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Author Topic: FFG:Ancient Documents Unearthed  (Read 1528 times)
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« on: 20 October 2013, 14:30:02 »

Ancient Documents Unearthed

Download the Updated FAQ and Tournament Rules for Call of Cthulhu

The winds of insanity are blowing as the FFG World Championship Weekend draws nearer! If you want to survive the rise of the Ancient Ones, now is the perfect time to study the newly updated FAQ and Tournament Rules for Call of Cthulhu: The Card Game. No matter what strange creature comes knocking at your door, you’ll be armed and ready with the arcane knowledge contained in these documents.

Click the thumnails below to download the updated FAQ (pdf, 12.0 MB) and Tournament Rules (pdf, 3.0 MB). Then, read on for the developers’ summary of the biggest updates these documents introduce.

Download the updated Tournament Rules (left) and the FAQ (right).

A Word from the Developers

Hello, Investigators and Cultists!

With the World Championship for Call of Cthulhu: The Card Game fast approaching, the time for the official FAQ update is upon us.

Much of the new FAQ is clarification of how certain rules and card text are to be interpreted. The notable exception, however, involves the restricted list. Three cards were added to the list either because of their importance in repeatable loop decks or because they were prime enablers in degenerative decks. Meanwhile, Things in the Ground (Secrets of Arkham, 31) has received errata and been removed from the restricted list entirely. This card was originally added to the restricted list to combat run-away Ancient One swarm decks. They were simple to build, easy to pilot, and very difficult to combat. Things in the Ground now requires exhaustion and sacrifice of the card to use its ability. This puts a major damper down on abusive decks and instead allows the card to be part of a more synergistic and combo-focused deck, or used freely in more casual play.

A clarification has also been added to the FAQ regarding the recent champion card, The Mage's Machinations (Terror in Venice, 30). The wording on the card is such that there was some confusion about whether the "if able" clause allowed a player without characters to play the conspiracy, removing only his opponent's character from the game. The answer is, the "if able" clause allows the card to be played, but the effect that would remove the characters from play specifically states "those characters," mandating multiple characters, specifically the ones chosen by each player. Without the "if able" clause, the effect of the card could not begin resolution, and some players might believe they could not play the conspiracy at all. This is not intended to be read as a contradiction or invalidation of FAQ Section 2.3, the "If Able" term definition.

We hope these changes add to your continued enjoyment of the game, enhance your playing experience, and challenge your deck building skills. Enjoy, and good luck!

Sincerely,

Brad Andres
 Damon Stone

Thanks, guys!

Prepare yourself for the mind-numbing terror that will engulf the world at FFG World Championship Weekend this November. Download the updated FAQ and Tournament Rules for Call of Cthulhu!

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Source: Ancient Documents Unearthed
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