I'm on a mailing list for Troll and Toad games, just got this newsletter with a review and some spoiler info for Spawn of the Sleeper
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Last newsletter article talked about my initial impressions of the Call of Cthulhu LCG core set, this time I’m going to talk about the first Asylum Pack to be released after the Core set. The Spawn of the Sleeper. The asylum pack has the same design as the last two packs, Ancient Horrors, and At the Mountains of Madness. The cover art is stunning, definitely not something I want to see when Scuba diving! Inside there are 40 cards, with the strange heavy cardboard insert. The art of the cards is top notch, and one of the reason I have been drawn to CoC LCG and the CCG before that. It has a nice insert with a mini story about Julia Brown who will be making an appearance throughout this cycle. The story ends just as it gets interesting! I’m forced to wait for the next Asylum pack to see what happens.
But what about the cards you ask. Well I’ll go by faction. First up, Miskatonic U. They got two uncommon cards, and one common card.
Dr. Carson: Uncommon Character Cost 1, Skill 1, Investigation Icon. Text: Action: Exhaust Dr. Carson to restore and ready an insane character.
This seems like a nice character to have if you are running Miskatonic, Agency or Syndicate, as you’ll be more vulnerable to Terror Struggles. The ability to ready the character on top of restoring means, you can chump block in a terror stuggle, and then recover your character afterwards. I’d play with this card.
Rabbit’s Foot: Uncommon Support Cost 0 Text: Attach to a MU character. Response: After attached character commits to a story reveal the top card of your deck, then put that card into your hand. If the revealed card was a character card, Combat struggles do not resolve at that story this phase.
I’m not a big fan of attachments, they tend not to last long, as the character can die or the attachment can get discarded pretty easily. However in a character heavy deck, This seems like it wouldn’t be bad at all, the card will replace it self in the first turn, and potentially gaining you a card every turn. The benefit of reducing combat stuggles is also nice, especially considering how weak MU is at combat, though a bit unpredictable, is there a card to reveal your top card of your deck?
Sleeping Pills: Common Support Cost 1 Text: ATTACHMENT, ITEM. Attach to a non-ANCIENT ONE character. While attached character is committed to a story, Terror struggles do not resolve at that story.
This one seems weaker than the above card to me, it costs 1 instead of 0, and doesn’t replace itself. However Terror I think is slightly more effective against MU then Combat, so the benefit may be more. I’d probably not play this unless I knew my opponent had a terror heavy deck.
Agency Cards. The Agency got two commons in this pack.
Government Exorcist: Common Character Cost 2 Skill 2 Combat, Investigation Icon Text: GOVERNMENT Response: After Government Exorcist commits to a story on your turn, choose an opponent’s character with a Terror Icon. That character cannot commit to the same story as Government Exorcist.
I like this character, it has combat and investigation, both useful icons, and has a nice ability to block a terror icon creature from stopping him at a story. It’s not awesome, but playable.
Interrogation Center: Common Support Cost 2 Text: LOCATION Neutral characters cannot commit to stories.
This one seems to be too narrow to put in your deck. Unless the Meta has some way over powered neutral in it, I’d avoid this card.
Syndicate Cards. The Syndicate got two cards, one uncommon one common.
Trent Dixon: Uncommon Character Cost 4 Skill 3 Combat x2 Icon. Text: CRIMINAL If Trent Dixon is able to commit to a story he must commit to a story. If Trent Dixon is the only character you control that is committed, apply his skill and icons to all other story cards as well.
Interesting character, expensive, but a potentially powerful ability, the trick is to get him to survive for more than one turn. Two combat icons no willpower, is not enough to survive on it’s own by the time he is playable.
Underground Asylum: Common Support Cost 2 Text: LOCATION Disrupt: Exhaust Underground Asylum and pay 1 to cancel an effect that would cause a character to go insane.
The pay one really hurts this card, starting with only three domains, you are talking about sacrificing 1/3 of your turn. There are cards that will add domains, making this more palatable. It is a powerful effect, giving Syndicate a chance to go through a terror stuggle without any problems.
Cthulhu cards: Cthuhlu managed to get two cards, one uncommon and one common.
Called by Azathoth: Uncommon Support Cost 1 Text: ATTACHMENT CURSE Attach to a character. Treat attached character as if its printed text box were blank.
This is a good answer to a lot of nasty characters, like the above Trent Dixon, who instead of dropping up to 6 success tokens, would end up dropping only success tokens only on his story. Cost isn’t too bad, I’d play it.
Emerging Deep One: Common Character Cost 2 Skill 3 Combat x2 Arcane Icon Text: DEEP ONE Forced Respsonse: After you play Emerging Deep One from your hand, choose and destroy a Cthulhu character.
Well having to sac a cthulhu character makes this one a bit tougher to play, unless your opponent has a cthulhu character handy, in which case this card is awesome! Again a very situational card, it’d probably not make the cut unless the meta was very heavy Cthulhu.
Yog-Sothoth cards: Yog managed to get two common cards.
Bloodthirsty Zealot: Common Character Cost 3 Skill 3 Terror x2 Icon Text: CULTIST While there is at least one insane character in play, bloodthirsty zealot gains two Combat Icons.
Hmm, Kind of expensive, but if you can keep his ability up, not bad to have a two terror and two combat icon character running around. A nice little gotcha if your opponent doesn’t realize that his terror icons will make a character insane before the combat struggle.
Touched with Madness: Common Event Cost 3 Text: MADNESS Play during your story phase. Action: For each terror struggle that you win this phase, instead of the normal struggle effect, you choose which of your opponent’s participating characters goes insane.
I’m a big fan of tricks, and this could be a doozy, you could easily get a two for one with this event, driving insane a character with combat icons, and then killing a different character in the combat struggle. I’d definitely play this card.
Shub-Niggurath cards. Shub got two cards, one uncommon and one common.
Grim Wraith: Common Character Cost 3 Skill 1 Terror Icon Text: MONSTER Response: After Grim Wraith commits to a story, choose an icon struggle at that story, Instead of resolving that struggle, resolve an additional Terror Struggle in its place.
A very nice ability. Grim Wraith can’t stand on it’s own with only a Terror Icon, but with an appropriate back up it would be good. It can stop MU from running rampant on the investigation struggle, stop Agency from blowing away Grim Wraith or any other character you commit to defense.
The Black Goat’s Rage: Uncommon Event Cost 3 Text: Play only if every card you control has the Shub –Niggurath affliation. Action: Each player counts the Terror Icons on all readied characters he controls. The player who counts the fewest Terror Icons must immediately choose two characters he controls to go insane, if able.
Yuck. Mono Faction deck card only. The effect is decent, not awesome for the limited ability for it to be played. What if you are playing against Hastur? Not likely to ever get to use this to any effect.
Hastur Cards. Hastur managed to get three cards, Two uncommons and one common.
Erich Zann: Uncommon Character Cost 3 Skill 3 Terror x3 Icon Text: MUSICIAN If you win a terror stuggle in which Eric Zann is participating, instead of of the normal struggle effects, you choose which of your opponent’s participating characters goes insane
A nice ability, I like the surprise of Touched by Madness better, but he’s got a good skill, and plenty of Terror icons.
Spawn of the Sleeper: Uncommon Event Cost 2 Text: Action: Choose a character that has gone insane as a result of a terror struggle this phase, take control of that character.
Wow! Nice card. With Hastur’s ability to reduce or remove terror icons, through such cards as Scotophobia, or Messenger from Beyond, this could be an excellent card.
Terrifying Visage: Common Support Cost 1 Text: ATTACHMENT Attach to a character with a Terror Icon. Response: After you wina a terror struggle, ready attached character.
Not a bad card, but it suffers from being an attachment. I don’t think it is a strong enough attachment to overcome it’s inherent flaw.
Neutral Cards. Neutral cards did the best in this Aslyum pack getting four different cards, 3 uncommon and 1 common.
Julia Brown: Uncommon Character Cost 3 Skill 2 Arcane Investigation Icon Text: INVESTIGATOR Julia brown gets +1 skill for each insane character in play. Disrupt: If Julia Brown would go insane as the result of a terror struggle, sacrifice her instead. Then, search your deck for a card titled Julia Brown, or The Sleepwalker, put it into play committed to the same story, and then shuffle your deck.
Well there is no Sleepwalker yet, I’m assuming it’ll show up in a future Asylum pack. However the ability is still nice in a constructed format, as it will allow Julia to commit to a losing Terror Struggle, and get through. With an Investigation Icon and high skill it is possible to achieve 2 story success tokens. Her cost isn’t bad at all. I’d play her. This card could get quite a bit better if The Sleepwalker ends up being an excellent card.
Sleepless Nights: Common Event Cost 2 Text: MADNESS Play during your story phase, before characters are committed to stories. Action: Resolve an additional Terror Struggle at all stories this phase.
Well there is no surprise element with this card as it must be played in advance of character commitment. The cost is high, and it potential won’t do much. It may stave off a MU rush for a turn. I’m not terribly impressed.
The Underwater Conspiracy: Uncommon Conspiracy Cost 2 Terror x2 Combat Arcane Investigation Struggles Text: CONSPIRACY If you win this conspiracy, you may cause all characters in play to lose WILLPOWER and then go insane, if able.
I’ve never really looked at the conspiracies before, I’m intrigued by the switch up in the struggles, this one has two Terror struggles, which is interesting, making it a good one to play against MU, Agency, or Syndicate. The effect is very nice, and goes well with extra Struggle icon.
Those Without Faces: Uncommon Character Cost 3 Skill 2 Terror Icon. Text: Disrupt: After you win a Terror Struggle, the loser of the struggle discards a card from the top of his deck.
Hmm, very expensive, very few icons, 2 skill, and an ability that just seems to be not that good. We’ll leave this one in the box, until there is something that will combo with it.
I’m no expert at the game, in fact I consider myself a novice. I didn’t see anything that looked broken beyond repair, but several of the cards looked good, and I think this will be a nice addition to the core set. I’ll be ready for The Horror Beneath the Surface in a month.