Now that this thing is on shelves, I can share my top five reasons to get Call of the Wild :
- A Cry for Help: the investigators must cross-interview three non-player characters to determine which one is the traitor, and eliminate him/her. If they pick the wrong character, they doom Massachusetts to a horrible fate…
- The Stars Aligned: the celestial window for the cultist ritual is closing! The keeper must send forth his minions to steal ritual items from the investigators! Once he has them, the keeper must arrange them in the correct way to complete the ritual. If the investigators cannot guess what the correct arrangement is, they need to hope that the window of time runs out…
- The Mind's Veil: the investigators awaken in the middle of an unknown woodland. They must explore and reveal randomized terrain, and try to escape their woodland prison… but, for reasons unknown, it's not so simple as just walking out!
- The Dunwich Horror: investigators must convince Zebulon Whateley to aid them in stopping the local cult ritual from getting out of hand. To awaken the Horror, the keeper's cultists must find and collect the ritual items , but then has to try to determine their correct arrangement—only the investigators know for certain!
- A Matter of Trust: the investigators work together—there is no keeper player —to survive the onslaught of monsters and their own psychoses to make it through the night alive…