Lovecraftian Encounter
The WARP Lovecraftian Encounter

Lovecraftian Encounter


This a self contained game consisting of six powers, their flares and special rules for play. This expansion utilizes Constellations.

According to Lovecraftian lore, when certain stars were in the proper alignment the Elder Gods would once again rule the universe. The object of Lovecraftian Encounter is to occupy specific external bases as well as specific home bases. Each player is a cult, trying to get their deity to return.

In a six player game, each player has one Lovecraftian Encounter power. In a five player game omit Nyarlathotep and in a four player game omit Azathoth as well. In a 3 player game, each player should have two powers; Cthulhu/Shub-Niggurath, Hastur/Yog-Sothoth or Nyarlathotep/Azathoth (for added chaos, you can play normal Cosmic Encounter powers in addition to the Lovecraftian Encounter powers). Lovecraftian Encounter is played like regular CE with the following changes:

Each alien actually has two powers; an internal power (one that can be used as long as certain home bases remain occupied), and an external power (one that is activated once certain external bases are occupied).

At the start of the game each player must take a Constellation sheet, and mark the following:

  • Three of their home bases
  • Three external bases

    The three home bases are the planets in a player's home system which they must occupy in order to continue using their Internal power. The three external bases are those which they must capture in order to get the use of their external power. A player must also occupy all of these bases, and any two other external bases in order to win.

    In addition, no player can win unless there are 30 or more tokens of any colors in the Warp.

    Each player should keep their Constellation secret until they have occupied all six of their marked planets. However, if a player loses one of his specific home bases, he is obligated to inform the players that he has lost the use of his internal power. Likewise, players must notify everyone once they are able to activate their external power.

    In Lovecraftian Encounter, the Destiny Pile determines the opponent, not necessarily the system the offensive player must challenge. The offensive player may challenge that player on any base he has.
    Example: On Red's turn, the color Blue is flipped in the Destiny Pile. Blue has tokens on four home bases, one base in the Red system, and one base in the Yellow system. Red may challenge Blue on any of these planets. He may want to challenge Blue on the base in Red's system, if that base is one Red must occupy in order to win.

    Players may have use of both of their powers, or either one during the game, but they must have both in order to win. When a player is Cosmic Zapped, they lose the use of both powers.


    Powers for Lovecraftian Encounter:


    AZATHOTH [B:Warp:LE] CULT OF AZATHOTH Jack Reda (Lovecraftian Encounter)

    You have the power of Azathoth. Internal Power: Whenever you are involved in a challenge as a main player or an ally, your tokens in the Warp count to your side's total. You may increase your total by sacrificing your tokens not in the challenge. External Power: As a main player, you may sacrifice a token of any player that shares a base with you, or has a base in your system, once per challenge.

    History: At the center of the universe, a dark miasma lies in chaos. It is aware.

    Restriction: Use only in Lovecraftian Encounter.

    Timing:
    Phase 2 - Destiny
    Phase 6 - Allies accept

    Notes: The recommended experience level for this power is Advanced. This is a Theme type power.

    Wild1: You may prevent Azathoth from using either power (internal or external).

    Wild: You may prevent Azathoth from using either power (internal or external).

    Super1: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.

    Super: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.



    CTHULHU [B:Warp:LE] CULT OF CTHULHU Jack Reda (Lovecraftian Encounter)

    You have the power of Cthulhu. Internal Power: Draw a card from the deck each time a player invites you to ally, whether you accept or not. External Power: You may sacrifice one of your tokens for each card you discard.

    History: Deep in his city under the oceans, Cthulhu lies dreaming, and waiting.

    Restriction: Use only in Lovecraftian Encounter.

    Timing:
    Phase 4 - Offense invites allies
    Phase 5 - Defense invites allies
    Play at any time

    Notes: The recommended experience level for this power is Advanced. This is a Theme type power.

    Wild1: You may prevent Cthulhu from using either power (internal or external).

    Wild: You may prevent Cthulhu from using either power (internal or external).

    Super1: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.

    Super: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.



    HASTUR [O:Warp:LE] CULT OF HASTUR Jack Reda (Lovecraftian Encounter)

    You have the power of Hastur. Internal Power: You may ally with your own tokens out of the Warp, up to as many as the player who invited you has in the challenge. External Power: You may force a main player to lose 2 tokens if he or she does not invite you to ally.

    History: There are those who dread to even mention the name of Hastur, for fear that he will hear and be summoned. But that time is now at hand.

    Restriction: Use only in Lovecraftian Encounter.

    Timing:
    Phase 4 - Offense invites allies
    Phase 5 - Defense invites allies
    Phase 6 - Allies accept

    Notes: The recommended experience level for this power is Advanced. This is a Theme type power.

    Wild1: You may prevent Hastur from using either power (internal or external).

    Wild: You may prevent Hastur from using either power (internal or external).

    Super1: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.

    Super: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.



    NYARLATHOTEP [O:Warp:LE] CULT OF NYARLATHOTEP Jack Reda (Lovecraftian Encounter)

    You have the power of Nyarlathotep. Internal Power: You may determine which bases are occupied whenever players exchange bases as part of a deal. If players fail to deal, you determine which tokens go to the Warp. External Power: Each time the Destiny Pile is flipped, you may eliminate a token of that color on any base where you share tokens, unless that player lets you draw two cards at random from their hand.

    History: For ages Nyarlathotep was merely the messenger of the Elder Gods, but in time, he too has coveted the power they have known.

    Restriction: Use only in Lovecraftian Encounter.

    Timing:
    Phase 2 - Destiny
    Phase 8 - Reveal cards

    Notes: The recommended experience level for this power is Advanced. This is a Theme type power.

    Wild1: You may prevent Nyarlathotep from using either power (internal or external).

    Wild: You may prevent Nyarlathotep from using either power (internal or external).

    Super1: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.

    Super: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.



    SHUB-NIGGURATH [B:Warp:LE] CULT OF SHUB-NIGGURATH Jack Reda (Lovecraftian Encounter)

    You have the power of Shub-Niggurath. Internal Power: As an offensive main player, all of your tokens in the same system as the challenge count toward your side. As defensive main player, all of your opponent's tokens in that system count to your side. External Power: As a main player, you may force your opponent to sacrifice as many of their own tokens as you have in the challenge.

    History: Long known as the Black Goat of the woods with a thousand young, Shub-Niggurath has spread her power throughout the universe.

    Restriction: Use only in Lovecraftian Encounter

    Timing:
    Phase 1
    Phase 2 - Destiny

    Notes: The recommended experience level for this power is Advanced. This is a Theme type power.

    Wild1: You may prevent Shub-Niggurath from using either power (internal or external).

    Wild: You may prevent Shub-Niggurath from using either power (internal or external).

    Super1: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.

    Super: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.



    YOG-SOTHOTH [B:Warp:LE] CULT OF YOG-SOTHOTH Jack Reda (Lovecraftian Encounter)

    You have the power of Yog-Sothoth. Internal Power: Draw a card from the deck each time a player removes tokens from the Warp. External Power: You may prevent tokens from leaving the Warp by discarding at random one card from your hand for each token.

    History: Between the stars lies Yog-Sothoth: the gate, the key, and the guardian.

    Restriction: Use only in Lovecraftian Encounter.

    Timing:
    Play at any time

    Notes: The recommended experience level for this power is Advanced. This is a Theme type power.

    Wild1: You may prevent Yog-Sothoth from using either power (internal or external).

    Wild: You may prevent Yog-Sothoth from using either power (internal or external).

    Super1: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.

    Super: You have use of either of your powers, even if you do not occupy the proper bases. Cosmic Zap does not affect you.

    Displayed 6 powers.

    View these powers with:


    Expansion by Jack Reda