Call of Cthulhu: The Card Game – Lost Rites Asylum Pack (2012)
Tempo de Jogo: 30
Idade Mín.: 13
Jogadores: 2 - 4
Editora: Fantasy Flight Games, Edge Entertainment
Designers: Nate French, Eric M. Lang, Damon Stone
Artistas: Massimiliano Bertolini
Mecânicas: Open Drafting, Hand Management
Idade Mín.: 13
Jogadores: 2 - 4
Editora: Fantasy Flight Games, Edge Entertainment
Designers: Nate French, Eric M. Lang, Damon Stone
Artistas: Massimiliano Bertolini
Mecânicas: Open Drafting, Hand Management
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Game description from the publisher:
Forbidden secrets and dark rituals alter the face of reality in Lost Rites, the fourth Asylum Pack in the "Revelations" cycle for Call of Cthulhu: The Card Game. As the game’s different factions race to discover, learn, and master forgotten rituals, players gain two new conspiracies that grant new control over the struggles they will face during the game's story phase.
Lost Rites immerses players in the mythos of Lovecraft's eerie fiction, enriching the game's synergies between dark Tomes and the daring Relic Hunters who seek them. Scientists, cultists, and monsters scour the libraries and haunted woods for powerful Tomes and the arcane knowledge they contain. Will the magical forces they unleash hasten the end of days? Or will heroic government agents and Miskatonic University faculty be able to force the Ancient Ones back toward their eternal slumber in distant realms?
Forbidden secrets and dark rituals alter the face of reality in Lost Rites, the fourth Asylum Pack in the "Revelations" cycle for Call of Cthulhu: The Card Game. As the game’s different factions race to discover, learn, and master forgotten rituals, players gain two new conspiracies that grant new control over the struggles they will face during the game's story phase.
Lost Rites immerses players in the mythos of Lovecraft's eerie fiction, enriching the game's synergies between dark Tomes and the daring Relic Hunters who seek them. Scientists, cultists, and monsters scour the libraries and haunted woods for powerful Tomes and the arcane knowledge they contain. Will the magical forces they unleash hasten the end of days? Or will heroic government agents and Miskatonic University faculty be able to force the Ancient Ones back toward their eternal slumber in distant realms?
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