Playing as Tcho-Tcho
The Tcho-Tcho are an exciting, human-controlled Faction. Representing the psychically advanced but ethically repulsive Tcho-Tcho tribe, their Great Old One, Ubbo Sathla, is a tool and a slave rather than an object of worship!
Your Faction faces numerous decisions throughout the game, and planning is required. Should you accumulate High Priests or expend them to gain immediate Power? Which enemy Start Areas should you target? It is almost impossible to gain all of your Spellbooks until at least the fourth Action Phase, so in which order should you take them? Your choices affect not just you, but also the other Factions who will be vying to discourage your attention.
The only Spellbook available to you in the first Action phase is the one for removing your starting Gate (which we do not recommend doing!). Since you’ll need a High Priest to Awaken Ubbo Sathla, one of your Actions should always be to Recruit a High Priest. You now have to choose between trying to create a Gate or recruiting a second High Priest; remember that having an extra High Priest lets you jump- start your second round with 12+ Power (by sacrificing your extra Priest), giving you a slight leg up on the other players, even those with two Gates.
At the start, you are weak on defense. However, due to Martyrdom, enemies are typically reluctant to attack an Area containing your High Priests. If your enemies don’t send in Great Old Ones, you can often use Proto-Shoggoths to handle the riffraff.
In the first Doom Phase, take your first Spellbook for Awakening Ubbo Sathla. If you take Hierophants as your reward, you’ve set yourself up for 6 free High Priests over the rest of the game.
You have a major Power advantage in the early game, because you normally spend 0 Power on your Great Old One. You can use this offensively not only to capture or build Gates, but also to harass your enemies by placing your Units in their Start Areas.
As the game goes on your Faction loses steam, so you will eventually have to fight a rear-guard action, clinging to your remaining Gates for as long as possible. This is the time to finally get Tablets of the Gods, start churning through your High Priests, and stacking up those Elder Signs. Properly using and recycling High Priests is the key to your success.
Be sure to keep a sharp eye out and pay attention to when people perform Rituals of Annihilation, so that you can seek your Sycophancy reward.
Hierophants
Should be your first Spellbook about 90% of the time.
Idolatry
Useful both for escaping an enemy as well as massing for an attack.
Martyrdom
A significant defensive boost for you. Not always useful as your first Spellbook.
Soulless
An excellent protective Spellbook, and the signature ability of the Tcho-Tcho.
Tablets of the Gods
Best in the late game, though its effects do add up over time. It lets you get an Elder Sign for what amounts to 3 Power, an excellent bargain.
Terror
Transforms puny Proto-Shoggoths into effective Battle Monsters.
Thwarting the Tcho-Tcho
The Tcho-Tcho are strong at first, but then hit a wall. Appropriate Actions on your part can reduce their footprint on the Map. You know exactly where they are headed: your home Area! Your Monsters can attack them effectively; even non-Combat Factions such as Yellow Sign and Black Goat have Monsters that can fight the Tcho-Tcho. Ubbo Sathla is usually not dangerous until around the 4th turn, so don’t be frightened off by its presence.
Tsang Tribe
Players familiar with Cthulhu Wars may recognize Tsang as identical to the original Tcho-Tcho Faction (Tsang includes balance changes). Their tactics and tricks are also unchanged, save for the fact that your opponents won’t know you are Tsang until, with luck, it’s too late.
Leng Tribe
The Leng Tribe has some nasty surprises up their sleeves.
Surprise!
Does double-duty by Killing an enemy Acolyte and bringing out a Proto-Shoggoth at the same time. The disadvantage, however, is that you don’t choose your new buddy’s placement—but view this as an opportunity. Of course, anyone foolish enough to place a Proto-Shoggoth in a Start Area is going to see it recruit a High Priest for Dark Rituals (see Spellbook for details)!
Dark Rituals
This is one of your signature moves. You should try to do it early, because your foes start becoming immune to it late in the game. Many players try to set up their High Priests, perform a Dark Ritual, then immediately sack the Priests for Power. Others try to keep them around. It’s worth doing even if you have only one High Priest placed, but obviously you can do better with enough preparation.
Fulmination
This is how you earn your game-winning Elder Signs. It’s a one-off, because it Kills Ubbo Sathla, but if you and your opponent score enough Kills, it can really be impressive. Only Kills count, not Eliminations.
As Leng, your most important decision is when and where to score your one-off Fulmination reward. You can’t do it too late in the game, because one of your Spellbooks requires you to have 3 or more Elder Signs. But you can’t do it too early either, because Ubbo won’t have grown enough to score sufficient Kills. As a side benefit, it tends to encourage enemy players to spread out their forces. Also, remember that, as with all Combat abilities, Fulmination is optional, so if your attempt to Fulminate doesn’t score impressive Elder Signs, you don’t have to go through with it. Leng usually has a lot of Power from Dark Rituals and High Priests, but you will have to spend that Power to Summon and Move your Units for that big attack. You’ll also want that Power for the Rituals of Annihilation you need to perform along the way, especially if you plan on competing with the other guys.
Unsurprisingly, the Leng Spiders are an ideal ally for the Leng Tribe. Think about it. (They also really like Cthugha—in fact, the name of their signature ability is a shout-out to fiery power).
Sarkomand Tribe
This is our first Faction specifically designed to work with Independents and Neutrals. Clearly, your free Great Old One is an important decision.
Otherworld Alliances
Makes Neutrals great buys. Even the despised Servitors of the Outer Gods become Cost 1 Combat 0 Monsters for you, which is almost worthwhile. Giant Albino Penguins still suck, though.
Doomsday
A free Great Old One! Always fun. Sadly, you can only use this once.
Inerrant
Remember, you need 3 Elder Signs for that one Spellbook. This gets you there in a single Ritual if you have Ubbo and your free Great Old One placed properly. Because you double-dip with Ubbo Sathla this way, you gain 1 Elder Sign for it anyway (as your Faction Great Old One). Then, if Ubbo is at an enemy Gate, you get another Elder Sign, plus a third if your free Great Old One is usefully placed.
Even though you can’t take the Cost 6 and Cost 0 Independents with Doomsday, you should still consider taking one of these at some point, particularly if it synergizes effectively with your freebie. For example, you could take a free Cost 4 Great Old One to Sacrifice later for Cthugha. Or, you could use Abhoth to place Filth tokens to prepare an Area for Atlach-Nacha to visit safely.
Once you get those Great Old Ones in play, the other players may try to Kill them to keep you from Ritualing to victory. That’s where your Neutral Monsters and Terrors can come in handy. You’re not an easy Faction to give advice for, because what you do depends so much on who you choose for allies.