Call of Cthulhu State of the Game "Report"

By Max Wax, in CoC General Discussion

Zoogs neutral is ok, but misses the benefit of being factional. Cats can be anti-Zoog and still be neutral. But I'd prefer all the great monsters have a faction wherever possible.

Day characters have been Investigator, Sorcerer, and Scientist. How about Day Criminal or Day Government. A Day Syndicate card would be a first.

Night characters have been Servitor, Sorcerer, Independent. Only Hastur and Neutral have Night characters so far.

The Dreamlands tales are rich ground to draw from.

It should be a very dynamic set of Asylum Packs, however if

done in only half measures it would be very unsatisfying, like Cthulhu-lite.

After the success of 'Summons of the Deep' I am confident that Nate and his team

will deliver with Dreamlands. We still have 3 APs to go in the current cycle and I really

like Pagan Hall so I'm hoping that we see more iconic Lovecraft locations, characters and

items. With the black-border days behind us the white-border game is lacking much of that

which is Lovecraftian. I'd expect that Core II will help remedy that with some improved re-prints.

I too enjoyed the Day/Night mechanic and I'm so happy to see it's coming back!

Iconic cards like The Silver Key need to be playable to the point of slightly over-powered much like

the 'Champion' cards. Maybe a 3 cost Neutral Artifact that gives your character Willpower , Toughness +2

Heroic and the Dreamer subtype. If it's an attachment it should return to hand after going to the discard from play.

If you could attach it to your opponents character that would be a way to get rid of Villianous characters!

There was a theme in much of the Dreamlands literature where a character in the 'waking world'

was a simpleton or a nobody but in the Dreamlands his counterpart or 'dreamself' was a king or some

powerful being. On the flipside, a powerful individual in the waking world would often be a non-entity in

the parallel universe of the Dreamlands. I hope that aspect is played upon somehow if not with

The Silver Key itself. This announcement has really got the juices flowing. Just what this forum needed!

gran_risa.gif

is it possible nyarlathotep could see a reprint in this set? he does play an important role in the story. how awesome would that be, a lcg legal nyarly?

johnny shoes said:

There was a reference to vamping up core. But I'm guessing blue Clarney.

I missed the memo...fill me in on the vampin' part.

I predict, based on past experience, that Clarney will STILL be the wrong color in the reprinted core set.

If a new Nyarlathotep is printed, they really should put text on his card preventing him from being used with shocking transformation, or requiring that all factions be resourced even if he is brought into play through some other dodge.

Chick

isnt shocking transformation shub characters only and non-anicent ones. so i that wont work. if they do a nyarly i hope they make a new one cause there isnt any avatars left or masks to create avatars. so a reprint of that nyarly would be pretty useless.

Shocking T has no such limitations, revealing any faction, Ancient One or not.

i was thinking mothers seed with the shub character thing. but there is a non ancient one restriction.

-- Shub-Niggurath --
Shocking Transformation
-----------------------
Type : Event
Cost : 3
Subtype :
Game Text: Action: Sacrifice one of your characters to search your deck for a non-Ancient One character and put it into play. Then, shuffle your deck.


Max Wax said:

How unexpected!?

Fairly unexpected. I was thinking there wouldn't be anything until closer to GenCon. I wasn't sure i was going to be done reading it until GenCon, either. At least we didn't have to hear about his old girlfriend again. So the points are: New cycle of APs (odd I wasn't asked to play test these..... lengua.gif ) and a New guy making the cards (bout time aplauso.gif ). I'll have to check the spoilers to see how the new guy's cards come out. Still no mention of the future of Black borders, eh? The suspense is palpable.

Whoops my bad on the shocking T. Confused it with hungry dark young - similar in their classic power, but does not affect ancient ones. It will be interesting to see how game design is different. I hope Dreamlands cards have intrinsic stylistic abilities and are not dependent upon day and night cards and generic dreamlands attribute boosts.

I'd like to see something like an adventure card. eg. Have silver key and carters clock in play for one round , play any go to dreamlands library event, win one success token with a gug and win the game.

johnny shoes said:

I'd like to see something like an adventure card. eg. Have silver key and carters clock in play for one round , play any go to dreamlands library event, win one success token with a gug and win the game.

I loved that game mechanism in Mythos, fitted perfectly with the setting, but I'm not sure it links in too well with the current game. Very nice idea but it feels to me like a 'tacked on' mechanic rather than a organic part of the game design.

I agree that an adventure card for this game could prove tacked on and inorganic to game design. My example of silver keys, libraries, and gugs is exactly that. But there could be room for some type of structural homage to the mythos adventure card. Wielding multiple cards together in play is hard and should be rewarded. Also to be less tacked on, satisfying a gereral requirement is always better than needing a specific card. No reason why not a card where conditions must be met to play a character for example, or a diving suit to go underwater, space mead to play a space location, the white ship or black gallion to play a cheap powerful dreamlands event. And there are plenty of examples where success tokens come splashing down in arbitrary extra to structural ways - Dabbler, Worlds Torn Asunder, Historic Discovery, The Bloody Tongue.

johnny shoes said:

I agree that an adventure card for this game could prove tacked on and inorganic to game design. My example of silver keys, libraries, and gugs is exactly that. But there could be room for some type of structural homage to the mythos adventure card. Wielding multiple cards together in play is hard and should be rewarded. Satisfying a gereral requirement is always better than needing a specific card. No reason why conditions must be met to play a character for example. A diving suit to go underwater, space mead to play a space location, the white ship or black gallion to play a cheap powerful dreamlands event, etc.

doesnt that coach kinda follow that idea? if you commit 11 characters to a story you win that story.......

The automatic win, that's the point isn't it. Not just the success tokens. Coach G. alone gives you the automatic story win if triggered. Worlds Torn Asunder isn't an automatic story win versus say, Wandering Dimensional Shambler, or the other four "opponents need additional succes token."

johnny shoes said:

I agree that an adventure card for this game could prove tacked on and inorganic to game design. My example of silver keys, libraries, and gugs is exactly that. But there could be room for some type of structural homage to the mythos adventure card. Wielding multiple cards together in play is hard and should be rewarded. Also to be less tacked on, satisfying a gereral requirement is always better than needing a specific card. No reason why not a card where conditions must be met to play a character for example, or a diving suit to go underwater, space mead to play a space location, the white ship or black gallion to play a cheap powerful dreamlands event. And there are plenty of examples where success tokens come splashing down in arbitrary extra to structural ways - Dabbler, Worlds Torn Asunder, Historic Discovery, The Bloody Tongue.

So maybe redo some of the 'conspiracy' cards, so that a set of requirements for materials in play was part of their victory conditions? Or even produce an alternative set of story cards to the core sets, with victory conditions driven by cards in play or characters present, that would replace the standard story cards in a "RPG Variant" of the core game?

That makes me think of the idea for a Campaign. A score card could keep track of a number of factors which need to be met to win a campaign. Stories won and games won would only be a hefty value. What if points were tallied for opponents killed, driven insane, investigate boost won, characters in play at end of game, spells cast, unique support in play at end of game, what else? It would force other tactics and, if calculated smartly, could add a balanced more flavorful play scape.

It would be great! Like a game of darts where you need to close out your numbers before getting scored upon, or like a mythos campaign, where this all originated.