focused on one or the other ended the game with much better results.

Ok everyone those are my five strategies.  I know some of you will be frustrated that I didn’t give specific card combos, but those are too random, what I’ve given is a mindset to reliably play the game well.  What I’m going to ask everyone is to post your favorite strategy down below, I know a lot of you have devious combos and don’t mind sharing, so I look forward to any that you want to share.

 

 

 

Tzulcha the Green Flame – Independent Great Old One Cthulhu Wars Strategy

 

Tzulcha is awesome!  If you choose to include this Independent Great Old One in your gameplay expect a lot of tug of war action as everyone tries to either hold onto this iGOO or prevent everyone else from doing so.

On the other hand, if your players are still learning the game, this might be too much of a shakeup before everyone has really mastered the basic strategies of how to win with each faction.

Hey everyone! Today we’re exploring one of the members of the court of Azathoth, Tulzscha the Green Flame!

So today I’m going to be going in depth with another Great Old One, Tulzscha! Tulzscha is a bit unusual for a great old one because often Lovecraft would reference a being but not describe how it looked. But in this case, he described Tulzcha as this roiling green flame, but actually didn’t name him. I was unable to discern quite where the name came from, possibly from the Call of Cthulhu game, if anyone has more information, I’d love it if you posted in the comments.
Now Tulzcha is a member of Azathoth’s court, and as such, he seems to operate in more of a support capacity than an outright bruiser or threat of his own. He gives you a few more options, helps you catch up in areas that you are behind in, and can block other players from leveraging rituals of annihilation as effectively, but combat isn’t his thing.
Tulzscha is an Independent Great Old One, or as I call them, an iGOO. He costs 4 power to awaken and you must have your Great Old One at a gate you control, which is where you summon him. He has a combat value of 1, which reflects the fact that his job is not to dominate the battlefield, and in fact, you have to protect this guy as he’s going to have a BIG target pained on his flaming back.
The reason you summon him is primarily for his Gather Power Phase ability, Undying Flame. And this is what it does.
At the end of the Gather Power phase, earn 1 doom if at least one faction has more doom than you, earn 1 elder sign if at least one faction has more elder signs than you, and earn 1 power if at least one faction has more power than you.
Now how I like to think about this power is that I can totally crush one or two aspects of growth, say power and doom, knowing that Tulzscha will help me catch up with Elder signs. Also, I intentionally like to have Tulzscha help me out with elder signs because they’re worth more than doom points on average.
What about his spellbook? Well this one is rough, to earn his spellbook, as an action, you cause each enemy faction player to gain 2 power. In a worse case scenario, your enemies will intentionally wait until you’ve given them the 2 power to immediately destroy him, so make sure that the 2 power you give them isn’t too advantageous.
The spellbook’s name is called Ceremony of Annhilation, lets look to see if its worth giving your enemies a possibly huge advantage like 2 power.
During the doom phase, when you perform a ritual of annihilation, you may choose to pay nothing, and instead EARN power equal to the current position on the Ritual of Annhilation Track. Then advance the marker 1 step. You earn no extra Doom points nor Elder Signs by doing this.
Wow, this is pretty awesome, and if you can pull it off, can possibly pay to resummons a slain GOO, activate some more of the expensive abilities several times (like Dreams, Ghroth, or Dread Curse of Azathoth), or any number of possibilities. Before committing to using this ability though, keep in mind that it can potentially shorten the game, and that power is of no use to you if the other players all decide to do rituals as well and trigger the ending.
If you can hold onto this iGOO for any length of time, you’re most likely going to be gaining some serious advantages, and if you aren’t getting an advantage from holding onto him, then that probably means you’re winning anyways!
OK, How to get the most out of this iGOO?
First, as a Dancer in the Court of Azathoth, how does he interact with some of the spellbooks from the Azathoth expansion?
Well, there is really only one excellent combo with the Azathoth spellbooks, though all of the neutral spellbooks are still good like normal.
That one spellbook combo is Stars Are Right. Oh My Cthulhu! This is a sick combo, and when I say sick, I mean sanity loss inducing madness. If you turn in all of your elder signs for doom points and power, then each turn that you hold onto Tulzcha, you’ll gain another elder sign as long as other players have any remaining elder signs,. I love this combo, because it potentially forces your enemies to turn in their elder signs or yield to you continually gaining more elder signs.
Alright, what about the factions?
You need to keep Tulzscha safe. You know what they say, Save the Tulzscha, Save the world. Or in this case, destroy the world, or, actually, they probably don’t say anything like that, maybe just keep him safe and win the game, yeah. Anyways, look for opportunities to make an impregnable stronghold OR leverage the fact that your enemies will be attempting to destroy this iGOO by setting up traps.
Lets look at Black Goat.
Black Goat is already about dragging its feet and trying to take as many actions as possible AFTER everyone else, using Ceremony of Annihilation to have a large amount of available power to work with is GREAT. However, You all know that for me, I’ve never once had Groth work for me, not even once guys! So get rid of that piece of garbage and grab Stars Are Right. Drag your feet and dominate with what will feel like an immense amount of remaining power.

Ok, Crawling Chaos. This faction, just like all factions, would love to have Tulzscha hanging out, but Crawling Chaos does have a cool ability to keep their flaming buddy safe, Flying Polyps. Other than a slight defensive ability, use that extra power from CoA and pay for those expensive spellbooks!
Great Cthulhu time! Well…. You get an elder sign for summoning Tulzscha, and you have big bruisers to help keep him safe. I do think they’re a good combo, but the real reason I think they work is because Cthulhu struggles to compete in some regards and an iGOO whose primary job is to help catch up can really help Cthulhu to focus, However there isn’t any one ability here that I can see that really makes this feel “awesome”
Opener of the Way! And you were grumpy that you couldn’t compete with elder signs! Now that inability to get elder signs makes everything worth it! With Tulzscha, you should be consistently getting elder signs whether you choose to reveal them or not. And with CoA giving you extra power, he obviously gives you more access to abilities that are otherwise too expensive to do more than occasionally such as Dread Curse of Azathoth.
Sleeper Faction time. Sleeper has few ways to get Elder Signs, so almost assuredly Undying Flame will be giving you elder signs each turn. The reality is, however, that you’re very unlikely to be able to gain Tulzscha early on, due to how difficult it is to get Tsathoqua before someone else snatches Tulzscha up.
Tcho Tcho – Combine Tcho Tcho’s ability to gain elder signs with Stars Are Right and you should have an almost excessive amount of power. The difficulty is that you have few ways to protect your flaming buddy, but if you can get some more neutral units or otherwise distract your foes, you can be primed for a huge advantage.
Windwalker.
Ok, lets be real for a moment.
Windwalker and Tulzscha are great. You can have cheap rituals of annihilation or ones that give you large amounts of power. You can block other factions who rely on doing multiple rituals of annihilation to win the game, because you’re pushing the cost of Rituals up for free (and actually gaining power). Combine that with using howl as a defensive strategy then later on with Arctic Wind to move this unit around for free, you’re really able to keep Tulzcha alive better than most factions.
Wait.
Where was I going with this? Sorry, Windwalker and Tulzcha, Fire and Ice , BFFs for life! But we have to accept that getting 3 Great Old Ones out is tough, possibly too tough. Still, if you have an opportunity to grab this iGOO, I say go for it!
And finally, what about Yellow Sign? Be wary about abusing CoA too much, as getting 2 elder signs from doing rituals of annihilation is normally a key part of your strategy, but really, that extra power when combined with Third Eye, allows a ridiculous rate of elder sign accrual, we’re talking potentially several elder signs a turn. If you have that going soon enough, the game will be over before you need to worry about protecting Tulzcha too much.

So that’s Tulzcha, a great old one that if you can hold onto, will significantly tilt the odds in your favor. But, Should you play with this unit in your game?
What I’d suggest, is that if your group wants more conflict and battle, adding an iGOO like Tulzscha will really create a lot of tension encouraging battles. On the other hand, if your group prefers to play with slow build up and few battles, Tulzscha may unbalance your group and create more conflict than you like.

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Mastering the Use of Byatis from Cthulhu Wars

 

Hey everyone!  Today we’re going to be talking about the neutral Great Old One, Byatis!

Byatis comes from the Great Old One Pack 4.

Byatis the serpent-bearded is a creation of Robert Bloch, but we don’t really get to know the full story until Ramsey Campbell describes him in The Room in the Castle.

The concept is that Byatis was captured and kept beneath a Norman castle, ultimately being used by a warlock as a source of power.  At night, the warlock would allow Byatis to roam the nearby village where it would grow more powerful by consuming townsfolk, gaining part of their vitality (and size).

That’s the origin, lets see how Sandy has represented Byatis in the game.

First of all, to awaken Byatis, you must have a controlled gate in an area with your Great Old One.

Second, pay 4 power and place Byatis in the area containing the Gate.  You’re going to want to be careful “where” you summon Byatis, more on that in a moment.

A quick caveat, as an Independent Great Old one, if Byatis dies, you lose control of it and allow someone else to take control of it.  This is a bit different from Terrors or Neutral monsters who are permanently controlled once acquired.

So what do you get for your efforts?

A 4 combat iGoo with a very interesting ongoing ability.

Toad of Berkeley (Ongoing): Byatis may neither move nor can he be moved with movement-type abilities (such as Arctic Winds or Submerge). He can still be Pained. If no enemy Units are in Byatis’s Area during the Doom Phase, earn 1 Elder Sign.

Effectively, if you can hold onto this iGOO and keep enemy units out of his space, you’re going to be getting 1.5 doom points each turn.

What else?

Like all iGOOs, Byatis has a spellbook, in this case, The God of Forgetfulness, an action cost 1 ability that makes all enemy cultists in an adjacent selected area move into Byatis’ area.

So how did Sandy do in representing Byatis in Cthulhu Wars?  According to the source material, those who look upon its cyclopean eye are forced to walk into its clutches, and since the thing can’t move elsewhere, it does need help bringing victims to itself.  Being unable to move except by being Pained can be frustrating to try and force combat, but since it’ll be generating Elder Signs if its left alone, it probably won’t be left alone for too long.

So how do you use this thing? Well it depends on which rules you have access to.

If you’re using the Azathoth neutral spellbooks, there are two spellbooks that can help you out.

If you get the Shriveling spellbook, you can help insure that Byatis won’t easily be sniped.  Remember, shriveling acts as a pre-battle action to remove a targeted unit from the battle and give the owner power equal to the cost of the unit shriveled.  You always need to be cautious about giving more power to the owner, but the net result is going to be negative since they would have had to spend power to move the unit towards Byatis, then power to initiate combat.

Another spell book that can be useful is Stars Are Right.  Stars Are Right makes it so that when you redeem elder signs for doom points, you also gain that many power points.  Since Byatis will be giving you extra elder signs, this can be a good way to use those extra elder signs for an immediate advantage.

What about Factions?

When choosing to get Byatis, you’re going to want to look for whether your faction helps move cultists near Byatis and those who are more able to defend Byatis.

Black Goat.

Black Goat is a great fit for Byatis.  Using Avatar can give you an excellent opportunity to send victims to Byatis.  Similarly, you can use Ghouls to move Byatis by giving yourself Pains.  Be cautious if fighting Crawling Chaos however as their ability to control Pains could ruin your day.

Crawling Chaos

While Byatis is a decent combatant, I’m not a fan of Crawling Chaos “with” Byatis.  Personally, as a Crawling Chaos player, I’d rather my enemy get Byatis because as a target, he’s an excellent way for me to activate Harbinger.

Great Cthulhu

Byatis is pretty nice with Great Cthulhu for the same reason that nearly all iGoos are good with Cthulhu.  Immortal.  A 4 cost iGoo is another great source of Elder Signs.  The fact that then you can gain still more elder signs via Toad of Berkeley is just icing on the cake.

Opener of the Way

There isn’t really any great synergy to Byatis and Opener.  However, there “is” a good aspect of this combo, which might be worthwhile summoning Byatis once.   One of Opener’s spellbook requirements is to lose 1 unit in battle.  Since Byatis generally has a big target on its back, this can be a great way to get your enemies to come to you instead of what Opener normally has to do, which is chase after people.

Sleeper

Similar to Opener of the Way, Sleeper sometimes wants to be attacked.  Using Byatis to encourage people to attack you can be an excellent way to take advantage of Demand Sacrifice, which says that as a pre-battle action, your opponents must choose to either grant you an elder sign or count your kills as Pains.  If they’re trying to kill Byatis they’ll always choose to give you an elder Sign, and if they fail, you’re likely to get an elder sign anyways from Toad of Berkely.

The Tcho Tcho

Tcho Tcho is a good defensive faction that can benefit from Byatis, but otherwise they don’t particularly benefit since unlike some of the other factions, Tcho doesn’t “want” to be attacked.  If you grew Ubbo Sathla to a point that people are afraid to attack him, it might be good to put him with Byatis, but still I’m hestitate recommending him.

Windwalker

Byatis isn’t particularly a good match other than that it is yet another way to get elder signs.  2 GOOs combined with Byatis could be 3 elder signs each round, which is pretty nice, but Byatis is a bit contrary to Windwalker’s normal advantage in mobility.

The Yellow Sign

Typically, if you play Yellow Sign and play Byatis, you’re going to end up abandoning Byatis as you travel around desecrating.  However, as a guardian of one of your desecrate tokens, it can help you retain the extra power of having a unit in the same area as your desecrate.  For the most part though, The Yellow Sign doesn’t have any need for Byatis.

Overall, Byatis is a good addition to your game.  He adds a target that encourages players to interact with each other, and in my opnion that’s a good thing.

So tell me, what do you think of Byatis? Did I miss something, or get something wrong?  Comment down below!

If you liked this video, I’d sure appreciate a Like, subscribe, all that jazz!

Thanks everyone, and Game on!

 

 

 

How to Survive a Coop Game! Plus a Contest, win a Copy of Pandemic Legacy

 

I put together this video with my tips on how to Survive a Cooperative Board game! Also, there is a contest inside where you could win a copy of Pandemic Legacy: Season 1 or Season 2.

The maximum number of copies I’ll be rewarding is 4, just to clarify in case things get out of hand in a good way. 🙂

I’d really appreciate it if you helped share the video with people who like board games and/or goofiness because this video has more than a bit of both. 🙂

Contest Results will be given out on Richard’s Birthday, April 12th.

Amazon Wish list if you’re feeling generous!
https://www.amazon.com/gp/registry/wishlist/31106PU92T0S4/ref=nav_wishlist_lists_1

Physical Address
Dorkside Studios
505 E windmill pkwy ln suite 1C #102
Las vegas nv 89123

For more of our reviews, check out our blog: https://dorksidecookies.net

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Actors
Richard Mathis
Sevanna Mathis (Squirrelgirl LV)
Ramsey Dadis
The Sword of Glory

Edited by:
Richard Mathis

Filmed by:
Bill Brown
Richard Mathis

How to survive a cooperative Game – Contest to win a Copy of Pandemic Legacy!

The best uses in in Cthulhu Wars for the Cosmic Terrors

I did this video a bit differently, my intent was that people could watch each different video depending on which unit they wanted to know more about.  Let me know whether people prefer a combined video with links to each timecode or separate like I did.

First, we start with The Great Race of Yith

Next, we review the Aztek inspired monster, Quatchil Uttaus

and Finally, we review the Dhole

If you go through these, make sure you look at some of the comments on these videos, as always, people have been chiming in and giving some great additional advice and/or asking for clarifications.

 

My favorite? The Dhole!

 

Unboxing the Mansions of Madness: Streets of Arkham

Wow, I was surprised by how cool this expansion was.  I can’t wait to play with these pieces and parts, as well as the spells!  OMG Oh, and the trait upgrades.  Honestly, great expansion, check it out!

 

Getting the most out of the Azathoth expansion with Windwalker

 

Hey everyone, today we’re looking at the Azathoth expansion specifically in how it pertains to Windwalker.

When we look at the expansions, we’re looking for 3 different things.

  • Does the expansion shake things up to help break up the monotony?
  • Does the expansion help fill in weaknesses in your preferred faction?
  • Does the expansion help capitalize on strengths in your preferred faction?

Lets talk about windwalker’s weaknesses.

  • Windwalker is required to split its control over two halves of the map in order to get its spellbooks, north and south.
  • Windwalker has some power problems in the early game, much of their strategy relies on Ithaqua and hes expansion to get out.

Now windwalker’s strengths

  • Lots of defensive abilities both innate and from spellbooks making them fiercesome to combat.
  • Reliable easy rituals of annihilation at the expense of exacerbating their power issues.
  • One of the best single army mobility powers in the game.
  • Possibilities for lots of free units popping up across the map.

Honestly there are more strengths than weaknesses in windwalker.  You build up a scary army, control a few gates and intimidate people into letting you use rituals until you win.

Lets go through each of the components and see how they pertain.

Independent Monsters

  • Dimensional Shamblers. If you’re concerned with trying to defend yourself across the map, dimensional shamblers are going to help you in two ways.  One, you can summon them but not commit to where they will defend until someone moves in to attack.  Two, once you have a strong reliable unit like shamblers, you can more readily commit your wendigo to popping up in random places using Cannibalism.
  • Star Vampire. These are OK.  I think star vampire are fun to use, but honestly windwalker should be winning through rituals, so I’d be hoping for power if I used star vampires.  The fact that they are only 1 combat die means I’m a little hesitant at committing to these with my valuable doom points.
  • Elder Thing. This is a very scary unit, AGAINST, windwalker. I’d have a tendency to grab the elder things just to prevent Rhan-Tegoth from being assassinated.  In particular I’d be afraid of letting Crawling Chaos grab this unit as normally windwalker feels a bit more resilient against the harbinger ability.
  • Servitor of the Outer Gods. No one likes being given this unit, but windwalker does have a nice ability to summon wendigo using cannibalism which can someone reduce the sting of this unit.

 

Spellbooks

The Mao Ceremony – This is a great spellbook for windwalker since you can use cannibalism to recruit them for free. Grab this spellbook if you’re thinking of a more combat-heavy game where you can use cannibalism a lot, otherwise this isn’t terribly helpful.

Umr at-tawil* This can give you the edge to get 4 gates and do a few rituals.

Undimensioned – On one hand, you tend to be spread across the map to get your spellbook and by the use of cannibalism, undimensioned can allow you to easily  retrieve your distantly populated units.  On the other hand, it feels a bit expensive if you were to just be collecting a free wendigo or cultist. I’d pass.

Recriminations –  If you’re unsure about the long term value of Umr at-tawil, taking recriminations can allow you to switch out at a later time.

Shriveling – This combined with Howl will really deter people from attacking you, helping you lock in your Ritual victory.

Stars are Right – Since you should be getting a lot of elder signs, this can be a substantial boost in power.

Which spellbooks to give up.

  • Ice age. This is a nice spellbook, but it costs power to activate, if you’re going to give up any spellbook, I suspect this will be one of the first ones.
  • If gnoph-key aren’t dying, this spellbook doesn’t do anything at all, consider replacing this with umr at-tawil until the end of the game

Azathoth, the big kahuna

Azathoth can be a good companion to Rhen Tegoth, but early on you’re unlikely to want to spend the power to gain him.  Unless another faction were going to use him against you to good effect, I’d avoid this guy to instead focus on getting ithaqua.  If you have itqhaqua, consider getting azathoth as having another GOO will help your rituals of annihilation.

 

How to win with windwalker faction in Cthulhu Wars

This faction…wow, as much as I dislike the passivity of Tcho Tcho, I love how active windwalker can be.

I really feel in control in a way that a lot of the other factions don’t.  In this video I explore all of the unique abilities, monster abilities, spellbooks and some opener advice.

Using the Azathoth Expansion with Sleeper Faction in Cthulhu Wars!

Hey everyone, I’ll be honest, I’m not a huge fan of most of the azathoth expansion content with Sleeper, the faction needs most of its content so its hard to give up anything. The biggest advantage is recruiting monsters and getting free ones into your pool, but that applies to any monsters from any neutral box. I’m curious what master strategies some of you will provide, please help me catch what I missed!

I “am” excited about using Star Vampires with Sleeper, or bashing people with an Azathoth at the end of the round, but Sleeper has so many power issues I just don’t know if its possible to get it out without crippling yourself.