SFR, Inc. Forum Index SFR, Inc.
Forums that relate to SFR products
 
 Watched TopicsWatched Topics   FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

The Stars Are Right

 
Post new topic   Reply to topic    SFR, Inc. Forum Index -> Game Variations
View previous topic :: View next topic  
Author Message
stormywaters
rare



Joined: 22 May 2011
Posts: 1403

usa.gif
PostPosted: Mon Jul 23, 2018 5:48 pm GMT    Post subject: The Stars Are Right Reply with quote

The Stars Are Right

The Thing cannot be described—there is no language for such abysms of shrieking and immemorial lunacy, such eldritch contradictions of all matter, force, and cosmic order. A mountain walked or stumbled. God! What wonder that across the earth a great architect went mad, and poor Wilcox raved with fever in that telepathic instant? The Thing of the idols, the green, sticky spawn of the stars, had awaked to claim his own. The stars were right again, and what an age-old cult had failed to do by design, a band of innocent sailors had done by accident. After vigintillions of years great Cthulhu was loose again, and ravening for delight."

In The Stars Are Right, players assemble armies in an attempt to defeat the dread Cthulhu and seal him away until he awakens again! Death, insanity, and doom confront all who dare this task, so approach with great caution!

This game requires 1 copy of Steve Jackson's Cthulhu Dice.

Each player needs the following:
1 24-point force
2 Terrain dice, identical
1 Dragon
(Optional) Up to 3 minor terrain, up to 8 health-worth of dragon kin

The Cthulhu Die

The Cthulhu Die is a large 12-sided die with SAIs on every face. These SAIs are listed below:

• Great Cthulhu: During Cthulhu's turn against an army in melee range: five health worth are killed and buried. Then generate 15 melee results. During Cthulhu's turn against an army in missile range, generate 15 missile results. During a Save roll, prevent all wounds that would be dealt to Cthulhu this march, then remove one wound from Cthulhu. If any spell or ability checks for an ID, this SAI counts as an ID.

• Elder Sign: Functions as Dispel Magic. During a save roll, generate 5 saves.

• Eye of Horus: During Cthulhu's turn, the defending army selects 10 health-worth of units to save or be killed. Those that save against this damage are driven insane (flee to reserves). During a save roll, generate 5 saves. Then, any units that rolled an ID this march must roll a save or be killed. If the unit saves, it is instead sent to reserves.

• Yellow Sign: During Cthulhu's turn against an army in magic range: The defending army makes a magic roll. Any unit that rolled an ID is killed. Any unit that produced one or more magic results flees to reserves. During Cthulhu's turn against an army at any other range: Generates 10 melee or missile results, depending on the terrain's icon. During a save roll, generate five saves.

• Tentacle: During Cthulhu's turn against an army in melee range: five health-worth of units in the defending army are killed with no save possible, then generate 10 melee results. During Cthulhu's turn against an army on a magic or missile face: no effect.

Setup

Players set both of their terrain dice at the "1" face. There is only one actual location, but having two terrain dice allows for two separate marches, and allows the army to engage Cthulhu at two different ranges.

Players then place their force at their terrains, divided (or not divided) in any way they want. Place all dragons, dragonkin, and minor terrain in the summoning pool as normal.

Player Turn

On a player's turn, they may take up to two marches; each army may only march once. Each march has two steps:

Step 1: Maneuver (Optional)

In this step, the marching army may roll for maneuvers. This roll is unopposed. If the army rolls fewer than 16 maneuver results, the army may turn the terrain die up or down 1 face. If the army rolls 16 or more maneuver results, they may turn the terrain die up or down 2 faces.

After rolling, the army may reduce the number of faces it can turn the terrain by 1 in order to bring in a minor terrain (rolling the minor as normal for Dragon Dice™). Minor terrains follow all normal rules for Dragon Dice™ once in play.


Step 2: Action (Optional)

In this step, the marching army may take the action shown on the terrain die (or minor terrain die, where applicable). The "Cthulhu Die" is the "defending army" when applicable. Cthulhu does not take a counter-attack action.

If a spell or SAI has an effect that would kill and/or bury Cthulhu, that effect is instead replaced with "Cthulhu gains 1 wound".


Wounding Cthulhu

Damage is not applied to Cthulhu the way damage normally applies. Rather, if Cthulhu is damaged in excess of his saves, he receives one wound, plus an additional wound for each 5 damage that is not saved. These wounds are not removed (unless an effect specifically removes one).

Cthulhu has 10 automatic saves as well as 5 magic saves, and rolls for saves as normal when dealt damage.

Cthulhu Turn

During Cthulhu's turn, it attacks each army in any order the players decide, including armies in reserves. Each attack is resolved separately, and no army gets a counter attack against Cthulhu. Roll Cthulhu and apply his SAI as detailed above.

Ending the Game

If Cthulhu ever has total wounds equal to 1/2 the total force of all armies at the start of the game, he is sealed away... for now.
Back to top
 View user's profile Send private message
mliguori
dragonsteed
Stockholder



Joined: 05 Feb 2014
Posts: 51
Location: NJ

usa.gif
PostPosted: Thu Jul 26, 2018 11:48 am GMT    Post subject: Reply with quote

I really love this idea and I'm going to give it a whirl this weekend hopefully. I wonder how this works scaling between a single player to multiple players. I wonder if some sort of scaling damage like 4.0 has with the gravestones would work. I'd love to see more solo variants like this. Great work!
Back to top
 View user's profile Send private message
stormywaters
rare



Joined: 22 May 2011
Posts: 1403

usa.gif
PostPosted: Thu Jul 26, 2018 3:06 pm GMT    Post subject: Reply with quote

Thanks for the feedback! I don't have the damage scaling, but Cthulhu attacks every army, and his health scales with the number of players.

Test it out and let me know what you think! I'd love to develop it more completely with some feedback!
Back to top
 View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    SFR, Inc. Forum Index -> Game Variations All times are GMT - 6 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group