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Spawn of the Sleeper
Submitted
Darksbane
, Sep 07 2010 03:09 PM | Last updated Sep 28 2010 06:54 PM
- Mamizou likes this
![]() Spawn of the SleeperType: Event Faction: Hastur Cost: 2 Game Text: Madness. Action: Choose a character that has gone insane as the result of a (T) struggle this phase. Take control of that character. Set: TSotS Number: 11 Illustrator: Tomasz Jedruszek |
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
- attachments do not change control
if char had Prize Pistol (IMoD) he can still shoot you and commit suicide :>
(but here the character went insane, so all his attachments have already been destroyed)
- move card to your side
- you're controller, but you're not owner
[after card leaves play (goes to discard/hand/etc) it goes to owners discard/etc]
- you cant take control if it violates Heroic vs Villainous rule
(here you can, because the text box is blanked, but when you restore it you'll need to discard some characters)
- with uniqueness as well, if you have one * character with given name u cant play/take next
(and you still cant play even if you don't control but do own one, if you take control of unique character opponent cant play another copy while its in play)
- state of card (insane/exhausted) doesn't change
- if committed to story character changes side it remains committed
(I don't think it is could be possible to have insane character committed, but for completeness)
- if you take control of the card attached to a story you can reattach it
(same here, but ill post it anyway for completeness of take control summary)
Timing wise you play this after all stories resolved and all responses to what happened during story resolution has been resolved.