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    FAQ / Errata Version 3.2- Changes are denoted in red text.

    This document contains the cardclarification and errata, rulesclarifications, timing structure, andfrequently asked question for the Callof Cthulhu Living Card Game. Allofficial play and tournaments willuse the most recent version of thisdocument to supplement the mostrecent Call of Cthulhu LCGrulebook.

    The version number will appear in frontof every entry so you can easily see

    which changes have been made withevery revision of this document.

    Call of Cthulhu2005, 2012 FantasyFlight Games. Call of Cthulhu LivingCard Game, the logo, Fantasy FlightPublishing, Inc. All rights reserved.Permission is granted to distributethis document electronically or bytraditional publishing means as longas it is not altered in any way and allcopyright notices are attached.

    Card Clarification and Errata

    CoreSet

    Hound of Tindalos (F110)Should read: Attach Hound ofTindalos to a character (counts as anAttachmentsupport card)

    Frozen in Time (F163)

    Should read: Each player must discard2 cards from his deck for each resourceattached to each of his domains, ordestroy that resource. This meansthat each player selects every resourceattached to all of his domains andapplies the effect to each of them. Eachresource is also dealt with individually.For example, if a player has six totalresources, he can choose to destroy twoof them, and then discard eight cardsfrom his deck to keep the other four.

    Pulled Under (F57)Should read: Exhaust a character withat least 2 @icons

    Serpent from Yoth (F149)Should read: Forced Response: AfterSerpent from Yoth...

    SecretsofArkham

    Things in the Ground (F31)Should read: Exhaust and sacrificeThings in the Ground...

    Poltergeist (F37)

    Should read: Insane characters youcontrol do not restore during the RefreshPhase

    SummonsoftheDeep

    Trent Dixon (F6)Should read: If Trent Dixon isthe only character you control that iscommitted to a story, count his skill andicons to all other story cards as well.When he is committed alone on hiscontrollers turn, the applicationof Trent Dixons skill and iconsto the other stories does not causethose stories to resolve. While he iscommitted alone on his opponentsturn, the application of Trent Dixonsskill and icons will only take place onstories where there are attackers. TrentDixon is only committed to one story,and can only go insane or take woundsfrom lost struggles at the story to whichhe is actually committed

    Erich Zann (F10)Should read: in which Erich Zann is

    participating

    Bringer of Fire (F14)Should read: Exhaust all copies ofBringer of Fire you control

    The Black Goats Rage (F16)Should read: Play only if every cardyou control has the > faction

    Julia Brown (F17)Julias disrupt ability is an example ofa replacement effect. The word instead

    indicates that a replacement effect isbeing triggered. Replacement effectscompletely replace one effect withanother. (See Replacement Effectsunder Official Rules clarifications.)This means whenJulia Brownsacrifices and replaces herself witha new copy from your deck, youhave effectively gotten around theconsequences of losing a Terrorstruggle.

    T H B SArkham Advertiser Archives (F28)Should read: exhaust ArkhamAdvertiser Archives to refresh 1 ofyour domains with 2 or fewer resourcesattached.

    Book of Eibon (F34)Book of Eibon does not prevent a play-er from drawing above 5 cards in hand(for example during the draw phase).The card does, however, force a the

    player affected by its card effect to im-

    mediately discard cards from his handuntil he has 5 cards remaining anytimehe has more than 5 cards in hand.

    T A DDynamite (F42)Should have theAttachmentsubtype.Across Dimensions (F53)Should read: Play only if everycharacter you control has the

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    at least one character to the story.Obsessive Inmate can be uncommitedfrom a story by means of card effects.

    The Spawn of Madness (F99)Should read: refresh all domains in

    play.

    T P Y-Military Bike

    (F102)Characters can only be re-committedby Military Bike to a unresolved storywhere there are already characters.

    Eye of the Deep(F108)Should read: Those characters areconsidered 1 skill characters with nokeywords or abilities and##$untilthe end of the phase. Abilities include

    passive abilities, and triggered abilitiesin the text box of the card.

    Scalethorn Asylum(F109)Should read: gains theDeep Onesubtype

    Scalethorn Asylum (F109)Brain Transplant (F111)Unspeakable Transformation (F115)Strange Delusions (F118)All should read: Action: instead ofAny Phase:

    Dreamlands

    I D NSetting Sun (F20)Should read: Each non-uniquecharacter loses an % icon.

    Secretive Zoog (F36)Should read: Attach that card to any ofyour domains (counts as a resource).

    Zoog Burrow (F56)

    Should not have the Zoog icon. Itshould be a neutral resource.

    The Night (F57)Should read: If it is Night, treat allexhausted non-unique, non-Night,characters as if their printed text boxeswere blank.

    Dream Dagger (F58)Should read: Attach to a character youcontrol.

    S S KHalflings of Dhaz (F75)The additional wound tokens areassigned one at a time by the losing

    player.

    J U KMoon-Beast Galley (F99)

    Should read: ready allDreamercharacters at the beginning of eachplayers turn.

    TheYuggothContract

    T W BDoppelgnger (F79)Should read: When you playDoppelgnger from your hand, choose

    a non-unique character in play withprinted cost X or lower. Doppelgngerbecomes a printed copy of that charac-ter. If that character leaves play returnDoppelganger to your hand.

    TheOrderoftheSilver

    Twilight

    Lord Jeffrey Farrington (F18)

    Should read: Forced Response: AfterLord Jeffrey Farrington enters play...

    The Silver Twilight Lodge (F36)Should read: Lower the cost of thefirst | character you play each round

    by 1 (to a minimum of 1).

    TheRitualsofthe

    Order

    P TFlux Stabilizer (F30)Should read: Characters cannot enter

    play through triggered effects.

    Rich Widow (F33)Should read: put Rich Widow into

    play from your hand.

    AncientRelics

    S S

    Khopesh of the Abyss (F16)Should read Action: Wound attached

    chracter to choose a character. Thatcharacter takes 1 wound.

    The Large Man (F28)The second ability should read:Action: Exhaust The Large Man to

    put the topmost event card in yourdiscard pile into your hand. Limit once

    per phase.

    Canopic Jar (F28)The second ability should be a passivenot a Response, and should read: Youmay Exhaust Canopic Jar and discard a

    card attached to it to trigger that cardsability without paying any cost.

    C J EForms of the Ether (F39)Should read: Action: Choose a cardattached to a domain as a resource.Put that card into its owners handand attach Forms of the Ether to thatdomain (counts as a > resource).

    N NApeirophobia (F39)Should read: Play during your

    operations phase.

    T B JThe Doorway (F3)Should read: Disrupt: Before an effectwould resolve, exhaust The Doorwayto choose a character you control that iscommitted to a story and return it to itsowners hand.

    S MMagnus Stiles (F122)Should read: Limit once per turn.

    ForgottenLore

    A M MWhite Out (F10)Should read: does not count itsicons and does not count its skill

    Alaskan Sledge Dog (F16)

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    No longer has the text: You may playwith up to 8 copies of Alaskan SledgeDog in your deck.

    A HAspiring Artist (F12)Aspiring Artist should have a skill of 0,no icons, and read: Response: After

    playing Aspiring Artist, draw1 card

    S MOmega Alumnus (F3)Omega Alumnusshould have the traitSorcerer.

    Ghost of Perdition (F16)Should read: counts as a CurseAttachmentsupport card

    Student of the Profane (F15)Student of the Profaneshould have thetraitSorcerer.

    K DThomas Olney (F23)Thomas Olney should have the traitSorcerer.

    Mentor to Vaughn (F35)Mentor to Vaughn should have the traitSorcerer.

    C CSeeker of the Profane (F43)Seeker of the Profane should have thetraitSorcerer.

    The Underground Conspiracy (F46)The Underground Conspiracy shouldhave a Syndicate resource symbol.

    The Rlyeh Conspiracy (F48)The Rlyeh Conspiracy should have aCthulhu resource symbol.

    Blood Magician (F51)Blood Magician should have the traitSorcerer.

    D D

    Wilbur Whateley (F73)Wilbur Whateley should have the traitSorcerer.

    Revelations

    W B

    Uroborus, Fang of Yig (F3)Should be unique.

    L RJenica Capra (F61)Should read: Limit once per turn.

    T U PPadma Amrita (F61)Should read: Response not Forced

    Response.Eryn Cochwyn (F89)Should read: Action: Drive ErynCochwyn insane to choose a Tomecardand trigger its effect without payingany costs, as if you controlled theTome

    T AElena Belskaia (F101)Elena Belskaias ability should readAction: Discard 2 cards from yourhand. Then, draw 1 card. Limit once

    per turn.The Necronomicon (F112)Should read: Action: Sacrificeattached character and shuffle the

    Necronomicon into your deck to putinto play all characters from yourdiscard pile with less printed skill thanthe attached character.

    SeekersofKnowledge

    Alternative Historian (F15)Alternative Historians ability shouldread Action: Discard a card from yourhand to choose an icon struggle at astory. That struggle does not resolvethis phase. Limit thrice per turn.

    Expert Testimony (F36)Should read: Then, until the endof the phase, that character gains:[InvestigationStruggle booster.]

    Nug (F49)

    Nugs ability should read ForcedResponse: After you play Nug fromyour hand, attach 1 card from the top ofyour deck to each of your domains as aresource.

    TheKeyandtheGate

    Keeper of the Great Library (F16)

    Keeper of the Great Librarys abilityshould read Response: After a Yithiancard enters your discard pile, draw 1card. (Limit once per phase)

    TheTerrorinVenice

    Flooded Vault (F16)Should read, ...Then, pay its printedcost to put it into play, if able.

    The Mages Machinations (F30)If The Mages Machinations leaves

    play by any means other than by beingscored, return the targeted characters itremoved from the game. Each playermust have one or more legal targets inorder for The Mages Machinationseffect to resolve.

    RestrictedList

    The following cards are restricted forLCG tournament play. A player mayselect 1 card from this restricted list forany given deck, and cannot then playwith any other restricted cards in thesame deck. A player may run as manycopies of his chosen restricted card in adeck as the regular game rules allow.

    Itinerant Scholar(Core F30)Shocking Transformation(CoreF140)Negotium Perambulans in Tenebris(Forgotten Lore F80)Infernal Obsession(Summons of theDeep F51)Descendant of Eibon(Summons of theDeep F75)Twilight Gate(Dreamlands F12)Nyarlathotep(Dreamlands F117)Guardian Pillar(Dreamlands F78)James Logan(The Yuggoth Contract

    F1)Museum Curator(The Yuggoth Con-tract F70)Broken Space, Broken Time(Forgot-ten Lore F59)Doppelgnger(The Yuggoth ContractF79)Khopesh of the Abyss(Ancient RelicsF16)Initiate of Huang Hun(Ancient RelicsF40)Stygian Eye(Ancient Relics F96)

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    Feed Her Young(Revelations F11)Marcus Jamberg(Revelations F40)Por XV 14:19(Seekers of KnowledgeF44)The Festival(The Key and the GateF51)

    BannedList

    The following cards are banned fromofficial tournament play for Call ofCthulhu: The Card Game

    Diseased Sewer Rats (Secrets ofArkham F44)Endless Interrogation(Summons ofthe Deep F82)Magah Bird(Dreamlands F110)Glimpse of the Void(Forgotten LoreF14)

    MostRecentPrinting

    Most Recent PrintingIn the case where an LCG card isreprinted with updated errata text in alater printing, the most recent printingis the legal version of the card. All olderLCG printings are assumed to be updated

    with the errata text. When in doubt overtwo versions of a card, the most recent

    printing can be identified by the copyrightdates on the cards in question. FFG willensure that all LCG reprints with updatederrata text are also recorded in the FAQ.

    Official Rules Clarification

    PlayerHandBook

    Errata

    On p 6 of the Core Rule Book, underFor the First Game, it should read:... by adding one of the two neutralcard packets (F141-147 and F148-154).Under Draw Setup Hand, it shouldread:Before each game begins, and beforeany setup cards are resourced, a playermay, for any reason, shuffle his or hersetup hand into his or her deck and

    draw a new setup hand from the samedeck. This may only be performed once

    per game. This is known as taking amulligan.

    On p 11 of the Core Rule Book, underConspiracy Cards, it should read:... No more than three conspiracycards with the same title may be in a

    players deck.

    Under Invulnerability, it should read.Characters with Invulnerability cannotbe wounded or chosen to be wounded,or have wound tokens moved or placedon them, regardless of card effects.

    On p 12 of the Core Rule Book, underSteadfast, the example should read:... (one of which is Agency)

    On p 14 of the Core Rule Book, underInsanity, it should read:... have the following statistics:0-cost, 0-skill, no faction, no icons, no

    subtypes, and no text...

    CardEffects

    (1.1) Card Effect vs. Game EffectAll effects are either card effects orgame effects. Card effects are produced

    by cards, game effects are produced bythe rules of the game.

    (1.2) Working EffectsIn general, Support and Charactercard effects can only be triggered (oraffect the game) when the card is in

    play. Event cards can be triggeredfrom a players hand using an action.However, card effects on non-eventcards in a players hand or discard pileare not considered to be actionableunless the card specifically states that itcan be triggered while in its out-of-playstate.

    For Example: Darrin has The Thing BehindYou (Summons of the Deep F110) in his

    hand. Normally he could not trigger the text on

    the card unless it was already in play. However,

    since the text on the card specically states that

    a player may trigger its effect from your hand,

    Darrin may choose to use its ability.

    Additionally, cards that are in play(or event cards that are played) do notinteract with cards that are out of playunless they specifically refer to an out

    of play state they will interact with.

    For example: The Thing Behind You

    (Summons of the Deep F110) has the ability:

    Action: Pay 2 and return a ]character toyour hand to put The Thing Behind You into

    play from your hand. This ability could not

    bring a character from a players discard pile to

    his hand, because the card does not specically

    state that the player can take cards from their

    discard pile.

    A card that is self-referential (that is,has card text that refers to itself byTitle) refers only to itself, and not toany other copies of that card. Any self-referential effect on a card concerningthe act of playing that card, or puttingthat card into play, is active as the cardis being played or put into play.

    For example, Darrin has a copy of Thing from

    Nightmare in his hand (Yuggoth Contract

    F87), which reads, Lower the cost to play

    Thing from Nightmare by 1 (to a minimum

    of 1) for each insane character in play. There

    are 3 insane characters in play. Darrin only

    needs to drain a domain with 1 resource on it

    to play it.

    (1.3) Multiple EffectsIf a card has multiple effects, alleffects on the card are resolved, if

    possible, independently of whether anyother effects of the card are successful

    (following targeting restrictionsas normal), with the followingimportant exception:

    If a card uses the word then, thenthe preceding effect must have beenresolved successfully before thesubsequent dependent effect can beresolved.

    For example, Darrin controls Forest Sister

    (Core Set F125) which reads, Disrupt:

    Pay 1 to cancel a wound to Forest Sister. His

    opponent, Tommy, plays Sacricial Offerings(Core Set F59) which reads, Action:

    Choose and wound a character controlled by an

    opponent. Then, that characters controller may

    choose and wound a character. choosing Forest

    Sister to be wounded.

    Darrin chooses to use Forest Sistersdisrupt action to prevent the wound.Since the wound was canceled,Darrin may not choose and wound a

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    character.

    (1.4) Duration of EffectsIf a triggered effect has no specifiedduration, then the effects of thatability expire at the end of the current

    phase. Put into play, Remove fromplay, and Take Control effects areall an exceptions to this rule, and unlessspecified by a specific duration are

    considered to be permanent effects.

    With take control effects, control ofthe card in question is granted to themost recent take control effect.

    (1.5) Multiple Lasting EffectsEven if not triggered at the same time,multiple lasting effects may affect thesame card at the same time. The orderin which the lasting effects take placeis irrelevant the net sum result of alllasting effects is applied to the card.For example, a Young Deep One (Core Set

    F52) (with 0 skill) is affected by two CloverClub Bouncers (Core Set F65), lowering that

    characters skill by 2. The Young Deep Ones

    controller then attaches Notebook Sketches

    (Mountains of Madness F4) to it, increasing

    the Young Deep Ones skill by 1. The net sum

    of these three lasting effects is that the Young

    Deep One has a skill of -1.

    Note, however, that a characters skillis never considered to be below zerofor purposes of resolving effects. Thusin the example above, the Young DeepOnes skill would count as though itwere zero. However, if another lastingeffect would give the Deep One +1skill, the net skill would remain at zero.

    Lasting effects that affect othercharacter attributes (such as icons)work in the same fashion.

    (1.6) Passive EffectsPassive effects are ongoing effectsthat are not optional, unless otherwisestated. Passive effects and abilitiesdo not have a trigger such as Action:,Forced Response:, Response:, orDisrupt:. Some passive effects havea specific time that their effect willinitiate, this should NOT be confusedwith them being triggered effects.

    For example, Darrin controls .45 Pistols. (Core

    Set F143). The icon it provides is not optional.

    (1.7) Simultaneous EffectsWhen card effects, passive abilities,or forced responses would resolve

    simultaneously, all cards that areaffected resolve in the order determined

    by the active player, one at a time. Theplayer must fully resolve each effectbefore the next effect takes place.

    Whenever character or support cardsenter or leave play at the same time, thecontrolling player chooses the order inwhich they enter or leave play.

    (1.8) Replacement EffectsThe word instead lies at the heart ofthe replacement effect, as it allows thenew effect to executed in place of theeffect it is replacing.

    For example, Julia Brown (Summons of the

    Deep F17) which reads, ...Disrupt: If

    Julia would go insane as a result of a @

    struggle, sacrice her instead. Then, search your

    deck for a card titled Julia Brown or The

    Sleepwalker, put it into play committed to the

    same story, and then shufe your deck sacricesand replaces herself with a new copy from the

    controlling players deck, the sacrice replaces

    a Terror struggle and the controlling player

    has effectively gotten around the consequences

    of losing a Terror struggle (making one of his

    characters go insane).

    (1.9) Choosing TargetsThe word target is used to indicate thatan effect is directing a player to choose1 or more cards for an effect to resolveon. Not every effect that resolves on acard is targeted. An effect that resolveson 1 or more cards without specificallyusing the word choose is not atargeted effect.

    A player cannot trigger a card effectthat requires him to choose a character,support card, or story card if there isno card of that type that he is able tochoose.

    For example, a player could not play Opening

    the Limbo Gate (Core Set F116) unless every

    players discard pile contained at least one

    character card.

    In addition, a player cannot trigger acard effect that requires him to choosea certain number of targets if there arenot enough valid targets available.

    Also note that if a card is targeted, butbecomes an illegal target (e.g., via aDisrupt: action), the targeting effect isthen ignored.

    For example, if Darrin plays the triggered

    ability on Slavering Gug (Core Set F124)

    on Tommys Jack Brass Brady (Core Set

    F61), Tommy may choose to use Jack Brass

    Bradys Disrupt: action, which would return

    him to Tommys hand. Assuming both players

    subsequently pass, the Slavering Gugs ability

    now resolves. However, since Jack Brass

    Brady is no longer in play and is thus an illegal

    target, the Slavering Gug s effect is ignored.(1.10) Eligible TargetsIn order to target a card with an effect,that card must meet the targetingrequirements. Any part of the effectfor which that character is ineligible issimply ignored.

    For example, with Brain Transplant (Summons

    of the Deep F111) you may target one insane

    character and one ready character who are

    both controlled by the same player, as per the

    targeting requirement. If the ready character

    has Willpower or a @icon, it is ineligible forthe second part of the cards effect (The ready

    character goes insane, if able), so that part of

    the effect is ignored.

    (1.11) Forced ResponsesA Forced Responsemust trigger, ifable, and is not considered a playertriggered effect, but is instead a gametriggered effect that is resolved by the

    player who controls the card.For example: Darrin has Bokrug (AncientHorrors F10) in play. During a story, Darrins

    characters lose a combat struggle and Bokrug

    is chosen to be wounded. Even during the story

    resolution phase when normal actions and

    responses cannot be used, Bokrugs Forced

    Responsewhich reads, After Bokrug is

    wounded as the result of a #struggle, choose

    and wound another character committed to that

    story, if able. must trigger.

    (1.12) Card StatesIf a card has an ability that triggersin response to said card entering thediscard pile, that effect does not resolveor trigger if that card had blank textdue to a card effect, was attached to adomain as a resource, or was insane

    before it entered the discard pile, unlessthat card specifically states otherwise.

    For example, Darrin controls Living Mummy

    (Core Set F104). His opponent Tommy has

    blanked its text with Called By Azathoth

    (Summons of the Deep F9). Then, Tommy

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    plays Shotgun Blast (Core Set F16). Living

    Mummy takes 1 wound and is destroyed.

    OnceLiving Mummyis placed inthe discard pile, both players wouldhave the option to trigger responsesfromLiving Mummybeing placedin the discard pile, starting with theactive player. However, sinceLivingMummys text was blanked, Darrincannot trigger the response listed on itscard. He would have to play a differentresponse, or none at all. Once both

    players pass, play proceeds and thewindow to respond to the card being

    placed in the discard pile is now closed.

    Similarly, after a card is placed in thediscard pile, returned to a playershand, or leaves play for any reason,any effects and/or wounds are removedafter all responses have resolved. Anyattachments attached to a card that left

    play are destroyed, unless otherwisestated in game text.

    Note that some cards, likeLocal Sheriff(Core Set F3), are not triggered inresponse to entering your discard pile,

    but have Action: effects that canbe triggered from your discard pile.These effects can be triggered fromyour discard pile even if the card was

    blank, insane, discarded from hand,or attached to a domain as a resource

    before it entered the discard pile.

    (1.13) Gaining Control

    If a card effect allows you to takecontrol of a non-attachment card, movethat card into your playing area. If thatcard is an attachment, you gain controlof it but it remains attached to theoriginal character unless the card effectsays otherwise.

    When you have taken control of a card,you are considered to be that cardscontroller, but not its owner. When thatcard leaves play for any reason, or atthe end of the game, you must returnit to its owner. If it leaves play as the

    result of a game or card effect, it isreturned to its owners control, but stillis placed out of play. So, for example, ifthe card would be sent to a discard pile,it is placed in its owners discard pile.

    Note that if you already control aHeroiccharacter, you cannot takecontrol of a Villainouscharacter, andvice versa.

    When you gain control of a card, that

    cards status does not change. Thus,if you gain control of an insane orexhausted character, they remain insaneor exhausted.

    Any time a player gains control of acommitted character during a story, thatcharacter stays committed to the story

    but switches to its new controllersside.

    The limit on unique cards still applies.You cannot gain control of or play aunique card if you already control orown a copy of that card in play.

    When an effect causes control of a cardto change, control of any attachmentson that card does not change. Theattachments remain attached to thatcard and will continue to affect thatcard as described in their card text.They also remain under control of the

    player who originally played them.

    If you gain control of a card attachedto a story card, you may attach it toanother story, if able.

    If an attached card gives you controlof another players card, you retaincontrol of the attached card only aslong as the attached card is in play.

    (1.14) Adding and RemovingSubtypesPlayers can only add existing subtypes

    (i.e., a subtype that exists on anytournament-legal card) to a cardthrough card effects.

    For example, a player cannot add the subtype

    Direwolf to a card using False Papers

    (Summons of the Deep F106).

    (1.15) Attaching Cards ThroughCard EffectsWhen a card becomes attached toanother card due to a card effect, thatcard is now considered a support card(regardless of its normal type) with theAttachmentsubtype. For the purposeof all other card interactions (excludinginteraction with the card that initiallycaused the attached condition), the cardloses all of its original characteristics(such as skill value, icons, and type).The card retains its faction identity and

    printed cost.

    (1.16) Infinite LoopsIt is possible, with certain cardcombinations, to create an infinite

    loop (such has having two cardsexhaust to refresh each otherindefinitely). When executing aninfinite loop, the resolving player mustfollow these two steps:

    1. Clearly display the infinite loop tothe opponent (and tournament judge,if the opponent requires it). Thus, the

    player must display, using all cards

    involved, one full cycle of the infiniteloop.

    2. State how many times he or shewishes to execute this loop. Forexample, the player could say I willnow execute this loop seventeenmillion times. Then resolve theloop that many times instantly. If theexecution of this loop causes the playerto win the game, the game is over andthe executing player wins.

    When both players have access to

    infinite loops that are in direct conflictwith one another (for example, theplayers can alternate taking actions toadd an icon to one of their characters,and they can each do this repeatedly),each player can be assumed to instantlydo this an infinite number of times. Thetwo loops immediately and completelynegate each other, and the game should

    proceed under this assumption.

    Infinite loops should never be abused tocause the game to stall.

    The exception to this rule is when theloop creates changes in the game statesuch as drawing or shuffling cards.Each instance must be executed.

    DefinitionsandTerms

    (2.1) X (The Letter X)Unless specified by a preceding card,

    card effect, or granted player choice,the letter X is always equal to zero.

    For example, Darrin controls ShadowCompany(Summons of the Deep F89),which has an X for the cards skillvalue. His opponent, Tommy, targetsit with Called By Azathoth(Summonsof the Deep F9). Since the ShadowCompanyhas a blank text box, it doesnot have a value assigned to X. Thus,its skill is now zero.

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    (2.2) CannotIf an effect has the word cannot inits description, then it is an absolute:Effects that attempt the describedaction will not affect any card thatcannot be affected by such an effect.It is an illegal target and any card effectthat designates that card for an effectcannot be triggered.

    (2.3) If AbleIf the card designates multiple cards or

    players, the effect seeks to resolve oneach individual card or player. Mostof the time, these affects also includethe words if able, which means if theeffect cannot resolve on an individualcard or player, that does not prevent theeffect from resolving on other cards or

    players.

    For example: Initiate of Huang Hun(CotJE F40) reads: Response: After

    Initiate of Huang Hun enters play,each player returns a character hecontrols to its owners hand, if able.This response seeks to resolve on eachplayer; if one player has no charactersin play (and is therefore not affected bythe response) each of his opponents canstill be affected.

    If a Then effect follows the if ableeffect, all designated cards and playersmust have had the effect successfullyresolve in order for the Then effect toresolve.

    For example, Darrins opponent Tommyhas Feral Elder Thing(RevelationsF78) in play with the text, At thebeginning of your turn, each playerchooses and discards 2 cards from hishand, if able. Then, each player draws1 card. When Tommys turn beginsDarrin has 3 cards in hand and Tommyhas 1. Darrin choose and discard 2cards, but Tommy is unable to choose2 cards to discard. Since both playerswere unable to discard 2 cards, neitherplayer is able to draw a card.

    If a player must choose betweenmultiple if able effects, he may notchoose an option that has no eligibletargets unless no alternative with aneligible target is available.

    (2.4) RevealWhen a card effect directs a player toreveal a card that player must showthat card to all players. A card that isrevealed does not leave the location or

    position it is currently at without anadditional effect.

    Example: If Tommy uses Sight for Sore Eyes

    (The Yuggoth Contract F97) and names a

    card, Darrin must reveal his hand. These cards

    do not leave Darrins hand. When Sight for

    Sore Eyes is resolved those cards are no longer

    revealed.

    (2.5) Redistribute

    When a card effect directs you toredistribute tokens you cannot switchtokens between players. You cannotredistribute tokens from story cards tonon-story card or from non-story cardsto story cards unless the card effectspecifically says otherwise.

    Example, Darrin wins the story card A New

    Challenge (Ancient Relics F10) and chooses to

    trigger its ability to r edistribute all the tokens

    of each player. Darrin forms 2 pools of tokens,

    one for himself and one for his opponent and

    then distributes those tokens among the revealed

    story cards with each pool of tokens staying on

    that players side.

    (2.6) The Words Up ToAny card effect that involveschoosing multiple targets (includingchoosing multiple cards to draw ordiscard, or choosing multiple tokens)can only resolve if the exact number oftargets, cards, or tokens can be chosen.

    For example: The event Byakhee Attack(Core Set F95) reads: Action: Each

    opponent chooses and discards 2 cardsfrom his hand, if able. If an opponenthas exactly 1 card in his hand, he is notaffected by Byakhee Attack because hecannot choose 2 cards to discard.

    Some cards have effects that includethe words up to, such as chooseup to 2 characters or discard up to2 cards. The inclusion of this phraseallows an effect to resolve even if therefewer than the specified number oftargets, cards, or tokens available.

    For example, the event Dr. CarsonsTreatment (Core Set F39) reads:Action: Choose up to 2 insanecharacters. Restore and ready thosecharacters. The player playingthis event can choose 1 or 2 insanecharacters as targets. If this eventdid not include the words up to theplayer could not choose only 1 insanecharacter, he could only choose exactly2 insane characters.

    (2.7) Sacrifice, Destroy, Discard fromPlaySacrifice, Destroy and Discardfrom Play are not interchangeableterms. Thus, a card that is destroyedis not considered to be sacrificed, andvice versa.

    (2.8) Attacking vs DefendingSome effects are specifically dependent

    on whether a player is attackingor defending. The active player isalways considered the attacker, andthe opponent is always considered thedefender.

    (2.9) Limit 1/OnceLimit 1 per is a limitation carried

    by cards whose effects are triggeredfrom out of play. A card of that namecan only be triggered 1 time per statedtime frame. Limit once per is alimitation carried by cards whose effectare triggered from in play. That cards

    effect can only be triggered once perstated time frame. If the effect of thecard with either limitation is canceledthe limit has still been met for that timeframe.

    (2.10) Ready/Exhausted vsCommitted/UncommittedThere is an important distinction

    between Ready and Exhausted versusCommitted and Uncommitted.

    Characters are Ready when they areupright and have not been exhausted.

    Characters are Exhausted as costs forcard effects, by card effects, and tocommit to a story (unless a card effectstates otherwise).

    Characters are Committed to a storywhen they are going to participate inthe struggles for that story and eitherattack or defend there.

    Characters are Uncommitted from astory when they are removed from thestory due to a card effect, or after the

    story has resolved.

    (2.11) Searching the DeckIf a card effect allows a player to searchhis deck, he must shuffle his deckafterwards. If a card effect allows youto search your deck for a specific typeof card and add it to your hand youmust first reveal that card. If a searchedcard does not have an effect that placesit in another game area it remains in

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    your deck.

    (2.12) Exchange Control or GamePositionAn exchange must involve two entitiesthat are changing their status or

    position. If one of the entities is absentor cannot be changed, the exchangeattempt fails.

    (2.13) Paying CostsCosts are any resources paid in orderto play a card, as well as anything

    before the to part of a card ability.For example, Slavering Gug(Core SetF124) reads Action: Pay 4 to chooseand wound a character. Draining adomain with at least 4 resources is thecost for that ability.

    You may only pay costs with cards youcontrol. You may never exhaust a card,drain a domain, drive insane, sacrifice,or otherwise use or alter the game state

    of any card you do not control, as themeans of a paying the cost of an effect.

    If a card states you must pay anadditional cost that cost is added to anycurrent costs of that card or effect. Ifthe additional cost is pay 1 any cardwith a cost paid by draining a domainmust increase the number of resources

    by 1. If the card effect does not includea cost that involves draining a domainalready on it, you must now drain adomain with at least 1 resource on it.

    Note that sacrificing a card to pay foran effect is also considered paying acost. For example, if a player wishes toactivate Predatory Byakhee(Core SetF89), he must sacrifice the Byakhee. Ifthe effect were canceled, the Byakheewould still be sacrificed.

    If an effect is canceled, any costs thatwere paid to trigger that effect are stilllost. For example, if Player A drainsa domain to play Shotgun Blast, butPlayer B plays Power Drain(whichcancels the Shotgun Blast). Player

    As domain remains drained, eventhough the Shotgun Blasteffects werecanceled.

    When any player has a sacrifice effect,that cost must be paid, if able. If saidsacrifice does not happen, then the costhas not been paid and the effect doesnot resolve.

    Similarly, if the effect is a ForcedResponse, that sacrifice must take

    place, if able.

    For example: Darrin has Cthulhu, The Great

    Old One (Core Set F41) in play. During his

    draw phase, Darrin chooses Jack Brass

    Brady (Core Set F61) to be sacriced. He then

    triggers the disrupt ability of Jack Brass

    Brady, which reads, Disrupt: Before a

    triggered ability resolves, return Jack Brass

    Brady to his owners hand. Jack Brass

    Brady is returned to its owners hand, preventing

    the sacrice. Thus, the cost has not been paid.

    However, since Cthulhus ability is a forced

    response, the cost must be paid, if able.

    Thus, Darrin must choose another character to

    be sacriced. If Cthulhu, The Great Old One

    was the only legal target, then he must sacrice

    Cthulhu, The Great Old One.

    (2.14) Paid, Overpaid, and CostTheprinted costof a card is the costthat is printed on that card. The actualcostof a card or effect is the printedcost after any cost modifiers have beenapplied. The actual cost of a card isalso the amount that ispaidto play thecard from a players hand, or to triggeran effect.

    Overpayis the difference between thenumber of resources on the domainthat was drained to play the card ortrigger the effect minus the value thatwas paid for the card or effect, if thatdifference is one or higher. In order tooverpay for a card or triggered effect,that card must have an actual cost ofone or greater.

    (2.15) Resource MatchCard effects that grant a resourcematch do not affect other costs, suchas Steadfast. Resource match effectsdo, however, affect Loyal cards unlessotherwise stated in game text.

    (2.16) Minimum of 1If an effect allows a player to reducea cards cost, it cannot be lowered

    below one if the reducing effect has

    stipulation to a minimum of 1.If a players uses a combination ofeffects to reduce the cost of a cardwhere one of the effects has theminimum of 1 stipulation, and theother reducing effect does not, theminimum of 1 takes precedence.

    (2.17) Cost of 0A card with a cost of 0 (including X=0)cannot be reduced.

    (2.18) SteadfastIf a Steadfast card has a printed costof zero, the player must still controlat least a number of resources of thecorrect faction equal to the amount ofsteadfast necessary to play the card,although that player does not need todrain a domain in order to play thecard.

    (2.19) Transient and SteadfastThe play restriction on whether or nota player can play a Steadfast card ischecked before he drains a domainto pay for that card. When checkingfaction resources to see if a player isable to play a Steadfast card, Transientcards count as a single resource of theirfaction. Transient cards only countas two resources when the domain isactually drained to pay for a card.

    (2.20) Mulligan

    Players are allowed to mulligan theirstarting hand once. A mulligan allowsfor each player to shuffle his startinghand into his deck and draw a newstarting hand. The player must keephis second hand if he chooses to take amulligan.

    (2.21) Player HandA player only has a hand if said

    player has at least one drawn card notcurrently in play. Thus, if a player doesnot possess at least one unplayed drawncard, he does not have a hand for the

    purposes of triggering effects, payingcosts, or being targeted by card effectsthat require having a hand.

    (2.22) Resources and Discard PileThese zones of play are consideredto be public information and can beviewed freely by either player duringthe course of the game.

    (2.23) Zones of Play

    A zone of play is an area where cards canbe during a game.

    In PlayIn play is the Play Area.

    Out of PlayOut of play is the Draw Deck, Hand,Domains (and resources), and DiscardPile.If a card would go to an out of playzone, it goes to its owners out of playzone. A card that moves from an in

    play zone to an out of play zone to anin play zone is treated as though it werea new card. Any effects connected to

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    the card will no longer affect it.The only exception to this rule is anyabilities that trigger when a card movesfrom an in play zone to an out of playzone.

    A card whose effect triggers as aresponse from the discard pile mayonly be triggered once per met triggerrequirement.

    (2.24) Put into Play vs Play vsEnters PlayPut into Play is a game mechanic that

    bypasses all costs (including resourcematches) and play restrictions, with theexception of uniqueness. The exceptionto this is when a card directs you to payits printed cost to put it into play, inwhich case Loyalty and Steadfast rulesmust still be followed.

    For example: The Terror of the Tides

    (Summons of the Deep F67) reads Action:

    Pay 3 to put The Terror of Tides into playfrom your hand. Then, give The Terror of the

    Tides 4 wounds. By paying 3 resources, the

    controlling player is able to bring The Terror of

    the Tides into play any time he is able to play

    anAction. Note that by using this ability

    to bring The Terror of the Tides into play,

    the controlling player bypasses the need for a

    Cthulhu resource match.

    To Play a card is to pay all costs andfollow all play restrictions in order to

    bring the card into play from a playershand. Card effects that take place whena card is played do not work if the cardentered play through any alternate way.

    For example: Aspiring Artist (Forgotten Lore

    F12) reads Response: After you play

    Aspiring Artist, draw 1 card... This card

    effect only works when the card is played from

    a players hand, and all costs associated with

    playing the card are paid. However, if Aspiring

    Artist was to be put into play due to some other

    means, such as the effect of a Hungry Dark

    Young (Core Set F131), then the player would

    not have played Aspiring Artist (as he did

    not pay the costs associated with playing the

    card), and he would not be able to use the cards

    response.

    Enters Play is an all-encompassingterm that covers both Put into Playand Play. All cards that are Putinto Play or Play are considered toEnter Play.

    For example: Victoria Glasser (Core Set F 82)

    reads: Forced Response: After Victoria

    Glasser enters play, choose a character. That

    character goes insane. This effect would activate

    regardless of if the card was brought into play

    due to a card effect, or if Victoria Glasser was

    brought into play by paying the cards costs.

    (2.25) Text Box

    A cards text box consists of subtypesand game text relevant to game play,including keywords such as Willpowerand Fast.A cards cost, title, descriptors,faction symbol, skill, printed card type(i.e., character, support), collectorinformation, and flavor text are notconsidered to be part of the text box.

    A card attached to a domain as aresource cannot trigger any effectswhile attached, nor trigger enter thediscard pile response effects, unless

    the card has a Zoogresource symbol,or the effect specifically states it can betriggered while attached to a domainas a resource or enters the discard pilefrom a domain.

    (2.26) PrintedAny reference made to printed be iticons, skill, cost, title, subtype etc, onlyrefers to the referenced item physically

    printed on the card itself. . When a cardis in play all references to printed referonly to what is printed on the face upside of the card.

    (2.27) Icon BoostersIcon boosters are large struggle iconsthat add an additional struggle of thesame type. Story cards with boostericons (either added by characters orsupport cards) are treated as havingextra icons of that struggle.

    Thus, if one icon was removed from thestory card by a card effect, there would

    be one fewer struggle.

    For example, if a player commits to a story that

    has Sleep of Reason (Core Set F53) attached

    (which adds three Terror struggles) and his

    opponent plays Inside Information (Core Set

    F151) to remove a Terror struggle, there would

    still be three Terror struggles to be resolved.

    Icon boosters are always resolvedimmediately following the first struggleof the matching type (i.e., if the boostericon was Terror, there would be twoTerror struggles before moving on to

    the Combat struggle) or if there isno struggle of the appropriate typeit is resolved in the following order@#$%.

    (2.28) Icon RemovalIf, after all modifiers have beenapplied, a character has a negativenumber of a specific icon, thatcharacter is considered to have 0 icons

    of that kind.If a new modifier is added into themix, all icon modifiers must be re-applied to the printed number of iconsin order to re-determine how manyicons of that type that character has.

    A player can remove an icon from acharacter who does not have that icon,

    but the modified number of icons thatcharacter possesses will still be 0.

    (2.29) Lowest Skill

    A character is considered to be thecharacter with the lowest skill if it isthe only character in play.

    At any time a card effect targetsa character with the lowest skilland there is a tie, the card effectscontroller may choose which characteris affected.

    (2.30) Counting SkillSome effects reference counting skillor not counting skill. These effects do

    not change the actual numbers on thecard. They only mean that the skill iscounted or not counted during the skillcomparison at the story.

    (2.31) Moving WoundsMoving a wound to a characteris not considered wounding thatcharacter, or choosing that characterto be wounded, for the purposes oftriggering card effects. A characterstill suffers from a wound that has

    been moved onto it.

    A player cannot move a wound onto acharacter with Invulnerability.

    (2.32) Playing EventsWhen a player plays an event (fromhis hand), it doesnt immediatelygo into his discard pile. It is placedin his discard pile after the action iscomplete.

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    When a player plays an event from hisdiscard pile, it does not remain in hisdiscard pile, but rather is placed backin his discard pile after the action iscomplete.

    (2.33) AttachmentsCards with the Attachment subtype

    are followed by the term in the cardtext box Attach to X. (For example,attach to a character you control). Thisterm is not a card effect, but ratheran additional requirement to play thecard. The requirement must be met,regardless of if the Attachment enters

    play from hand or through a card effect.

    These attachment cards are attacheddirectly to the card when they enter

    play (instead of entering play, and thenattaching to the card).

    An attachment only checks therequirements for attaching it whenthe card enters play. For example, ifan attachment had the requirementAttach to a Servitorcharacter, and ifthe Servitor character it was attached tolater on loses the Servitorsubtype, theattachment would still remain.

    (2.34) InsanityIf you control an insane character,that character cannot be made insaneagain by either player until it has beenrestored.

    One insane character must be restoredduring your refresh phase if you areable to do so.

    An insane characters skill, text box,cost, and icons cannot be modified.Although it still counts as a characterunder your control, it is always treatedas having 0 skill, 0 cost, no icons, nosubtypes, no text box, and no faction,regardless of any effects in play. Insanecharacters may be targeted by anyeffect that targets a character, but any

    part of the effect that would modify thecards basic statistics is ignored.If a non-character card goes insane, it istreated as a character while it remainsinsane. Once restored, by any means,that card immediately returns to its

    printed card type. This does not countas restoring a character for the purposesof card effects. If the restored card is anevent card, it is immediately discarded.

    (2.35) Day and NightIf at any time cards causing it to be

    both Dayand Nightare simultaneouslyin play, it is considered to be bothDayand Nightfor the purposes oftriggering effects and choosing targets.

    (2.36) ImmuneSome cards have the card text Immune

    to X in their text boxes. This meansthat they cannot be targeted by cardswith that subtype and/or card type.This also means that if a card withthat subtype and card type does nottarget a specific character, but affectsall characters or a group of characters,these cards ignores that effect. Acharacter can never be immune to itsown effects.

    For example: Alaskan Sledge Dog (Mountains

    of Madness F16) reads Immune to Polar

    events. This means that the card cannot be

    targeted by any event cards with the Polarsubtype. In addition, if there was a card effect

    with the Polar subtype that affects all characters,

    Alaskan Sledge Dog would not be affected.

    (2.37) InvulnerabilityIf a character with Invulnerability everhas a wound on it that would destroythat character, that character is stilldestroyed. (For example, if a characterwith Toughness is wounded, gainsInvulnerability, and then loses theToughness, that character is destroyed.)

    A character with Invulnerability is anillegal target and any card effect thatspecifically designates that card for awounding effect cannot be triggered

    For example, Darrin has a Carl Stanford

    (Secrets of Arkham F28) in play with

    Invulnerabilityand a Khopesh of the

    Abyss (Ancient Relics F16) in his hand.

    Darrin could not trigger the effect of Khopesh

    of the Abyss if he attached it to Carl since the

    Khopesh specically designates the attached card

    to be wounded as part of the same triggered

    effect that wounds a targeted character. Tommyhowever could play Catastrophic Explosion

    (The Rituals of the Order F82) which wounds

    each character because it does not target nor

    specically designate Carl Stanford, but

    generically wounds all characters in play.

    StoriesandStruggles

    (3.1) Committing to StoriesOnce the active player has committedone or more characters to a story,opponents are able to commit theirown characters. Opponents are able tocommit characters only to stories wherethe active player has characters.

    Stories will resolve only if the active

    player has characters at that story.(3.2) Resolving StoriesResolving struggles and determiningsuccess at all three story cards happensall within the same gray box on thetiming flowchart. Thus, no actions orresponses can be triggered between onestorys resolution and the beginning ofthe next storys resolution. The onlyeffects players can choose to trigger areDisrupts, however Forced Responseeffects that apply to the situation musttrigger automatically.

    Additionally, if a story card is wonby any player before it is resolved(i.e., at any point during the storyresolution sequence), all success tokensare removed from the story, and allcharacters are no longer committed tothat story. Any remaining steps of thesequence are not resolved.

    (3.3) Winning an Icon StruggleIt is possible for a player to win an iconstruggle even when his opponent hascommitted no characters, or characters

    with that icon, to the struggle. Forexample, a player would win a Terrorstruggle if he had committed anycharacters with one or more Terroricons and his opponent had committedno characters.

    (3.4) Story TotalsA player has achieved victory if he haswon three or more story cards in hiswon story card pile.

    If any card effect shuffles a won storycard back into the story deck, that

    player no longer has that story for thepurposes of counting his victory total.

    For example, Darrin has won two storycards and needs only one more to winthe game. But his opponent then winsthe story cardDreamwalkers(Core SetF164), and chooses to activate its effectthat allows the opponent to remove oneof Darrins won story cards and shuffleit back into the story deck. Now Darrinneeds two stories to win the game.

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    Non-story card effects cannot move orcause to be moved a non-won story orconspiracy card into any players wonstory card pile.

    (3.5) Story ResolutionOnce stories start resolving, theresolution of all stories is considereda single game effect, and all responses

    to anything that occurs during storyresolution will be played in the samewindow of opportunity. Disrupts willstill interrupt story resolution and take

    place immediately, as they precede theoccurrence being disrupted.

    Timing Structure

    End of Turn vs. End of Story PhaseIf the active player commits nocharacters to a story, the Story Phase endsimmediately.

    The End of the Turn is a separate phasethat occurs after the Story Phase. TheEnd of the Turn should have its owngrey (non-interrupt) box in the timingflowchart.

    Action, Disrupt, and Response EffectsThroughout the course of the gamesaction windows, players alternate taking

    player actions. Player actions consist ofplaying a card from hand, or of triggeringa triggered effect on a card already in

    play.

    Disruptand Responseeffects are playertriggered effects played as a result ofthe actions that the players take, or as aresult of something that occurs becauseof a game effect. (Such as a character

    being wounded as the result of a combatstruggle, or a player drawing cards duringthe draw phase.)

    Disrupteffects can be playedimmediately, whenever their playrequirement is met, and their resolution

    precedes the resolution of the occurrencethat allowed the disrupt to be triggered.

    Response effects are played after theresolution of the action or frameworkgame event that meets their playrequirement, but before the next playeraction is taken, or before the nextgame event resolves. Any number ofresponses can be played in responseto any occurrence that allows them totrigger, with response opportunities

    passing back and forth between players,starting with the active player. Once both

    players consecutively pass a responseopportunity, play proceeds to the nextaction or game effect.

    Forced Responseeffects shouldalways trigger immediately, wheneverthe circumstances of their text wouldindicate. These are not player effects, butgame effects resolved by the controlling

    player.

    Passive abilities are always on, andactive whenever the circumstances oftheir text would indicate. When anyaction, regardless if it is a player actionor a framework action seeks to initiate,any passives that would alter the abilitywill do so. That altered ability nowfollows the standard timing of that typeof action. At every instance of a neweffect initiating or having executed, eachrelevant passive ability must be resolved.Passive effect cannot be canceled.

    The order of precedence of when aneffect takes place, assuming all conditionsare met simultaneously, is as follows:

    1. Disrupteffects2. Passive effects3. Forced Responseeffects4. Responseeffects

    Disrupt effects can interrupt theresolution of any of the above effects iftheir conditions have been met, and willresolve completely before the effect theyhave interrupted does.

    NOTE: If a passive ability would alter anaction as it is being initiated, the passiveis first resolved on the action, which nowaltered, is initiated. A Disrupttriggered,disrupts the altered action not the action

    before the passive is applied.

    Responses on Cards Leaving PlaySome cards respond to themselvesleaving play, self-referentially, or toeffects that may cause that card to leave

    play. Such responses can be triggeredas if the card were still in play. Note

    that only Response or Forced Responseeffects can be triggered in this manner,and they must respond to leaving play orthe effect that causes them to leave play.Cards may not take one last Action

    before they leave play.

    For Example: The Response: effecton Professor Nathaniel Peaslee(CoreSet F24) can be triggered in response toProfessor Nathaniel Peasleeentering thediscard pile from play.

    Actions and Responses in DetailWhen a player takes an action it is alwaysfully resolved before the next action can

    be taken. The actual resolution of anaction, however, and the state of cardsduring this process, can be complex.When an action is triggered, it opens anaction window governed by the followingrules.

    1. Action is initiated.2. Disrupts3. Action is executed.4. Passive abilities (requirements nowmet) are initiated. I. Passive ability is initiated.

    II. Disrupts III. Passive ability is executed.(Follow steps I through V, etc.) IV. Other passive abilities(requirements now met) are initiated. V. Forced Responses areinitiated.5. Forced Responses (requirements now

    met) are initiated. I. Forced Response ability istriggered.

    II. Disrupts III. Forced Response isexecuted. (Follow steps I through V, etc.) IV. Passive abilities are initiated. V. Other forced responses(requirements now met) are initiated.6. Responses I. Response is initiated.

    II. Disrupts III. Response is executed.(Follow steps I through V, etc.)

    IV. Passive abilities(requirements now met) are initiated. V. Forced Responses(requirements now met) are initiated.7. End of Action.

    ResponsesResponses are not normal actions, but areeffects that may be triggered by playerswhen a specific opportunity arises withinan action window. Each specific responsewill dictate when and under whatcircumstances it may be triggered.

    Response OpportunitiesWhen the requirements (or playrestrictions) for playing a responseare met, the response is said to havean opportunity. The first possibleopportunity may arise with the veryaction that started the action windowitself, but other opportunities within anaction window may arise when otherresponses, forced responses, and/or

    passive abilities (executed within thesame action window), are resolved.

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    4) Passive abilities are initiatedAny passive abilities whose timingrequirement has been met as a result ofthe action (or a disrupt, forced response,or response), are now initiated. As withthe action itself, before a passive abilityis executed, all players have the option todisrupt the passive ability. If all players

    pass on the disrupt option, the ability isexecuted. Remember that if two passive

    abilities are triggered at the same time,their order of resolution is determined bythe active player.

    Any cards that are killed, discarded, orreturned to hand as a result of the passiveability immediately leave play.

    5) Forced ResponsesAfter any passive abilities triggeredas a result of the action or disrupt areresolved, forced responses that triggeroff the action, the disrupt or passiveability resolved previously during the

    Action Window now trigger in the orderdetermined by the active player.For every forced response, playersmust go through these steps before theresponse is fully executed:1) Initiate forced response2) Disrupt (only for the preceding forcedresponse)3) Execute forced response4) Resolve passive abilities whoserequirements are now met by the forcedresponse, etc. (following the same stepsas Step 4 (I through V of the actionwindow))

    5) Resolve forced responses triggeredby the force response, etc. (following thesame steps as Step 4 (I through V of theaction window))Any cards that are killed, discarded, orreturned to a players hand as a result of aresponse are immediately removed.

    6) ResponsesAfter all disrupts, passive abilities, and/or forced responses to an action areresolved, players may now play normalresponses in clockwise order (startingwith the player to the left of the player

    who initiated the action). As describedabove, a player may trigger normalresponses for any opportunity that hasoccurred at any time during this ActionWindow - either spurred from theaction itself, disrupts, passive abilities,forced responses, or spurred from otherresponses, resolved previously during theAction Window.

    For every response, players must gothrough these steps before the response is

    fully executed:1) Initiate response2) Disrupts (only for the precedingresponse)3) Execute response4) Resolve passive abilities whoserequirements have been met by theresponse, etc. (following the same stepsas Step 4 (I through V of the actionwindow))

    5) Resolve forced responses triggered bythe response, etc. (following the samesteps as Step 4 (I through V of the actionwindow))Any cards that are killed, discarded, orreturned to a players hand as a result of aresponse immediately leave play.

    Step 6 is not over until all players haveconsecutively passed on taking additionalresponses.

    7) Action is resolved (end of action)The action is now complete. All response

    opportunities are now closed.

    Framework ActionsAll framework actions, includingthe start of every phase, work verysimilarly to the way that player actionswork. Here is the timing resolution forframework actions.

    The biggest difference betweenframework actions and player actions isthat the framework action initiates severalevents dictated by the rules of the game,rather than player choice.

    1. Framework Action is initiated.2. Disrupts3. Framework Action is executed.4. Passive abilities (requirements nowmet) are initiated. I. Passive ability is initiated.

    II. Disrupts III. Passive ability is executed.(Follow steps I through V, etc.) IV. Other passive abilities(requirements now met) are initiated. V. Forced Responses(requirements now met) are initiated.

    5. Forced Responses (requirements nowmet) are initiated. I. Forced Response ability isinitiated.

    II. Disrupts III. Forced Response isexecuted. (Follow steps I through V, etc.) IV. Passive abilities(requirements now met) are initiated. V. Other (now triggered) forcedresponses are initiated.6. Responses

    You can think of opportunities asgates that open up, allowing you to

    play specific responses during an actionwindow. These opportunities (or gates)can be acted on during Step 6 and stayopen until Step 7, when the action finallyends and the action window closes.

    After the action window is entirely

    resolved (Step 7), the game moveson to the next player action orframework action. Any unused responseopportunities (or open gates) arenow lost, and players holding unusedresponses must wait for anotheropportunity during a later action window.

    NOTE: There can be no Responseactions triggered to end of phase effectsresolving.

    The Action Window in Detail

    1) Action is initiatedAfter a player initiates an action, thetiming window starts.For the initiation stage of any playeraction, a player must go through thefollowing sub steps, in order. The firststep is always revealing the card ordeclaring the intent to use an ability.Then:a) Determine the cost (to either play thecard or pay for the cards effect) or costs(if multiple costs are necessary for theintended action).

    b) Check play restrictions, including

    verification and designation of applicabletargets or cards to be effected.c) Apply any penalties to the cost(s).(Any effects that modify a penalty areapplied to that penalty before it becomesa part of the cost.)d) Apply any other active modifiers(including reducers) to the cost(s).e) Pay the cost(s).f) Play the card, or trigger the effect, and

    proceed to step two.

    2) DisruptsIn clockwise order, players now have

    the opportunity to disrupt the action. Ifall players pass, then the action will beexecuted, and can no longer be disrupted.

    3) Action is executedThe active player now executes theeffects of the action. If this actiondiscards or destroys one or more cards,returns one or more cards to a playershand or deck, these cards immediatelyleave play.

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    I. Response is initiated.II. Disrupts

    III. Response is executed.(Follow steps I through V, etc.)

    Frequently Asked Questions

    If Conspiracy Theorist (Summons ofthe Deep F117) which reads, Players

    cannot win the game by winning storycards unless at least one of their wonstory cards is also a conspiracy card,or unless there are no story cardsleft in the story deck. is in play, andis destroyed by a card effect. Whathappens if both players have 3 storycards in their won piles?

    The active player is considered to bethe winner.

    If Samantha Grace (Summons of theDeep F96) which reads, Each player

    needs an additional story card in orderto win the game. is in play, and theopposing player runs out of cards inhis deck, does her effect prevent thecontrolling player from winning thegame?

    No. Once the opponent runs out ofcards in his deck, he is considered to beremoved from the game, and all gameeffects are ended. Therefore, she doesnot prevent the controlling player fromwinning.

    If YGolonac (Core Set F122) whichreads: ... Action: Pay 1 to choose andready a character. That character mustcommit to the same story as YGolonac,if able. uses his ability during theStory Phase after both attackersand defenders have committed theircharacters to stories, does the effectforce the targeted character to committo the same story as YGolonac?

    No. YGolonacs ability does not createan additional window through whichcharacters can be committed to stories.

    If anything (including game effects)prevents a player from fulfilling theentire effect of an if able clause, thateffect is ignored.

    Also, it is important to note thatYGolonacs ability to ready acharacter exists independently of hisability to force characters to commit tothe same story as himself. Therefore,he is able to target a ready characterwith this ability, and even though the

    first part (ready a character) does notresolve, the second part of the effectdoes resolve as long as there is nothing

    preventing them from committing tothe same story.

    If I have a Military Bike (Summonsof the Deep F102) which reads: ...Disrupt: After a story to which attachedcharacter is committed resolves,

    exhaust Military Bike to immediatelyre-commit attached character toanother unresolved story and am thedefending player, am I able to committhe attached character to an unresolvedstory where the attacker has notcommitted characters?

    No, the defending player may notcommit characters to stories where theattacking player has not committedcharacters to.

    Can I ready Insane characters during

    my Refresh Phase?

    No, Insane is a state like Ready andExhausted. Insane characters thatare not restored cannot be Ready orExhausted.

    If I take control of a character whichhas an attachment on it, do I takecontrol of the attachment as well?

    No, the attachment is not under yourcontrol.

    Does the game end the instant a playerplaces a fth token on his third wonstory (unless there are some gameextending conditions) or is there anopportunity to respond with somethinglike Field Researcher (Summons of theDeep F103) after an opponent wins his/her third story?

    The game ends immediately and theplayer who placed his fifth successtoken on the story is the winner.

    When does the player who controls

    Chess Prodigy (Summons of the DeepF25) name what struggle is beingreplaced?

    The player who controls Chess Prodigynames the struggle after Chess Prodigyis committed to a story. After thestruggle type is named, the replacementeffect (counting Investigation iconsinstead of that struggles normal icons)will resolve even if Chess Prodigyhas

    been uncommitted from the story or

    leaves play. Once an effect has beeninitiated it must be resolved (unlessit is a triggered effect that has beencanceled by a disrupt).

    If there is a Book of Eibon (Summonsof the Deep F34)in play, and a playerwins and triggers the ObsessiveResearch story, what happens?

    Each player will draw until he has 8cards in hand, then each player willdiscard down to 5 cards.

    Does Guardian Pillars (DreamlandsF78)ability allow it to be committedoutside of the normal phase whencharacters can be committed to stories?

    No, Guardian Pillarsability allowsit to be committed as a character to astory. This is during the normal timingwindow when characters are committedto stories. Also, it is important to note

    that Guardian Pillaris no longer asupport card while it is a character,and that it does retain its name anduniqueness.

    Can Horrid Dreams (DreamlandsF84) force my opponent to sacriceresources if he has no characters orsupport cards in play?

    No. This is because resources areconsidered out of play.

    Can I use Twilight Gate (Dreamlands

    F12) to put an Ancient One characterinto play from my resources becausecards are considered to have a blanktext box while resourced?

    No. This is because Twilight Gatespecifically names a non-Ancient Onecharacter resourced to one of yourdomains.

    Some cards use the term whenand others use the term after fortheir timing (ie. When this charactercommits versus After this character

    commits). Is this a timing distinction?

    No. For all timing purposes, thesecards should operate in the same timingwindow.

    Can I trigger The Captains(Dreamlands F21)Action at a storyhe is committed to in order to doublecount his icons and skill at that story?

    No. You cannot trigger The Captains

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    ability to have his icons and skill counttwice at a story, whether if its used at astory hes already committed to, or ifthe action is triggered twice at the samestory.

    What happens if Chess Prodigy(Summons of the Deep F25) iscommitted to a story that has a ParallelUniverse (Summons of the Deep F98)

    attached?

    In this scenario, Parallel Universeseffect will take precedence. This is

    because Chess Prodigywill changethe icon that the struggle will use,

    but Parallel Universe decides that thestruggle will use skill instead of anyicons.

    If I use Hound of Tindaloss (CoreF110) triggered effect to attach it toa character (which makes it into anAttachment support card), and it is

    destroyed, does it count as a characteror support card leaving play?

    TheHound of Tindaloswill count as asupport card leaving play. However, itwill revert to a character once it is inthe discard pile.

    How does Yog-Sothoth Lord of Timeand Spaces (The Yuggoth ContractF99) triggered ability which reads,Action: Pay 2 to choose and play aSpell event card from your discard pilewithout paying its cost. Then, place

    that card on the bottom of your deckinteract with X cost Spell event cardsin the owners discard pile ? WouldYog-Sothoth be able to pay 2 to choosea copy of Unspeakable Resurrection inthe discard pile to bring a characterof any cost into play from the discardpile?

    Yog-Sothothinteracts with X costspell event cards in the discard pile bycircumventing the cost of X being paidentirely. However, because the cost ofX is not paid, X is defined as 0 for the

    purposes of card effects that referenceit.For example, if I use Yog-Sothothstriggered ability and pay 2 in order to

    play from my discard pile UnspeakableResurrection (which costs X), whichreads Action: Choose a character inyour discard pile with cost X or lower.Put that character into play. I can only

    put into play a character that costs 0because I circumvented paying the costof the card.

    When I play Things in the Groundstriggered ability to bring charactersinto play insane, does willpower orterror icons protect them from beinginsane?

    No. These characters enter play in aninsane state before Willpower or TerrorIcons can prevent them from goinginsane.

    Expendable Muscle (Summons of theDeep F105)reads, If ExpendableMuscle would be wounded or goinsane, instead attach it to a characteryou control If ExpendableMuscle attaches to a character youcontrol due to its own abili ty, is thisconsidered to be a character leavingplay for the purposes of DreamlandsFanatic (Dreamlands F47), whichreads Response: After an opponentscharacter leaves play, put DreamlandsFanatic into play from your hand.?

    No.Expendable Muscleis neverconsidered to have left play. It has

    become an attachment support card.Therefore,Dreamlands Fanaticwillnot trigger.

    Can you Power Drain (Core F100) anopponents Power Drain?

    No. Power Drainis a Disrupt, and thecard effect only cancels ActionsorResponsesjust played.

    How does Doppelgnger (The YuggothContract F79) work when copying acharacter with an ability that triggerswhen it enters play, like Focused ArtStudent (The Yuggoth Contract F8)?

    Doppelgngerreads, When you playDoppelgnger from your hand, choosea non-unique character in play with

    printed cost X or lower. Doppelgngerbecomes a printed copy of thatcharacter.

    So, in this example, if there was aFocused Art Studentin play and Iwanted to playDoppelgngerandcopy the Focused Art Student(whichhas a printed cost of 2), I would draina domain with 2 resources (1 of whichwas Yog-Sothoth because it is still aYog-Sothoth card at this point), andchoose the Focused Art Studenttocopy. The card then enters play as theFocusedArt Student, and the triggeredability, Response: After Focused ArtStudent enters play, draw 1 card. will

    trigger. Note thatDoppelgngerignoresloyalty and steadfast of the characterit copies because its copying effecttakes place after costs are paid andthose restrictions are checked. Once theDoppelgangerhas copied a character,it remains as a copy of that character(including cost, faction, icons, skill,triggered abilities and subtypes) untilit leaves play. IfDoppelgngergoes

    insane, it is treated as though it was thecard it copied gone insane. This meansthat it still retains the card title of thecopied card, even though the rest of thecard is still treated the same as a normalinsane character.

    When playing Bloodbath (The YuggothContract F102), which reads: Action:During all #struggles this turn,the player who wins this strugglemay wound an additional charactercommitted to that story for each #struggle he won the struggle by. which

    player chooses characters to wound?Can I divide up the extra woundsbetween characters however I want?

    The player who wins the combatstruggle chooses which additionalcharacters get wounded. That playermay choose to distribute the woundshowever he wants among characterscommitted to that story, as long asit is legal. This does mean that a

    player can, for instance, put twowounds on the same character withno toughness (because the wounds are

    dealt simultaneously), if he wants to.However, he cannot choose to wound acharacter with Invulnerability.

    If my opponent wins the story The Well(Secrets of Arkham F60), but both ofus have no other already won storiesin our won piles does the second effectstill trigger and destroy all the Day andNight cards in play?

    No. The Wellhas an If/Then statement,which requires the first part (each

    player shuffling 1 won story, other than

    The Well, back into the story deck)before the second effect will trigger(destroying all Day and Night cards in

    play).

    What happens to success tokens thatare on Silver Twilight Collector whenthis character goes insane? Do they getdiscarded or do they stay on the card?

    After a character goes insane it losesany tokens placed on it or any cards

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    attached to it. When a character with 1or more wound tokens goes insane it isimmediately destroyed.

    If I pay 2 to trigger Yog Sothoths(The Yuggoth Contract F99) abilityand target a spell event card in mydiscard pile that then says: attach toa character, does it stil l return to thebottom of my deck (as stated on Yog

    Sothoth) or does it stay in play?

    The card is returned to the bottomof the deck, per Yog Sothothsabilitywhich reads, Action: Pay 2 to chooseand play a Spell event card from yourdiscard pile without paying its cost.Then, place that card on the bottom ofyour deck. The subtype or card typedo not prevent the rest of Yog Sothothseffect from resolving.

    Can Neutral Ground (The Order of theSilver Twilight F15) blank the text box

    of Guardian Pillar (Dreamlands F78)?

    Yes, but it will have no practical effect.When Guardian Pillarscontrolleruses the Supports passive effect in its

    printed text box to exhaust it to a storyas a character with 4 skill, @###,and Invulnerability,Neutral Groundwould then blank the printed text box

    but that would not alter the lastingeffect on Guardian Pillarthat makesit a character, grants it skill, icons, orkeywords.

    If a character card is attached toTwisted Choreographer (Rituals ofOrder F26) in another way than theits response, does it gain the icons oftheses characters cards.

    Yes. If an opponent were to attachHound of Tindalos(Core F110)to Twisted Choreographerto giveit -4 skill Twisted Choreographerwould gain the icons of theHound ofTindalos.

    What is an effect?

    The word effect refers to differentthings depending on the context. Gameeffects are when the game rules causesomething to happen. Card effectsare when the text on a card causessomething to happen. Generically,when a card text, refers to an effectit is referring to a card effect unlessotherwise stated in the card text. Forexample, Underground Asylum (F7)reads, Disrupt: Exhaust Underground

    Asylum and pay 1 to cancel an effectthat would cause a character to goinsane. It specifies an effect thatwould make a character go insaneso any non-passive effect that wouldmake a character go insane could becanceled, including the game effect oflosing a @ struggle. (see Card Effectvs. Game Effect, FAQ)

    Are stories triggered effects?

    No. All triggered effects begin witha bold word denoting what kind oftriggered effect they are, when and howthey may be triggered. Stories withoutthis bold trigger word are passiveeffects. Passive effects will state ifthere are a particular timing restrictionto when they initiate and how to resolvethat effect. This can be referred to as atrigger for the cards passive effect, butit does not make the story effect (orany passive effect on any other type

    of card) a triggered effect (seePassiveEffects, FAQ. see Triggered Effects,Rulebook.)

    If Julia Brown, Oddly Amphibious(Summons of the Deep F107) is put intoplay byJulia Brown, Insomniac (Summons ofthe Deep F17) ability, must I discard 2cards and draw 2 others?

    No. Julie Brown, Oddly Amphibiousforced response is responding to theaction of being committed from a non-

    committed state. In this case she wentfrom out of play into a committed state.

    Julia Brown, Oddly Amphibious(Summons of the Deep F107), reads,Forced Response: After Julia Browncommits to a story, discard 2 cards atrandom from your hand, then draw 2cards. If I have only 1 card in handwhen I commit her, must I discard thiscard or not ? Can I draw 2 cards ?

    Yes you must discard your 1 card.You must seek to fulfill as much of a

    cards effect as possible. Since cardsare drawn or discarded singularly youmust discard cards in your hand untilyou have reached the maximum of2 for this effect. However, since thenext part of Julias effect is a Thenstatement, because you were unable tosuccessfully discard 2 cards you maynot draw any cards.

    When Cats of Ulthar (DreamlandsF116) come into play committed to a

    story have to be put into play exhaustedor readied?

    Cats of Ulthar, and any card that comesinto play committed, or otherwisecommits to a story outside of thecommit characters window of theStory Phase does so without having toexhaust unless another effect forces itto do so.

    What happens if I use Repo Man(Summons of the Deep F41) totake control of Infernal Obsession(Summons of the Deep F51) which wasattached to a character I own?

    Repo Mantakes control ofInfernalObsession, which causes that originalcharacter to revert to your control.Infernal Obsessionis now discarded.

    Can I use Whateleys Diary (ForgottenLore F77)to move 5 success tokens

    on Ritual of Summoning and 5 moresuccess tokens on Ritual of the Lance,to automatically win 2 stories?

    No. Whateleys Diary asks for you toredistribute your success tokens ontostory cards in play. Redistribute meansto take from one set of sources and

    place them in new amounts amongstthat same set of sources.

    If there are two attachments in play,can Soothsayer (Secrets of ArkhamF10) gain two different icons, say aterror and a combat, or does she only

    gain the same icon regardless of thenumber of attachments in play?

    Soothsayer reads, Response: AfterSoothsayer commits to a story,Soothsayer gains an icon of your choiceuntil the end of the phase for eachAttachmentcard in play. It allowsyou to choose a single icon and then itgains one instance of that icon for eachAttachmentcard in play.

    What happens if Museum Curator(The Yuggoth Contract F70) reveals an

    Attachmentsupport card but there is nolegal target for the card?If there are no legal targets for theAttachmentthe card cannot be put intoplay.

    When my opponent plays PainfulReection (The Rituals of Order F106)and chooses me, do I discard at randomor do I get to choose the cards?

    You get to choose which cards you

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    discard.

    If I have Basilisk (Dreamlands F96)in play and it is the end of my turn,if I have no characters in play thatcan be wounded do I have to sacriceBasilisk?

    Yes. The Forced Response makesyou choose one of the two choices

    presented but if you cannot legallyattempt to fulfill one of the choices,you must choose the other.

    What happens if I use the Action ofTwila Katherine Price, Lost in aDream (Dreamlands F3) when sheis committed to The Seventh Gate(Ancient Relics F12)?

    Twila Katherine Price cannot triggerher ability at The Seventh Gate becauseit would cause an un-won story cardto be moved into the won pile of her

    controller.

    Can I sacrice Aziz Chatuluka (AncientRelics F15) to put Cthulhu (Core F41)into play if all my domains are alreadydrained?

    Yes. Aziz directs you to drain allundrained domains, so if all domainsare already drained then you havesatisfied this requirement.

    Can Doppelganger copy an insanecharacter?

    No. Doppelganger reads, Whenyou play Doppelganger from yourhand choose a non-unique characterin play. X is equal to the printedcost of that character. and insanecharacters have no printed cost thereis no way to determine the cost to playDoppelganger. Thus, Doppelgangercannot copy a an insane character.

    Can put Khopesh of the Abyss on acharacter with Invulnerability forunlimited wounding?

    No. The ability of Khopesh ofthe Abyss cannot be triggered ona character with Invulnerability.Invulnerability states, Characters withInvulnerability cannot be wounded orchosen to be wounded, or have woundtokens moved or placed on them,regardless of card effects. Cannot isan absolute in game terms. Any cardeffect that seeks to specicallywound acharacter with Invulnerability cannot betriggered. Since the attached character

    cannot legally be wounded and it is asingle effect that seeks to wound bothcharacters, the entire effect fails.

    If I use Rabbits Foot (Summons of theDeep F4) does my Hapless GraduateStudent (Summons of the Deep F23) goinsane?

    No. Draw from a game effect

    standpoint is taking the top card ofyour deck and putting it in your hand,and uses the specific word draw.Revealing the top card of your deckand then putting it into your hand is notconsidered drawing a card.

    If I have Catastrophic Explosion (TheRituals of the Order F82) in my handand only one undrained domain, with 4Agency cards attached can I choose thevalue of X to be 3 or any other valuebelow 4?

    Yes. If X for the cost of playing acard is not defined by the card text orby some other cards effect, X is set/defined by the player, when the card is

    being played. Over paying for it is nodifferent than overpaying for any cardcost.

    If there are two attachments in play,can the Soothsayer (Secrets of ArkhamF10) gain two different icons, forexample a terror and a combat, or doesshe only gain the same icon regardlessof the number of attachments in play?

    With Soothsayer when you commitit to a story you choose a struggleicon. It gains that icon once for eachattachment in play. If you chooseCombat and there are five attachmentsin play it gains #####.

    If a card requires something likedestroy all Day cards, then... is itpossible to satisfy this requirement ifthere were no Day cards in play at thetime? In other words, can you destroy0 cards?

    Yes. The requirement is to destroy all,whatever number that is, including 0, aslong as you have done that the theneffect will trigger. If a card gave a setnumber, you would have to meet thatnumber.

    What happens if I play a Neutral cardwith Professor Lake (Forgotten LoreF3) out?

    Professor Lake reads, ForcedResponse: After a player plays a card,until the end of the phase that playercan only play cards that belong toa different faction than that card.

    Neutral cards belong to no faction soany card with a faction would qualifyas a card of a different faction. Youcould not play another neutral cardhowever since the result returned by

    the check would be identical, of nofaction, and hence could not be of adifferent faction. The neutral card must

    be played first for the same reason,if I played a Miskatonic card first, aneutral card would not be able to returna check of a different faction (as nofaction is not a faction, and thereforenot a different faction), so would beillegal to play.

    Can I use a card effect to uncommitObsessive Inmate from a story?

    Yes. Does not uncommit in thiscase is preventing Obsessive Inmatefrom uncommitting by normal gameeffects, but card effects will be able touncommit it.

    If my opponents Stygian Eye (AncientRelics F96) leaves play and I have aSnow Graves (Forgotten Lore F15)attached to his discard pile does thisprevent Stygian Eye from being shufedback into his deck?

    Yes it does. Stygian Eye reads, AfterStygian Eye leaves play, shuffle it intoits owners deck. Since the passiveeffect does not initiate until after it hasleft play it must be placed in the discard

    pile. Snow Graves reads, Cards cannotbe moved out of attached discard pilefor any reason. This prevents StygianEyes passive from being able toresolve.

    If I trigger Dreamlands Fanatics(Dreamlands F47) response to put itinto play what happens if my opponentcancels the effect with Power Drain(Core Set F100)?

    Because Power Drain is a Disruptit resolves before the effect that putsDreamlands Fanatic into play, sothe effect is canceled and the cardremains in your hand. Note: thisdoes not prevent you from triggeringDreamlands Fanatic a second time.

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    I know Story cards effects are ableto be initiated by the player who wonthat story but are all Conspiracy cardsworded like Story cards?

    Conspiracy cards effects indicate ifthe effect is initiated upon winningthe conspiracy. If they do not indicatethe effect is optionally triggered uponwinning, then the effect is a passive

    effect that is always active and resolvesas indicated on the card. NOTE:Conspiracy cards are not considered tohave a controller, and any instance ofthe word you or your refers to all

    players.

    Can I lose an icon struggle if I have nocharacters committed to that story?

    Yes.