How to Awaken Aboth (Cost 4):
Combat: Equals the number of Filth Tokens in play (0 - 12).
Filth (Action: Cost 1): Place a Filth Token in any Area. Filth Tokens act as Combat 0 Monsters. They belong to Aboth's Faction, but never Move nor take Actions. They can be Killed or Pained normally in Battle, and are affected by Spellbooks and abilities.
Choose one: EITHER your Faction has 4+ different Monster types in play, including Filth Tokens OR your Faction has 8+ total Monsters in play. Including Filth Tokens.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
Gates in Area containing Filth Tokens do not count during the Doom Phase. Does not apply to Aboth's Faction.
How to Awaken Chaugnar Faugn (Cost 4):
Combat: 3
Miri Nigri (Ongoing): In a Battle taking place in an Area with your Controlled Gate, add +3 Combat Dice.
As your Action for a Round, discard 2 Elder Signs (you receive no Doom for them).
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
Turn all the Elder Signs in the Pool face-up. When any player receives an Elder Sign, you pick which one they receive. If you lose this Spellbook, turn the Elder Signs face-down again, and mix them up.
How to Awaken Cthugha (Nominal Cost 6):
Combat: Equals the Combat of an enemy Great old One in the Battle (your choice). If none are present, Cthugha's Combat is 0.
Fire Vampires (Post-Battle): If Cthugha is involved in a Battle, after all Kills results are assigned, you may choose to "spare" one or more Killed enemy Units, by reducing their loss to a Pain instead. For each Killed enemy Unit you spare in this way, you gain 1 Power.
Kill an enemy Great Old One in Battle.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
If Cthugha is involved in a Battle, for each Killed enemy unit you "spare", you also gain 1 Elder Sign.
How to Awaken Mother Hydra (Cost 4):
Combat: 6 minus the number of enemy Units in the Area (minimum 1).
The Agony Sting (Action: Cost 1): Choose any Ocean Area. All enemy Cultist in that Area must be moved into adjacent Land Areas by their owners (your Cultists are immune). In a dispute over who moves first, you decide.
Choose EITHER Control no Great Old Ones in Ocean Areas OR enemy Factions control no Great Old Ones in Ocean Areas.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
Take all the Acolyte Cultists in your Pool and place them on the Map in any Areas in which you have a Unit.
How to Awaken Yig (Cost 4):
Combat: 2
Snakebite (Post-Battle): Your Cultists are now poisonous. If any of your Cultists are killed in a Battle, the enemy receives 1 extra Kill result (he only takes 1 extra Kill regardless of how many Cultists die).
As your Action for a Round, remove one of your Controlled Gates from the Map.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
In the Doom Phase, each other player must decide if they will donate 1 Power from their total to you. For each player that refuses, gain 1 Doom Point.