Call of Cthulhu, what is it?
What is a Living Card Game?
The Call of Cthulhu Living Card Game is a card game
in which each player his game deck itself puts together
as known from many Collectible Card Games.
in which each player his game deck itself puts together
as known from many Collectible Card Games.
The cards are not sold as similar games
in randomly assorted boosters,
in randomly assorted boosters,
but in clearly defined Asylum packs.
Players can draw on the entire card pool
and is not by fortune
when purchasing tickets or his limited financial resources
shape your deck.
and is not by fortune
when purchasing tickets or his limited financial resources
shape your deck.
Wodrum it about?
presents Before the game, each player be
deck together, while it has 7 different
fractions and neutral cards to choose from.
(3 and 4 fractions of human groups
the "great old man" of the Cthulhu Mythos)
goal is then to explore possible to quickly open the three
instructions booklet Story Cards,
was achieved by placing the reference markers of 5
at the corresponding story can be .
This story cards are randomly drawn from a
story deck with 10 Story Cards,
are 3 of them ever discovered in the middle of the
table is one of the stories from a
won player, he takes them and covers a
new from the pile on.
beginning of the turn and the resources
Players take turns in the series, the train
begins for the active player with the drawing of
2 cards, then one of the features of the game.
follows in the "Resource-phase" can be new resources
in their domains Laying be required
the costs of other cards to pay.
The special feature here is that each card
can be defined as a resource, so it can
not like in other games that happen to
loses directly because ; only one or
takes few resources maps
The decision on what is known as resource
. is used, however, not easy, because this card
can no longer use for the rest of the game. is controlled
We argue every round only one card in a domain,
as each player at the beginning 3 domains
each with a resource
it is crucial how the domains based.
can be either a lot of resources into a
domain stuck play allowing fast expensive
cards, or to spread the resources
to many cheaper cards can play at once.
playing cards: The Operations phase
After can create the new resource you
in the so-called "operational phase" play cards.
The cost of a card must always be paid out of a
domain, so you can not a
domain with a resource and a resource use with 2
to can
with a domain with 4 resources you; play a card with a cost of "3"
not 2 cards at a cost of "2" play.
There are 3 different types of cards:
Characters, support, and events.
Characters are human or myth creatures
remaining in the game and compete for success in the stories.
Support tickets are items or places either in the
game stay and given the effect or be the
Characters as equipment and improve
their abilities. events are events that
once an effect have and will put it.
events can always be played Characters
and support tickets only in their own Operations phase.
Investigations begin: The Story-phase
Then follows the core of the game, the "story" phase.
First, the active player his characters the stories to.
Any number of characters in a story
"identifying," so that one has to decide whether
trying by all means work on a story ,
you divide are at different stories
collect the same success, or if you prefer not
determined to in the opponent's round the
efforts disrupt the opponent better can.
one has been assigned to his characters, is exhausted
d hese and submit it to the appropriate story.
means (depletion, which can rotate the map 90 ˚,
they can then use any other abilities more
require that which is exhausted and can
the round opponent is not used as a defender be)
Then the opponent's Characters
rejected as defense counsel.
Just as the attacker, he assigns it to the individual stories.
The icon Struggles
are then dealt with the so-called "icon Struggles" .
These are added together all the different icons
characters in the story and then compared
gaining greater.
begin as the horror instead of Struggle, can
the loser of this must Struggles one of his
Characters are crazy in this story.
The icons and the skill are no longer for
following Struggles.
This is followed by the Combat Struggle, in which the loser must
one of his Charters wound,
dies while this will enjoy the icons
in the course and of course he no longer is stored.
Next comes the Arcane Struggle, which can recover the
winner a his character in this story
again. (So that this is not exhausted)
The last icon Struggle Investigation is then the Struggle,
in which the winner a reference marker at
may place the story.
The skill check
followed the skill check, if the attacker
now a higher skill than the defender, he must
a reference marker create the story.
If the skill of the defender's 0 wins
the attacker another marker.
(This happens when no defenders survived
not be assigned or the skill ;
be reduced by such events)
stories and their impact
If the 5th Note marker has to decide is placed on a story,
the player of the placed him
whether it triggers the effect of the story.
Each story has its own effect
always applies to both players.
be destroyed, for example with all Characters
Skill 3 or higher, or both players
may search their deck for a card and
take it to your hand.
then is the other player's train turn.
the game ends when one player three stories
won hard or draw cards and have no
more in the deck has.
The Frakionen
Each of the seven factions has a different feel,
what a hand reached about the special abilities of the cards
is, on the other hand, the distribution
the various icons.
Where in other games often only the
ability and attack + defense value indicates
can download the maps by their skills, the skill
and the 4 different icons
be distinguished, each card can have up to 5 icons
a species.
The professors and students of the University Miskatonik
have such wicked problems with the horror Struggles
and often crazy when they are the ; terror
oppose the myth, the hard-boiled
investigators Agency have thus by
the frequent special rule "Will Power"
far fewer problems, while political groups
nature of the great old little problems
with Struggle have this because all the self Characters
can not have a horror icon to be crazy.
There is often heavy in the great ancient Investigation
Struggle to keep up with, the creatures of myth
are more likely to kill again and do crazy
determined as the most carefully.
following groups can be installed in deck:
The Miskatonic University :
The students and professors are strong in the
Arcane and Investigation- Struggles and can
draw many cards. Its weakness lies in the horror-
and Combat stuggle and lack of opportunities
specifically deal damage or destroy enemy Characters
otherwise.
The Agency :
These intrepid investigators are particularly well
is causing a lot of damage their guns,
shotguns and dynamite sticks usually reach out to
to eliminate every opponent, it is only problematic
when an invulnerable age emerges as a great opponent.
The Syndicate :
The criminal underworld in the mixed
investigations with and has many nasty tricks packed
to the to let opponents hole cards yield
or the skill to reduce the characters.
Hastur :
The King in Yellow is particularly specialized
his opponent to drive in the madness or
to take control over them.
direct combat ready However, it often causes problems.
Yog-Sothoth :
He is the key and the gate, many human
cultists serve him and his magic can hinder
the enemy effectively, and bring back cards from
the discard pile.
Of all the great old he has the most
problems with the horror-Struggle.
Shub Niggurath :
The black goat in the Woods with a thousand
boys can be especially many of her boy into
game and bring the enemy to overrun
where she helps them further their dead
creatures can often return to the battlefield.
Cthulhu :
Its strength is its destruction.
Many Cards can destroy enemy character
and support cards, his
weakness are their own characters as they can by
are the high costs until late in the game.
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