

Teburu - The Bad Karmas and the Curse of Cthulhu - Volume 4
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FroGames — Moments You'll Remember
The 1920s. Dark cults, cosmic horrors, and something ancient awakening. The Great Old Ones aren't Zodiacs — they're much, much worse.
What it's about
The Great Old Ones awaken. Insanity is the real enemy.
The Bad Karmas: Curse of Cthulhu — Volume 4 is a standalone expansion for the Teburu system: it is played without Volume 1, featuring five new heroes set in the 1920s and three new bosses drawn from the Cthulhu Mythos. Dark cults, cosmic horrors, and a new mechanic that changes everything: Insanity.
The Great Old Ones don't just attack physically — they invade the mind. As your heroes' Insanity rises, special emergency actions appear that can save the day, but reaching the limit means suffering heavy penalties for the rest of the battle. It's a double-edged system: fear can become power, or the end.
Cthulhu emerges from the sea with his psychic powers and a forest of tentacles. Ithaqua roams an abandoned mountain valley amidst perpetual blizzards and ice blocks that reshape the field every turn. Hastur, draped in tattered yellow clothes, manipulates the minds of his faithful and hurls them against the heroes. Three bosses, three arenas, three different ways to lose your mind.
From the gameplay experience
Insanity isn't just a damage tracker. As it rises, it unlocks actions that don't normally exist — desperate, powerful, dangerous. The moment you decide to use them is the tensest moment of the game.
The mechanic that changes everything in Volume 4
Ithaqua doesn't charge at you — he ignores you, then changes tactics. He starts placing ice blocks that transform the arena. When he arrives, it's already too late to move.
From the gameplay experience
The three Great Old Ones
Cthulhu, Ithaqua, Hastur — entities beyond human comprehension
Cthulhu
🌊 From the deep seaGrotesque titan with a cephalopod head and a forest of tentacles. His physical strength is devastating, but his psychic powers are the real danger: every attack can increase the heroes' Insanity even without physically hitting them. Cthulhu emerges from the abyss and transforms the sea around him into a battlefield.
Ithaqua
🏔️ Abandoned mountain valleySpectral figure as tall as a building, shrouded in a perpetual blizzard. His bones are white as ice but his eyes burn like flames. Ithaqua roams the valley repositioning ice blocks that change the field every turn — until he decides to charge.
Hastur
🌀 The King in YellowA hooded figure in tattered yellow clothes, with an aura of malevolent mystery. His power is not strength — it is mind control. Hastur induces madness in his faithful and throws them against the heroes. Fighting enemies and protecting one's sanity at the same time is the challenge of this confrontation.
New protagonists
Five heroes from the 1920s — and the Insanity mechanic
5 new Bad Karmas
Brand new heroes set in the 1920s: gangsters, explorers, detectives and underworld figures from an era of cults and mysteries. Each with unique abilities and their own synergies.
Insanity Mechanic
The Great Old One bosses attack the mind. As Insanity rises, powerful but risky emergency actions are unlocked — reaching the limit brings heavy penalties for the rest of the battle.
3 unique boards
Each boss has its own arena with specific terrain and rules. Open sea for Cthulhu, snowy valley for Ithaqua, dark urban setting for Hastur. No reuse of Vol. 1 boards.
Compatible with Vol. 1
The heroes and bosses from Volume 4 are also playable with Volume 1 and vice versa. Those who already own the Zodiac saga can mix content — 1920s heroes against zodiacal or cosmic bosses.
The Zodiacs wanted to destroy humanity. Cthulhu doesn't even remember we exist.
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Compatibility and requirementsWhat you need to play Volume 4
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