|Escape from The Breathing Jungle
A Call of Cthulhu: The Card Game spotlight by guest writer Marius Hartland
|Call of Cthulhu LCG | Published 21 October 2011||Rating||15 votes|
Gilman could not have told what he expected to find there, but he knew he wanted to be in the building where some circumstance had more or less suddenly given a mediocre old woman of the Seventeenth Century an insight into mathematical depths perhaps beyond the utmost modern delvings of Planck, Heisenberg, Einstein, and de Sitter.
–H.P. Lovecraft, The Dreams in the Witch House
Of all the phases you go through in a turn of Call of Cthulhu: The Card Game, the one most often filled with the sharpest action and richest drama is the Story Phase. After all, this is when your team confronts the horrors that await them–whether those horrors may be the Eldritch Horrors from the Nth Dimension or particularly angry government agents with tommy guns.
In order to maximize your presence at the scene as the action unfolds, you will need a strong balance of characters in your deck. Event and Support cards can be useful as well, but I tend to try and find cards that do double duty. For example, cards like Diseased Sewer Rats (Secrets of Arkham, 44). Both the Syndicate and the Order of the Silver Twilight factions have a myriad of characters that do a little something extra when they enter play. And then, after you get a bump from their special abilities, you want the tools to keep going.
A quick getaway
This is where the Lodge shines. With The Doorway (The Breathing Jungle, 63), you get a free escape route for committed characters, and the additional bonus of being able to reuse any abilities that trigger when they come into play. Sometimes, for even more synergy and craziness, you can even find abilities in the faction that trigger when characters leave play, like the one on Crystal of the Elder Things (Order of the Silver Twilight, 43).
Sometimes, you just need a quick escape from the dangers of The Breathing Jungle. Even when uncommitting is impossible, forcing your character to go back to your hand releases it from the state of commitment. Returning a character to your hand also clears it of any wounds it has suffered. Simply commit Puj-Dunk (Twilight Horror, 11) and–before you know it–he can return completely healed and ready for action.
There are lots of approaches to get the most out of this card. The combination of the Order and Syndicate Criminals like the Extortionist (Core Set, 71) is pretty obvious, but it’s another cog in the Order’s secret plans. It’s not often you get something this powerful for 0 cost. Just remember that when the Order of the Silver Twilight is involved, each exit they offer only leads deeper into their web of intrigues.
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.
Nice card, and also thematically pretty cool :)
Majority of the artifacts and magic items in the Chaosium CoC RPG are different types or paintings, mirrors and lenses, as they are also used often in the novels, so it's great to have that type of items in the LCG also! ^^