|Call of Cthulhu LCG | Published 02 April 2010||Rating||19 votes|
Customization is an important element of the Call of Cthulhu Card Game. The ever-growing card pool allows for more and more choices as time goes on. The element of choice is an important theme in the Yuggoth Contract cycle and conveniently enough the new 60-card format is just in time to emphasize this.
How about we choose to make our own character? The base statistics are here: A cost five agency character with Three combat, one arcane and a healthy dose of skill. We also have Toughness +1 and Willpower to make sure he doesn't falter in the dangerous world of the Cthulhu Mythos. From there on, it's time to get creative. James Logan (Whispers in the Dark, F1) will rarely be just this. Searching for two attachment cards allows you to have the Logan you need at that moment, and usually he'll turn out powerful enough to rival the most dangerous of Ancient Ones.
Did you figure out what the monsters are planning? Notebook Sketches (Mountains of Madness, F4) allows you to put a stop to their predictable plans. Then add Alhazred Lamp (Core Set, F75) so your Logan is well rounded to deal with each struggle. If you're more into a run-and-gun like setup, try mixing Shotgun (Core Set, F14) with a Military Bike (Path of Y'na-nthlei, F102), hopping from story to story dealing out hot-lead justice all over the place. You can make a Logan for any situation. And your options keep growing: Whispers in the Dark offers an attachment that can yield you a great advantage on the long run, especially when you can steal opponents' characters. James Logan can find some combo pieces for doing just that and offers a sturdy body to keep your attachments around for a long time.
If you're not up against heave toughness and/or invulnerability characters then you might simply go for dual-wielding Prize Pistols (In Memory of Day, F22) though and go in guns blazing. Adding two more combat means there is little James will miss. It's easy to see him as the centerpiece of an agency deck. It means that you'll have to invest in a single domain a lot though and too much attachments means the risk you don't have a warm body to carry them around for you. Choice is a double-edges sword, after all.
Character attachments are, by their nature very weak, but if you can fetch them from your deck you're less likely to give other players a two-for-one deal; Instead watch their terror when you just got a three-for-one deal on them instead. The Agency is trying to circumvent the downside of attachments and loves to tool up for whatever is standing in the way. John Henry Price (Search for the Silver Key, F61) and his Price Manor (Search for the Silver Key, F62) add more stability to this theme. Pre-made characters aren't something you'll have to settle for anymore. Character building is an important aspect of many Agency decks to come.
Special thanks to Marius Hartland, who provided this week’s Call of Cthulhu spotlight.
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.
It's a great card, but i fear it might be a lightning rod for every single removal card your opponent has.
Interesting piece. I guess it really is easy to think up a character and some stats for them, but when it gets into the realm of actual combat how well they work with their surroundings is just as important. Finding a way to make them usable for different situations depending on the deck is the real challenge though.