Sartar 0 Posted July 30, 2009 Hi, I have just recently played my first 2 games of CoC and a couple of questions came up. In the rule book, under Terror Struggle it says that characters with the Willpower keyword or Terror icon can never go insane for any reason, or be chosen to go insane. Now later in the rule book under keywords Willpower agian gets defined that a character with willpower can never go insane, my question is, what about characters with the Terror icon? Is a character with the Terror icon able to go insane outside of a Terror struggle? The other point regards the Operations phase. As I understand it, the active player can play a character or support card, and this is treated as an action, so the active player gets to play a character first, then his opponent can play an action. In our first game my opponent had an event (sorry I cannot remember the card) but its effect was to increase the cost of playing a card by +1 until the end of the phase. This would seem really good if he was able to play it before I could play any characters, but less good if I had already played my 'high' cost card. Is this correct as it seems to lesson the benefit of the +1 cost. Other than these two points the first game went very well, and very different feel to GoT LCG which we have been playing for a while now. I did feel that cards with the Terror Icon ruled the day (we only have the core set at the moment) but I am sure this will change with more cards and experience. Thanks Quote Share this post Link to post Share on other sites
jhaelen 98 Posted July 30, 2009 Sartar said: Hi, I have just recently played my first 2 games of CoC and a couple of questions came up. In the rule book, under Terror Struggle it says that characters with the Willpower keyword or Terror icon can never go insane for any reason, or be chosen to go insane. Now later in the rule book under keywords Willpower agian gets defined that a character with willpower can never go insane, my question is, what about characters with the Terror icon? Is a character with the Terror icon able to go insane outside of a Terror struggle? The other point regards the Operations phase. As I understand it, the active player can play a character or support card, and this is treated as an action, so the active player gets to play a character first, then his opponent can play an action. In our first game my opponent had an event (sorry I cannot remember the card) but its effect was to increase the cost of playing a card by +1 until the end of the phase. This would seem really good if he was able to play it before I could play any characters, but less good if I had already played my 'high' cost card. Is this correct as it seems to lesson the benefit of the +1 cost. Other than these two points the first game went very well, and very different feel to GoT LCG which we have been playing for a while now. I did feel that cards with the Terror Icon ruled the day (we only have the core set at the moment) but I am sure this will change with more cards and experience. Thanks 1) As long as the character has its Terror icon it cannot become insane.2) This is correct. I think the card is powerful enough as it is. One typical use is to prevent the first player from using actions or events against the characters I am planning to commit in the story phase. Quote Share this post Link to post Share on other sites
Amante 0 Posted July 30, 2009 Characters with Terror icon(s) or Willpower keyword cannot go insane, yes. Although keep in mind that if a character loses the Terror icon(s) or Willpower keyword, they can then go insane (via icon removal effects for the Terror icon(s) and any form of text box blanking for the Willpower keyword). This can lead to hilarious situations like Scotophobia followed by Hastur driving Cthulhu insane . . . I guess even to a great old one, the dark can be pretty scary? Quote Share this post Link to post Share on other sites
Sartar 0 Posted July 30, 2009 Thanks for the responses..! I think that was how we thought it worked. I cannot wait to get some chapter packs and get more games under my belt! Quote Share this post Link to post Share on other sites
Dam the Man 84 Posted July 31, 2009 Amante said: This can lead to hilarious situations like Scotophobia followed by Hastur driving Cthulhu insane . . . I guess even to a great old one, the dark can be pretty scary? But Cthulhu will then just check into the Arkham Asylum for treatment . Or if opponent has no AA, Hastur could always have Cthulhu Sedated . Quote Share this post Link to post Share on other sites
raksha2 0 Posted August 28, 2009 Scotophobia + hastur, pay 3 and the loft. i somehow think Cthulhu will be bouncinging hin his littel cell evil littel combo if you can pull it off Quote Share this post Link to post Share on other sites
marius8 1 Posted August 29, 2009 Sartar said: In the rule book, under Terror Struggle it says that characters with the Willpower keyword or Terror icon can never go insane for any reason, or be chosen to go insane. Now later in the rule book under keywords Willpower agian gets defined that a character with willpower can never go insane, my question is, what about characters with the Terror icon? Is a character with the Terror icon able to go insane outside of a Terror struggle? Terror stops insanity from any effect (unless a card says otherwise, ofcourse...) The part about Willpower only mentions Willpower, because that section is about that specific keyword. Characters with Terror can't go insane though. Sartar said: The other point regards the Operations phase. As I understand it, the active player can play a character or support card, and this is treated as an action, so the active player gets to play a character first, then his opponent can play an action. In our first game my opponent had an event (sorry I cannot remember the card) but its effect was to increase the cost of playing a card by +1 until the end of the phase. This would seem really good if he was able to play it before I could play any characters, but less good if I had already played my 'high' cost card. Is this correct as it seems to lesson the benefit of the +1 cost. You're correct, you can play big stuff first. The card was mostly used to mess with events that reduced cost, by increasing costs again. It's useful in specific situations where you expect 'surprise' events, like in the Story Phase. Quote Share this post Link to post Share on other sites