Difference between revisions of "Call of Cthulhu deck"
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|title=Mr. X | |||
|type=Thing | |||
|text=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. | |||
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|creator=Corrigan}} |
Revision as of 04:48, 23 June 2007
Call of Cthulhu | |
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Designer | MagiMaster |
Date | 2/28/2007 |
Players | 2+ |
This is an unfinished deck. It is incomplete, and is not playable. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck | |
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
There are things out there Man was not meant to know. You're out to find them, but doing so may cost you your sanity.
Special Rules
Sanity
Players begin with a number of sanity points, usually about 50 or 100 (use change, dice, paper or whatever to keep up with them). Many cards have a sanity cost to play (their corner value) and recovering sanity is very difficult.
Secrets
There is a special type of thing called a Secret. Secrets don't do anything by themselves, but many other cards require certain Secrets. You can only control one of each type of secret at once.
Card Types
The type of a thing will include any categories it belongs to, followed by any secrets required to play it. For example, the Walking Corpse is listed as Thing - Undead Creature - Magic. This means it counts as both an Undead and a Creature, and requires the Secret of Magic to play. An action will list any secrets required to play it. For example, Summon Tentacle Horror is listed as Action - Summoning, so it requires the Secret of Summoning to play.
Winning and Losing
A player is eliminated when they run out of sanity.
The last sane player is the winner.
Notes
This is a small part of a deck some friends and I had played around with a while ago. I don't have the deck anymore, but I thought someone else might want to use the idea. Also, I don't remember many details about the deck (such as how much a secret costs). There were four secrets, but I don't remember what they were now.
Well, this was a small part of a previous deck, but it's become its own thing now.
Also, the way I'm building the deck at the moment could be used to make this a CCG game. I'd never be able to make enough cards for that by myself though. (Would anyone play a Cthulhu CCG?)
Card List
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.
Action: Duplicate the effect of whatever card is under Familiar.
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.
Action: Discard your hand to destroy Panphobia.
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.
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.