|Lost In The Breathing Jungle
A Call of Cthulhu: The Card Game spotlight by guest writer Marius Hartland
|Call of Cthulhu LCG | Published 07 October 2011||Rating||19 votes|
Night had fully set in, and all the abhorrent grounds seemed faintly luminous with more than the fitful moonbeams; but this new glow was something definite and distinct, and appeared to shoot up from the black pit like a softened ray from a searchlight, giving dull reflections in the little ground pools where the water had been emptied. It had a very queer colour, and as all the men clustered round the window Ammi gave a violent start. For this strange beam of ghastly miasma was to him of no unfamiliar hue.
–H.P. Lovecraft, The Colour Out of Space
Nature is both beautiful and dangerous as anyone can attest who has visited The Breathing Jungle, or at least those few who made it back. The others are probably lost forever. Hunting for relics may be lucrative, but it’s not without dangers. Some relics may be guarded by unspeakable entities or even worse: they may be cursed.
Yog-Sothoth is known to be responsible for sending people out of time and space, but for some quick disposal, getting them lost in the jungle works just as well. Lethargic Miasma (The Breathing Jungle, 68) is that curse. For the very affordable cost of one you can keep a character out of your hair for a while.
Sometimes, all it takes is a little insanity to shake the curse. It just takes a couple of turns to go insane, restore, and ready. The lethargy will last longer for some; while the average investigator will just go insane to get rid of it, not every character will be that lucky. Those who are cursed with Terror icons or Willpower will keep their curse for a much longer time.
This is where the card shines. Yog-Sothoth is equipped enough to deal with non-willpower, non-terror characters through other means. It’s locking down those hard-to-deal with guys where a curse like this is needed. Using a one-cost card to deal with a card that costs three is a massive tempo gain.
On the other end of the control scale is Voice of the Jungle (The Breathing Jungle, 60). This environment effect costs nothing for the cult of Shub-Niggurath to play. Knowing that when you commit to a story, you will commit to it for better or for worse, until the bitter end, may intimidate some relic hunters. After all, who wants to face the onslaught of the Thousand Young alone, with no chance of running away when things get dangerous?
Meanwhile, should some hapless heroes get lost in the depths of the jungle, the numerous followers of Shub-Niggurath can swarm the other stories to take them–and the victory.
Thanks, Marius! You can look forward to changing the tempo of your games of Call of Cthulhu: The Card Game with Lethargic Miasma, Voice of the Jungle, and the other exotic, new cards from The Breathing Jungle when the Asylum Pack releases later this month.
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.
And yet the easiest way to find an opponent is to buy the game and teach someone. Maybe worth picking up a Core set to give it a try?
Both of these look like useful cards that I'm wanting to get my hands on. Voice of the Jungle sounds like it might be a good way to set people up for cards like Ravager of the Deep, Dynamite, etc... on your following turn? Basically if you have those cards in play you're setting up a sign "don't mess with THIS story or you'll be sorry".
Lethargic Miasma looks like a great way to tie someone up for a good while. I'm going to have to start looking into a Syndicate/Yog deck to use this one :)
Two very interesting cards - one of which I'd really like to have _right now_!
I notice that Lethargic Miasma says "Attached character may not ready." It doesn't say "Attached character cannot be readied." I guess, this means it only prevents the character from being readied automatically in the Refresh phase or by winning an arcane struggle? Readying the character using a different card effect should work since it doesn't use the magic bullet word "cannot" - or is this a templating error?
Voice of the Jungle is absolutely incredible! Currently I'd have to use Unhealthy Fixation from the Hastur faction to achieve the same effect - for a single character! It enables an extremely nasty combo with another card of the Shub faction. Oooh, I want that card!!! :-P
Thanks for another great preview, Marius!
This game sounds really good. To bad I have no one to play with so cant buy it. :-s