Questions on CoC LCG

By rangerdrakeson, in CoC General Discussion

Howdy all! I'm new to the boards, but a long time CCG, RPG and board game player. My friends and I have been playing CoC LCG, and been having a blast too. I've come up with a few questions that I can't seem to find in the rulebook or FAQ. If they are in there, please let me know, and I apologize and thank you. If not, please help a new player out.

1 - Deck Construction. Limit 3 of any card with the same title. Does that include uniques? Could I have (for example) 3 Dagon's in my deck, and triple my chances of getting one? Or are unique cards limited for deck construction purposes also? What about Story Cards? Are they limit one, or can you have (for example) 3 'Call of Cthulu' story cards in the deck, with potentially all 3 coming out at the same time?

2 - Domain Cards. The Domain cards for the initial 3 are to come from out of the game, and are not counted as part of your deck. There are other cards that let you create Domains. I know there's a story reward that lets both players create a new domain, and I know there's an action card that does. Where do the cover cards come from? Is the first card from your draw deck the cover card? Do you need to take another one from outside of the game? In the case of the action card (Sorry, can't remember the name), it says to take the top card as the first resource.

3 - Story Cards. In the case of a tourney, how many story cards should each player bring? I assume that both player's story cards get shuffled together, and placed out randomly, but that could be a problem with different deck protectors.

4 - Eldritch Edition. I have the opportunity to get some Eldritch Edition starters and boosters. Is it worth it? As far as I understand, they are legal, but for how long and how fully legal are they? What about the other versions of the game? I don't want to buy a bunch of stuff that's illegal to play with or is about to be.

5 - Invulnerability. How do I crack these cards? How do you kill C'thulu, Dagon or the others that have invulnerability on them? It's very frustrating to win every combat challenge, and not be able to wound one of these big boys.

I think that's it. I appreciate all of the help in advance.

Take care,

Ranger Drakeson

I'll preface this response by noting that I was an avid player, collector and fan of CoC CCG back in 2005-2007. I still have at least a dozen constructed tournament decks from the old CCG days, without a single LCG card amongst them. This is the first time I've really looked at the game again since then. Now, to answer your questions as best I can:

1 - Yes, you can have three uniques of the same title in your deck. Only in one in play at any given time.

Story cards DO NOT go in your deck! They are separate to your 50-min deck, and don't count towards that card limit. See question 3 (remember that conspiracy cards are not story cards).

2 - The cover cards for new Domains are the top card from your draw deck (by default), or the card creating the domain (if the card text says so). You're allowed to look at that card, but not allowed to choose a different card. If the card also lets you add a resource from your draw deck, that's the next card down.

3 - Only ever use a single set of Story cards. There should never be two of the same story on the table in between two players (except for multiplayer, which is different). It doesn't matter which player's story cards you use, so long as they are the complete set and there are no duplicates. Any additional stories (e.g. promo cards) should be agreed between players prior to the game's commencement. Note that this does NOT apply to Conspiracy cards, which are normal cards within a deck, subject to deck building constraints and played and paid for as though they were any other kind of card (e.g. Char, Support or Event).

4 - There are only eight cards banned in the entire game, seven of which are from Eldritch Edition. With the exception of those cards, everything else is legal and likely to remain so. Note that there are certain styles of Organised Play (e.g. the Adventurer's League) which specify precisely where each players' cards may be sourced from (e.g. Core Set, Pack 7 and one additional Pack of choice), but in general constructed tournaments you can freely use non-banned Arkham and Eldritch cards. I strongly doubt (and really hope!) they will ban the entire pre-LCG card stock, since that would alienate a bunch of heavily invested players.

5 - They're supposed to be hard to crack. That's the whole point. Traditional methods include targeted "Villainous" destruction, blanking their text boxes, direct destruction or sacrifice (not wounding), using stories (e.g. sacrifice all characters), removing their icons and driving them insane, etc.

It can be rather fun to bind Cthulhu and drive him/her/it mad. Remember that once a character is insane, their text box is blank and skill is zero (making them easy meat for a shotgun blast).

Hope this helps.

rangerdrakeson said:

Howdy all! I'm new to the boards, but a long time CCG, RPG and board game player. My friends and I have been playing CoC LCG, and been having a blast too. I've come up with a few questions that I can't seem to find in the rulebook or FAQ. If they are in there, please let me know, and I apologize and thank you. If not, please help a new player out.

1 - Deck Construction. Limit 3 of any card with the same title. Does that include uniques? Could I have (for example) 3 Dagon's in my deck, and triple my chances of getting one? Or are unique cards limited for deck construction purposes also? What about Story Cards? Are they limit one, or can you have (for example) 3 'Call of Cthulu' story cards in the deck, with potentially all 3 coming out at the same time?

2 - Domain Cards. The Domain cards for the initial 3 are to come from out of the game, and are not counted as part of your deck. There are other cards that let you create Domains. I know there's a story reward that lets both players create a new domain, and I know there's an action card that does. Where do the cover cards come from? Is the first card from your draw deck the cover card? Do you need to take another one from outside of the game? In the case of the action card (Sorry, can't remember the name), it says to take the top card as the first resource.

3 - Story Cards. In the case of a tourney, how many story cards should each player bring? I assume that both player's story cards get shuffled together, and placed out randomly, but that could be a problem with different deck protectors.

4 - Eldritch Edition. I have the opportunity to get some Eldritch Edition starters and boosters. Is it worth it? As far as I understand, they are legal, but for how long and how fully legal are they? What about the other versions of the game? I don't want to buy a bunch of stuff that's illegal to play with or is about to be.

5 - Invulnerability. How do I crack these cards? How do you kill C'thulu, Dagon or the others that have invulnerability on them? It's very frustrating to win every combat challenge, and not be able to wound one of these big boys.

I think that's it. I appreciate all of the help in advance.

Take care,

Ranger Drakeson

rangerdrakeson said:

Howdy all! I'm new to the boards, but a long time CCG, RPG and board game player. My friends and I have been playing CoC LCG, and been having a blast too. I've come up with a few questions that I can't seem to find in the rulebook or FAQ. If they are in there, please let me know, and I apologize and thank you. If not, please help a new player out.

Welcome to the game. You can find some of the information here .

rangerdrakeson said:

1 - Deck Construction. Limit 3 of any card with the same title. Does that include uniques? Could I have (for example) 3 Dagon's in my deck, and triple my chances of getting one? Or are unique cards limited for deck construction purposes also? What about Story Cards? Are they limit one, or can you have (for example) 3 'Call of Cthulu' story cards in the deck, with potentially all 3 coming out at the same time?

You can have 3 Dagons. But only one of them can be in play at your side at any time.

The Story cards are generally used in the fixed Story Deck, so, you 'can' have only one copy at any time. Ofcourse, you can customize the story deck if both players agree. But the Story Deck is intended as a fixed, player-neutral deck.

rangerdrakeson said:

2 - Domain Cards. The Domain cards for the initial 3 are to come from out of the game, and are not counted as part of your deck. There are other cards that let you create Domains. I know there's a story reward that lets both players create a new domain, and I know there's an action card that does. Where do the cover cards come from? Is the first card from your draw deck the cover card? Do you need to take another one from outside of the game? In the case of the action card (Sorry, can't remember the name), it says to take the top card as the first resource.

If you create a domain, as a standard the top card of your deck becomes the domain. Some cards specify other sources, like the card used to create the domain. If it doesn't say, it's the top card of your deck.

rangerdrakeson said:

3 - Story Cards. In the case of a tourney, how many story cards should each player bring? I assume that both player's story cards get shuffled together, and placed out randomly, but that could be a problem with different deck protectors.

As a rule, you'll be using the fixed 10-card story deck, unless specified otherwise by your Servitor/TO.

rangerdrakeson said:

4 - Eldritch Edition. I have the opportunity to get some Eldritch Edition starters and boosters. Is it worth it? As far as I understand, they are legal, but for how long and how fully legal are they? What about the other versions of the game? I don't want to buy a bunch of stuff that's illegal to play with or is about to be.

They are worth it. There is the 'mixed border' format, and the 'white border only' format though. Again, if you intend to go to a tourney, check that tourney's details on what you can use, or ask the organizing Servitor/TO.

rangerdrakeson said:

5 - Invulnerability. How do I crack these cards? How do you kill C'thulu, Dagon or the others that have invulnerability on them? It's very frustrating to win every combat challenge, and not be able to wound one of these big boys.

They can withstand wounds. Direct destruction effects still work, as well as sacrifice effects, blanking effects, 'bounce' and 'take control' effects.

Get familiar with the card pool and the overall strategy of the game and you'll find ways around it.

4 - Just to be fair, the rotation of the entire black border cycle (which contains Eldritch Edition) is a very real possibility: for once a former playtester (Ron Kowitca) has been told from the current developer (Nate French) that rotation is incoming. Furthermore Worlds Championship won't allow Black Border cards. If you can read some french there is a thread on Le Cenacle Cthonien about french Nationals, and from what I can get, Nationals have to be LCG (white border) only.

This said, if you are not worried about spending moneys in cards which is possible (I'd say very likely but that's just my personal opinion) will be rotated in the future (and for sure -right now- aren't useable in major tournaments), go ahead and have fun: Eldritch Edition has some very good cards, many powerful ones and the Middle Eastern - North African theme is quite interesting, when compared to some other, more bland sets.

Carioz,

Thanks for the gossip re: rotating out the old CCG cards. That's pretty disappointing, though. I can understand wanting to grow and not alienate a new player base - but all that money spent on black-bordered cards! Oh well, at least they make for some interesting decks, even if they won't be tournament legal.

Marius,

Are your answers really so very different from mine?

Cheers, all.

Hi, no prob. Don't take anything I said as gospel. Right now, the only fact which anyone can check autonomously is that the next worlds championship will be LCG (white border) only. To me, due to my *own* view of the path the game has taken and a few third party informations (so no facts), rotation is possible -I'd go as far as saying that it's a sure thing-.

Now, the whole spiel why I think so would be long AND tedious AND repetitive AND frankly would turn this thread in another "Cheerleaders vs Sourpusses" thread, which even given my love for hate, would repel me too.

Suffice to say: your (and OP's) EE cards won't be tournament valid at Worlds.

Muzar_Nulus said:

Are your answers really so very different from mine?

Surprisingly not, but you didn't answer the questions at the time I was writing the answers. So, due to a temporal paradox I answered the questions in the same way you did.

Marius said:

Muzar_Nulus said:

Are your answers really so very different from mine?

Surprisingly not, but you didn't answer the questions at the time I was writing the answers. So, due to a temporal paradox I answered the questions in the same way you did.

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Fair enough. I should have looked at the time-stamps. :)

Greetings and fhtagn to you all!
I've just started playing the CoC LCG (bought the core set just yesterday, actually ;) ) and, since I'm trying to learn as much as possible as quickly as possible about games I play, already read the FAQ. But still, some questions yet remain unanswered:

1. Is it worth the money to buy the Core Set twice more, so I'd have three copies of each included card instead of only one or can I find the good cards that are included in the Asylum Packs as well (tried to find a list of cards for about 20 minutes and failed, if anybody could tell me where I can find one I'd add a list...)?

2. The FAQ states "(v1.8) Choosing Targets: A player cannot trigger a card effect that requires him to choose a character, support card, or story card if there is no such card to choose.
For example, a player could not play Opening the Limbo Gate (UT R99) if there were no character cards in each player’s discard pile.". Does that mean that there must be at least one character in EVERY players discard pile (sorry, I'm not a native speaker, so I just want to make sure I got that right... ;) )

3. Character "Son of Yeb" (F 103) has a card text which says "Son of Yeb gains one [terror icon] for each cultist character you control" and comes with one [terror icon] printed on it already. I've read in another thread that, since the Son himself is a cultist as well, he always (if nothing else lowers the amount, that is, of course) has two [terror icons] already. I'm not sure about that, since I don't see the point why they did both, printing one [terror icons] on him AND referencing his card text to himself as well. So, can anyone point me to an official clarification where this is stated?

1. Is it worth the money to buy the Core Set twice more ?

This depends on what your goal is for the game. If you enjoy deckbuilding and intend to play competitively, then yes, it is worth it. If you intend casual play, then you don't even need any asylum packs, I've had dozens of games and lots of fun with just the contents of one core set. (though I own five as a league servitor)

2. The FAQ states "(v1.8) Choosing Targets: A player cannot trigger a card effect that requires him to choose a character, support card, or story card if there is no such card to choose.
Does that mean that there must be at least one character in EVERY players discard pile ?? (sorry, I'm not a native speaker, so I just want to make sure I got that right... ;) )

As a native speaker, the wording of the rule is fuzzy and could be much more clear. My interpretation is that one character card must exist in each discard pile.

3. Character "Son of Yeb" (F 103) has a card text which says "Son of Yeb gains one [terror icon] for each cultist character you control" and comes with one [terror icon] printed on it already. I've read in another thread that, since the Son himself is a cultist as well, he always (if nothing else lowers the amount, that is, of course) has two [terror icons] already. I'm not sure about that, since I don't see the point why they did both, printing one [terror icons] on him AND referencing his card text to himself as well. So, can anyone point me to an official clarification where this is stated?

I don't know about any official ruling, but yes, the Son of Yeb has two terror icons, one printed on his card, and another from his text box ability and 'cultist' descriptor. As to why they did both, it is because they wanted SoY to be a cultiest, and to have two terror icons to start, plus one more for every other cultist card in play. (Other cards also use the 'cultist' descriptor to modify or trigger effects.)

Hope I've helped, and please ask more questions here, lots of folks are willing to assist.

Chick

Also, typo or are you confusing the icons? My "Son of Yeb" has skull aka combat icon both as printed and in text. Or do I have a misprint?

Dam said:

Also, typo or are you confusing the icons? My "Son of Yeb" has skull aka combat icon both as printed and in text. Or do I have a misprint?

No, you're correct. There have been 3 versions: A CCG version, a fixed CCG version from a starter and a Core LCG version, and all have the Skull icons, both in the border and the text, which stands for Combat.

And yes, he is a 2 combat for 2 on his own.

Thank you very much for answering!

But my first question could - in short - have also been "should I buy the core set again (and again) for more cards or rather buy Asylum packs?" and not "do you think I should invest more money into the game at all?" No offense meant here and the answer Chick gave was fine. But in first place I wanted to know how I can get the best cards for the same amount of money, Core Set or Asylum Packs (which I know by now, too).

And yeah, I got the Son of Yeb card wrong, there are combat icons instead of terror icons on him. But since that wasn't important to the question I asked, I didn't check it beforehand. Sorry!

The asylum packs will offer more varied and handsome deck building, whereas three cores will net you the strongest more fundamental deck

Agree completely with Shoes' response.

Sorry I misinterpreted your question. Chick

So you're sayin I should build a "base" of cards with the Core sets now and then add Asylum Packs sometime in the future?

Ok, more on the original question:

I've been playing Magic since Tempest Block. Right now I get a magic booster of 15 cards for 4 euro in retail in the Netherlands. So, that's the 40 euro for a Core Box or for 10 boosters MTG, 150 cards. The Core Box contains 155 cards and some other things. So, even though 40 euro sounds like a lot at once, I tend to spend more than that on non-fixed games, without any guarantee that I will get some cards.

So, for me, a Core Set has good value.

Card wise, I've seen the process by which the cards where selected for the Core Set. Besides picking the cards in term of flavour of the factions, flavour overall, care was taken to select most of the 'basic functionality' cards in each faction to ensure a good foundation for any deck. The basic tools all there.

Asylum Packs are more 'out there', functionality wise. They tend to take the focus to particular styles and strategies, to create greater variations on the 'baseline strategy.' Sure, AP's also have some 'basic' type cards, but the emphasis is entirely different.

So, getting an extra core set (or two) will help you a lot moving on from an 'out of the box' type of game towards games in which 'deck construction' is more important. AP's will help you focus on certain strategies and themes, to allow greater variation of deck types.

So, it depends on how you think you'll focus your deckbuilding style. Do you want a solid base, or do you want to have variety? Offcourse, you can have both... ;)