|Call of Cthulhu LCG | Published 08 November 2011||Rating||11 votes|
Greetings, all you investigators, cultists, servitors, lunatics, students, artists, and monsters!
Fantasy Flight Games is proud to announce Revelations, the next cycle of Asylum Packs for Call of Cthulhu: The Card Game. Filled with ancient writings and forbidden knowledge, Revelations proves that knowledge is power… for those who can wield it.
The set’s developer, Damon Stone, provides more insight into the coming Revelations.
Dark powers, dark future
The Revelations cycle of Asylum Packs continues the story of Eryn Cochwyn and Marcus Jamburg from the Ancient Relics cycle. A brilliant student at Miskatonic University, Eryn has become entrenched in her father’s occult research. Marcus’s quest to see and learn more takes him further into the world of the weird and maddening things that man was never meant to know.
These two characters and their obsessions to gain knowledge, even at the expense of their health and sanity, exemplify the Revelations cycle’s main themes, the bearers of forbidden Tomes filled with dark knowledge, Relics of lost or forgotten peoples, and the hunters who seek them. I knew that I wanted to create a series of Tomes, two for each faction, that would give them new and powerful ways of doing what they do best. I also wanted to carry forward the Relic mechanic, introducing more of these cards which can cycle themselves back into players’ decks, giving them a little more security in designing a deck around Attachment support cards.
Different characters in the Call of Cthulhu mythos are constantly struggling over ideology and racing to discover the final pieces of sacred or profane knowledge that will help them usher forward the end of days or hold it off. Researching the dozens of tomes, real and imagined, that have been included in the mythos was a lot of fun and very informative. The Necronomicon and its multiple translations clicked well with the idea of each faction struggling to advance its agenda and gain secrets of the Ancient Ones. When one faction gets its translation of the Necronomicon into play, it shuffles all other copies of the Necronomicon back into their owners’ decks. Then, when the Tome is triggered, it shuffles itself back into the deck, with a far-reaching and game-altering effect.
Along with this came the idea of cultists or investigators pouring over the text of some dusty tomes from a bygone era and using the information therein to summon or banish unspeakable horrors. To this end, I created a second Tome for each faction and a “tome bearer,” someone whose ability becomes much more powerful when combined with that of the proper Tome. Individually, both the Tome and tome bearer still help you achieve your goals, but getting them out together can leave your opponent scrambling.
The Relic subtype was created to increase the viability of attachment support cards as central parts of competitive tournament decks. Even if you lose your Relic attachment, it isn’t lost for good, ensuring you a chance of getting use out of it. Drawing into these support cards, though, can sometimes still prove problematic. Thus, the Relic Hunter. This new subtype, introduced in Revelations, belongs to characters who let you make limited searches through your deck for support cards whenever specific conditions are met. Meanwhile, when you find and put a Tome support card into play, they each gain a massive icon boost.
Dark knowledge and dark tomes form the core of Revelations, along with the characters who seek them, but there’s still more to each of these Asylum Packs. Other mechanics and themes have been seeded throughout this cycle, and I look forward to watching the players discover them.
–Damon Stone, Call of Cthulhu: The Card Game Developer
Keep checking this webpage for future visions of Revelations and all the strange and exciting new characters, attachments, and other cards contained within its Asylum Packs. The visions that don’t drive you mad may give you the strength to confront the 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.
I would like to know will the Necronomicon be the main focus of the set or will the other well known tomes like Unausprelichen Kulten, Book Of Eibon, De Vermiis Mysteriis and Book Of Dzyan also get time in the spotlight? Of course many of these are already printed, but now that i got carried away with the Tome theme, i think the whole cardtype is in need of a brand new image.
Then again, lesser known writings like Cthaat Aquadingen, Monstres And Their Kynde, Cultes Des Goules, Seven Ritual Books Of Shan, Eltdown Shards and many many more would also be awesome to see as new powerful cards. But yeah, got carried away and spouting gibberish....
All this definitely calls for a SAN check with 1/1d6 loss......
Very interesting. Tomes are extrememly thematic for Call of Cthulhu, but I agree that most of them to this point are not very playable for various reasons. I'm really looking forward to seeing how this cycle turns out.
Characters that can perform a limited search for Tomes will give much better odds of getting them into play making them a more reliable design element so the basic idea looks sound.
Wow! This sounds interesting :)
Always loved the tome/grimoire theme in CoC Rpg, and now we finally have it here! Tomes were in the LCG anyway seriously badly represented before, especially Necronomicon which wasnt very characteristic. Can't wait ^^