|Call of Cthulhu LCG | Published 12 August 2011|
With the upcoming return of Kingsport Dreams as part of the Forgotten Lore cycle of Asylum Packs for Call of Cthulhu: The Card Game, it’s time to also revisit the very first article I wrote for this website, back in 2006. The subject is Tulzscha (Kingsport Dreams, F37) who, after all these years still is one of my favorite Ancient Ones. Welcome back Tulzscha!
''and suddenly there spread out before me the boundless vista of an inner world - a vast fungous shore litten by a belching column of sick greenish flame and washed by a wide oily river that flowed from abysses frightful and unsuspected to join the blackest gulfs of immemorial ocean''
- H.P. Lovecraft, The Festival
Kingsport. A city praised by Nyarlathotep himself for its antediluvian architecture and its marvelous seacoast. It holds unspeakable horrors that one is best oblivious to, for the sake of peace of mind. Unfortunately, secrets are to man what a flame is to a moth. Interesting choice of words, one might say, because I will tell you the story of an unholy flame. Not that I should, but I know you will learn its horrible power soon, so it is better to be prepared. And maybe, by sharing some of the horrible knowledge that was bestowed on me, I can still save my own sanity.
In Kingsport, a portal will once again be opened that leads straight to the terrible core of the universe itself. A gateway to the court of the Blind Idiot God Azathoth, the Nuclear Chaos. And in this court a group of Outer Gods dance rhythmically around, in cadence to the piping of a demonic flute. Through this new gate a flame seeps, unearthly sick pale green in hue, casting no shadows and giving no comfortable warmth. Tulzscha, The Green Flame makes her presence known to those who choose to see it, bringing horror and atrophy to our small, insignificant earth.
Abandon All Hope
Tulzscha has the power to turn even the most mild-mannered cultist into a ravenous killing machine. Even one of those cost reducers become a 2 skilled, terror-iconed merchant of death. Cultists everywhere combust in that sickly green flame, taking everyone with them into their untimely grave.
I suggest you get packing. Once Tulzscha enters the board, hope may very well be lost. Rid yourself of any opposing cultist quickly or see your side of the table diminish in a horrible pace. Blank her with Called by Azathoth (The Spawn of the Sleeper, F9.) Cancel the means to get her into play. A Single Glimpse (Core Set, F117) should help you out for some damage control, ridding yourself of her when she stands alone. Steal her if you must. Once she is there, soon no one will be standing save the Ancient Ones.
You will never look at cultists the same way again. Every time one hits the board, your Mythos Sense will be tingling with fear. Because each and every one of them has the potential to wipe you out. Beware the followers of The Green Flame.
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.
The collector in me says I need these cards. But the reality is I'll just wear my long sleeves. It has, after all, been ten years of financing FFG. And believe it or not, much as we adore this game, one (some?) of us will never get over the switch.
There are yet hundreds of cards that could make the jump. The floating CCG AP surely are welcome in the LCG era. As are any still-waiting appropriate CCG cards. It's just messy. That's all.
I'm waiting for Tulzscha, i need him for my hastur/yogi/ctulhu cultist deck.
@ Phantom287 - Yep, the passive ability works for all cultists in play. However, you can only sacrifice yours for the triggered ability.
Hmm, does her ability affect just your cultists or ALL cultists?
Harbinger of Insanity's daddy!
All fear the green flame lest you be sucked into servitude for the cult! Else it'd be wise to be skillful in your advances.