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Resourcing in Cthulhu, or How to Get By in Innsmouth on One Resource Per Turn Ahh, resources. One of the CoC CCG’s prime considerations. Do you keep the card for its own use, or use it to bolster your current Resources, allowing you to play more/better cards late on. This article will focus on my thoughts behind resourcing, and how it differs from the startup and the midgame. Part I: The Setup Proper resourcing is critical at the beginning of a game, and it harkens back to the elemental stages of the game – deckbuilding. You must know your deck to resource effectively. My key concerns for setup are:
In the end, it has to come down to what's useful to you. From the initial 8 cards, you keep 5, so you have to consider both the cost and the priority of each card to your victory strategy. As a bottom line, if you can’t expect to play the card soon, it’s probably better off being a resource, and a “coloured” resource is almost always preferable to a neutral one. For me, the cards I tend to prioritize during setup are as follows (higher priority means the more I want to keep them in hand, low means they’re most likely resourced): High Priority
Medium Priority
Low Priority
Look at it this way: from the start of the game, you want to be in a position to win. So unless you really need that 7-cost card you drew (and won't reliably get another copy), that's generally 4 or more turns until you can play it. Similarly, expensive events will probably sit in your hand for a long time, as you’ll probably spend the majority of your early turns using larger domains to play characters and support cards. Always consider the “opportunity cost” of a card in your opening hand. Is it going to be more effective to play this than a similarly costed character? Support cards are also very good, and if dropped early can really maximize their effectiveness. An early O’Bannion Warehouse or Forgotten Isle can really swing the game. So keep them in hand if you can. But remember that for most decks, characters are what will win your games, so getting them played (not drawn and held in hand until you can play them) is your top priority. Why do I have such a low opinion of events at the start? Well, in a word, your resources are often better spent on more permanent cards. It’s a simple question of economics. The earlier you play a support card or character, the more long-term benefit they provide. An event card is almost always going to be a one shot deal, so unless you’re relatively certain it will be worth its cost AND the fact you’ll have to reserve a Domain for it, it’s probably better off being resourced. Also, as a general rule of thumb, try to keep cards of cost 2 or less. They'll be the bulk of your early plays, while more expensive cards will compete for your larger Domains. Part II: The Mid- to Endgame Always keep an eye on your resources and the cards you’ve not only got in hand, but in play and in your discard. Try to make sure that you can play whatever cards you may happen to draw, even if they’re still in your deck. You have to resource to what you want to be able to play as much as to play what you have in your hand. However, no card in your deck takes priority over the cards in your hand. A card in your deck may or may not be drawn soon, while the cards you have in hand are useful now. So try to make the best for both circumstances: if you’ve got several 2-cost cards in hand, and you know that you’ve got several Steadfast cards of another faction, try to build a 2-resource Domain with one resource from each faction. Then you’ll be covered for the current card, helped along for the future Steadfast cards, and have a Domain able to be drained to pay for cards from either faction. All in all, a win-win situation. One more thing to keep in mind is when to STOP resourcing. If you’ve got enough resources on enough Domains to pay for your cards, stop playing resources. They’re no longer useful to you, and are simply depriving you of useful cards later on. You may think it’s fun to be able to Shotgun Blast that 10-skill monstrosity your opponent has in play, but consider how much use you would have gotten out of the resourced cards instead. Each character, even, and support card you resourced is now no longer available to you, and all you achieved was removing a single card from your opponent. That’s a terrible trade-off. So, how do you know when the cutoff point is reached? Again, that depends on your deck (see a pattern here?). If you have a lot of high cost cards in the deck and few reducers, it will be a long time coming. For me, I tend to stop once I’ve got one Domain capable of playing any card in the deck (with the appropriate reducers in play), and two others capable of most lower-cost cards (generally about 1-2 resources each). In a deck with just low cost cards (i.e., only a couple of cost 4+), I like to build 2 3-resource Domains and keep one at 1 resource. So I’ll generally stop resourcing on turn 4. At that point, I can use any card I draw (and if I need to, I can still resource to cover the cost of a 4-cost card I just drew). Each turn you stop resourcing before your opponent does gives you card advantage. Never forget that. Part III: Special Considerations There are a few cards/rules that I feel I should address here.
Part IV: In Closing In closing, above all else, remember this: The goal of resourcing in the Call of Cthulhu CCG is to be able to play as many of your cards as possible as soon as possible. Ideally, you’ll never have a time when you cannot play a card you want to, due to not having a Domain with enough resources, not having enough resources to allow for Steadfast and Loyal cards, or having too few Domains of one faction. Proper consideration before you play your deck can make playing your deck that much more easy and enjoyable, and certainly more effective. If there are any comments or questions, you can contact me here. Thanks for reading. Addendum 1: An example of early game resourcing. This addendum will deal with the initial resourcing decisions for an Agency/Cthulhu deck I’ve recently put together. First, some statistics: Total cards in deck: 57 (needs to be cut down later) Number of Agency cards: 41
Loyal? Yes (2 cards), 2 Agency needed. Number of Cthulhu cards: 16
Loyal? None. So, breaking things down, I’d like to start with 2 Agency and 1 Cthulhu Domains. My first resource should probably be an Agency card, and I’d like to end up with 2 2-resource Agency/Cthulhu Domains and one larger Agency Domain of 3-4 resources (I have several Agency reducers). Keeping that in mind, let’s draw to opening hands. Hand 1: 6 Agency cards: Rite of Passage (cost 0, SF3), Taking No Chances (cost 2), Informant (cost 1), Undercover Security (cost 2, SF2), Shotgun Blast (cost X), Forced Entry (cost 1). 2 Cthulhu cards: Deathless Mask (cost 0, SF1), Shoggoth-Twsha (cost 1). So what do I resource? Here, it’s fairly obvious. Taking No Chances will sit in my hand too long at the start, so it becomes Agency resource #1. Deathless Mask becomes my Cthulhu resource, allowing me to play Shoggoth-Twsha right away and enhancing the Shotgun Blast and Forced Entry I drew. However, I’ll resource the Shotgun Blast as well, since I want to keep my 2 characters, my ritual, and the Forced Entry is better character control early on. So I end up with this: In hand: Rite of Passage, Informant, Undercover Security, Forced Entry, and Shoggoth-Twsha. Domains: 2 Agency (1 each Taking No Chances and Shotgun Blast) and 1 Cthulhu (Deathless Mask). Looks like a good opening draw. Hand 2: 5 Agency cards: Unmasking Cowardice (cost 0, SF2), T-Men (cost 5, SF2), Undercover Security (cost 2, SF2), Shotgun Blast (cost X), Forced Entry (cost 1). 3 Cthulhu cards: Deathless Mask (cost 0, SF1), Forgotten Isle (cost 2), Master of Silver Twilight (cost 2). So here, I decide to resource the T-Men first – great character, but I won’t be able to play them until much later, so they serve better as a resource. Master of Silver Twilight is my Cthulhu resource, as it gives me the ability to play both the Deathless Mask and the Isle, strong cards in the early game for this deck. Lastly, I resource Shotgun Blast again, as the Forced Entry works very well in the early game. Why did I keep Unmasking Cowardice? It’s very good early on. It will lock down numerous characters from running wild on stories (I’ve found it to be a great slowdown to Ghoul Khanum decks). It’s good character advantage at the beginning, especially coupled with Forced Entry/Forgotten Isle. So, with this second hand: In hand: Unmasking Cowardice, Undercover Security, Forced Entry, Deathless Mask, and Forgotten Isle. Domains: 2 Agency (1 each T-Men and Shotgun Blast) and 1 Cthulhu (Master of Silver Twilight). Note that I’m a bit light on characters, but odds are I’ll draw another right away, and the Undercover Security tends to last a bit longer than most. Plus, Forgotten Isle coupled with Forced Entry and having Unmasking Cowardice early on should slow my opponent down considerably. As always, feel free to email me with questions, comments, or general friendliness. Note: This article was made possible by a grant jointly issued from M-BOP (the Make Blackwood Office Pointless campaign) and CHUM (Coalition of Heros Unravelling the Mythos). All rights and rituals reserved, in whole, in part, and in unstable pockets of reality. |
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