Las reglas se leen bastante bien del inglés, la verdad. Aún no hay nadie que las haya traducido.
Sí, sí, yo las tengo una traducción sin maquetar que no sé de donde saqué.
Es la traducción del documento que subieron durante el kikcstarter. No sé si serán las definitivas o cambia algo, pero para hacerse una idea van bien.
Cierto, aquí corto y pego las reglas de la última versión subida a BGG
Game Basics
Setup
The Map Board
The map is in two pieces, and is in printed on both sides. The two sides have identical continental shapes, but the 5-player side of the map is divided into far more Land Areas than the 3-Player side.
• THREE-PLAYER GAME: place the gameboard so both 3-Player sides are face-up. The map will display 13 total Areas.
• TWO- AND FOUR-PLAYER GAME: place the gameboard so that one 3-player side is face-up, and one 5-player side is face up. For your first games, we recommend that you use a setup in which the Eastern Hemisphere is 5-player, and the Western Hemisphere is 3-player. In either case, the map will display 17 total Areas.
• FIVE-PLAYER GAME: do NOT place both 5-player sides face-up unless you are playing a 5-player game (only possible if you have one of the Faction expansions). The 5-player game displays 21 total Areas.
Dice & Gates
Take the dice and Gates and place them within easy reach of the players.
Ritual and Doom tracks
The game box contains 3 Ritual of Annihilation tracks (henceforth usually termed a Ritual track). Each is labeled for use in a three-, four -, or five-player game. Set up the appropriate Ritual track board next to the Doom track. Place the two unused Ritual tracks back in the game box. They will not be needed. (Use the four-player Ritual track in a two-player game.)
• Place the Doom track at a map board end.
• Place the Ritual of Annihilation marker on the lowest spot on the Ritual of Annihilation track. (The spot labeled 5.)
• Once all players have chosen their Factions, place their Faction Markers on the 0 space on the Doom track. (This step can wait until all players have chosen their Factions.)
• Turn all the Elder Sign Trophies face down (with the Sign on top), and mix them up. Place them near the Doom track, within reach of the players.
Factions
Each player now picks a Faction. You may do so by blindly choosing a random Faction Power Markers from a cup, but it does not violate the spirit of the game to simply select a favorite Faction. In the latter case, disputes can be settled by permitting the younger players first choice.
Next, each player takes his Faction card, his six Spellbooks, and the plastic figures for his Cultists, Monsters, and Great Old One(s). Each player places his Faction Card before him and places one Faction Marker on the 0 space of his Power track. If he has not already done so, he also places one Faction Marker on the 0 space on the Doom track.
The Pool
Each player has a Pool, in which he keeps not-yet-in-play Spellbooks and plastic figures within easy reach. Set it up near your Faction Card. Feel free to read your Spellbooks. Yellow Sign should also place the Desecration markers in his Pool.
Starting placement
Each player must check his Faction sheet to find his Start Area. All players start with a controlled Gate and 6 Acolyte Cultists in the same Area, marked with his Faction’s Glyph.
To show that you control the Gate, place a Cultist atop it.
Unit Limits
You are limited by the number of figures in your pool. For instance, you can never have more than 6 Acolyte Cultists. If you have summoned all the Monsters of a particular type, you cannot Summon more.
Playing the Game
The game is played out in 4 distinct Phases:
1. Gather Power Phase
2. Determine First Player Phase
3. Doom Phase
4. Action Rounds Phase
Play passes through each phase (beginning with Phase 1) and returning to Phase 1 after Phase 4 each time. This continues until the game ends. (See the section titled Victory: Ending and Winning the Game for more details),
Gather Power Phase
This takes place in two parts.
1. All players add up earned Power.
2. Check for Minimum Power
The first part of the turn. Once you are experienced with the game, all players can perform this simultaneously. If this is the first game for anyone, it is best to go through it player by player.
During this step, the players earn the Power which they will later expend. To record Power earned, move the Power token to the right on your Faction card’s Power Track, up 1 point for each Power. If you have 8 Power, place the Power token on the spot marked “8”.
How to Earn Power
1. Earn 1 Power for each Cultist you have on the map.
2. Earn 2 Power for each Gate you control.
3. Earn 1 Power for each abandoned Gate on the map – each player gains 1 Power per Gate.
4. Return all captured Cultists to their owner’s Pools, and earn 1 Power for each Cultist you return. You may not choose to keep a Cultist prisoner – they must be returned.
In addition, each Faction has some special way to gain Power. This differs per Faction and might require a particular Spellbook.
Example: Rich has 2 controlled Gates and 3 Cultists. He also has captured one Cultist. He gets 3 Power from his Cultists, and 4 Power for his two Gates. One Gate on the map is currently uncontrolled, so he gets 1 Power from that source (as do all other players). He must sacrifice his captured Cultist, which gets him an additional 1 Power. His total Power going into the Action Round Phase is set to 9.
TIP: In the early game, focus on increasing your Power base. High Power gives you more options and creates opportunities.
The Power track goes to 20. You may have a Power higher than 20. If a player reaches 21 or more Power, you need to keep track of it by other means. The easiest is to “wrap around” your Faction Marker, so for instance if your Power is 23, you would place your Faction Marker on the 3 space, and just remember that it is really 23. Then, when it hits “0” place it on the 20 slot instead.
TIP: Monsters and Great Old Ones do NOT (with rare exceptions) produce Power! Only Cultists!
Minimum Power Rule
At the end of Gather Power, if your Power is less than half that of the player with the most Power, set your Power to be half of his (round fractions up). Example: after a disastrous turn, Rich finds himself with only 4 Power at the end of Gather Power. Fortunately, Angela has 13 Power, which is also the most, so Rich sets his Power to 7 (half of 13, fractions rounded up).
TIP: Each Monster type has at least one dedicated Spellbook, as does your Great Old One.
Determine First Player phase
On the first turn of the game, Cthulhu is the First Player. If you are in a game without the Cthulhu Faction, choose the first player by any means you wish. (We recommend either selecting the fattest player or just going by alphabetic order per Faction name – i.e., Black Goat is before Yellow Sign.)
On all subsequent turns after the first, the First Player marker is given to the player who has the most Power after the Gather Power phase. If two (or more) players are tied for most Power, then the player who had the First Player token last round decides which of the tied players receives the First Player marker. (He can choose himself, if he is involved in the tie.)
After the First Player is determined, he takes the First Player token and sets it in front of him. He chooses whether to have the Clockwise side face-up, or the Counterclockwise side. Whichever side he selects determines the order of play for the rest of that turn, including all Action Rounds. If you are using some other object as your First Player token, simply point it unambiguously at the player whom you wish to phase after you. For instance, if the first player puts the First Player token Clockwise side up, then the player to take an Action after him is the person sitting on his left. The direction of the First Player token can be switched on each Determine First Player phase. If instead he had used a figure for his First Player Counter, he would point the figure towards the person on his left.
The Doom Phase
The Doom phase has four steps.
1. Doom Track advancement
2. Rituals of Annihilation
3. Special Events
4. Victory/Defeat determination
IMPORTANT The entire Doom Phase is skipped on the first turn of play. On that turn, simply proceed directly from “Determine First Player phase” to “Action phase”.
Doom Track Advancement
Each Doom Phase, each player’s marker advances on the Doom track a number of spaces equal to his total controlled Gates. For instance, if he controls 2 Gates, he advances 2 spaces. This can be done simultaneously or in any order.
Ritual of Annihilation
Next, starting with the First Player, each player chooses if he wishes to perform a Ritual of Annihilation. Each player, in order from the First Player and around the board, receives the chance to do one and only one Ritual of Annihilation.
To perform a Ritual of Annihilation:
1. The player spends Power equal to the current position of the Ritual marker on the track (this ranges from 5 to 10).
2. The player now advances the Ritual marker one step up the Ritual of Annihilation track, which often increases the cost for later players.
3. Finally, the player now advances his Doom marker on the Doom track 1 step for each Gate he controls. (doubling his Doom boost for this turn based on Gates.) In addition, for each Great Old One he controls in play, he gains an Elder Sign.
Remember: Each player gets only ONE chance to perform a Ritual of Annihilation per Doom phase.
Example – Rich is First Player, and has 3 Gates and Nyarlathotep on the map. At the start of the Doom phase, he advances his Doom marker 3 spaces, for his 3 Gates. All other players also advance, according to their Gate total.
During the Ritual of Annihilation step. Rich decides to perform a Ritual of Annihilation. The Ritual marker is in the 5 space, so Rich pays 5 Power (and advances the Ritual marker to the 6 space). Rich now advances his Doom marker another 3 spaces (for his 3 Gates), and receives an Elder Sign for his Great Old One. This Doom phase he advanced a total of 6 spaces on the Doom track, plus he received an Elder Sign.
If he had not performed the Ritual of Annihilation, he would have 5 more Power entering the Action phase, but would be missing out on those 3 extra Doom points and Elder Sign. The next player to perform a Ritual of Annihilation must pay 6, since Rich advanced the marker.
If the Ritual marker is on the 10 space, and a Ritual is performed, the Ritual marker moves to the “Instant Death” space. This means that at the end of the Doom phase, the game ends, and victory is determined. All players who sit after the current player in the turn order can perform a Ritual of Annihilation at a cost of 10 Power, and all players may reveal Elder Signs, of course.
Elder Sign Chits
Elder Sign chits symbolize the shattering of the bonds that once held the Great Old Ones in check. They actually represent the destruction of Elder Signs, but for simplicity, we simply call them “Elder Signs” instead of “Elder Sign chits” in most of the text.
Elder Signs are gathered in two major ways. First, you earn one Elder Sign for each Great Old One you control on the map when doing a Ritual of Annihilation (For example, Yellow Sign can earn two Elder Signs if he performs a Ritual of Annihilation when he has both the King in Yellow and Hastur out). Second, each Faction has its own unique method of earning Elder Signs. See your Faction sheet and Spellbooks for specifics.
When you earn an Elder Sign, take a face-down Elder Sign chit from the pool and (without revealing it to other players), place it face down on or by your Faction sheet. You may examine your own Elder Sign chits freely. All Elder Signs have a number “ 1 ”, “ 2 “, or “ 3 “ written on them. This indicats how much Doom that Elder Sign is worth. There are 18 Elder Sign chits worth 1 point, twelve that are worth 2 points, and six that are worth 3 points.
Elder Signs may be revealed AT ANY TIME. Usually, it is best to keep Elder Signs secret till the moment you can win by revealing them, but sometimes circumstances affect this.
In the unlikely event of all Elder Signs being handed out to players, when a new Elder Sign is earned, simply give the player a Doom point instead.
If Elder Signs are revealed before the end of the game, after incrementing your Doom track, do NOT place the revealed Elder Signs back into the Elder Sign pool – place them back in the box, not to be used again till your next game of Cthulhu Wars.
Special Events
Many Spellbooks and special abilities take effect in the Doom phase. Unless otherwise stated, these occur after Rituals of Annihilation (if any), but before Victory Determination. In case of a dispute, the First Player takes his Action first, and then proceed around the table. Some map events also occur here (available in later expansions). Some examples include Black Goat’s Blood Sacrifice, and the two Doom phase Spellbooks Great Cthulhu receives.
Victory/Defeat Determination
If any player has 30 or more Doom points, or the Ritual of Annihilation marker is in the “Instant Death” box, the game now ends. Proceed to determine victory as described in the section titled Victory: Ending and Winning the Game.
Action phase
During the Action phase, each player in turn moves Units, casts spells, engages in battle, and otherwise interacts. All Actions have a Power cost (sometimes 0) which must be spent before the Action occurs.
The first player takes one Action. When he finishes, the next player in turn takes an Action. This continues until all players are out of Power and cannot take any more Actions. At this point the Action phase ends.
In other words, the Action phase keeps circling around until everyone is out of Power. Remember you get ONE Action each time it is your turn to have a go.
If you run out of Power, you must sit helplessly while the other players complete their turns, skipping you. If you have 0 Power when it is time for you to take an Action, you are skipped. You cannot even perform Actions which cost 0 Power.
Three types of Actions exist: Common Actions, Unique Actions, and Unlimited Actions. You must do at least one Common or Unique Action whenever play passes round to you.
On rare occasions, a player may have 1 or more Power, yet not wish to do an Action. In this case, the player is allowed to Pass, which drops his Power to 0, and ends his turn.
• Common Actions spend the appropriate amount of Power and perform the Action. Though you only get one Action, some Common Actions (such as Move) permit you to do more than one thing with that Action.
• Unique Actions just like Common Actions – the only difference is that they are unique to a particular Faction. For instance, only Black Goat can use the unique Ghroth Action. Unique Actions are usually tied to a Spellbook or a Great Old One’s special ability. If you do not yet have the appropriate Spellbook or Great Old One in play, you cannot perform that unique Action.
• Unlimited Actions you can perform Unlimited Actions in addition to your single Common or Unique Action. Some Unlimited Actions have special requirements.
To repeat: a player can only perform ONE Common or Unique Action during an Action round. He may, additionally, perform one or more Unlimited Actions. For instance, if you choose to take the Recruit Cultist Action, you get one (1) Cultist, and that ends your Action round (unless you have Unlimited Actions available). If you choose to take the Create Gate Action, you create one Gate, and your Action round ends. One notable exception is the Move Action, which permits you to move multiple Units.
Common Actions
1. Recruit Cultist
2. Summon Monster
3. Awaken Great Old One
4. Build Gate
5. Move
6. Battle
7. Capture Cultist
Recruit Cultist Cost 1 Power for Acolyte Cultist (requires Unit)
You must have a Unit in the Area where you recruit a Cultist. You may only recruit 1 Cultist per Action round. This does not require a Gate or anything beyond a Unit’s presence.
If you currently have no Units on the map, you do not need a Unit in an Area where the Cultist is recruited. In this manner, you can return to play even if wiped off the map.
You must have a Cultist in your Unit Pool to perform this Action. I.e., you cannot have more than 6 Acolyte Cultists on the map.
TIP: Since a Great Old One can be “killed” (after which he must be re-awakened), do not bring it out before you can protect it with other Uints. Two exceptions are the King in Yellow and Cthulhu, since they are (comparatively) inexpensive to replace.
Summon Monster Cost varies (typically 1, 2, or 3 Power and requires a Gate)
You can summon ONE monster per Action (exception: Black Goat’s Fertility Cult Ability). A monster can only be Summoned to an Area where you control a Gate. (The seeming exceptions, such as Devolve or Desecration are, technically, not Summon Actions). Pay the monster’s cost (printed on your Faction Card), and place it in the Area.
TIP: Monsters with Combat 0 are surprisingly useful. They can protect Cultists from being Captured by other Monsters, they can Capture Cultists themselves, and they can be taken as casualties in Battle, sparing more expensive Units. This last is particularly handy when facing an enemy with an auto-Kill such as Cthulhu’s Devour or a Nightgaunt’s Abduct.
Awaken Great Old One Cost varies (other requirements apply)
Great Old Ones have prerequisites beyond simply spending Power. For instance, to Awaken Shub-Niggurath you need a controlled Gate, plus you must eliminate two of your Cultists in the Area. In general, Great Old Ones are the most expensive Units in the game.
Every Great Old One is unique, with its own Awakening requirements, its own Combat, and its own special ability. Some even make unique Actions available when they are in play.
Build Gate Cost 3 Power (requires Cultist)
To build a gate you must have a Cultist in an Area without a Gate. Pay 3 Power, and place the Gate. Immediately place the Cultist atop the Gate to indicate you now control it. (Technically, this is a use of the unlimited “Control Gate” Action). You can only build ONE Gate per Build Gate Action.
Only one Gate can exist per Area. If a Gate is already present, you cannot build one.
Move Cost 1 Power per Unit moved
To Move, spend as much Power as you wish, then for each Power spent, you may move one Unit from its current Area into an adjacent Area. Example: Rich spends 3 Power. He can now move 3 Units. Most Factions have special abilities which modify or affect or replace movement.
You cannot move a Unit more than once per Action - i.e., you cannot spend 2 Power to move a single Unit twice during one Action round. You CAN move Units from different Areas into the same Area, or into different Areas, or from the same Area into different Areas, or any combination you please.
Movement is the only Common Action which permits you to do more than one thing during an Action Round (and then all it permits is moving multiple Units).
NOTE: All Units may move into Ocean Areas.
Battle Cost 1 Power
Choose any Area in which both you and an enemy Faction have at least one Unit. You must be able to roll at least one Combat die in order to declare a Battle.
If more than one enemy Faction has forces present, you must fight only one. Only two Factions fight at a time. Other Factions present are merely idle bystanders.
Simply moving into an Area containing enemy Units does not trigger a Battle! Units can co-exist in an Area without a Battle ensuing.
NOTE: Battle will be detailed in the next section.
Capture Cultist Cost 1
We have a hierarchy of Units in Cthulhu Wars. Cultists, the natural prey, are at the bottom. Monsters outrank Cultists, and Great Old Ones are at the top of the heap.
If you have a Monster in an area, and an enemy has Cultists, but NO Monsters or Great Old Ones, you may use this Action to capture a Cultist. The captured Cultist is removed from the map and placed on your Faction Card, on your Great Old One’s portrait. Your opponent chooses which Cultist is captured. For instance, he does not have to choose the Cultist controlling his Gate, unless he has no other choice. Also if he has more than one type of Cultist present (later expansions), he can pick between them.
To protect against Capture by an enemy Monster, you need a Monster of your own in the Area. Note that even if a Cultist has a Combat rating, or a Monster has a Combat of 0, the latter can still Capture the Cultist. Capture is not Battle, and Battle abilities do not apply.
A Great Old One can capture an enemy Cultist even if the enemy has a Monster present. To protect against Capture by a Great Old One, you need your own Great Old One in the Area. Or you need to attack the enemy Great Old One and drive it away, or simply flee.
<Illustrations here>
Example A: Rich has a monster in Europe, and Guy has two cultists there, but no monsters. On Rich’s turn he spends 1 Power on the Capture Cultist Action to grab one of Guy’s cultists. Guy’s turn is next, and he moves in a Monster to protect his remaining Cultist.
Example B: Rich has monsters and a Cultist in Europe. Angela moves Cthulhu into Europe. On the next turn, Rich must evacuate his Cultist, move his own Great Old One into the area, or drive away Cthulhu in a battle. Otherwise Cthulhu can Capture the Cultist.
Pass all remaining Power
If you wish to take no further Actions, you may choose discard all remaining Power (dropping your total to 0). This ends the Action phase for you (unless another player’s Action provides you with Power).
Unique Actions
As the game continues, you will unlock Spellbooks which give you access to new Actions. Also, some Great Old Ones have special Actions (such as the King in Yellow’s Desecrate).
Unlimited Actions
You can perform as many Unlimited Actions as you wish in a round, in addition to a single Common or Unique Action.
You may NOT take an Unlimited Action if you have 0 Power – you can do nothing in this case.
“Unlimited” is not the same as “anytime”. For instance, you cannot Control an empty Gate with a Cultist except when it is time for you to take an Action.
Control or Abandon Gate Cost 0 Power
If you have a Cultist in an Area with an abandoned Gate, this Action moves your Cultist onto the Gate to take possession. You can also use this Action to move a Cultist off a Gate, abandoning it.
If two players both have Cultists in an Area with an abandoned Gate, the first player to take his Action will be able to take the gate.
One common use of this is when Black Goat has the Red Sign Spellbook in effect. She might Summon a Dark Young, abandon the Gate in the Area with her Cultist, and Control the Gate with the newly-Summoned Dark Young, all in the same Action (she took the Summon Action, followed up by the two Unlimited Actions of Abandon and Control Gate).
TIP: Never leave an Acolyte Cultist alone on a Gate in a critical Area once Cthulhu has the Dreams Spellbook! Place a second Cultist in the Area if possible. While this won’t prevent Dreams, since you pick which Cultist is affected, Cthulhu has to pay a total of six Power in order to steal the Gate.
Battle Cost 1 (with 6 Spellbooks)
The Battle Action becomes Unlimited if you have 6 Faction Spellbooks. An Unlimited Battle Action still costs 1 Power. It is legal to perform an unlimited Battle as your sole Action on your turn.
Even when Battle is “unlimited” you can still only initiate one Battle per Area per Action phase.
“Interruption” Abilities
Cthulhu’s Devolve Spellbook can be used after any player’s Action, even if it is not your turn. In future expansions more “interrupting” type abilities will be added. When these are used in the Action phase, they always occur after another player’s Action. If two players each want to use such an ability and there is a dispute over whose Action goes first, resolve it by turn order (i.e., Starting player goes first).
TIP: If you are not sure what to do, look at your Spellbook requirements. You cannot go far wrong so long as you strive to gain new Spellbooks.