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On the Take
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![]() On the TakeType: Support Faction: Syndicate Cost: 1 Game Text: Attachment. Environment. Attach to a story card. Each opponent must choose a card from his hand and put it on the bottom of his deck to commit 1 or more characters to this story. Set: For the Greater Good Number: 53 Illustrator: |
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.
2 Comments
I look at this card in two distinct ways.
One, you use it when your opponent is low on cards, meaning he might commit elsewhere rather than lose 1-2 cards. MY VERDICT: okay.
Two, you use it to leverage cards like The Back Room and An Offer You Can't Refuse. Those cards are irritatingly balanced, so you need to figure out a way to unbalance them. Yes, I know, you're ultimately supplying your opponent with free ammunition to pay for On the Take, but that means you've also just tilted The Back Room in your favor (same with AOYCR). You're dictating how your opponent spends the "money" you're giving him. Plus, when your opponent keeps mingling with the "ladies" pictured on the art, a good Scandal! from a Hack Journalist is in order. You give your opponent reason to think he has the extra cards he needs to "play through" On the Take, then you take away the success tokens he's given his cards for. Now, he has to start all over at that story, he's lost 1-2 cards for nothing, and he's probably not going to go back there ever again because he doesn't want to keep getting suckered. MY VERDICT: Strong.