Could someone clever PLEASE post spoilers for The Path of Y'ha-nthlei asylum pack ??

By chicklewis, in CoC General Discussion

Please, oh Please !

Chick

I'll try when I get home from work tonight.

Hooray for Dr. Z !

Any news, Herr Doktor Zoltar ??? ^^

Got home from work and was promptly informed my wife had made plans for us for the evening. So I didn't even get a chance to sit in front of the computer. I'll aim for tonight.

Here's some spoilers.

Neutral

Foiled!
Support
Cost 0
Attach to a story card. Treat attached story as if its text box were blank.

Strange Delusions
Support
Cost 1
Attach to a character or support card.
Any Phase: Exhaust Strange Delusions to give attached card a faction affliliation of your choice until end of phase.

Old Sea Dog
Character
Cost 2
combat
Skill 2
Action: Exhaust Old Sea Dog to choose a character. until the end of the phase, that character loses all faction affiliations and becomes neutral.

Conspiracy Theorist
Character
Cost 3
investigation
Skill 2
Players cannot win the game by winning story cards unless at least one of their won story cards is also a conspiracy card, or unless there are no story cards left in the story deck.

The Path to Y'ha-nthlei
Conspiracy
Cost 1
If you win this conspiracy, you may trigger the effect of any story card currently in play.

Syndicate

False Papers
Support
Cost 1
Attach to a character. Action: Exhaust False Papers to give attached character a subtype of your choice until end of phase.

Expendable Muscle
Character
Cost 2
combat
Skill 2
If he would be wounded or go insane, instead attach him to a character you control. He becomes an attachment support card and gives the character that he's attached to toughness +1 and willpower (he's worded better, just don't have time to type it all)

Miskatonic
Changing the Names
Event
Cost 2
Action: exchange all success tokens controlled by any 1 player at 2 different stories.

Field Researcher
Character
Cost 2
investigation
Skill 1
Response: after opponent wins a story but doesn't trigger its effect, exhaust Field Researcher to trigger that story's effect as if you had won it (it still goes to opponent's won story pile)

Agency
Confident Rookie
Character
Cost 2
combat
Skill 3
while he has a weapon he gains combat and willpower
while he has a vehicle he gains arcane and fast

Military Bike
Support
Cost 2
Attach to a character you control.
Disrupt: After a story to which attached character is committed resolves, exhaust military bike to immediately re-commit attached character to another unresolved story

Shub
Unspeakable Transformation
Event
Cost 2
Any Phase: choose a character you control with cost 3 or lower. Until the end of the phase, that character gains the icons of any other character you control.

Binding Worm
Character
Cost 3
terror, terror
Skill 2
characters can't commit to stories alone

Hastur
Brain Transplant
Event
Cost 2
Any Phase: choose an insane character and a ready character controlled by the same player. The ready character goes insane, if able. Then, the restore and ready the targeted insane character (yes, that's how it reads)

Yog
Hideous Guardian
Character
Cost 4
combat
Skill 4
Toughness +5. Disrupt: before another character you control is wounded, place the wound token(s) on Hideous Guardian instead of on the wounded character.

Idol of the Abomination
Support
Cost 2
Action: Pay 2 to turn Idol of the Abomination into a character with 2x terror, 2x combat and 3 skill until the end of the phase

and the other 3 have previously been spoiled on the website

whoops I left one out. I can't find it right now, but it's a Cthulhu card, 3 cost support that says Any Phase: exhaust and pay 2 to give somebody 2x combat and an arcane until end of phase. I'm pretty sure that's what it says anyway, don't have the card in front of me.

Thanks for posting those! I just simply ran out of time.

Is your missing card this one?

Faction: Cthulhu

Title: Scalethorn Asylum

Cost: 3

Location. Mutable.

Any Phase: Exhaust Scalethorn Asylum and pay 1 to choose a character. Until the end of phase, that character gains the Deep One trait and 2 toughness1 arcane.

trait? llorando.gif

According to the base rulebook, a trait is something an insane character does not have.......

Me are confused.

Here are the last 3:

Cthulhu

Julia Brown (Oddly Amphibious)

Character

Cost: 3

Terror: 2

Toughness: 2

Deep One

Force Response: After Julia Brown commits to a story, discard 2 cards at random from your hand, then draw 2 cards.

Eye of the Deep

Event

Cost: 3

Action: Choose every character in play with printed skill 3 or lower. Those characters are considered 1 skill characters called "Deep One" with no abilities and 2 terror 1 arcane until the end of the phase.

Hastur

The Thing Behind You

Character

Cost: 5

Terror: 5

Sorcerer. Fast.

Action: Pay 2 and return a Hastur character to your hand to put The Thing Behind You into play from your hand.

Dark Young said:

trait? llorando.gif

According to the base rulebook, a trait is something an insane character does not have.......

Me are confused.

It is indeed trait. That was not a typo on my part.

Sincere thanks, MattKohls and Dr. Zoltar !

Now I can sleep without tossing in anticipation and confusion. Must be the Innsmouth Taint.

Chick

I see 3 playable cards-

Julia (just add trait - madness with any phase - if you would discard X card, play them for their madness cost :D )

and both Yog cards

the guardian - yog is light on toughness, this card can come in handy

and the idol - mishra's factory anyone from M:tG?

I enjoyed playing ith that card a lot .... bring back memories...

And you get 2 T and 2 C for 2. Sure, it's a support card, but still I like it.

On the conspiracy guy - in legacy there is a lot of ways to kill him.

In WB-only - Shub - only slavering gug, Hastur - bringer of fire (good luck with that, unless you play hastur/shub with shocking transformation...)

Of course, ghastly regiment perhaps...

And what can MU and sindicate do? Last time I've checked, crack down wasn't on the reprint list...

(Yes, I'm from the dark side - and we have cookies) demonio.gif

Which cards are included only one time in the asylum pack?

what happens with Idol at the end of the phase where it had lost his terror icons somehow and went insane. I know there were cards that could remove terror icons in the CCG version, dont know if these are already around in the LCG version?

Good question, that is probably worth asking in the rules section of the forum under its own topic.

Chick

Here are the cards that come 3 to the pack:

Confident Rookie

Changing the Names

Expendable Muscle

False Papers

Brain Transplant

Hideous Guardian

Idol of the Abomination

Unspeakable Transformation

Old Sea Dog

Strange Delusions

Darkman said:

I know there were cards that could remove terror icons in the CCG version, dont know if these are already around in the LCG version

A bit late on the reply, but thus far in the LCG the following cards come to mind for terror loss, both Hastur faction and both in the Core Set:

Scotophobia (excellent)

Messenger From Beyond (so-so)