Pay 2 Doom to obtain this Loyalty Card, then place a Satyr and an Acolyte Cultist at your Controlled Gate.
Cost: 2
Combat: 1
Fecund (Ongoing):
Each time you Summon a Satyr, also place an Acolyte Cultist from your Pool into the Same Area.
A player may purchase a Neutral Monster's Loyalty Card during the Doom Phase. A player may never purchase more than one of these in a given Doom Phase, but there is no limit to the number of Neutral Monster Loyalty Cards a player may possess.
To purchase on of these Loyalty Cards, pay 2 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform the Ritual. When spending Doom, choose a Neutral Monster Loyalty Card from among those available, placing that card and its associated Monsters by your Faction Card. You will typically have the opportunity to immediately place one of these new Monsters for free.
Once you have purchased a Neutral Monster Loyalty Card, it is yours for the rest of the game. From then on only you may Summon and Control its associated Neutral Monsters.
How to Awaken Y'Golonac (Cost 2):
Combat: 1
Orifices (Post-Battle): If Y'Golonac is Killed in a Battle, select a surviving enemy Terror, Monster, or Cultist. Replace it with Y'Golonac, then give Y'Golonac's Loyalty Card to that player. If no enemies survived, Y'Golonac dies normally (placing this Loyalty Card in the general Pool).
You have just received Y'Golonac as a result of his Orifices ability.
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 If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect.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.
Every player except you gets 1 Elder Sign. This is not optional.
How to Awaken Daoloth (Cost 6):
Combat: 0
Cosmic Unity (Pre-Battle): In a Battle involving Daoloth, choose one enemy Great Old One. It rolls no Combat dice (it still gets its Battle Ability, if any).
A Great Old One is Killed (anywhere on 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.
When Daoloth enters an Area without a Gate, immediately place a Gate there.