|The Unspeakable Pages Now Lie Open
The Penultimate Asylum Pack in the Revelations Cycle is Now Available
|Call of Cthulhu LCG | Published 18 July 2012|
Numerous other copies probably exist in secret, and a fifteenth-century one is persistently rumoured to form part of the collection of a celebrated American millionaire. […] The book is rigidly suppressed by the authorities of most countries, and by all branches of organised ecclesiasticism.
–H.P. Lovecraft, The History of the Necronomicon
Dark knowledge leads to evil action, and The Unspeakable Pages floods Call of Cthulhu with sixty new cards (three copies each of twenty different cards) laden with madness, violence, and death. Four of the game’s factions open new translations of the terrible Necronomicon, looking through its secrets to find any knowledge that might grant them an edge in the struggle for the fate of the world. Meanwhile, new Monsters, Serpents, and Dark Young look to prey upon the unsuspecting, and dark days lie ahead.
The Bells Toll for Thee
Fans of Call of Cthulhu: The Card Game have learned long ago not to delve too deeply into the secrets of the universe. What we find may be too much for the mind to bear. Still, while rival factions seek to advance their own agendas – agendas that conflict with our own – we must take action, skating upon that narrow layer of ice that separates safety and sanity from the unfathomable depths of horror that lie beneath.
Players who choose to take the cause of the game’s human factions understand that time is always against them. The powers that lie just beyond the edges of our reality are too great and terrible to turn back should they wake and find their way into our world. Humanity’s only hope lies in the ability to prevent these creatures from moving into the world in the first place.
The Unspeakable Pages reinforces this ominous dread with the introduction of The Three Bells (The Unspeakable Pages, 92), a powerful new support card for Shub-Niggurath that can play early and marches forward upon a steady stream of sacrifices.
In Call of Cthulhu: The Card Game, the phrase “have each player choose and sacrifice a character,” necessitates that each player be able to choose and sacrifice a character. This means, your The Three Bells must claim the sacrifice of your character in order to force the sacrifice of your opponent’s (and visa versa), but the All-Mother excels at replacing her fallen with new progeny, meaning your sacrifice is likely to be less costly.
Just for the sacrificial control it affords you, The Three Bells is a powerful card, akin to the Temple of R’lyeh (Never Night, 73), but it can also pull the fallen under your control. It is hard to say whether the effect is necromantic in nature, or just the inevitable tug of insanity that corrodes the minds of those who find themselves thrown into a hopeless situation, but the tolling of The Three Bells heralds nothing but dark days for all humanity.
The Unspeakable Pages have arrived, and their knowledge is actively permeating the world and player base of Call of Cthulhu: The Card Game. What knowledge is let out into the world can never be put back, and the only hope one has to survive the madness unleashed is to understand it.
Brave yourself for the perils ahead; then head to your local retailer today to pore over the secrets of The Unspeakable Pages!
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.