News for March 2010
Land of the Giants 1
A Call of Cthulhu Card of the Week by guest writer Marius Hartland
Call of Cthulhu LCG | Published 05 March 2010

At last, however, they came to a somewhat open space before a tower even vaster than the rest; above whose colossal doorway was fixed a monstrous symbol in bas-relief which made one shudder without knowing its meaning. This was the central tower with the sign of Koth, and those huge stone steps just visible through the dusk within were the beginning of the great flight leading to upper dreamland and the enchanted wood.

– H.P. Lovecraft, The Dream Quest of Unknown Kadath

Welcome to your weekly dose of Yog-Sothothery, as we shine the spotlight on another upcoming card in the Call of Cthulhu: The Card Game. The road back to the upper Dreamlands may be the most perilous of journeys yet, as it will take you straight through the terrible kingdom of the Gugs, where The Tower of Koth (Journey to Unkown Kadath, F112) may be your only escape.

Being a horror game, there are plenty of monsters to target with the Tower. Last week we saw one that wouldn't give Yog-Sothoth-based decks much trouble, even though the double Terror icons might be inconvenient to encounter. Don't worry that you'll want for eligible targets though, since Yog-Sothoth has plenty in the form of the Gug tribe of Koth. And as you've might have noticed, there is something strange about these Unclean Giants in the Dreamlands series. Where Slavering Gug (Core Set, F124) is good at dealing damage, the newer incarnations are good at receiving it.

Normally, getting wounded is a bad thing but when the Nightmare Titans of Koth are involved, it only serves to make your team angrier. Puj-Dunk (Twilight Horror, F11) summons his brethren for instance – Possibly through dark pain-magic as Gugs lack vocal cords. No matter how he does it, the results can be devastating.

The 'problem' with Gugs is that they are so good in combat that they hardly ever get wounded. One solution is to gouge out their eyes to make them less able to fight, but more terrifying and immune to Terror in the progress. The other solution is to Koth them a little when no one dares to stand in their way. Terror and insanity is a problem for Gugs: Except for Puj-Dunk, they don't come with their own Terror icons, and being both wounded and insane is lethal for characters – that's fair since the Gugs would be a little too durable if they could withstand both wounds and insanity; Even more so as they get a bonus for being wounded.

When playing a Gug deck, you can shift the odds in your favor by controlling the day/night cycle. During the day, City of Gugs (In Memory of Day, F33) will give you some extra Toughness to withstand those pesky Investigators trying to sneak into your tower, and to trigger your effects an extra time. At night Great Stone Circle (In the Dread of Night, F52) gives you a great advantage against Terror icons. It can pay to switch up during a game, making you unpredictable against Day or Night based decks.

Combine these Dreamlands locations with The Tower of Koth, to achieve 'Dreamlands control' enabling you to use cards like Guardian Pillar (Search for the Silver Key, F78) to their full potential. There are more bonuses for having this advantage: If you have the edge Dreamlands Eclipse (Search for the Silver Key, F80) allows Wandering Gug (Sleep of the Dead, F91) to target specific cards on the top of a deck, taking your Koth-wounding strategy to a whole different level – and should you allow them to keep whatever is on top your their deck, Laboring Gug (In the Dread of Night, F51) can gain you an extra card, always handy when your strategy is hurting your own characters.

It's great to be the Gug player in the Dreamlands. There are lots of cards available dealing with wounds and wounding, healing wounds. Yog-Sothoth has the tools to sneak your Slit-mouthed guardians into play and even return them from the dead. Your opponent has to worry about wounding your team making the Story phase a time of awkward decisions, where they will have to walk on eggshells to avoid angering the Gugs. How will they ever make omelets if you have The Tower of Koth and no qualms about breaking some eggs?

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.

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Comments (1)

Published: 3/7/2010 1:30:24 PM

Really nice article, Marius.  This is an exciting card. 

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