|Call of Cthulhu LCG | Published 08 November 2011||Rating||11 votes|
Greetings, all you investigators, cultists, servitors, lunatics, students, artists, and monsters!
Fantasy Flight Games is proud to announce Revelations, the next cycle of Asylum Packs for Call of Cthulhu: The Card Game. Filled with ancient writings and forbidden knowledge, Revelations proves that knowledge is power… for those who can wield it.
The set’s developer, Damon Stone, provides more insight into the coming Revelations.
Dark powers, dark future
The Revelations cycle of Asylum Packs continues the story of Eryn Cochwyn and Marcus Jamburg from the Ancient Relics cycle. A brilliant student at Miskatonic University, Eryn has become entrenched in her father’s occult research. Marcus’s quest to see and learn more takes him further into the world of the weird and maddening things that man was never meant to know.
These two characters and their obsessions to gain knowledge, even at the expense of their health and sanity, exemplify the Revelations cycle’s main themes, the bearers of forbidden Tomes filled with dark knowledge, Relics of lost or forgotten peoples, and the hunters who seek them. I knew that I wanted to create a series of Tomes, two for each faction, that would give them new and powerful ways of doing what they do best. I also wanted to carry forward the Relic mechanic, introducing more of these cards which can cycle themselves back into players’ decks, giving them a little more security in designing a deck around Attachment support cards.
Different characters in the Call of Cthulhu mythos are constantly struggling over ideology and racing to discover the final pieces of sacred or profane knowledge that will help them usher forward the end of days or hold it off. Researching the dozens of tomes, real and imagined, that have been included in the mythos was a lot of fun and very informative. The Necronomicon and its multiple translations clicked well with the idea of each faction struggling to advance its agenda and gain secrets of the Ancient Ones. When one faction gets its translation of the Necronomicon into play, it shuffles all other copies of the Necronomicon back into their owners’ decks. Then, when the Tome is triggered, it shuffles itself back into the deck, with a far-reaching and game-altering effect.
Along with this came the idea of cultists or investigators pouring over the text of some dusty tomes from a bygone era and using the information therein to summon or banish unspeakable horrors. To this end, I created a second Tome for each faction and a “tome bearer,” someone whose ability becomes much more powerful when combined with that of the proper Tome. Individually, both the Tome and tome bearer still help you achieve your goals, but getting them out together can leave your opponent scrambling.
The Relic subtype was created to increase the viability of attachment support cards as central parts of competitive tournament decks. Even if you lose your Relic attachment, it isn’t lost for good, ensuring you a chance of getting use out of it. Drawing into these support cards, though, can sometimes still prove problematic. Thus, the Relic Hunter. This new subtype, introduced in Revelations, belongs to characters who let you make limited searches through your deck for support cards whenever specific conditions are met. Meanwhile, when you find and put a Tome support card into play, they each gain a massive icon boost.
Dark knowledge and dark tomes form the core of Revelations, along with the characters who seek them, but there’s still more to each of these Asylum Packs. Other mechanics and themes have been seeded throughout this cycle, and I look forward to watching the players discover them.
–Damon Stone, Call of Cthulhu: The Card Game Developer
Keep checking this webpage for future visions of Revelations and all the strange and exciting new characters, attachments, and other cards contained within its Asylum Packs. The visions that don’t drive you mad may give you the strength to confront the madness…
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.
I agree w/ Shangfu, I'd like to see other books from the mythos show up in addition to the Necronomicon over time. I realize there are only so many slots in each pack so it will take time but hopefully they'll show up eventually.
The "universally unique" idea seems similar to how some of the Lost Cities cards worked. Maybe we'll see those return in the following cycle?
I totally forgot to mention that I really like the idea of "universally unique" cards like this new version of 'The Necronomicon'. This is actually how in the very beginning I assumed unique cards to work:
If (one of) my opponent(s) has 'The Necronomicon' in play when I play my version of it, then his version leaves play. It's like it was temporarily changing sides - something I thought would be fitting for other unique cards like the Ancient Ones, as well: Why should Cthulhu care which side gets destroyed? Summon him at your own peril!
It's a mechanic that perfectly fits the flavour of something like The Necronomicon!
Oh, and +! to all the comments about more tomes. Syndicate looks like it is really getting a boost in power level. They really needed it, thanks Damon!
True discarding would not allow any destroy or sacrifice mechanics to trigger. I don't know if it is more powerful, just different. Your opponent cannot trigger awesome effects when their characters go away, but you cannot use it to combo with your own stuff either. Hopefully it is a mechanic that will continue to be used sparingly, but I like the use of various means of achieving goals. It also gives different factions removal a different flavor.
Ah, thanks, Supa.
On rereading it, I guess you're right. I initially thought it was supposed to be associated with a new rule.
But since it uses the same text formatting as 'Tome', apparently it's a just a subtype to be shared by cards with a similar effect.
That's better, since for a keyword it would have been too narrow a concept.
[ADMIN: The article incorrectly substituted the term "trait" for "subtype." The error has now been corrected.]
Edit: but it's *not* very serious.
J. > No, it's not a keyword either. It's a subtype. I suppose "trait" is the AGoT equivalence of "subtype". I know it's the same designers on both teams but it's very serious. ^^
"Thus, the Relic Hunter. This new trait, introduced in Revelations, [...]" What's a trait? I suppose this is supposed to be a keyword?
I'm also not too excited about the 'discarding from play' of characters. So far that particular phrase has only been used in the context of attachments (see FAQ on cards changing type). Since it circumvents any effects relying on characters being destroyed or sacrificed, it's better than every other means of removing characters from play.
No, it is discarded from play. While the mean effect is the same as destroyed (removed from play) it is a subtle difference in how it gets removed.
(2.26) Sacrifice, Destroy, Discard from Play
“Sacrifice”, “Destroy” and “Discard from Play” are not interchangeable terms.
Thus, a card that is “destroyed” is not considered to be “sacrificed,” and vice versa.
"discarded from play" ? What's that ? Destroyed ?
Wow, finally it seems Tomes will be properly represented in the Cthulhu LCG! Can't wait to see these themes fleshed out, not to mention the hinted at "Other mechanics and themes..."! Thank you Damon.
Very neat. Always looking forward to new cards and widening of the cardpool.
On a side note; I wonder if the days of the deluxe boxed expansion for CoC are well and truly dead. Sad if true.