|Call of Cthulhu LCG | Published 21 July 2011||Rating||6 votes|
Bear in mind closely that I did not see any actual visual horror at the end. To say that a mental shock was the cause of what I inferred - that last straw which sent me racing out of the lonely Akeley farmhouse and through the wild domed hills of Vermont in a commandeered motor at night - is to ignore the plainest facts of my final experience.
- H.P. Lovecraft, The Whisperer in Darkness
Spawn of Madness, a classic Asylum Pack for Call of Cthulhu: The Card Game, is now on sale at your local retailer and in our webstore! Hauled forth from the depths of dusty and long-forgotten archives, this seminal Asylum Pack has been resurrected as part of the Forgotten Lore cycle. But are you prepared to risk your sanity to unlock its many secrets?
In additional to updated cards with rules text based on the most recent FAQ and Errata (pdf, 16.7 MB) (which can be downloaded from the support page), Spawn of Madness has been updated to the 60-card per pack format (3 copies each of 20 unique cards). Bring your favorite classic cards to your deck in full force!
What Lurks Beneath
In Spawn of Madness, chaos explodes into Call of Cthulhu: The Card Game through a series of powerful events and support cards. The Sleeper Awakens! for the Cthulhu faction will clear the board of characters while Yog-Sothoth's Revelation of the Spheres will steal characters before opponents have a chance to play them. Madness, Disasters, Monsters, and Servitors lurk in Spawn of Madness.
Head to your local retailer to claim your copy of this classic release, before it returns to the shadowy depths from which it spawned.
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.
Things in the Ground says it's easy to get insane characters.
The card is jank, the threats of a just reprinted AP going out of print is jank. This first jank is intentional, the second seems simply misspoken...
@ Darkman: Well it's not like the pool of cards for each faction is really huge to begin with so the stance that 40ish cards is not enough to make use of it is somewhat disingenuous. The pool is not yet deep enough to really judge it unlike the CCG era in which it was intended and made for.
That said, I agree that this isn't a gleaming example of a hastur card in usefulness, but calling it "useless" is more harsh than is necessary. I am sure this card will find plenty of uses as the pool of cards grow.
@ FFG: I am not really plussed by the way this is described: "Head to your local retailer to claim your copy of this classic release, before it returns to the shadowy depths from which it spawned."
It seems to imply "Buy it now before it goes out of print again" which is not something I would expect from an LCG. I expect this sort of marketing hype from CCG who are built around pressure sales.
Whether I am reading more into this than is actually intended to be portrayed is academic, since it seems clear that this is actually implied.
wow, that altar of madness has been nerved down to almost making it useless.
Cost 3 vs. 2.
Only events in stead of all type of cards.
Added the mimimum of 1 cost.
You should have enough high cost event card in your deck to make it somehow a bit usefull. Hastur has only 5 events cards that cost 3 or more...... Total event cards that cost 3 or more are about 38-40. Not a really big pool to choose from.
I should have opted for non-character cards and kept the 2 cost and no minimum. The requirement of insane characters and only using it once (exhausting it for use) seems hard enough for me.