|Call of Cthulhu LCG | Published 08 October 2010|
Close contact with the utterly bizarre is often more terrifying than inspiring, and it did not cheer me to think that this very bit of dusty road was the place where those monstrous tracks and that foetid green ichor had been found after moonless nights of fear and death. Idly I noticed that none of Akeley's dogs seemed to be about. Had he sold them all as soon as the Outer Ones made peace with him? Try as I might, I could not have the same confidence in the depth and sincerity of that peace which appeared in Akeley's final and queerly different letter. After all, he was a man of much simplicity and with little worldly experience. Was there not, perhaps, some deep and sinister undercurrent beneath the surface of the new alliance?â€¨
- H.P. Lovecraft, The Whisperer in Darkness
As you read this, the pieces have already been set in motion at Castle Stahleck where for the sixth time, fans of the various Living Card Games gather and compete in a mountaintop castle. It’s going to be a fun weekend. But, if you can’t be there, here is a chance to have at least a little piece of Cthulhu insanity in your week.
Talking about insanity: My claim last week that Yog-Sothoth could meaningfully activate Disrupt effects from the discard pile was indeed a lapse in judgment. Clever investigators like EchPiEl recognized the flaw in that plan. Thank you for the heads up.
In July we looked at Tattoo Artist (Murmurs of Evil, F37) – representing the mix/max subtheme found in The Yuggoth Contract cycle. This time Syndicate takes things even further by messing with the combat struggle. Blind Fighting (Screams From Within, F98) is something you can just wander into blindly. Suddenly missing out on a combat struggle can have nasty consequences. But often, wandering into an extra combat struggle is even worse. Especially when something gets a boost from Tattoo Artist, something else a penalty from Clover Club Torch Singer (Core Set, F66) and a Parallel Universe (The Thing From the Shore, F98) get involved. It’s a nice setup for speedy Syndicate to finish what they started.
It’s nice to have the option to dish out extra beatings, but in general, The Syndicate isn’t very good at struggles, depending more on exhaust effects to avoid any confrontations that may occur. It often happens that a Descendant of Eibon (The Terror of the Tides, F75) slips through and starts messing with your criminals. Minimizing casualties by removing the combat struggle is a good option in that case.
The Syndicate often has a few small utility characters around. Patsy (Core Set, F70) is key in controlling tempo for Syndicate decks. If you’re behind on a story, Patsy can be sacrificed to turn the tables on the opposition. Patsy is also very weak at running at stories by himself. But that’s OK now. Having small utility guys hanging back means you can get extra activations out of Blind Fighting.
All in all, it’s a flexible tool in Syndicate’s arsenal adding to their story denial and manipulation tricks and allowing the gang to be extra aggressive in the right situation.
Based on the fiction of H.P. Lovecraft and his literary circle, Call of Cthulhu: The Card Game takes two players deep into the Cthulhu Mythos where investigators clash with the Ancient Ones and Elder Gods for the fate of the world. The Living Card Game format allows players to customize their gaming experience with monthly Asylum Pack expansions to the core game.
Well, playing only utilities is not really fun right now.
Synidcat lakes the return of 3 costs characters with extra powers (like Continentel Agent in the CCG days). The change is coming. ... slowly ... but it's coming ^^
Care to weigh in on the Unspeakable Resurrection issue like everyone else did, or is last week's article going to be all you say on the matter?