|Call of Cthulhu LCG | Published 08 July 2011|
It was not the all-covering dust and cobwebs of immemorial aeons, the fluttering winged things, the shriekingly loathsome sculptures on the walls, the bizarre form of the many basins and braziers, the sinister pyramidal altar with the hollow top, or the monstrous, octopus-headed abnormality in some strange, dark metal leering and squatting broodingly on its hieroglyphed pedestal, which robbed him of even the power to give a startled cry.
- H. P. Lovecraft and Zealia Bishop, The Mound
Nowadays it’s hard to believe that at one time, the Hastur faction was deemed one of the weaker factions. At the time the classic Spawn of Madness came out, the faction did have some strengths, like being able to cancel triggered abilities, but it had a hard time creating a presence on the table that could withstand an onslaught of characters going after stories. All characters worth their salt had willpower or terror to protect them from insanity and while Hastur has tools to get rid of opposing terror, willpower is a touchy subject for the faction that works on corrupting those of weak will.
Spawn of Madness did offer a great incentive to work the insanity angle, though. Altar of Madness (Spawn of Madness, F10) offers great power to cultists that dedicate themselves to spreading madness in the form of cost reduction. Now that the spawn is returning to Call of Cthulhu: The Card Game, the Altar is brought back with it, albeit in a slightly different form.
Going Through The Changes
The first change is the cost, which went up to three. Now, cost on a card that reduces cost sort off cancels itself out. You pay three, then use it to abuse opposing insane characters to boost that lonely resource on another domain. More important is that the “minimum of one” clause is added, as functioning like a virtual all-faction domain would be crazy. Last, but not least, the reduction is now only for events.
You don’t have to limit yourself to Hastur-faction events though. Just one splashed resource is enough to satisfy even the most loyal, resource-hungry events when you have brought sufficient insanity to your foes. Besides, the altar pays for itself when you follow it up with Painful Reflection (That Which Consumes, F106).
Some People Just Want To Watch the World Burn
A while back we saw what a Catastrophic Explosion can do. Since you’re able to exploit the Null Hypothesis to avoid wounding insane characters, you can take out the willpowered characters in a big explosion, without damaging your Altar potential. And there are bound to be even more insane events that will benefit heavily from the reintroduction of the Spawn – and Altar – of Madness.
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.
"Show me the ruling. Where is this printed?"
AFAIK nowhere. But it was confirmed by Damon (I think it was in the thread discussing the question after the 'Y'ha-nthlei Statue' card was previewed).
Show me the ruling. Where is this printed?
- A Null Hypothesis is a term describing a hypothesis that gives a "default" conclusion, which can be either be rejected or has too little effidence so it fails to be rejected. But in this case, it indeed refers to the ruling that insane characters have no printed cost, so the printed cost cannot be used to be compared to a value. I've double-tripple checked it- since it seemed more logical to me to default to 0, not null - but indeed, this is the official, standing ruling.
As for the fact that this card has reveiced some changes to weaken it, it's exacly like medicine. If medicine didn't have drawbacks, they'd be food supplements or something. Thing is, medicine do nasty things with an overall goal of making things better on the long run. So, yeah... Almost free events, circumventing loyalty, with hardly any loss to tempo in some situations - that's pretty good even though it's not as good (and broken) as having completely free everything. It's not like Hastur needed a shot in the arm right now, medically speaking. It's at the top of the game, and giving it another edge is pushing it.
Is this an official ruling? By real world definition a character always has a "printed" skill regardless of it's state.
The old APs are what I was hoping for. Can't wait for this and the others.
The Null Hypothesis he's referring to is that insane characters won't be killed by Catastrophic Explosion since they have no printed skill.
"The first change is the cost, which went up to three. Now, cost on a card that reduces cost sort off cancels itself out. You pay three, then use it to abuse opposing insane characters to boost that lonely resource on another domain. More important is that the “minimum of one” clause is added, as functioning like a virtual all-faction domain would be crazy. Last, but not least, the reduction is now only for events."
This reminds me of allergy medicine commericials that announce "...may cause bleeding, seizures, and heart attacks." What the above quoted text says to me is, "See how a card can be made completely awful through the MRP process." I would like to see this card held up side by side with a comparable Agency or Cthulhu card from the same set... Conditional, 3 cost, OPT, Event only, minimum of 1...
"Since you’re able to exploit the Null Hypothesis to avoid wounding insane characters..."
What does this mean?