Just a heads up, this goes into game play on a much more intricate level than usual. Tom goes into just enough detail for those who haven't played before that you can follow along. I, for one, recommend checking out Call of Cthulhu: the Card Game, but I'll get to that in Part Two.
(CF) When were you first exposed to Call of Cthulhu?
(Tom) "To be honest, I can’t recall the first time I was introduced to
Cthulhu. It popped up through so many different mediums, I guess I just
absorbed the basic knowledge of what Cthulhu was about over the years. Which is
pretty appropriate if you think about it. As for the introduction to the game
itself, I owe that to Ron Kotwica and the local meta-gaming at his store, Mr.
Nice Guy Games. If I recall correctly, Greg Gan (eventual 2005 world champion),
introduced it to Ron and few other locals. As a regular at his establishment,
it didn’t take long for me to catch wind of the new game in town."
"At the time, I had fallen in love with a game called Duel
Masters. The closet relative to it, Magic the Gathering (MTG), utilizes
specific resource card called lands. If you have enough lands and enough of the
correct color of lands, you can play the card(s) you want. MTG is the standard
by which all other games are measured and compared and by all rights is a great
game. As a person who enjoys the aspect of out playing my opponent in order to
win, I don’t get to experience the joy of trying to accomplish that goal if
either my opponent or myself functionally cannot play the game due to a system
imbalance that is mathematically out our control. To solve this perceived
problem, Duel Masters allowed any card to be turned into a land. Elegantly
eliminating the mechanical issues I had with MTG while simultaneously
increasing the depth of this game.
Call of Cthulhu, took that fix and then took it to the next
level to where not only did you have to the difficult choice of which card to
transform, but where and when to place it! Cthulhu’s resourcing system operates
under areas call Domains. Each Domain holds its own resource pool in which you
can add cards to increase the amount of resources and which faction (color)
matches that Domain provides to play a single card. Since each player starts
with only 3 of these Domains and no built in mechanic to create more without a
special effect, it creates a soft cap of only being able to play 3 cards per
turn. This made each card you played more impactful, as opposed to MTG or Duel
Master’s ‘you can play as many cards as long as you have resources to spend’
motif.
Which, overall, is what allowed me to fall in love with the
game. Everything mattered. From what cards you put in your deck, which cards
you resourced, when you resourced them, where you resourced them, what you
played, and when you played the cards…. Even how you attacked with your cards
was a fresh new experience that took a level of thought beyond “this cards
attack value is higher than that one, so I should attack.” Now, don’t get me
wrong, there is absolutely nothing wrong with a simple combat system. In fact,
one could argue that it’s a superior option. For me though, I prefer deep gameplay
that focuses on a player’s skill with minimal outcomes based on luck without it
being a full information game (ie Chess). Cthulhu was and is the only game I’ve
ever seen hit all those points and avoid all of the negatives the other games
had fallen prey to."
What part of the game kept your interest enough
to want to participate in tournaments?
"Competing tournaments was something I’d had been doing since I
was a kid playing sports. Games, or card games in general act like giant
puzzles to me. Your ‘completed picture’ or goal is to formulate a stratagem
utilizing only a certain number of pieces. I imagine, it would be a similar
high to creating a work of art. Something you pour your soul into creating and
improving. Then to take your work engage in several contests of wit against an
array of opponents. When you succeed in doing well or even better win the
tournament… it’s an awesome feeling.
Really, it’s an addiction. I got hooked when I was young and I
had decent success in tournaments early on in my gaming career. For Call of
Cthulhu, I won my first world championship in 2009. That alone meant I was
going to be involved with the game till its death. The prize, an opportunity to
help design a card with my likeness on it to be inserted into the game… meant
that I’ll do what I can to keep it alive for as long as possible.
Being able to create a card, allowed me to put a piece of myself
into the game. For better or worse, I was a part of it and it was a part of me."
What is your favorite faction(s) or favorite
list(s)?
"I would have to say Yog-Sothoth was my favorite faction.
Mechanically it was full of card advantage and surprises. Thematically, under
the guise of Lord of Time and Space the faction focused on Sorcerers and
advanced alien races and dealt with realms existing beyond our reality. As for
favorite lists… that’s a tough call. Prior to 2015, I would’ve told you that my
2012 yog/shub deck that focused on bringing in some efficient Ancient Ones to
overwhelm my opponents was the most fun deck I played. It was overpowered to be
sure, but at least it felt fair when compared to some of the shenanigans a few
of my other decks would pull. However, in 2015, the final tournament, I started
the day not caring if I won. I mean, I made my mark, I had nothing more to
prove and just want to enjoy the event instead of stressing out. Instead, I
just built a deck with as many of my cards as I could competitively and in a
style that I would enjoy playing. However, the deck ended up being good enough
to take home the eternal trophy anyway. So, now I have a deck that featured
nearly all of my favorite cards in deck that I love to play that is responsible
for one of my most cherished memories. Okay, so maybe it’s not that tough of a
call. Haha."
How long did it take you to respect the Black Dog?
"HA! For those of you that don’t know. Black Dog to this day is
the greatest designed card I’ve ever seen for any game, ever. With my help, it
single-handedly changed the way people played in the game. And it did so in a
non-invasive nor destructive manner. In Cthulhu, there are at least 3 stories
cards in which you could commit characters to or attack if you will. Since you
could only play so many cards a turn, if you wanted to attack more than one
location at a time, you’d have to spread your forces pretty thin. Prior to the
Black Dog, you could do this with relative impunity. So, often enough a single
character would be able to net you a quick 2-3 points at that a particular
location. The Black Dog, for the cost of 1 resource, you could temporarily put
it into play at a story in which your opponent only committed a single
character.
Black Dog provided a conundrum: do you risk a lone character
getting bitten to try and grab a few points or make a minimal commit on a
block? Taking the risk was a choice as you could simply commit an additional character
to wait until you had a beefier character. It added a layer of depth to the
game without upsetting the balance The best part though is that you didn’t even
have to have Black Dog in your deck. As long you left at least one of your
typically 3 domains open with at least 1 resource on it, the Black Dog was a
threat (or bluff). Thus the question became, “Do you respect the Black Dog?”
If not, you ran that lone character in there. Sometimes it’d
work out. Often it wouldn’t (because I always have the Black Dog in my hand!) and
you’d lose a potentially valuable asset then for the rest of the game be
playing around it (which is obviously harder to do if you just lost a
character). If you did, your pacing wouldn’t be as fast as it could be as you’d
be making the choice to doubling up your commits.
As for the actual question. I was pretty early adopter when I
saw the card in playtesting. When I first saw it, I came up with a bunch of
positive things to say, but after I first played with it… it was like I was
struck by a lightning bolt. I couldn’t shut up about the card. After it was
released, I put it into every deck I could, and sung it’s praises to the
community at large at every event and online.
Honestly I could talk for days about Black Dog. The intricate
levels of positive impact it had on the game were near endless. I wouldn’t say
it’s my favorite card, but it’s the one I certainly respect the most." ;)
You’ve won the title of World Champion multiple times, do you
have to change your approach to playing Call of Cthulhu when you’re playing for
a title?
" 'Have to' may be a bit inaccurate, but more or less, yes. When
preparing for a tournament, you focus shifts from how to win the game to how
you’re performing in the game and the difference between the two can be
massive. When playing, I would try to ‘always be on’ regardless of it being a
casual game or not. You don’t keep many friends this way, but it kept my
technical skills levels at a constant high. As a living example, I proved that
to myself while playing Cthulhu.
I stayed diligently from 2009 till about my NA championship win
in 2013, the birth of the Y-Train. Aka, Yithain Mill. After the event, I fully
expected the neft bat to slam the deck I used. When it only bunted instead, I
spent some additional time updating the list and attempted to find a strong
counter. However, believing I had already found the best deck and felt very
comfortable playing it. Thus, I began to not treat every game super seriously
until the Y-Train’s demise after the NA championships in 2014. While this
improved my health, not focusing on serious gameplay severely degraded my
technical play.
In the months leading up to the NA Championships in 2014, I felt
like, and I was playing terribly. Luckily I got myself back into shape before
then so I could at least keep my Gencon victory streak alive, but it made it
very clear to me that not unlike athletes, you need to keep practicing. Really though, tournaments aren't that bad. You don't need to be super serious gamer to compete. It's serves to exist as a common arena for people to enjoy their game if choice. If you're competitive, you have your goal. If you just want to improve, its the best place to do it. If you just want to play against some different people for a change, no better place. Just because your meaning of fun is different than someone else doesn't mean you can't have a good game."
Are there any benefits competitive players can learn from taking
a more relaxed approach to gaming?
"Most certainly. The largest benefit is of course the lower level
of stress. Doing deep analysis on your deck/yourself in preparation for a
tournament can be nerve wracking and create a state of paranoia. Unfortunately,
that is something that is VERY easy to do and something I often feel prey to.
In fact, in my case it’s physically noticeable. On the left side of my face,
there is a constant bruise. In reality, it’s the extreme version of having dark
circles under your eyes as result of not sleeping well. I never sleep well
anymore so it’s always there. Depending on how stressed I am, I often get even
less rest when I sleep. As a result the bruise gets larger and darker. This is
not healthy. When you’re not healthy, the odds of making mistakes increase. So,
taking a more relaxed (as long as you’re not too relaxed) approach could
actually lead to a better performance. Obviously I’m not saying anything
exactly revolutionary here, but it really is all about finding what works for
you. Your own zone if you will. "
You were given the honor to be featured in several expansions,
writing a suggested list for decks. How were you able to create a list that not
only worked for you, but you were confident could work for anyone?
"Being restricted to 1 copy of the core and an expansion limits
how crazy you can get. So, I merely just built what I would build for myself if
that was the entire card pool. Aside from ultra-complicated effect interactions
that damn near break the metagame, I usually strive for a solid deck
(especially when I’m new to a card pool) with a few tricks that can handle as
my different problems as possible. This simple approach can also be ideal for
new players as since they’re not trying to complete some combo, each card is
often a solid option in its own right. This limits the number of bad plays a
player could possibly make while simultaneously giving them solid options off
the top nearly every turn. Thankfully in Cthulhu, for the most part, solid is
enough to keep you fighting in the game for a long time even against some of
the powerful options held by players with larger card pools. "
Thanks for reading Part One! Next in Part Two, we will be talking about community, Call of Cthulhu's discontinuation, and if there's an afterlife for this complex, beautiful game. In the meantime, have fun playing out there!
No comments:
Post a Comment