|Terrors Frozen Beyond Time
Announcing Never Night, the fourth Asylum Pack in the Ancient Relics cycle
|Call of Cthulhu LCG | Published 17 August 2011||Rating||10 votes|
The really great shock came when we stepped over and undid one tarpaulin whose outlines had peculiarly disquieted us. It seems that others as well as Lake had been interested in collecting typical specimens; for there were two here, both stiffly frozen, perfectly preserved… They were the bodies of young Gedney and the missing dog.
–H. P. Lovecraft, At the Mountains of Madness
From The Breathing Jungle of Mesoamerica, the hunt for Ancient Relics takes the different factions of Call of Cthulhu: The Card Game to the glaciated shores and frozen mountains of Antarctica. Dedicated cartographers, gun-toting thugs, insidious cultists, and terrifying beasts seek to unlock the secrets frozen in time beneath the ice in Never Night, the fourth Asylum Pack in the Ancient Relics cycle.
In the fourth quarter of 2011, the Silver Twilight undertakes its first expedition to Antarctica, hoping to unlock powers previously undreamt and unknown. Meanwhile, mad sailors, gibbering monsters, corrupted cultists, scarred hit men, and others all struggle to advance their own goals in the desolate climes of a land where all summer the sun glares down and it is Never Night.
Sites of madness at the end of the world
Never Night continues the Ancient Relics cycle’s theme of exploring the increasing influence of the Ancient Ones in the world outside New England. Beneath the ice of Antarctica, great powers lie frozen, untouched and waiting for untold ages. Among the terrifying revelations in this land of sun and snow, players will find the frozen Temple of R’lyeh (Never Night, 73) and the residual taint of the Old Ones it honors.
Temple of R’lyeh strengthens the forced sacrifices distinctive to the Cthulhu faction. Because you have to sacrifice your own character to force your opponent to make a sacrifice, it may seem like a two-edged sword that takes as much as it gives, but the Temple of R’lyeh channels strength to a Deep One strategy, especially one that uses Hydra, Mother of the Deep (Secrets of Arkham, 25) to bring Deep Ones back from the discard pile.
Fans of Yog-Sothoth will gain further control over time and space with the discovery of Dark Sarcophagus (Never Night, 88). At first glance, Dark Sarcophagus, like Temple of R’lyeh, appears to present as many disadvantages as advantages, but players driven to control their opponents’ play will find the advantages take the fore.
Comparable to Blackmoor Estate (Core Set, 114), Dark Sarcophagus removes cards from the top of your opponent’s decks, placing your opponent in greater peril of running out of cards and losing. Unlike Blackmoor Estate, however, Dark Sarcophagus may put some of those cards in your opponent’s hand, rather than the discard pile. While it’s generally good to have as many cards in your hand as possible, there’s a limit to how valuable an excessively large hand can be–namely number of domains you have available to drain and the costs of the cards you wish to play. The owner of a Dark Sarcophagus may be able to push an opponent beyond the breaking point for card advantage… and gain valuable insight into an opponent’s deck design along the way.
Rewards worth the risk
The Temple of R’lyeh and Dark Sarcophagus are just two of the startling new discoveries to be found in the land of Never Night. In the fourth quarter of 2011, prepare to drill into the Antarctic ice in search of these and other treasures certain to bend the mind.
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 Three Listeners is a pretty decent card by itself. 3 cost, 2 icons, 2 skill, toughness +1. It gaining two more icons, one an investigation, by playing aggressively (and they do seem to have a number of cards that benefit from having no or fewer cards in hand) is not bad at all.
Great to see the Cthulhu faction growing much stronger
What is Naruto?
Anyway, I'm still not convinced of the usefulness of the Lodge faction, but the two other spoiled cards are really great!
Nope, never even crossed my mind.
As for the cards, I know just where to stick the temple of R'lyeh. :)
Not me, I just thought it was sweet.
Show of hand for who immediately thought of Naruto at the sight of the box cover?