Difference between revisions of "Call of Cthulhu deck"
MagiMaster (talk | contribs) (→Card List: Cleaning up Centre of Your Mind) |
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{{card | {{card | ||
|title=The Centre of Your Mind | |title=The Centre of Your Mind | ||
|type=Thing - Internal | |type=Thing - Internal Location | ||
|text=This card can only be played if | |text=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.<br/>'''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. | ||
|longtext=true | |longtext=true | ||
|bgcolor=000066 | |bgcolor=000066 | ||
|creator=Corrigan | |creator=Corrigan | ||
}} | }} |
Revision as of 00:57, 30 May 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.