|Call of Cthulhu LCG | Published 14 December 2011|
“I have seen the dark universe yawning
Where the black planets roll without aim,
Where they roll in their horror unheeded,
Without knowledge, or lustre, or name.”
–H.P. Lovecraft, The Haunter of the Dark
Filled with eldritch Tomes, hidden Libraries, and the Relic Hunters determined to uncover their secrets, Words of Power heightens the different factions’ quests for knowledge. While Independent agents offer their services to different groups, the Order of the Silver Twilight works in harmony to plunder the wealth of ancient journals. Research assistants at Miskatonic University delve unwittingly into danger as their study of powerful artifacts leads them across shadowy strangers, Cultists, Servitors, and monstrous black dogs.
The 60 cards in Words of Power will promote exciting, new synergies with the Relics from the Ancient Relics cycle as well as with the musty, old cards lying dormant in your collection.
Players had best be wary of disturbing the peace within the Library of Pergamum (Words of Power, 39). This place of ancient wisdom offers tremendous benefits to anyone who seeks the knowledge contained within its Tomes. The Library’s first ability, one of the game’s rare Disrupt actions, can protect your most powerful Tomes from cards like Deep One Assault (Core Set, 56), but to protect your Tomes, you must sacrifice the Library. Used at the right moment, this effect may prove a game-winner, but it’s the Library’s second ability that is most likely to find it shelter within a wide variety of decks. The ability to manipulate character and story struggle icons adds a measure of control to your story phase, and the Library’s potential in combination with other cards like Scientific Text (Secrets of Arkham, 7) and Prize Pistol (In Memory of Day, 22) is staggering.
One of the new characters from Words of Power certain to tread carefully through the Library’s hushed aisles is Marcus Jamburg (Words of Power, 40), a skilled item acquisitions expert with a knack for getting valuable books, journals, parchments, and other support cards out of some of the trickiest places imaginable, including your discard pile. As a neutral character, he can find a place in any deck that benefits from the guaranteed utility he offers that your support cards, and with a bit of clever play, Marcus Jamburg can unlock support cards even before you could afford to play them from your hand.
Look for Marcus Jamburg and agents from all the different factions of Call of Cthulhu: The Card Game to explore the halls of the Library of Pergamum and all the other great cards from Words of Power when this Asylum Pack releases in the first quarter of 2012!
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.
Post and they will.
It is rare that I agree with another forum member but Hybrid, I agree on your review of the situation. I've had the luck to play with some of this game true gurus, and current situation is very far (unluckily I might say) from that of the CCG.
As far as the "Immense power spike", really, it looks more like an hyperbole driven by taste for magniloquence than a real assessment of the situation. Then again, if you compare Damon (really inspired) sets with the despicable lot we got through all of Core Set, Summons of the Deep and Dreamlands, I can see the power spike, no matter blank cards would be a power spike compared to powerhouses like Dhole Tunnels or Local Brew.
I would post on the message boards if anyone was on them... This News item discussion has more posts than the entire General CoC forum during the past 12 days.
Wow! These spoiled cards have really wetted my appetite. We are just past mid- 'Ancient Relics' AP series and I'm already salivating for the next set! Thematically this card game just gets better and better. I've been around since the inception of this game and have had some success playing competitively and in my opinion the current state of the meta in no way mirrors the over acceleration and dominant first turn win combos of the CCG period. I'm not saying that there are no issues but perhaps the message boards proper would be a better forum in which to express such concerns. " Immense power spike", really?
RE: Power Curve
What we are currently seeing mirrors what happened in the CCG. Fun-deck-combo cards were still being created in parallel to the broken shizzle. In reality, some of the corrosive tech has not even been discussed on the near dead forums. There are other things that also give me that "back to the future" feel, none of them good. After the new year I plan to write something in the general forum regarding the state of the game.
Actually, I find these type of cards heartening, it's a sign that FFG isn't actively TRYING to accelerate the power curve I think.
I don't mind getting some Neutrals, most of the packs since Silver Twilight came out had zero Neutrals in them and a couple of cards doesn't seem like a big surge to me. The Library in particular seems like it would almost have to be Neutral to support the emphasis on Tomes in this set.
I'm not sure about the power spike argument yet either. There may yet be errata on the problem cards, FFG has been pretty good about this in the past. Going to wait and see a while.
I just hope we don't see a new surge of neutral cards. The Silver Twilight faction is still way behind regarding the total number of cards and we already have way too many neutral cards.
The immense power spike this game has experienced recently has made fun techy cards like these completely obsolete unless you can discover a broken combo to fuel them.