|Consult These Tomes for New Revelations
An Updated Call of Cthulhu FAQ and Tournament Rules are Now Online
|Call of Cthulhu LCG | Published 03 August 2012||Rating||3 votes|
Salutations, Cultists and Investigators!
We are swiftly approaching Gen Con Indy 2012 and the Call of Cthulhu: The Card Game North American Championship! Players looking for every helpful morsel of knowledge during their investigations will want to turn their attention toward the new Call of Cthulhu: The Card Game FAQ (PDF, 16.7 MB) and Tournament Rules document (PDF, 453 MB), both of which are now available on the game’s support page. These documents introduce some minor clarifications on how specific card abilities work or interact with each other, a couple of important errata, and a couple of fundamental changes to some game terms and mechanics.
Get it Off!
Attachments in Call of Cthulhu have always filled an interesting design and deck-building space. They are not a card type of their own, so many people tend to lump them in generically with the whole range of support cards, but the power they have over the game state and on the specific characters to which they’re attached can frequently prove much greater than a standard support card of similar cost. This balances against their greater fragility since, in addition to the cards that remove any support card, there are cards which specifically target attachments, and any form of character removal can potentially cause an attachment to be destroyed and removed from play.
There are also those cards which start their lives as cards of other types but can become attachments, either through their own effects or as the result of another card’s effect. The rules governing these changes in card type have created undue confusion, so we have added errata to a number of cards that can turn themselves into attachments, clearly denoting that they then “count as Attachment support cards” for all game and card effects, thereby removing any confusion, and allowing us to simplify the somewhat problematic rule regarding cards that change types.
We’ve also issued formal errata to The Underground Conspiracy (Conspiracies of Chaos, 46) and The R’lyeh Conspiracy (Conspiracies of Chaos, 48), which due to a layering problem were printed with the wrong resource symbols. While cross-factioning resources is an interesting idea, and one which may yet be explored, these cards’ mismatched symbols were clearly the result of a printing error and needed the errata.
We are aware that there have recently been a number of questions about how the phrase “if able” is intended to be treated in card text. Many cards use the phrase to qualify effects that target multiple cards or players. The strict game definition for the phrase “if able” provided in previous FAQs dictated that if any player could not fulfill the entirety of the effect, then the entire effect would be ignored – for all players. This ruling, though technically accurate, created an intuitive disconnect among players.
Accordingly, the section on “if able” has been updated. We trust that the new explanation and examples will better clarify how the term is meant to be used in the game, and should present it in more intuitive a fashion.
Finally, we have updated the Tournament Rules to include the newest Asylum Packs that will be legal for Gen Con Indy 2012, and I personally really look forward to meeting and playing with all of you who will be attending the Call of Cthulhu: The Card Game North American Championship tournament.
Best of luck to all of you!
–Damon Stone, Call of Cthulhu: The Card Game Lead Developer
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.