Cave Evil: Warcults
2016
A standalone cavern battle for 2–12 players: command a Warlord, raise armies, and pursue scenario-driven victory—or expand Cave Evil.
1000
minutes
2 - 12
player(s)
18+
Medium Heavy
About this board game
Cave Evil: Warcults is a standalone game for 2–12 players with a listed play time of 1000 minutes, centered on Warlords, armies, and endless battles beneath the earth. It can also be integrated with Cave Evil as an expansion.
Warcults introduces the Warrior Path, a modified sequence of play for players who prefer to control a Warlord alone or combine a Warlord with a Necromancer. The Warlord commands an army and the divisions of command beneath them, seeking to build power and lead troops through the cavern’s continuing struggle for territory.
A Necromancer can weave control over six squads, but the campaign for dominance extends beyond those forces. Other beings may swear allegiance to the infernal magi, while troops are raised from their own species and the weak and shoddy are shaped into Warriors. Warriors can develop into Command, with the greatest Warlord becoming a leader of battle.
- Play as a Warlord, a Necromancer, or both when combining the game with Cave Evil.
- Use the Warrior Path’s adjusted sequence of play and its new actions.
- Command armies and build successive levels of authority.
- Play as a standalone game or connect it with Cave Evil.
The Necromancer is not required, so Warcults can focus entirely on the Warlord’s path. Players who own Cave Evil have the flexibility to choose which command structure suits their game, while owners of Warcults begin as a Warlord and can connect future Corroded Corridors to this issue.
In Cave Evil: Warcults, victory depends on the scenario. Every battle is part of a wider contest for control, allegiance, and the right to claim the throne in the black caverns.