Welcome Back, Investigators and Ancient Ones!
We now present Part 2 of our Call of Cthulhu LCG Adventure League rules.
Cardpool
A player in a
Call of Cthulhu LCG
Adventure League starts off with a CoC Core Set (CT18), 1 copy of Asylum Pack 7 (CT19: Spawn of the Sleeper), and player’s choice of any other LCG Asylum Pack. (CT16: At the Mountains of Madness, CT17: Ancient Horrors, and any Asylum Pack from the Summons of the Deep expansion.)
An additional LCG Asylum Pack (player’s choice) is added to a player’s cardpool at the beginning of week 2 and at the beginning of week 4.
Player Sheets and Deckbuilding
In the league, each player takes on the role of one of the 7 Faction representatives: Cthulhu, Shub-Niggurath, Yog-Sothoth, Hastur, Richard Upton Pickman (Syndicate), Professor Albert Wilmarth (Miskatonic U.), or Thomas F. Malone (Agency).
Each of these roles enables that player to run cards from its faction, and provide a special bonus to the player when the card representing that role is played.
After selecting a role and primary faction, each player selects an ally faction. Players must build decks with a 40 card minimum using cards from their primary faction, their ally faction, and neutrals throughout the duration of the league.
In addition to the player’s primary and ally factions, player sheets also track match game results, trades, currency, and purchased upgrades throughout the course of the league.
Match Play
Each week, each player is allowed to play 1 recorded match game against every other player enrolled in the league. These matches are recorded on the official league standings, they allow the players to collect currency, and they allow the players to make a single 1 card for 1 card trade after the game.
Practice games are allowed, but they do not count towards league standings, and they do not enable the players to collect currency or to trade cards.
Each league runs for 6 weeks.
League Standings
Wins and losses in recorded match games are reported to the TO running the league, and recorded on the official league standings sheet. At the end of the league, the player with the best overall record is named league champion and receives the league prize. To be eligible for the league championship, a player must have reported an average of 2 match games per week, for a total of 12 reported games over the 6 week period. In case of a tie a playoff between the tied competitors is played at the end of the league to determine the champion.
Trading
After each recorded match game, the players involved in that game are allowed to make a single, 1 card for 1 card trade with one another. All trades must be recorded on both involved player sheets. The traded cards then become available to their new owner’s card pool. Making a trade after a match game is not mandatory, although it could be a useful means for players to enhance the power and efficiency of their decks, should they choose to take advantage of it.
Primary Faction Abilities
These are the abilities that are granted for each of the primary faction personalities. These abilities only function if the faction with which the character is associated is your primary faction. These abilities are not active when the character is played as a member of an allied faction.
Agency: After you play Thomas F. Malone from your hand, choose and wound a non-Investigator character controlled by an opponent. (Limit once per match.)
Miskatonic U.: After you play Professor Albert Wilmarth from your hand, place 1 success token on a story card of your choice. (Limit once per match.)
Syndicate: After you play Richard Upton Pickman from your hand, collect 1 currency. (Limit once per match.)
Cthulhu: After you play Cthulhu from your hand, discard an opponent’s success token from a story of your choice. (Limit once per match.)
Hastur: After you play Hastur from your hand, choose a character controlled by an opponent. That character goes insane. (Limit once per match.)
Yog-Sothoth: After you play Yog-Sothoth from your hand, choose a Spell card in your discard pile and return it to your hand. (Limit once per match.)
Shub-Niggurath: After you play Shub-Niggurath from your hand, choose and exhaust a character controlled by an opponent. (Limit once per match.)
Currency
Currency is collected during recorded match games, and recorded on the player sheet. It is used to purchase a variety of beneficial upgrades that can be used in future league games.
Currency is collected in the following ways:
Playing a match: +1 Currency
Winning a match: +2 Currency
Winning a match 3 story cards to 0: +1 Currency
Winning a match by decking your opponent: +1 Currency
Winning a story card 5 success tokens to 0: +1 Currency
Winning a match with your Primary Faction Representative in play: +1 Currency
Upgrades
Upgrades are bought with currency collected through match play. They are recorded on the player sheet, and should be shown to your opponent at the start of each game. Each upgrade may be purchased once. All upgrades should be purchased at the beginning of a week, before you have played any games that week. Purchases should be made in the presence of the TO, and recorded (along with the subtraction of the Currency paid) on the player sheet at that time.
Upgrade List and Cost:
Minor Upgrades (3 Currency Each)
Paradigm Shift - Your allied faction (or one of your allied factions if you have the New Recruits upgrade) becomes your primary faction, and your primary faction becomes your allied faction.
Shifting Loyalties - Choose a faction, and replace your allied faction with that faction.
Allies of Necessity - You may have Heroic and Villianous characters in play simultaneously.
Regular Upgrades (15 Currency Each)
Deep Domain - Start each game with a 4th domain in play. This additional domain does not have a resource attached to it at the start of the game.
Higher Ground - Attach an additional resource (from your hand) to one of your domains at the start of each game.
Supreme Loyalty - Resources from your allied faction(s) also count as if they matched your primary faction.
Prophetic Visions - Before the game begins, search your deck for a card and place that card in your hand. Then, shuffle your deck, and draw the remainder of your opening hand.
Calling the Shots - At the start of each game, choose one of the starting story cards before shuffling the story deck and drawing the remaining story cards.
Zealous Fervor - All of your characters gain Fast.
Counterstrike - Before the game begins, choose one of your opponent’s Regular Upgrades. That Upgrade does not function for the duration of this game. (If both players have Counterstrike, flip a coin to determine who chooses first.)
Major Upgrades (25 Currency Each)
Deep Reserves - Draw 3 cards instead of 2 for your framework draw action.
New Recruits - Choose a faction, and add that faction to your list of allied factions.
Reinforcements
After 7 recorded match losses, a player may purchase an additional LCG Asylum Pack of his choice and add it to his card pool.
That's it for this week. Stay tuned for more information on the
Call of Cthulhu LCG
Adventure League!
For questions regarding
Call of Cthulhu LCG
Organized Play, please contact
Paul Bromen
.