Dvorak Export: Call of Cthulhu deck


Instructions

Adjust these settings until the cards fit comfortably, with the correct number per page, in your browser's Print Preview.

When you're happy with the settings, send all but the first page to your printer, and cut the cards out with something sharp. Either stick the results onto cardboard, slip them into deck-protectors with some spare CCG cards for padding, or just play with them as flimsy bits of paper.

Deck-Print Settings

Card Height :cm Title Box Height :cm
Card Width :cm Text Box, Min. Height :cm
Cards per Page :x Text Size :

Secret of Magic 3
Thing - Secret
Card : MagiMaster
Secret of Magic 3
Thing - Secret
Card : MagiMaster
Secret of Shadow 3
Thing - Secret
Card : MagiMaster
Secret of Shadow 3
Thing - Secret
Card : MagiMaster
Secret of Summoning 3
Thing - Secret
Card : MagiMaster
Secret of Summoning 3
Thing - Secret
Card : MagiMaster
Secret of Mind 3
Thing - Secret
Card : MagiMaster
Secret of Mind 3
Thing - Secret
Card : MagiMaster
Asylum
Thing - Location
Destroy all secrets you control when you play this card. You cannot lose sanity while you control this. You cannot play any card that costs sanity while this is in play. At the beginning of each of your turns, regain 1 sanity. You may destroy this card at any time.
Card : MagiMaster
Walking Corpse
Thing - Undead Creature - Magic
Action: Destroy this card. Target player loses 1 sanity.
Card : MagiMaster
Summon Tentacle Horror 1
Action - Summoning
Target player loses 3 sanity or destroy target thing.
Card : MagiMaster
Necronomicon 2
Thing - Book - Magic, Summoning
While you control this card, reduce the sanity cost of any Undead cards you play by 1 (min. 0).
Card : MagiMaster
Time Cube
Action
Play this card only if you have less than half of your original sanity.
Choose one: Put one card from the discard pile into your hand or shuffle the discard pile (including this card) into the draw pile and draw one card.
Card : MagiMaster
Miskatonic University
Thing - Location
While you control this card, increase your maximum hand size by 1.
Card : MagiMaster
The Light of Dawn
Action
Discard your hand, draw 5 cards and regain 2 sanity. Any player can discard a Shadow card to counter The Light of Dawn.
Card : MagiMaster
Familiar 3
Thing - Creature - Magic, Summoning
Place an action card from your hand under Familiar when it's played. If you do not control the Secret of Magic and the Secret of Summoning at the end of your turn, lose 2 sanity and destroy this card and the card under it.
Action: Duplicate the effect of whatever card is under Familiar.
Card : MagiMaster
Living Shadow 2
Thing - Creature - Shadow
When this card is played, choose a creature already on the board. Treat Living Shadow as an exact copy of that creature. If the target creature is destroyed, destroy Living Shadow.
Card : MagiMaster
Thing from the Deep 2
Action
All players who don't control any locations lose 2 sanity.
Card : MagiMaster
Temple of Shub-Niggurath 5
Thing - Hidden Temple Location
At the beginning of your turn, place a counter on the Temple of Shub-Niggurath.
Action: Destroy the Temple of Shub-Niggurath. For each counter that was on it, target player loses 1 sanity. This can be spread across multiple players.
Card : MagiMaster
Revelation 1
Action
Choose a hidden thing. That thing's controller loses sanity equal to its cost.
Card : MagiMaster
Colour Out of Space 1
Thing - Hidden Creature
When Colour Out of Space is played, destroy target location. At the beginning of your turn, destroy target creature. That creatures controller loses 1 sanity. If Colour Out of Space is the only creature in play, destroy it and all players lose 3 sanity.
Card : MagiMaster
Agoraphobia 1
Action - Mind
Target player must destroy any locations they control. They lose 1 sanity for each such location.
Card : MagiMaster
Panphobia 2
Thing - Psycological - Mind
This card may be played onto any player. At the beginning of your turn, lose 1 sanity.
Action: Discard your hand to destroy Panphobia.
Card : MagiMaster
Amnesia
Action
Destroy a secret you control to regain 5 sanity.
Card : MagiMaster
Mind Control
Action - Mind
Choose a psychological thing. Either destroy it or give control of it to target player.
Card : MagiMaster
Alien Abduction
Action
Destroy target secret. That secret's controller loses 1 sanity.
Card : MagiMaster
Search for Ancient Knowledge
Thing - Quest
At the beginning of your turn, lose 1 sanity.
Action: Destroy this card to put a secret in the discard pile into your hand. This action cannot be used on the turn Search for Ancient Knowledge was played.
Card : MagiMaster
Xenophilia
Thing - Psychological
Any sanity loss due to a creature is reduced by 1. At the beginning of your turn, if you control no creatures, lose 1 sanity.
Card : MagiMaster
Cleansing Fire
Action
Destroy target thing with a sanity cost. That thing's controller gains sanity equal to its cost.
Card : MagiMaster
Spark of Life
Thing - Internal - Magic
You may only play this onto a non-Living, non-Location Thing. That Thing is now considered Living.
Card : MagiMaster
The Centre of Your Mind
Thing - Internal Location
This card can only be played if you have between 40 and 80 sanity points. If your sanity points falls outside of that range while this is in play, it has no effect.
Action: Take any secret from play into your hand. It is considered yours for the rest of the game or until it is returned back to its owner by a card's effect.
Card : Corrigan
Mr. X
Thing - Person
Action: Search through the draw pile and take the first Secret card. Then shuffle the draw pile. After you do this, return Mr. X to the draw pile.
Card : Corrigan

Back to the Call of Cthulhu deck