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Deep Undercover
Submitted
Darksbane
, Feb 01 2014 07:29 AM | Last updated Feb 01 2014 07:29 AM
![]() Deep UndercoverType: Event Faction: The Agency Cost: 1 Game Text: Tactic. Action: Choose a character and name a subtype on an opponent's card. Until the end of the phase that character gains that subtype, Invulnerability, and Willpower. Flavor Text: He was in too deep, and was beginning to question what the hell he really was. Set: DotU Number: 43 Illustrator: Alexandre Dainche |
Call of Cthulhu: The Card Game, Living Card Game, the Living Card Game logo, Fantasy Flight Games, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
6 Comments
why would you give your opponent invulnerability and willpower?
It gives the character you choose Invulnerability and Willpower. Normally you would choose your own character.
Yes, just to clarify, the opponents part of the text only refers to the subtype, not the card you have to choose.
So if the opponent has 3 criminals and an Ancient One in play, you can give one of your characters either Ancient One or Criminal, plus invulnerability and willpower.
And if the opponent does have an ancient one that's often handy as many effects don't work on that particular subtype.
Does not seem very useful anymore since we got Ward of Protection in the latest box.
Example: you want to send Professor William Webb into a story solo, negating a blocking Lady Esprit, and winning the story by surprise? Use Deep Undercover.
Or, you want to make sure your Hunters of Ardenne can kick butt without worrying about losing them every turn? Use the Ward.