Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Whispers of Aoide
Submitted
Guest
, -- | Last updated --
![]() Whispers of AoideType: Conspiracy Faction: Hastur Struggle Icons:(T) (C) (A) (I) Game Text: If it is Night, each player must choose and discard a card from his hand in addition to the normal result of losing a struggle. Ignore this effect if a player has 1 or more [Hastur] characters or no characters committed to this conspiracy. Set: The Mark of Madness Number: 34 Illustrator: Michele Frigo |
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.
9 Comments
The deterrence is nice but situational, and with more dangerous Hastur conspiracies available this will be a niche play. 2/5.
Might be nice with some lure effects like Silver Twilight Temptress or Y'golonac?
So, the only time this effect is active (assuming it's Night), is when BOTH players have at least 1 character committed to WoA, but none of those characters can be Hastur characters? That would mean WoA basically HAS to be in a multi-faction deck because its controller would need a non-Hastur character to send to it in order to active its effect. And even then, you need to ensure your opponent commits to this conspiracy and hope he isn't playing Hastur as well.
This cards seems like it could be very powerful, but it also seems incredibly situational. Which is exactly why I'm going to build a deck around it!
I'd like to know too. It seems genuinely ambiguous to me.
On further reflection, I think for the thing to be effective in any significant number of cases, it should be read as the Hastur character turning off the effect for the player(s) with the committed Hastur character(s) or "no characters committed." (I would have read the latter anyway, even if not explicit: When I'm committed and you're not, I "win" the struggles, but you don't "lose" them, because you're not participating. Consider a three-player game for why this logic can be more generally important.)
My initial reading had me assuming it could be on for one player and not the other, but now I am leaning firmly the other way.
Where it says "Ignore this effect if a player has ..." the use of "a" rather than "the" seems to mean the effect gets turned off if any player meets the condition, rather than just the player a specific bad consequence was about to apply to.
It is sad, this reading makes the card be even more underpowered.
Thanks, guys.
Could work in a Hastur/Yog mill deck with Yithians, no?