Cthulhu Wars: Colour Out of Space Gate Pack

BGG Geek Rating
5.5
based on 57 ratings
BGG Average Rating
7.6
community average
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Players
1-8
Weight
2.00/5.00
Playtime
120 min
Age
14+

⚙️ Game Mechanics

How this game works - core systems and player actions

🏢 Publishers

📖 About This Game

8 plastic gates in each of the 8 playable faction colors (CW-U7). Special Colour out of Space rules turn these into a new game play expansion. When any player Creates a Gate, he may set in the Area either an available Colour Gate (of his choice) or a normal one. You do not have to Create the Gate of your Faction color. I.e., Crawling Chaos can Create a red Gate. A Colour Gate acts as a normal Gate during the Gather Power Phase. At the START of each Doom Phase, roll 1d6 and consult the following: 1. METEORITE: Beginning with the starting player, and continuing in turn order, the first player who does not control a Colour Gate must select a Colour Gate from the Pool (if available) and replace one of his normal Gates with it. Only one player does this. 2. FERTILITY: BLUE: The Gate’s Controller gains 1 Power. GREEN: The Gate’s Controller earns an extra Elder Sign if he performs a Ritual of Annihilation this Doom phase. ORANGE: The Gate’s Controller gains 1 Power. PURPLE: The Gate’s Controller gains 1 Doom. RED: The Gate’s Controller Kills the lowest cost enemy Monster or Cultist at the Gate, if available. PINK: The Gate’s Controller receives an extra Elder Sign if he performs a Ritual of Annihilation this turn. LIGHT BLUE: The Gate’s Controller Kills the lowest cost enemy Monster or Cultist at the Gate, if available. YELLOW: The Gate’s Controller gains 1 Doom. 3. FEASTING: BLUE: The Gate’s Controller loses 1 Power. GREEN: The Gate’s Controller earns an extra Elder Sign if he performs a Ritual of Annihilation this Doom phase. ORANGE: The Gate’s Controller gains 1 Power. PURPLE: The Gate’s Controller loses 1 Doom. RED: The Gate’s Controller Eliminates one of his own units at the Gate. PINK: The Gate’s Controller may not perform a Ritual of Annihilation this Doom phase. LIGHT BLUE: The Gate’s Controller Eliminates one of his own units at the Gate. YELLOW: The Gate’s Controller gains 1 Doom. 4. MADNESS: BLUE: The Gate’s Controller gains 1 Power. GREEN: The Gate’s Controller may not perform a Ritual of Annihilation this Doom phase. ORANGE: The Gate’s Controller loses 1 Power. PURPLE: The Gate’s Controller gains 1 Doom. RED: The Gate’s Controller Kills the lowest cost Monster or Cultist at the Gate, if available. PINK: The Gate’s Controller receives an extra Elder Sign if he performs a Ritual of Annihilation this Doom phase. LIGHT BLUE: The Gate’s Controller Kills the lowest cost enemy Monster or Cultist at the Gate, if available. YELLOW: The Gate’s Controller loses 1 Doom. 5. BLIGHT: BLUE: The Gate’s Controller loses 1 Power. GREEN: The Gate’s Controller may not perform a Ritual of Annihilation this Doom phase. ORANGE: The Gate’s Controller loses 1 Power. PURPLE: The Gate’s Controller loses 1 Doom. RED: The Gate’s Controller Eliminates one of his units at the Gate. PINK: The Gate’s Controller may not perform a Ritual of Annihilation this Doom phase. LIGHT BLUE: The Gate’s Controller Eliminates one of his own units at the Gate. YELLOW: The Gate’s Controller loses 1 Doom. 6. DEPARTURE: The player with the lowest Doom total may select 1 Colour Gate anywhere on the map and replace it with a normal Gate. On a tie for lowest Doom, all tied players do this in player order. When finished, reroll the Colour die. On a second roll of 6, nothing further happens.