|Call of Cthulhu LCG | Published 12 February 2010||Rating||23 votes|
In this week’s card spotlight for Call of Cthulhu: The Card Game we're going to take a look at a card from the final Asylum Pack in the Dreamlands Cycle, called Journey To Unknown Kadath. So far we've met a lot of named heroes and villains – But this week it's all about the heroes behind the heroes, the nameless rabble that stay in the shadows to make others look good. Yeah, that’s it. It’s not like they’re afraid to get into the thick of things.
Agency decks tend to be about firepower and blowing things up. Sometimes though, things can blow up in your face. Dynamite (The Antediluvian Dreams, F42) can be highly unstable and some planning is needed to detonate it safely. And this is where this week's card, Agency Bodyguard (Journey To Unknown Kadath, F101) comes in. At the low cost of only 2, which easily fits the cost curve of any run-and-gun type deck a sturdy protector will join your team and stop your unique characters from taking damage without any additional resource costs. Since the Investigator side doesn't have any real access to Invulnerability outside of Guardian Pillar (Search for the Silver Key, F78) it's nice to have an alternative, that in some cases is even better.
Your team can start ignoring wounds very early in the game as Agency's roster of unique characters starts with Paul LeMond (Core Set, F4) who is perfect for carrying the Dynamite to any monster-infested story card. Even the dreaded Ravager of the Deep (Core Set, F46) shudders at the thought of facing a bodyguard-assisted named character. And an unscathed Paul can even borrow a Terror icon somewhere to scare off the deep one and drive it insane.
Sometimes The Agency will even put the bad guys in witness protection; It can be smart sometimes to protect monsters like Puj-Dunk (Twilight Horror, F11) to prevent being overrun by unclean giants. Well, at least for one turn or so, as their heel turn just delays the inevitable. It may be just enough to win, though.
It's not that your support team should always stick to their support role: They have toughness +1 themselves, which the Investigator side didn't really have for a resource cost this low. This makes the Agency Bodyguards a good damage buffer early in the game, even if you can't play an unique character that soon, making them a nice addition to your team of Hired Muscle (Core Set, F8). Your strike team will be more ready than ever.
Special thanks to Marius Hartland, who provided this week’s Call of Cthulhu spotlight.
Based on the fiction of H.P. Lovecraft and his literary circle, Call of Cthulhu: The Card Game takes two players deep into the Cthulhu Mythos where investigators clash with the Ancient Ones and Elder Gods for the fate of the world. The Living Card Game™ format allows players to customize their gaming experience with monthly Asylum Pack expansions to the core game.
A tiny character who's gonna be the perfect replacement card for an Hired Muscle in a rush deck. This effect being limitated, this is a nice card, IMO.
His effect being based on a disrupt (that's been a long time we hadn't seen one!), even Hastur will have to be carefull in front of such a character !