Set up the Map in the same way you would with the Cthulhu Wars Earth Map. One of the 4-Player Map configurations has 9 Glacier Glyphs; the other has 11. This gives you a choice of having a game that is more or less “icy.”
The Primeval Map significantly changes the layout of the world. Continents include Atlantis, Hyperborea, Lemuria, and Mu. One huge continent runs all the way from Lomar, at the North Pole, to Antarctica, while Hyperborea, Lemuria, and Mu are continental islands, like modern-day Australia. The ocean Areas are all Areas with the word “Ocean” in their names, and no others.
At the end of the first Doom Phase (after everyone has had a chance to perform a Ritual of Annihilation), place a Glacier in each player’s Start Area (whether or not it contains a Glacier Glyph). If you have any Units Controlling Gates, remove them from these Gates (they stay in their respective Areas) and replace them by placing a Glacier onto each of these Gates.
If Windwalker is in play, add a Glacier only in the Area in which his Faction started; do not place a Glacier on Windwalker’s other, vacant, Start Area.
On all subsequent Doom Phases, at the end of the Doom Phase (after everyone has had the opportunity to perform a Ritual of Annihilation), the First Player must select 2 Areas on the Map that have the Glacier Glyph; these Areas cannot already have Glaciers in them. Place a Glacier in each of these 2 Areas. If there is a Gate in a selected Area the Glacier goes on top of that Gate, displacing any Controlling Unit (who remains in the Area). If there is a Chaos Gate in a selected Area, exchange the Chaos Gate with a normal Gate, place the Glacier on top of the Gate, and displace any Controlling Unit.
Once every Area with a Glacier Glyph possesses a Glacier, no more Glaciers need to be placed; the remaining Areas are safe.
If Opener of the Way is in play, Yog-Sothoth may never be covered by a Glacier. This is true even if he is in an Area with a Glacier Glyph and that Area is selected during the Doom Phase.
During the Gather Power Phase, Gates in Areas occupied by Glaciers are considered Abandoned. For example, if there are 4 Gates occupied by Glaciers, these would provide each Faction with 4 Power.
Once placed, Glaciers are permanent. They can never be moved or removed from the Map. If someone ever Creates a Gate in an Area that already contains a Glacier, that Glacier is immediately placed atop the new Gate—the Unit that Created the Gate will never have a chance to Control it.
You’ll notice that all the Power from Abandoned Gates with Glaciers supercharges your Faction. This is a Power-rich Map!