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Review: Cards of Cthulhu (DVG)

Posted by Denny Koch on August 12, 2014

CardsofCthulhu_boxGame: The Cards of Cthulhu

Publisher: DVG
Published in: 2014
Designer: Ian Richards
Era and Topic: Contemporary / Hypothetical / Cthulhu Myth
Components: 8 Investigator cards, 8 Follower cards, 10 Item cards, 8 Cult Gate cards, 4 Minor Horror Cult cards, 4 Major Horror Cult cards, 4 Unspeakable Horror Cult cards, 60 Minion Cult cards, 7 Custom Cthulhu Dice, 4 8.5″ x 11″ Cult (player) boards, 10 Metal Custom Cthulhu Coins, 1 player help sheet
Game Type: cooperative card game (1-4 players)

HFC Game-O-Meter: Ebullet1


Our Rating (1-10):

Graphic Presentation: 8
Rules: 8
Playability:
7
Replay Value:
6.5

Overall Rating: 7

PRO Cthulhu! Can be played as a solitaire game or cooperatively. Great artwork. Very simple and fast game for the Cthulhu quick bite. Fast game play, almost no setup time.
CONTRA Very high random element: game can be unbeatable or a stroll in the park. Very simple mechanics without surprising elements (like special events). Not all required information are printed on the cards, which unnecessarily forces the players to refer to the rule book during a game. All cults have the same cultist types, which appears somewhat generic.

Introduction

 Ia! Ia! Cthulhu Fthagn!

As we already mentioned in our Hornet Leader – The Cthulhu Conflict review, we are Cultists. We are avid fans of Cthulhu and the other Great Old Ones, so we love playing games about the Cthulhu myth. It’s always interesting to see how a game approaches the topic and how it deals with the signature features of this universe: Great Old Ones, gates, minions, cultists, investigators. There is a vast plethora of Cthulhu games on the market, monster games like Arkham Horror, quick and fast games like Elder Sign, or the Call of Cthulhu LGC.

So – when we played the new “Cards of Cthulhu” game in our HFC Test Lab, the most interesting question about “Cards of Cthulhu” was: is the game bringing any new angle or unique feature to the topic?

Why do we need another Cthulhu game and what sets the game apart from the other games?

Cards of Cthulhu is a quick, very simple game. It can be played as a Solitaire game as well as with 2-4 players who play the game cooperatively vs. the paper AI. Both options work without any adjustments to the rules. Each player assumes the role of an Investigator. The goal of the game is to fight 4 cults whose cultists try to awake a Great Old One by opening gates and raising minor, major and unspeakable Horrors. The time limit is set by the card deck; if the cultists don’t manage to overrun the world before the deck runs out, the players win.

The game was designed by first-time designer Ian Richardson and published by Dan Verssen Games (DVG). It was a Kickstarter game where all stretch goals had been reached by the backers, so the game offers some nice bonus features like mounted boards and metal coins.

Game components and graphic presentation

Box contents plus Bonus pack

Box contents plus Bonus pack

The game is shipped in a sturdy, solid box with cool Cthulhu artwork on the cover.

The box contains 10 Investigator cards, among which players choose their character. The other cards are shuffled into one large deck, containing all types of playing cards like Cultists, gates, Minions, items, Followers. The cards are of a good printing quality, but appear to be somewhat thin. Since we sleeve all our card games, this wasn’t a problem at all.

Generally, the illustrations on the cards are quite thematic and true to the topic. What we didn’t understand, though, was the simple fact why the Investigators and the Followers have the same illustrations. We know that each character is meant to be a “generic archetype” and not “Susan Miller, the journalist”, so that’s the explanation why each character can appear as an Investigator as well as a Follower. So you can “be” the Priest and at the same time recruit the Follower “Priest”. But to us, it would have been more atmospheric if each Investigator was a unique character with a unique picture. Playing a character and then getting the exact copy with the same illustration as a Follower simply felt awkward.

In addition, there are 4 mounted cult boards, representing one cult each (the Cults of Cthulhu, Arwassa, Chaugnar Faugn, and Yog-Sothoth, respectively). During our first game, the boards warped heavily and tended to turn around on the table when we touched them, but the warping was entirely gone when we unpacked the game for the second time. Since then, the boards remained plain and didn’t warp at all anymore.

There is also a Help Sheet which offers quick rules reference for the players. We always appreciate help sheets, regardless of how simple a game is (and Cards of Cthulhu is certainly one of the easiest Cthulhu games out there) – it serves as a rules reminder and is especially helpful when you didn’t play a game for a while and want to return it to the table without re-reading the entire rule book.

The game contains three types of special dice, Health dice, Body dice, and Spirit dice. These dice are used for combat resolution. The black dice are nicely done, but one of our players had slight problems in distinguishing some of the numbers, which are printed next to a colored tentacle-shaped object. Other players didn’t have any issues at all, so this doesn’t appear to be a general problem.

The currency within the game is “Experience” which is represented by golden metal coins. These were added as a Kickstarter stretching goal and we thought them to be really cool. Pure cosmetics, but much more evocative than counters.

3 types of special dice are used to resolve combat

3 types of special dice are used to resolve combat

Besides the full-color rule book, the game also contains an artwork book, which illustrates the origination process of many illustrations with comments and explanations by Cloud Quinot, the artist (who also did the artworks for Hornet Leader – The Cthulhu Conflict).

The overall production quality is, as usual with games published by DVG, very good. Especially the artworks are very atmospheric and true to the topic with painting-like illustrations. As in Cthulhu Conflict, the artist did a great job to convey a very special, very dark Lovecraftian atmosphere.

There is also a “Cards of Cthulhu Bonus pack” available which includes 7 more Cthulhu dice and 10 more coins. This is helpful if you play the game with more players, so players won’t have to share the dice – and you can never have enough coins. But the Bonus pack doesn’t include any additional cards, or rules, it isn’t a game expansion! So whether additional dice and coins are important enough for you to buy this expansion, is a matter of personal preference (you could also share your dice among all players and use coins of your local currency).

Rules

The 24-pages-full color rule book is very comprehensible with lots of illustrations, examples, and short, clear instructions. Only the first 15 pages are rules, though. After the rules section, you will find a sample game, and several Cthulhu short stories by renowned professional authors (you can download the rulebook here on the official DVG website)Read the rest of this entry »

Posted in Fantasy Games A-Z, Games A-Z, Misc. Fantasy games, Reviews | Tagged: , , , , , , | 1 Comment »

Review: Hornet Leader – The Cthulhu Conflict (DVG)

Posted by Denny Koch on February 27, 2014

Cthulhuconflict_boxGame: Hornet Leader – The Cthulhu Conflict

Publisher: DVG
Published in: 2013
Designer: Dan Verssen
Era and Topic: Contemporary / Hypothetical / Cthulhu Myth / Air-to-Air and Air-to-Ground warfare
Components: Expansion to Hornet Leader, Basic game required!
Game Type: Mixed: Board, counters, card-driven

HFC Game-O-Meter: D


Our Rating (1-10):

Graphic Presentation: 9
Rules: 8
Playability: 
7
Replay Value:
9

Overall Rating: 8.5

PRO Cthulhu! Hornet Leader! Both combined in one game!! Combining both games is a very cool and innovative idea. Can be played as a solitaire game or cooperatively. Great artwork, includes many elements from the Lovecraft universe
CONTRA Higher random element and more luck dependent due to Chaos caused by the Great Old Ones (which fits perfectly to the setting, but could be a turn-off for conservative Hornet Leader players because your careful planning and strategies can and will be destroyed within minutes)

Introduction

 Ia! Ia! Cthulhu Fthagn!

As you may have guessed (for example from reading our Call of Cthulhu: The Card Game articles), we are Cultists. We love everything dealing with Cthulhu and the other Great Old Ones. We play games like Arkham Horror, Elder Sign, the Call of Cthulhu LCG, or video games like Dark Corners of the Earth. And, of course, we watch even the most esoteric movies like the modern silent movie adaption of Call of Cthulhu.

The game can be played solitaire or cooperatively

The game can be played solitaire or cooperatively

So, you can image that we were very happy when Hornet Leader: Cthulhu Conflict arrived in our HFC Test Lab!

We are also fans of DVG’s “Hornet Leader: Carrier Air Operations” game (which we play cooperatively, since despite the fact that it is marketed as a Solitaire game, it also works great as a Coop game). So when Hornet Leader: Cthulhu Conflict was published as an (quite strange and unexpected) expansion to a down-to-Earth realistic Air combat warfare game, we got very excited.

Cthulhu Conflict isn’t a standalone expansion; ownership of Hornet Leader: Carrier Air Operations is mandatory because the game uses all material from the basic game and adds new rules, cards, counters, and markers to the mix.

This review will not deal with the core game mechanics and the gameplay sequence of Hornet Leader, so if you don’t know what this game is about and how it is played, you should read our extensive HL review first. It will give you a good overview about how the game works and what kind of game to expect.

It is assumed, both by the expansion and by our review, that you have basic knowledge of Hornet Leader and know how to play the core game. In this review, we will focus on the differences, how the expansion works, and how (good) the setting is portrayed in the game.

Like Hornet Leader, Cthulhu Conflict is scenario based, following the same choice options (game length, difficulty level) you already know from HL. In addition, the game is suitable for Solitaire play as well as 2-player cooperative gameplay vs. the paper AI. Both options work fine and coop games don’t need any adjustments to rules or gameplay. 

Game components and graphic presentation

The game is shipped in a box which is smaller and lighter than the Hornet Leader (HL) box. The HL box, of course, is a heavy monster full of cool stuff, and remember: you will use the contents of both boxes.

Box contents

Box contents

The box contains 56 additional cards (additional aircraft, new target cards, new event cards), 178 counters (bandits, sites, phobia markers), 4 Campaign sheets, and a full-color rule book. All components have the specific “HL look & feel” and fit to the main game seamlessly.

The game includes a Player Log Sheet, printed on a somewhat stronger paper. This serves as a master copy sheet and you can copy it at your local copy shop (or any photocopier at home or at work). There is no pad with several sheets in the box, so if you want to take the box to a friend, you should make sure that you photocopied enough player log sheets. If you don’t want to make physical copies, there is also a PDF version of the log sheet available from the official web site for free download, which can be printed out. The combination of adding a physical photocopy master and offering a digital download version is very user-friendly (adding a full pad with sheets would be the friendliest version, but this is, of course, a question of cost).

The overall production quality is, as usual with games published by DVG, very good. Especially the artworks are outstanding – in contrast to the usual technical images on the cards, the artworks (especially on the target cards) are true to the topic and very stylish with almost painting-like illustrations of creatures and places. The artist did a great job here to convey a very special, very dark Lovecraftian atmosphere.

Rules

The 12-pages-full color-rule book (which is also available as a free download from the official DVG website) doesn’t repeat the original Hornet Leader rules but refers to the HL rulebook for basic gameplay purposes. It details only the differences and rules changes as well as descriptions for new units and additional rules.

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Posted in Fantasy Games A-Z, Games A-Z, Historical Games A-Z, Leader Series, Misc. Fantasy games, Reviews | Tagged: , , , , , , , , | Leave a Comment »

The Cards of Cthulhu – support a new DVG title!

Posted by Andreas Ludwig on August 6, 2013

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I must warn you about a threat to our world.

Long before mankind roamed this earth, there lived great and terrible beings. Even a single of these ancient beasts held the power to enslave or even destroy the world. When they entered a state of hibernation, humanity was allowed to prosper.

Even now however, their power infects mankind.

Weak-minded men have fallen under their control and formed Cults dedicated to each Elder God’s revival.

You must prevent them from succeeding or the world will be lost.

– Walter P Matherson

Dan Verssen Games, the company known for their high quality wargames and especially great Solitaire and Coop games has a new cool game title in the pipeline – The Cards of Cthulhu by Ian Richard

A game that pits you against the forces of The Great Cthulhu and other Elder Gods. You will battle Cultists, slay Minions, banish Horrors, seal the Gates, and protect our world from the enveloping insanity that threatens to consume us all! Easy to get into and playable in 30 to 45 minutes for solo games, or 60 to 90 minutes for multiplayer games.

What you get in the box:

Cards – Each card is a work of art, literally. Cloud Quinot created these masterful pieces of horror art and we are very pleased to have been able to work with him. The cards will be printed on extra thick card stock to stand up to the wear of tear of many battles.

8 – Investigator cards549519_10151798269703545_750616184_n
8 – Follower cards
10 – Item cards
8 – Cult Gate cards
4 – Minor Horror cards
4 – Major Horror cards
4 – Unspeakable Horror cards
60 – Minion cards

7 CUSTOM CTHULHU DICE – These are your Health, Body, or Spirit dice. You’ll roll these to resolve your attacks on the foes plotting your destruction.

4 CULT BOARDS – More amazing artwork! Each of these 8.5″ x 11″ sheets features a piece of Cloud Quinot artwork of an Elder God. These sheets are vital in organizing the cards for each Cult.

3 METAL CUSTOM CTHULHU COINS! – Use these to track the Experience Investigator earn from battling Cthulhu’s Otherworldly Foes!

1 RULEBOOK

As you can see  the art is stunning and you can read the complete rulebook before deciding to back this project. If you find something unclear in the rules, send your questions to DVG and the designer will see to make points clearer – so this is a game where you know you get the rules you expect before you open the box instead of having errata and clarifications published later! The game is ready to go to the printers as soon as funding is complete, so here’s your chance to get a nice backer bonus like your name on a card or just to get the game first (since backer copies are sent out first).

We wish DVG  all the best in their new project and hope to see this game on everybody’s gaming table soon 🙂

If you want to play this game go to the Cards of Cthulhu Kickstarter website now!

Update:   Due to the great support of the backers the game now includes custom coins, mounted boards, and custom dice!

Go here and watch the Set Up video!

 

 

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Review: Call of Cthulhu – The Card Game (LCG) Core Set

Posted by Denny Koch on May 31, 2010

Publisher: Fantasy Flight Games
Published in: 2008
Designers: Eric M. Lang, Nate French
Topic: Fantasy / H.P. Lovecraft Universe
Game Type: Living Card Game (LCG)
Contents: 1 rulebook, 140 faction cards, 15 neutral cards, 6 Cthulhu miniatures, 1 mounted mapboard, 24 Story markers

HFC Game-O-Meter: D


Our Rating (1-10):

Graphic Presentation: 10
Rules: 6
Playability:
7
Replay Value:
6

Overall Rating: 7

Important! This review deals with the Core Set exclusively – and the question of how suitable it is as a standalone game played “out of the box”. It doesn’t rate the entire CoC LCG game system (Core Sets+expansions) or the general gameplay of the CoC LCG, only the contents of the Core Set “as is”!

PRO Introductory game for a LCG system that can be played “out of the box” without purchasing further cards, components are of a high quality, great artwork, Lovecraftian atmosphere, short playing time, 7 very different factions…
CONTRA …which cannot be exploited with the 20 cards per faction contained in the core set, no custom deck building, balancing issues with some combinations, official FAQ required (card errata, clarifications)

Introduction

Call of Cthulhu – The Card Game is an offspring of the Call of Cthulhu franchise. Initially, it was a Collectible Card Game where players had to buy random booster packs in order to build and improve their decks. In 2008, publisher Fantasy Flight Games decided to change the game concept into a “Living Card Game” where players still build and improve their individual card decks, but they don’t have to spend large amounts of money in buying randomized card packs with unknown contents in search for the rarest and most powerful cards.

Instead, the game is supplemented by the monthly release of “Asylum Packs” which contain cards for all seven factions as well as neutral cards. Their contents are fixed and public knowledge, so all players have access to all cards all the time. This provides for fair chances in deck building because there are no more “rare” cards as secret weapons and whether your deck is a success or an epic failure depends on your deck building skills and on how many Asylum Packs you buy.

If you want to start with Call of Cthulhu – The Card Game, you only have to buy the “Core Set” first, which serves as a starter pack. You can play it “out of the box” without buying further cards, if you want to get an impression of the game and if you want to decide whether you like the game concept. If you are a casual player and only want to play the game from time to time with friends or family members, you could probably be content with the Core Set alone, without ever buying any add-ons. It contains 20 cards for each of the 7 factions in the game, and 15 additional neutral cards which are divided between the two players. You simply choose two factions of your choice, combine their cards to a deck, add 7 neutral cards and you are ready to fight your opponent, who does the same. Combining 2 factions and fighting 2 other factions allows for 21 different decks with 105 different combat constellations.

This review deals with the Core Pack and how deep the gaming experience with the basic starter set – without any additional cards! – really is. It doesn’t deal with the “Call of Cthulhu – The Card Game” system in general!

If you are interested in more details about the Call of Cthulhu LCG, the game mechanics, Asylum Packs, and basic gameplay, please check out our introductory article: An Introduction to Call of Cthulhu – The Card Game (LCG). I won’t repeat the basics here, but concentrate on reviewing the Core Set and its value as a standalone game.

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Introduction to Call of Cthulhu – The Card Game (LCG)

Posted by Denny Koch on May 13, 2010

Call of Cthulhu – The Card Game is a Living Card Game (LCG) by Fantasy Flight Games. It is the successor of Call of Cthulhu – the Collectible Card Game (CCG) which was discontinued when the new format was introduced in 2008.

What’s the difference between a Living Card Game and a Collectible Card Game?

The main game concept is identical: players choose factions and then try to build a powerful deck which will “beat” other players’ decks. This genre is known as “Dueling Card Games“. Depending on the game, you have to follow a basic ruleset for constructing your deck (a minimum or maximum number of cards, a point or cost system, allowed number of copies in one deck), but apart from this, you are free to build and explore the “ultimate deck“.

In contrast to a traditional Collectible Card Game or Trading Card Game (Magic: The Gathering, Yu-Gi-Oh, Marvel Vs, The Lord of the Rings TCG, Pokemon), the Living Card Game breaks away from the Collectible Card Game model.

A Magic Booster, containing 15 random cards

In a Collectible Card Game, you have to buy booster packs if you want to improve your deck and if you want to find rare and powerful cards. You don’t know the specific contents of a booster pack, though, so it can happen that you have to spend $100 for a very rare card while finding 85 copies of a cheap card. Since most game systems regularly publish new booster packs, you have to spend a huge amount of money if you want to stay up-to-date and if you want to improve your deck and counter other players’ new cards.

This “blind buy” purchase model is the most problematic aspect of Collectible Card Games. The collecting and the thrill of buying new booster packs without knowing what’s inside can be somewhat addictive, so often players are forced to quit the hobby because they cannot keep up the pace and spend too much money in buying useless boosters with multiple copies of cheap cards they already possess. If you want to play competitive, you are forced to invest your money in booster packs or to pay tremendous prices for specific cards sold on eBay.

A Living Card Game (LCG) offers a new card distribution model. Instead of selling randomized booster packs, cards are sold in fixed add-on packs. The contents of such a pack are public knowledge and fixed. In Call of Cthulhu, these add-ons are called “Asylum Packs”. They are published monthly and belong to certain “story cycles” with focus on different aspects of the game: focus on certain battle types (terror, combat, arcane, investigation), characters, locations, or skills. You don’t have to buy all Asylum Packs, if you don’t want to. Instead, you can choose which packs would really improve your factions or your deck or your strategy – and which are worthloss for your individual style.

Most players buy all Asylum Packs nevertheless, just to “have them all”, but this doesn’t hurt as much as buying booster packs. One Asylum Pack costs about 7-11 $, depending on the shop where you buy them, and that’s it. You don’t have to hunt a rare card anymore, you simply order the Asylum Pack with your favorite card on amazon or buy it in your local game store. Even if you are a hardcore competetive player who duels on tournaments, you don’t have to buy more than three copies of each Asylum Pack because you aren’t allowed more than 3 copies of each card in a single deck. If you play Highlander format (“there can be only one”, no more than one copy of each card per game), one of each Asylum Packs is more than enough. Publisher FFG even listened to their fans – the newer Asylum Packs contain three copies of each card, so there’s absolutely no need to buy more than one copy of each Asylum Pack any more.

Besides from the different distribution model, a LCG still offers the same dynamic customizable game play as a CCG. You can customize and build your perfect deck, but without the blind purchase model. In the end, the LCG model gives you the best of both worlds.

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Posted in Call of Cthulhu LCG, Fantasy Games A-Z, Games A-Z, Living Card Games | Tagged: , , , , , , , , , , , | 2 Comments »

Call of Cthulhu LCG: Asylum Packs

Posted by Denny Koch on May 3, 2010

Jump to “List of Asylum Packs”

Once upon a time, Call of Cthulhu – The Card Game was a Collectible Card Game (CCG). This means, people had to buy “booster packs” and collect cards in order to build the “ultimate deck” which would defeat other players’ decks. Since CCGs are a quite expensive hobby (you have to buy the booster packs “blindly” without knowing what’s inside in search for the rarest and most powerful cards), we were never interested in dipping into this world. We are ASL players, after all, so one expensive game is more than enough ;).

A Living Card Game: The best of two worlds

Asylum Pack "Murmurs of Evil"

In 2008, Fantasy Flight Games changed their politics regarding the Call of Cthulhu Collectible Card game and it became a “Living Card Game” instead. A Living Card game still allows for deck building and challenging other players’ decks, but you don’t buy booster packs “blindly” any more. Instead of that, you buy regular expansions called “Asylum Packs” with fixed contents which are public knowledge.

Each Asylum Pack adds some cards to each faction and neutral cards and most of them deal with a specific aspect of the game (for example terror struggle, investigation, characters, skills, arcane…). If you want more cards for your deck, you check out which Asylum Pack offers the best contents for you and your specific playing style and strategy.

Ultimately, you will buy all expansion packs nevertheless, just to be more flexible and to “own them all” because the collectible system is quite addictive, but at least you don’t have to spend $100 in search for one rare card while getting 85x the same cheap card in return.

In a Living Card Game, you always know what you get for your money, but you can still profit from the basic concept of deck building by choosing “your” favorite cards. The only difference to a Collectible Card Game is that no cards are “rare” cards anymore, all players have access to the same cards and expansion packs and all cards have fixed prices. So it all comes down to your deckbuilding strategies, your gameplay, your choices of which characters, items, or events you take into the battle.

If you collected the old Call of Cthulhu CCG, you don’t have to start all over again, though. All old CCG cards, boosters, and the first 4 Asylum Packs which are from the CCG era are fully combatible with the new LCG. Unfortunately, they have a different backside print and can be easily recognized by the opponent if you don’t use card sleeves. In addition, they aren’t used in tournament decks anymore. If you don’t mind, you can integrate them into your new collection.

Core Set and Asylum Packs

Fantasy Flight Games released a “Core Set” in 2008 which contained a fixed set of 165 cards – 20 cards for each of the 7 factions plus 15 neutral cards, plus a playing board, a full-colored rulebook and six very cool Cthulhu Miniatures which are used for resource management purposes. Players can get a first impression of the game by playing the Core Set, by combining the factions and by learning about their strengths and weaknesses. If they like the game and decide that they want to delve deeper into the hobby, they decide which factions or strategies they want to utilize in the future and start deck building by supplementing the core game with Asylum Packs.

Cthulhu is watching you!

New Asylum Packs are released regularly (roughly one per month). They belong to “Story cycles” which add more flavor to the game, add prominent characters and events from the Lovecraft universe and allow for deep customization. Since their contents are fixed, players know what they get in advance and can decide whether a specific Asylum Pack would be a good addition for their decks.

The first 14 Asylum Packs consists of 10 unique cards in single copy and 10 unique cards in triplicate copies (for a total of 40 cards). Since players tend to build decks containing multiple copies of a single card (the game allows for a maximum of three copies per card), they bought each AP three times. This is  somewhat contraproductive to the “lower costs compared to a CCG” concept of a Living Card Game, so Fantasy Flight Games changed the contents of  Asylum Packs to 20 unique cards in triplicate copy (for a total of 60 cards), starting with the Yuggoth Contract circle (AP19).

Some Asylum Packs are out of print by now and very hard to find. Chances are good that they will be reprinted some day, but until then, you have to keep your eyes open if you want to add them to your collection. The other Asylum Packs are not too expensive (6-10 Dollars, depending on the shop) and can be bought in various game shops and from amazon.com, amazon.co.uk, or amazon.de.

List of Asylum Packs (AP) and Deluxe Expansions

  • Core Set
  • AP5: Mountains of Madness (currently out of print, extremely hard to find), focus on the keyword “Polar”
  • AP6: Ancient Horrors (currently out of print, extremley hard to find), focus on characters

Subcollection: Summons of the Deep:

  • AP7: Spawn of the Sleeper (currently out of print, extremely hard to find), focus on Terror struggle
  • AP8: The Horror beneath the surface (currently out of print, hard to find), focus on Investigation struggle
  • AP9: The Antediluvian Dream, focus on Combat struggle
  • AP10: The Terror of the Tides, focus on Arcane struggle
  • AP11: The Thing from the Shore, focus on character skill
  • AP12: The Path to Y’ha-nthlei, focus on strange transformations

Subcollection: Dreamlands:

  • AP13: Twilight Horror, introduces dynamic day/night mechanicm, clan mechanics (Zoog, Gug), Dreamer subtype
  • AP14: In Memory of Day
  • AP15: In the Dread of Night, focus on darkness / night
  • AP:16 The Search for the Silver Key, focus on Dreamlands Environment
  • AP17: Sleep of the Dead
  • AP18: Journey to Unknown Kadath

Subcollection: The Yuggoth Contract:

  • AP19: Whispers in the Dark
  • AP20: Murmurs of Evil
  • AP21: The Spoken Covenant
  • AP22: The Wailer below Asylum
  • AP23: Screams from Within
  • AP24: The Cacophony

Subcollection: Rituals of the Order Cycle

  • AP25: The Twilight Beckons
  • AP26: Perilous Trials
  • AP27: Initiations of the Favored
  • AP28: Aspirations of Ascension
  • AP29: The Gleaming Spiral

De Luxe Expansions:

  • Secrets of Arkham, new tribal synergy deck options, day and night mechanics, utility neutral cards, additional story cards
  • The Order of the Silver Twilight, adds a new human faction: the Order of the Silver Twilight

Excel Sheets, called “Spoiler Lists” are available for all Asylum Packs. Check out the CoC File Section on Boardgamegeek!

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