Cthulhu Zap
Cthulhu Zap
Cthulhu Zap
Info:
1-2 players
30 minutes-2 hours
For ages 13+
Story:
Dark forces are moving. Gates are opening all over the city, monsters are on the loose,
and Cthulhu is starting to stir from his endless slumber. You need to close all the gates and kill
all the monsters before Cthulhu wakes up and destroys everything.
Setup:
To begin setup, you need to make your character sheet. Create the following on a
piece of scrap paper, using pencil.
Name:
Stamina:
Sanity:
$1
0 Clue(s)
Items:
Fill in your name, and set your max Stamina and Sanity by dividing 7 points between them as
you wish. You start with both at their maximums. You start with $1 and 0 clues, but we already
wrote that.
Now it is time to find the starting gates. Roll both dice. The two numbers rolled act the
starting gates. Find the zones marked with those numbers and place a gate there. Each
gate creates one monster now (see “Monster Creation” later in these rules). If you rolled the
same number on both dice, add one point to the doom track, and roll again until you get
two different numbers (and yes more doubles means more points on the track).
Once you have the starting gates in place, each player rolls one die, and places their
piece on the zone marked with that number, rerolling if there is a gate there. The players
then need to decide who will go first. Once everything is in place, the game can begin.
On each turn you roll both dice. If both dice show the same number, then a new gate
opens (see “Opening gates” later in these rules). After handling the new gate, roll again.
Once you have two different numbers, you can make your move. Choose one of the dice to
be your move die (But keep track of the other one). You can move up to that many spaces
(This includes 0). If you move through a monster, take 1 damage of that monsters type.
Stopping on a monster does not have this effect.
The die you did not choose is your effort die. It shows how much you can do once you
reach the target space. Below is a list of the various things you can do:
If there is a monster there, then the effort die is used to battle that monster. The
die is your base value, which you can increase with items. If the modified effort
value is greater than or equal to the monster’s power, the monster is killed. If the
values are equal, then you take 1 damage of the monsters type (the monster is
still killed).
If there is a gate there, then you can try to close it. You need a modified effort
score of nine. You can get a +1 to this for every clue you discard to close this
gate.
If you are on a space that has a power with X in it, then X is your effort value.
(Example: If your effort value is 3, then the bank gives $3.)
If you are on a store, then your effort value sets the stock for that shop. Each
item the stop could sell is marked with a value. If your effort value is greater than
or equal to that value, then you can buy the item.
If you are on a powerless space with no gate or monster, then the effort value is
useless.
Before each turn except the first, you must move the monsters every turn (As in every
turn cycle [Player 1, Player 2, Monsters, Player 1…]). Each monster has a direction set on
creation (described in better detail in “Creating Monsters” later in these rules). At this time
move each monster one space in that direction. If the monster is power 1 or 2, move it two
spaces instead. If two (or more) monsters are on the same space, the one with the higher
power stays, and the one with the lower power goes one space (two if it is power 1 or 2)
backwards (as in the opposite of the direction it would go). I will call this bouncing the
monster. In case of two monsters of the same power, pick one at random to stay, and move
the other as stated. Repeat this until every monster is on a space to itself.
Once you have done this, look to see if any monster has just stepped onto a gate. It
doesn’t count if the monster was bounced onto that gate, nor does it count if that is the
monster’s home space. If it does count, then that gate creates a new monster (“Creating
Monsters”, later in the rules). After creation that monster moves one space forward (Again
two if it is power 1 or 2). Use the rules above to get it to a space of its own, if need be.
Now look to see if any monster has just moved onto its home space (The space from
which it was created). As before, it doesn’t count if the monster was bounced on to the
space. There doesn’t need to be a gate there to count. Every time a monster completes
one round trip around the city, add one point to the doom track
After all of this, check to see which monsters have moved through or onto a player.
That player takes 1 damage from each one of them, or that monsters type.
Knockout.
If you reach 0 Sanity or Stamina, you have been knocked out. Advance the doom track by
one. Skip your next turn. At the start of the turn after that, place yourself at the location that
restores that stat (St Mary’s Hospital for Sta., Arkham Asylum for San.), and restore 1 point of
that stat. From there your turn played is as normal.
Defences:
The Church and Gym provide defensive effects stopping damage from slowing you down.
Drive prevents taking Stamina damage while you are under it, while Resolve stops Sanity
damage.
Opening gates.
When you need to create a gate, roll one die. Find the space marked with that
number.
If there is no gate there, put a gate there and create one monster from it (“Creating
Monsters”, later in the rules).
If there is a gate there, then add one point to the doom track, and that gate creates
a monster (you know). After creating the monster, roll one die again, returning to the start of
this section.
After adding the new gate, cleanup the monsters, bouncing them as need be.
Creating Monsters.
To create a monster, grab a small piece of scrap paper. Note down the starting space
for that monster. Now roll both dice. Interpret the results as below:
Now we need to determine this monsters direction. Roll both dice. Interpret the results as
below:
Black die higher: Monster moves counter-clockwise. When moving this monster, move
it on the black exit.
White die higher: Monster moves clockwise. When moving this monster, move it on the
white exit.
The dice are equal: Add one to the doom track, and roll again.
Lastly, we need the monsters power. Roll both dice. Interpret the results as below:
End Game:
The doom track reaches 16. Cthulhu wakes up, and the players lose.
There are no gates or monsters in play. The dark forces have been repelled, and the
players win.
Credits: