I think I have figured out why 'Prize Pistol' is neutral

By chicklewis, in CoC General Discussion

I think I have figured out why 'Prize Pistol' is neutral. It may be supposed to represent a cursed weapon.

Look at the illustration, check out the jewelled box the pistol is kept in. No government or police guy would use such a box for a weapon. He FOUND the weapon in the cult stronghold, and took it home with him as a souvenier. And the curse begins its work on him.

Say I know I will be playing against a deck which has Agency characters. I throw three copies of Prize Pistol in my deck and rub my hands in anticipation.

My opponent has characters in play, one of which is Agency with combat icons. I attach prize pistols (neutral, easy to pay for) to HIS character !! Then I merrily pay one to have his charcter wound one of his buddies! Next turn I do it again !

I think this works because I still control "prize pistols" even though it is attached to the opponent's character.

Chick

It's a good idea, I like it ! and sure It can work !

Wow sorpresa.gif

aplauso.gif

i think the reason is one we have seen alot of recently.......if it was meant to be neutral it wouldnt be set between agency and misk, but after shub.

Holy !% Chick, brilliant.

That's the best, when you're cruising along enjoying this great game and someone comes along with a sweet move that either becomes an iconic part of the game, perhaps even changes the face of the game, likely makes you reconsider your precious 50 card precise equation, may be unintended or intended by FFG, or even possibly broken.

It's a beautiful proposal too, not just mechanical, but poetic. I'm swayed, but still in PearlJamaholics camp. Wonder if we'll hear. Wonder if it's a strong enough move to be reconsidered. It has some limited elements, the play. Against agency only, as said. And it can be dealt with easily, like with Torch the Joint! for instance (pertinent in my other post today, ironically).

Is the card still under your control - I guess so. A simple "your agency character" busts the whole thing.

Still, Chick gets to hold onto the necromnomicon for one day. I am not envious.

It seems pretty clear to me that making Prize Pistol neutral was deliberate. Note that card # 21 is Agency

card # 22 (Prize Pistol) is Neutral

card #23 (Daybreak) is Neutral, obviously intended to be so, and is NOT placed 'after Shub' in the card order.

Cards #24 and 25 are Miskatonic.

- - - In most other asylum packs cards #23 and 24 would have been Miskatonic.

PJaholic, you may just enjoy body-slamming FFG for old (admittedly dismaying) screw-ups. The wording on this asylum pack seems fine, no?

Lets think about Prize Pistol attached to one of your Agency characters by your opponent. That character listens to the whisperings of the Prize Pistol in his sleep, and sneaks out at night using it to wound one of his compadres. If you have support destruction available, then no problem, just get rid of it. If you do NOT have support destruction available, then you are immediately considering sacrificing that Character before he kills again, or maybe you place him in a situation where he will be destroyed or sent insane. Prize pistol makes him a liability instead of an asset.

If Prize Pistol were attached to one of your opponent's characters, you could just destroy his character to get rid of it AND the character.

I like the card.

Chick

actually if youve been keeping score ive been one to say mistakes happen but after the previous cycle of cards i made a post that enough is enough. and ffg does deserve some flack for the unending typos. i could understand the coreset stuff since they wanted to get the game out quick and since it was all reprints probably didnt need the attention that a new game gets when it comes to checking and rechecking. but its become a joke by now. its like where's waldo when a pack comes out......where's the zann?? every pack has one, but can you find it ;)

we've seen more mistakes printed in the last year for lcg than we had in the entire ccg run.......that has to say something. the game is still fun and they are still coming up with great cards to play, but the presentation has just been sub-par.

It is pretty weird to see neutral in the two and three spot. I'm not sure I follow the point of chick's calculation. True, only Ancient Horrors, the weird AP, has MU card number start at 4. There's all kinds of variations. We've seen six Asylum Packs with six neutral cards , two AP with five neutrals, four with four, and one with none. So stuff gets bumped around.

Daybreak! functions just fine as a neutral. The rarer Day card is now accessible to other humans. Looks persuasive, but doesn't make it certain. And now Agency loses a resource match spot in his deck. So it's a push.

But until this thread and the new trickeration Chick discovered, I didn't think much of Prize Pistol.

chicklewis said:

My opponent has characters in play, one of which is Agency with combat icons. I attach prize pistols (neutral, easy to pay for) to HIS character !! Then I merrily pay one to have his charcter wound one of his buddies! Next turn I do it again !

I think this works because I still control "prize pistols" even though it is attached to the opponent's character.

I doubt it works this way ...

From a contrario reasoning: The text of Rabbit's foot for example just states 'response: blah blah', without the 'attached character gains'. Rabbit's foot can be played on an oppossing misk character, and it's response CAN be used by the controller of the attachment, now that the card text doesn't attribute the ability to the attached character. You control the attachment, so you control the ability. (also for example: "hand camera", "terrifying visage", "bite marks")

"Prize pistols", and "Shotgun" specifically attribute card text to the attached character. Even though you indeed would still control the pistols/shotgun when played on an oppossing players character, the text on "prize pistols" states that 'attached character gains: action: blahblah. Since you don't control the oppossing players character, you CANNOT use the action it gained from the pistols/shotgun. Right?

In the light of the narrative of the 'cursed' prizepistols however, "dynamite" could be considered:
Card text: 'Attach to an agency character. Action: Discard dynamite from play to wound all characters committed to the same story as attached character.'
So, "dynamite" could be played on an oppossing agency character, and it's ability be used by the player of dynamite after oppossing player committed that character. Preferably on their turn of course, before you commit yours.

- Th.

Prize Pistol doesn't have a text like shotgun with a wording like : it gains : "blabla". The Pistols have a triggered effect an Action :, so its controler can trigger it, when he wants.

And sure you can attach dynamite to one opponent's character and play it like you say. No problem.

"Attach to a character" is not the same "attach to a character you control".

For Prize Pistol or Dynamite, the restriction is to "attach to an agency character", nothing else.


Dadajef said:

Prize Pistol doesn't have a text like shotgun with a wording like : it gains : "blabla". The Pistols have a triggered effect an Action :, so its controler can trigger it, when he wants.

Ah, in that case, my bad ...

I took the card text for "prize pistols" from the spoilers posted by Jim Black (Hastur666) on boardgamegeek.com, where the text is quoted as saying 'attach to an agency character. Attached character gains : action: blahblah',
Apparently that spoiler isn't fully accurate...
(Im still waiting for my own AP to arrive in the mail)

If there's no text saying "attached character gains: blabla", then the triggered effect 'stays' on the pistols of course and can be used by it's controller whenever actions can be used.

Thanks for clearing that up ! happy.gif

but all you have to do to keep your characters from getting picked off every turn is send the character with the pistol to a story alone. its not hard to get a character to go insane or lose combat, unless they wanna give you free tokens every turn just so they can wound one character. and since id have to be playing agency there is plenty of ways i could just wound my own guy to prevent this being a turn after turn problem.

Wow, do I ever LOVE that use for dynamite ! Only problem is that dynamite is an agency card, so you need to have some agency resources to play it. We could call that use "Unstable Dynamite". Great lateral thinking PJaholic !!

Chick

The thing with PJ's logic about how easy it is to get rid of your own character and that no one would choose wounding over success tokens, is that the character is first a vehicle for wounding and employed. Now what to do with the cursed character is a serious consideration, and an asset only after triggering and only as struggle fodder.

how about playing dynamite on the character that had the pistol played on it.... partido_risa.gif

Investigator said:

Ah, in that case, my bad ...

I took the card text for "prize pistols" from the spoilers posted by Jim Black (Hastur666) on boardgamegeek.com, where the text is quoted as saying 'attach to an agency character. Attached character gains : action: blahblah',
Apparently that spoiler isn't fully accurate...

Actually, you misread the spoiler. There is a line that says Attached character gains a combat icon, but there is also an Action: on a separate line. The spoilers are not writen until I have the cards in my hand.

Yay Jim ! Good spoilers, I used 'em for three days before my cards arrived. Didn't find any problems. Thanks for the extra work of creating them.

Always glad to do it, Chick.

Hastur said:

Actually, you misread the spoiler. There is a line that says Attached character gains a combat icon, but there is also an Action: on a separate line. The spoilers are not writen until I have the cards in my hand.

Double Bogey on my part ! sonrojado.gif

My apologies ...

Needless to say I also really appreciate the work you do for getting those spoilers posted !