The Beyond One (Action: Cost 1): Select one of your your Units with a Cost of 3+ in an Area that contains a Gate and no enemy Great Old Ones. Move that Unit, the Gate, and any Controlling Unit to any Area on the map that does not already have a Gate.
After all other players have set up; 8 Power, 6 Acolytes and a Controlled Gate in the empty Area of your choice.
There are 8 Gates on the Map.
There are 12 Gates on the Map.
In a 2-3 player game, only 10 Gates need to be on the Map.
You have Units in at least 2 Areas containing enemy-Controlled Gates.
Lose 1 of your own Units in Battle.
Your Great Old One is in the same Area with an enemy Great Old One.
Awaken Yog-Sothoth.
Unit(Tot) |
Cost |
Combat |
Unit(Tot) |
Cost |
Combat |
Notes |
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Acolyte![]() |
Acolyte(6) Cultist |
1 | 0 |
Spellbook: The Million Favored Ones |
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Spellbook: The Million Favored Ones
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Mutant![]() |
Mutant(4) Monster |
2 | 1 |
Spellbook: The Million Favored Ones |
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Spellbook: The Million Favored Ones
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Abomination![]() |
Abomination(3) Monster |
3 | 2 |
Spellbooks: The Million Favored Ones, Dread Curse of Azathoth |
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Spellbooks: The Million Favored Ones, Dread Curse of Azathoth
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Spawn of Yog-Sothoth![]() |
Spawn of Yog-Sothoth(2) Monster |
4 | 3 |
Spellbooks: The Million Favored Ones, Dread Curse of Azathoth |
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Spellbooks: The Million Favored Ones, Dread Curse of Azathoth
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Yog-Sothoth![]() |
Yog-Sothoth Great Old One |
6 | ? |
How to Awaken Yog-Sothoth: 1) You must have a Spawn of Yog-Sothoth on the Map. 2) Pay 6 Power. Replace the Spawn with Yog-Sothoth. Combat: Equal to twice the number of enemy-Controlled Faction Great Old Ones in play. The Key and the Gate (Ongoing): Yog-Sothoth counts as a Gate for every purpose, except for The Beyond One ability. Yog-Sothoth is not Controlled by any Cultist, and can exist in the same Area as another Gate. |
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How to Awaken Yog-Sothoth: 1) You must have a Spawn of Yog-Sothoth on the Map. 2) Pay 6 Power. Replace the Spawn with Yog-Sothoth. Combat: Equal to twice the number of enemy-Controlled Faction Great Old Ones in play. The Key and the Gate (Ongoing): Yog-Sothoth counts as a Gate for every purpose, except for The Beyond One ability. Yog-Sothoth is not Controlled by any Cultist, and can exist in the same Area as another Gate. |
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After rolling Battle dice, you may pay 1 Power to reroll all dice which were not Kills or Pains. You may do this more than once.
Once during the game (at any time), set your Power to be equal to the current Power of one chosen enemy Faction. Flip this Spellbook face-down after use to indicate you cannot use it again.
Once during the game when you perform a Ritual of Annihilation, you receive twice the normal Doom points. Flip this Spellbook face-down after use to indicate you cannot use it again.
Select an Area and roll 1 Battle die per Abomination and Spawn of Yog-Sothoth in play. Apply the results as Kills and Pains to enemy Factions in the Area. You choose which Faction receives which results, but they choose which of their Units receives each result. No Battle-type abilities apply. You choose to which Area each Unit is Pained, ignoring normal Pain rules.
After Pains and Kills are resolved, replace any or all surviving Acolytes to Mutants, Mutants with Abominations, and Abominations with Spawns of Yog-Sothoth. You can replace a Spawn of Yog-Sothoth with as many Mutants as are in your Pool.
You can Summon Monsters at enemy-Controlled and Abandoned Gates. You do not need to have any Units present in the Area.
Opener of the Way is probably the weirdest Faction of them all. Your Faction is delicate and requires precision, but has unparalleled flexibility. In fact, your Faction begins with an important strategic decision—where to start! More than any other Faction, you must react on the fly to other players’ actions. You can always do something effective, but what that is differs depending on the situation.
Keep a Mutant with your Cultists—if someone enters your Area, this is a perfect opportunity to Battle and promote with Million Favored Ones! This also puts Cultists back into your Pool to be Recruited by Monsters placed via They Break Through.
Though Yog-Sothoth really costs 10 Power to Awaken (6 for him and 4 for the Spawn you give up), he is flexible because you can pay on the installment plan: Summon a Spawn on one turn, then Yog-Sothoth on the next. Everyone else has to pay for their Great Old Ones all at once. Don’t forget that you can Summon Monsters through him.
Beyond One is best in the early game. You not only steal a Gate, but also Move long distances and escape threats.
Summon a Spawn of Yog-Sothoth early despite the huge cost, so that you can bring your Great Old One out at the right time (usually once two or three other Great Old Ones have taken the field). You won’t dominate the game in the beginning; you must grow over time by promoting Units and re-designing the map’s Gate structure. Movement is not cheap for you, so use Beyond One and They Break Through as affordable alternatives.
Once you’ve built up, use your numbers to swamp an Enemy. Do not fear to “promote” a Spawn of Yog-Sothoth into as few as two Mutants. Remember that once you have six Spellbooks, you can declare more than one Battle in a turn. This is huge for you.
For obvious reasons, this is a handy spell to have. Your Faction is often Power-hungry, so save it for special occasions.
Choose the right time and this can reverse the course of play. Remember that using this Spellbook is NOT an Action, which means that you can do it even if you are out of Power.
If you wait until the perfect moment, you might not get its benefits—seize the day.
Pester enemies with death from the sky. Enemy Units are often in the same Area as Gates, and you can drive them out with Dread Curse while your Units stay behind.
A core ability, and one you’ll want early.
Possibly the Spellbook most hated by Enemy players.
Opener of the Way’s Monsters are expensive, so he tries to promote rather than Summon. If you can Kill a Monster in each Battle, it will become a losing proposition for him. He is restricted by his need to share territories to earn Spellbooks. Turn this to your advantage by setting up traps—Areas where you can counter Opener’s moves with overwhelming force.
Tip:
Don’t just use Million Favored Ones to get your big Units into play; remember that you can always purchase them outright .