|Call of Cthulhu LCG | Published 10 June 2011||Rating||19 votes|
He had, he said, gone to sleep one afternoon about sundown after drinking much liquor. He had awakened to find himself standing bloody-handed in the snow before his cabin, the mangled corpse of his neighbor Peter Slader at his feet. Horrified, he had taken to the woods in a vague effort to escape from the scene of what must have been his crime. Beyond these things he seemed to know nothing, nor could the expert questioning of his interrogators bring out a single additional fact.
- H.P. Lovecraft – Beyond the Wall of Sleep
It won't be long now, before the true extent of The Rituals of the Order is revealed. Soon, That Which Consumes will rise and madness and chaos will claim the city of Arkham, before slowly spreading to the rest of the world. To prepare, why not take a look at what is lurking beyond the wall of sleep? And with “prepare” I mean run as fast as your feet can take you.
So, what happens when the madness of Hastur is combined with the destructive force of Cthulhu? The result is nothing but fearsome and deadly. Somnambulant Dreamer (That Which Consumes, F103) is nothing less than a living nightmare. Part Dangerous Inmate (Screams from Within, F86), part Deep One Stowaway (Perilous Trails, F23) this lunatic keeps bringing the pain.
Like all other Lunatics, he can function relatively normally as a 'vanilla' character, exhausting to commit to stories or to pay for abilities like that of Crowbar (Murmurs of Evil, F32) until something triggers him to have an episode and it all ends in tragedy. Insanity remains a shocking, dangerous state however. Even when a lunatic goes insane, there is always a chance The Greatest Fear (Secrets of Arkham, F48) becomes a reality. Things can really end on a low note if you're not careful.
Then again, if you’re a cultist deranged enough to inflict pain on your own mind, you can just drive a lunatic insane, then play The Greatest Fear (Secrets of Arkham, F48) on yourself if you have Support or Event cards to spare. A well-timed Fear can be enough to whisk a story away out of nowhere, which could very well win you the game. Sorry Mr. Arcane Icons, you’re now uncommitted, so no readying for you!
Approach lunatics with care. Better still: Don’t approach them at all. Take no chances and just try to dispatch them on sight. The best mercy you can show them is the kind The Agency likes to provide. Arkhams’ lunatics are more than just deranged–their madness is infectious. Let them go out of control and before you know it you’re forced to go through a Painful Reflection (That Which Consumes, F106).
Compared to Byakhee Attack (Core Set, F95) it’s more expensive and it comes with less guarantees, but when the table looks like crazytown its effect can be most harrowing. The kicker comes when you go beyond Hastur/Cthulhu for your sources of unsettled individuals. Things in the Ground (Secrets of Arkham, F31) can raise the number by up to four per activation. That should often be enough to reduce anyone to shambles.
Thank you for reading! Next week Francesco Zappon is back, talking about the important decisions in life: What cards do I resource?
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.
I love this card. It is time for the Hastur/Cthulhu insanity control to be rebuilt after the first iteration :DD
Yes, this is a very cool card with an interesting steadfast choice.
I like this sleepwalking Dreamer subtype character. It is Steadfast to Hastur, so it is not so overpowered for the cost. But yet it is still nifty enough for serious consideration in a deck. I like it a lot.