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Thread: Call of Cthulhu: The Card Game:: Rules:: A few misunderstandings of semi-noobs...

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by ashberg

Hello fellow BGGs!

First of all I want to put a shoutout to dboeren; thanks for all your excellent and awesome posts throughout these forums. Truly a gentleman and a scholar!

I just wanted to document a couple of rules my play-buddy and I missed/didn't interpret properly. I will splash a caveat in here to say that as late 20-something-year-olds, our CoC LCG game nights are usually accompanied by bottles of wine and or scotch - and the rule book hides some important bits in really obscure places. Also - we had the rule book out the first 2 or 3 nights; but thought we had it under control so the nect 5 or 6 nights we went from memory. This was a bad idea. I picked up the rule book, after some weeks of downtime and deckbuilding, in preparation for our session tonight - and I found some elements that will change the way we play - for the better.

So: I put it to you, the geeks of awesomeness, to help me fine-tune my understandings, if so required

1)
Misunderstanding: Per refresh phase: restore all insane characters and exhausted cards.
Actually: Per refresh phase: restore ONE insane character only; and all exhausted cards.

2)
Misunderstanding: Icon struggle: Terror: A character with a Terror icon or Willpower can 'cop the insanity'.
Actually: Characters with Willpower or Terror icons are immune to insanity in the icon struggle - so, if there is a character ABLE to cop the terror, they MUST go insane upon losing the struggle.

3)
Misunderstanding: Icon struggle: Uncontested: A story is uncontested if there is no character played in defence.
Actually: It is uncontested at the Skill vs Skill check. Where a there are no characters (due to death or insanity) or the remaining characters have a total of 0 or less skill, the story is uncontested.

4)
Misunderstanding: Initial setup: Domains and resources: Draw 8, domain 3. Begin.
Actually: Draw 8, domain 3, resource one to each domain, begin (player 1 draws 1 only and has an operations round, cannot commit to stories; player 2 draws 2 and play-as-usual commences...)

5)
Misunderstanding: Steadfast: We ignored these icons because by the time they came up in our game, we were drunk and the rule book only added unwanted tension, distraction and actual terror.
Actually: Steadfast: the icons before the card title represent how many resources you must have, of that faction, in each controlled domain.

6)
Misunderstanding: Transient: Again we ignored these.
Actually: When resourced, transient cards (some which have more than 1 faction icon and always a large black arrow) count for X resources (where x = number of faction icons) and once that domain is drained, the transient card is placed in the discard pile. Example: The Agency's Local Sheriff is a transient; and the player can pay 1 to return the Sheriff to their hand when he is placed in the discard pile. He can be used over and over again in this way.

7)
Misunderstanding: Icon struggle: Combat: Invulnerable character can 'take the hit' so nobody gets wounded or dies.
Actually: Invulnerable characters are immune to being wounded. Players with toughness can take more than 1 hit, according to the value. So if One loses a combat struggle, One must select a character who is able to be wounded and wound them.

8)
Misunderstanding: Who Chooses Who Gets Wounded or Goes Insane in an Icon Struggle: We have played the loser gets to choose both.
Actually: ... we still wonder what the right answer is. We know if it is a card effect, then it will state "Choose a character..." or "Select an opponent. They must choose..."

9)
Misunderstanding: Conspiracy Story Cards: Where the hell do they go? The board has three story placeholders. There is no room to squish this on anywhere... CONFUSED. We have never played with conspiracy cards.
Actually: ... still don't know.

...

I think that's it for now. Yep.

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