If it Ain't Broke…
by Marius Hartland
This week, the newly previewed Story Card should be quite familiar to long-time players. In the Arkham Block, the Story Card that offered this function was called "The Well", while in the Eldritch Block it was named "Parable of the Faceless One". In the upcoming Call of Cthulhu LCG Core Set, it goes by the name "Dreamwalkers":
So, given the chance to do something totally new, why do something functionally the same as before? Well, as they say, "if it ain't broke, don't fix it". A Story effect like this one probably should be an "evergreen" effect that should always be a part of the game. This is because this effect is ideal for a Story Card, and does a couple of things that are important to the Call of Cthulhu Card Game environment.
First of all, the effect works really well: it is relevant in a lot of situations, since it's directly on edge with the main win condition of the game. It also helps players who are behind in the game to make a comeback. This usually makes it a very contested story. The player who is ahead doesn't want this to fall in the wrong hands, after all. The player who is behind would gladly prolong the game, and try to take the lead in the process.
Another part of the effect is this: to take full advantage to it, you'll have to think about the order in which you resolve stories. You have to keep in mind that Call of Cthulhu is a deep, strategic game where every choice made can make or break your victory. Effects like these are there to remind players not to play on autopilot. Sure, using a story like this is not rocket science, although sometimes it can be challenging to play it well. Those of us who've been playing with the effect from the start may have figured out all of the card's subtleties, but that doesn't make it any less interesting, or any less exciting for a whole new generation of CoC Card Game enthusiasts.
I hope you'll tune in next time, when we will walk The Other Path — possibly one of the most dangerous Story Cards ever printed!