What is a Living Card Game™?
A Living Card Game™ (LCG™) breaks away from the traditional Collectible Card Game (CCG) model by offering a fixed card distribution method. It offers the same dynamic customizable, expanding, and constantly evolving game play that makes CCG’s fun, but without the blind buy purchase model that can burn out players. The end result is an innovative mix that gives you the best of both worlds!
Non-Euclidean calculus and quantum physics are enough to stretch any brain; and when one mixes them with folklore, and tries to trace a strange background of multi-dimensional reality behind the ghoulish hints of the Gothic tales and the wild whispers of the chimney-corner, one can hardly expect to be wholly free from mental tension.
–H.P. Lovecraft, The Dreams in the Witch House
Dark and powerful secrets await those players who uncover the 60 new cards (3 copies each of 20 different cards) of Written and Bound, the first Asylum Pack in the Revelations cycle for Call of Cthulhu: The Card Game.
While a few sensitive minds shudder at the unearthly powers they perceive, the bulk of humanity conducts its daily business unaware of the terrible powers that slowly carve at the very heart of society. Still, there are some power-hungry or ideological knowledge-seekers who scour the world in search of rare tomes that provide insight into the elder powers. The quest for a deeper understanding of reality permeates Written and Bound, and its themes of dark knowledge and competing ideologies strikes to the very heart of the Call of Cthulhu mythos. As it begins the Revelations cycle, Written and Bound proves that knowledge is power… for those who can wield it.
Contains cards 1-20 of the Revelations cycle. This is not a standalone deck; you must have additional Call of Cthulhu LCG cards to play.
|Case Quantity: 6||ISBN: 978-1-61661-345-7|
“I have seen the dark universe yawning
Where the black planets roll without aim,
Where they roll in their horror unheeded,
Without knowledge, or lustre, or name.”
–H.P. Lovecraft, The Haunter of the Dark
Knowledge is both powerful and deadly in Words of Power, the second Asylum Pack from the upcoming Revelations cycle for Call of Cthulhu: The Card Game.
Filled with eldritch tomes, hidden libraries, and the Relic Hunters determined to uncover their secrets, Words of Power heightens the different factions’ quests for knowledge. While independent agents offer their services to different groups, the Order of the Silver Twilight works in harmony to plunder the wealth of ancient journals. Research assistants at Miskatonic University delve unwittingly into danger as their study of powerful artifacts leads them across shadowy strangers, cultists, and monstrous black dogs.
The 60 cards in Words of Power will promote exciting, new synergies with the Relics from the Ancient Relics cycle as well as with other rare, old cards lying dormant in your collection.
Contains cards 21-40 of the Revelations cycle. This is not a standalone deck; you must have additional Call of Cthulhu LCG cards to play.
|Case Quantity: 6||ISBN: 978-1-61661-346-4|
When I drew night the nameless city I knew it was accursed. I was traveling in a parched and terrible valley under the moon, and afar I saw it protruding uncannily above the sands as parts of a corpse may protrude from an ill-made grave.
–H.P. Lovecraft, The Nameless City
Knowledge stolen from the ruins of an ancient city now steers the fate of the world. Ebla Restored introduces a multitude of exciting new characters, locations, events, and Tomes to Call of Cthulhu: The Card Game. Relic Hunters, cultists, scientists, and lunatics race to obtain power from the dark secrets contained within ancient writings from eras long forgotten.
The third Asylum Pack in the Revelations cycle, Ebla Restored continues the cycle's focus on the power and danger in eldritch knowledge. The 60 cards in Ebla Restored promote exciting, new synergies between dark Tomes and the Relic Hunters who seek them. As servants of the Ancient Ones, members of clandestine societies, and brave scientists all explore the ancient knowledge hidden within the forgotten city of Ebla, the fate of the world hangs in the balance. Will humanity tremble before the terrifying might of the Ancient Ones, restored to their former glory, or will heroic investigators and scientists thwart them and their zealous cultists to maintain sanity, at least for another day?
Contains cards 41-60 of the Revelations cycle. This is not a standalone deck; you must have additional Call of Cthulhu LCG cards to play.
|Case Quantity: 6||ISBN: 978-1-61661-347-1|
One night about midnight, as Charles was chanting a ritual whose weird cadence echoed unpleasantly through the house below, there came a sudden gust of chill wind from the bay, and a faint, obscure trembling of the earth which everyone in the neighbourhood noted. At the same time the cat exhibited phenomenal traces of fright, while dogs bayed for as much as a mile around.
–H.P. Lovecraft, The Case of Charles Dexter Ward
Forbidden secrets and dark rituals alter the face of reality in Lost Rites, the fourth Asylum Pack in the Revelations cycle for Call of Cthulhu: The Card Game. Scientists, cultists, monsters, and relic hunters scour libraries and haunted woods for powerful Tomes and the arcane knowledge they contain. Will the magical forces they unleash hasten the end of days? Or will heroic government agents and Miskatonic University faculty be able to force the Ancient Ones back toward their eternal slumber in distant realms?
Lost Rites continues to reinforce the centrality of occult knowledge in the Revelations cycle and the struggles of Call of Cthulhu. In the 60 cards (3 copies each of 20 new cards) in Lost Rites, players gain the unique talents of a host of new characters, discover a deadly location, and uncover terrifying conspiracies
Contains cards 61-80 of the Revelations cycle. This is not a standalone deck; you must have additional Call of Cthulhu LCG cards to play.
|Case Quantity: 6||ISBN: 978-1-61661-348-8|
Alien it indeed was to all art and literature which sane and balanced readers know, but we recognised it as the thing hinted of in the forbidden Necronomicon of the mad Arab Abdul Alhazred.
–H.P. Lovecraft, The Hound
Some secrets should never be brought to light…
Murder, madness, and terrible realities haunt the pages of the Necronomicon. As rival factions seek to make use of the different translations they have secured, the ignorant masses continue their mundane routines, blissfully unaware of the Ancient Ones, those who worship them in secret cults, and those who risk insanity in order to safeguard the world. While the key to the fate of the world may lie in the Necronomicon, the Revelations cycle moves toward its climactic finale as Cultists, Lunatics, and Investigators all delve into The Unspeakable Pages!
The Unspeakable Pages introduces four versions of the dread Necronomicon as well as a host of new characters who seek to gain power from the secrets contained within Abdul Alhazred's horrifying Tome. The 60 cards (3 copies each of 20 new cards) in The Unspeakable Pages bring insanity and death to those who heedlessly venture too far into unknown realms. As the Revelations cycle builds the conflicts between the game's factions toward a terrifying climax, The Unspeakable Pages of the Necronomicon and other cards provide rival factions tremendous new resources to steer the fate of the world!
Contains cards 81-100 of the Revelations cycle. This is not a standalone deck; you must have additional Call of Cthulhu LCG cards to play.
|Case Quantity: 6||ISBN: 978-1-61661-349-5|
In the darkness there flashed before my mind fragments of my cherished treasury of daemoniac lore; sentences from Alhazred the mad Arab, paragraphs from the apocryphal nightmares of Damascius… over and over again a phrase from one of Lord Dunsany's tales – "the unreverberate blackness of the abyss."
–H.P. Lovecraft, The Nameless City
Those who gaze upon the secrets of the Abyss do so at their own peril…
The stakes are grater than ever in Touched by the Abyss, the climactic conclusion of the Revelations cycle! Madmen, cultists, and daring investigators continue to shape the destiny of Arkham, Massachusetts and its surrounding area. While the faculty of Miskatonic University and government agents work to fight the spread of secretive cults, territorial thugs battle with terrible monsters. And the Order of the Silver Twilight seeks the means to forever banish from the world all those who would stop them.
The 60 cards (3 copies each of 20 different cards) in Touched by the Abyss relate the dramatic finale to the struggle for control of dread Tomes like the infamous Necronomicon. The game's rival factions realize the desperate need for knowledge to fuel their plans, and Touches by the Abyss reveals four new Tomes, six sweeping and thematic conspiracies, and a host of new characters as humanity battles the forces from beyond for the power over life and death!
Contains cards 101-120 of the Revelations cycle. This is not a standalone deck; you must have additional Call of Cthulhu LCG cards to play.
|Case Quantity: 6||ISBN: 978-1-61661-350-1|
Choose another Subcollection of Call of Cthulhu LCG
The Call of Cthulhu: The Card Game is a game of horror, insanity and terror for two. Take on the role of intrepid investigator trying to solve the mysteries of the ancient ones, or a servant of the Mythos and carry out vile conspiracies, or any combination of the two.
The Core Set is the best way to start playing it contains a game board, high-quality pieces and cards for seven factions that can be mixed and matched into a variety of different decks, right out of the box.
By buying Asylum Packs, fixed 60 card supplements that feature 20 distinct cards, players will be able to customize their core decks, or create strategies and decks of their own.
The copyrightable portions of Call of Cthulhu: The Card Game are © 2008 - 2013 Fantasy Flight Publishing, Inc. Call of Cthulhu is a registered trademark of Chaosium, Inc. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.