Chaosium Digest Volume 21, Number 2 Date: Sunday, August 17, 1997 Number: 2 of 4 Contents: Complete Mythos Decks: Doomed if You Meow in the Library (Shannon Appel) MYTHOS Down Among the Dead Men (Shannon Appel) MYTHOS Adventure Notes: Playing the Dunwich Horror Adventure (Cedric Chin) MYTHOS Outlined Mythos Decks: Bokrug! (Cedric Chin) MYTHOS Carter's Quest Deck (Cedric Chin) MYTHOS The Cats Killed Off the Cat Haters... (Cedric Chin) MYTHOS -------------------- From: "Shannon Appel" Subject: Doomed if You Meow in the Library: A Mythos Deck System: Mythos ** DOOMED IF YOU MEOW IN THE LIBRARY (64) ** INVESTIGATOR Exploted Coal Miner ADVENTURES (3) Doomed if You do (+8) x1 The Meow Ceremony (+7) x1 A Lender Be (+5) x1 ALLIES (10) Any Country: Randolph Carter x1 Any Dreamlands: Howard Lovecraft x1 Any Library: Tukor x2 Mnar: Ghost-being of Ib x1 Taran-Ish x1 Ulthar: Atal the High Priest x1 Barzai the Wise x1 Cat Chieftain x2 ARTIFACTS (3) Shining Trapezohedron x1 Weapons: Battle Axe x2 EVENTS (11) Cthulhu Rising x1 Flee to Special Room x2 Storms: Blizzard x1 Downpour x1 Hurricane x1 Travel by Cats: Cats of Ulthar x4 LOCATIONS (17) Celephais: Great Library of the Dreamlands x1 Dylath-Leen: Great Library of the Dreamlands x1 Ilek-Vad: Great Library of the Dreamlands x1 Mnar: Ilarnek x1 The Nameless Lake x1 The Ruins of Ib x1 The Ruins of Sarnath x1 The Temple of Bokrug x1 Oukranos Wilds: The Temple of Loveliness at Kiran x1 Ulthar: Great Library of the Dreamlands x1 Hovel of the Cat Haters x2 The Market-Place x2 Temple of the Elder Ones x1 The White Whale Inn x2 MONSTERS (9) Great Old Ones: Bokrug x2 Greater Independents: Cat from Saturn x4 Lesser Servitors: Beings of Ib x3 SPELLS (7) Dream: Command Lamp-Eft x1 Petition of Menes x2 Vortex of Far Journeying x1 Eye: Angles of Tagh Clatur x1 Barrier of Seol Seril x1 Water: Barrier of Naach-Tith x1 TOMES (4) English: The Book of Black Stones x2 Glyphs: Papyrus of Ilarnek x2 This is the first Dreamlands deck I put together, and so it's probably not as well tuned as some of the others I've constructed. You should make sure you start in the West, because it's really easy to get stuck in the East if you don't have the Cat Chieftain. The ways to get across the sea are: the GLotDs and the four Travel by Cats. Doomed if You Do is the best Adventure to play first because then opponents will be least likely to try and stop your GOO summoning. The Meow Ceremony works fine as a second Adventure. By the time you get to A Lender Be you should have the Tomes and Tukor out, and the three Locations in your hand--drawing the Great Library of the Dreamlands locations can otherwise be time-consuming due to the limit of four in the deck. I consider the deck a little Monster-lite, and that's the main reason for the inclusion of the Weapons and a few extra Allies. The Flee to a Special Room cards are most specifically there for the Cat Chieftain, since he's a trigger card for the Cats of Ulthar, which is required for an Adventure. Recall Randolph Carter's power to Join with a Steadfast Ally. He can be played with Howard or Taran-Ish. The Storms can all stop or slow various types of decks. Even after Bokrug is out, it's a good idea to play more, if you have the time. There are a variety of Spells which can prove useful. Angles of Tagh Clatur and Barrier of Naach-Tith can both be used to protect yourself against Monsters. In addition, Angles can be used to Summon your Beings of Ib, getting them out faster for the Doomed if You Do Adventure. Barrier of Seol Seril is typically cast to keep your own Cats from Saturn from bypassing. If you cast Command Lamp-Eft before putting down your first Bokrug-summoning Storm, you reduce the chance of it being knocked out by 50% (since Night Events may not be played). Petition of Menes and Vortex of Far Journeying are just, in general, useful spells. See my card file for Vortex (V18.10). -------------------- From: "Shannon Appel" Subject: Down Among the Dead Men: A Mythos Deck System: Mythos ** DOWN AMONG THE DEAD MEN (65) ** INVESTIGATOR Adventurous Dilettante ADVENTURES (3) Alone in the World (+7) x1 The Curious Parcel (+6) x1 A Heroic Rescue (+7) x1 ALLIES (16) Any Cemetary: Richard Upton Pickman (Dreamlands) x1 Any City: Arthur Monroe x1 Albert Shiny x1 Any Site: Lin Carter x1 Arkham: Asenath Waite Derby x1 Dr. Allen Halsey x1 Harvey Walters x1 K. J. Hooper x1 Boston: Thomas F. Malone x1 Kingsport: The Terrible Old Man x1 Providence: Dr. Allen x1 Dr. Marinus Bicknell Willett x1 Edgar Allen Poe x1 Gomes x1 Howard Lovecraft x1 Rhoby Harris x1 ARTIFACTS (3) Weapons: Tommygun x3 EVENTS (10) Ambush x2 Car x2 [for the perverse: exchange for Camels] Flee to a Special Room x2 Surprise Meeting x2 Phobias: Iatrophobia x1 Obsessive Compulsive x1 LOCATIONS (16) Arkham: Arkham Sanitarium x1 Hangman's Hill x2 MU Orne Library x1 Boston: Copp's Hill Burying Ground x1 Harvard University Houghton Library x1 Greenwood: Asylum for the Deranged x1 Kingsport: Congregational Hospital x1 The Forgotten Crypt x2 Providence: Brown University John Hay Library x1 The House on Olney Court x1 Namquit Point x1 North Burial Ground x2 Robert Blake's Study x1 MONSTERS (11) Greater Servitors: Servitor of the Outer Gods x1 Lesser Independents: Ghoul (Dreamlands) x2 Ghoul (Limited) x2 Living Dead: Vampire x2 Zombie x4 SPELLS (3) Folk: Chant of Thoth x1 Concentric Rings of the Worm x1 Keenness of Two Alike x1 TOMES (3) Cultes Des Goules x2 Pnakotic Manuscripts x1 Notes: The primary emphasis of this deck is cemetaries: every adventure requires them, and most of the Monsters hang out there. It tends to go pretty fast, especially after the first Adventure is played, and does darned well. Be aware that the deck is pretty scattered, with Locations in five different subregions (four if you discount the standalone Sanitarium). Likewise, there are a ton of Allies to play, so take care, and don't discard Allies when you have their Locational subregion, or vice-versa. The hardest Allies to get out are: Thomas F. Malone (two Boston Locations), the Terrible Old Man (three Kingsport Locations), and Lin Carter (three sites). Surprise Meetings have been included, and they're the best candidates. Once you've got Allies out, you really want to keep them out. It will dramatically speed the deck after the first Adventure (since you'll have that many less cards). Priot to getting out your second Adventure, try not to defend with Allies unless absolutely necessary. Also, Flee to Special Rooms have been included; they're the most useful for discards (Black Galleys) and mass extinctions (Angry Zoogs or epidemics). Also, if you can get those Ghouls out as Allies, that's four less cards to shuffle. It's fun too. Still on the subject of Allies: don't, don't, don't give Tommyguns to Authors. They get all confused and shoot up the place. Also, it makes them Corrupt, and one of the Adventures specifically calls for a Steadfast Author. Two of the Allies aren't required for anything: Albert Shiny and Richard Upton Pickman. Pickman is there for the theme. Shiny got added because, once I filled my Ally area with Ghouls, I couldn't resist adding a friendly Shoggoth too. 'Sides, a fellow needs all the friends he can find. The Phobias in this deck were chosen because I thought they were underrated gems. Iatrophobia cuts down on gains at Sanitariums. It's particularly deadly if an opponent doesn't have any other ways to bury Phobias (alas, they usually do). Obsessive/Compulsive not only costs Sanity, but also slows down game play for an opponent, because he's constantly shuffling his discards back into his Mythos deck. Alone in the World is the best Adventure to play first. Since it includes a unique card and several named cards, it'll probably take you close to a full trip through the deck to complete it. Note that AitW requires two *different* cemetary Locations. There are lots of duplicates, so be careful. While you're working on AitW, get all the Allies out for A Heroic Rescue (it should be easy; each required occupation is duplicated). Likewise hoard the Locations needed for the Curious Parcel (Library, Cemetary, Gate Location). If you can, complete Alone in the World while you're at a Cemetary Location. After that, you can win the game in a minimum of four turns: A Heroic Rescue, Library, Gate Location, The Curious Parcel. It'll likely take a little bit more time due to travelling, but if you hold on to cars too, it really can be accomplished (likewise, it can be accomplished in Arkham via the Library and two copies of Hangman's Hill, one for the cemetary, one for the gate location). Be aware that there are several things in this deck that speed your way through the deck: the dilettante's power, the Chant of Thoth, and Lin Carter. Make good use of these. Finally, every one of the scant Spells should almost always be used during the artifacts / spell phase. If an opponent is directing Monsters at you, use the Concentric Rings of the Worm--you'll almost always bury a Monster worth at least the 2 points you spend. If you have at least two expendable cards in your hand and a total of seven or less, cast Chant of Thoth. You may even want to do this if you have more than seven cards in your hand, provided that a good number are expendable. If you have an Ally in your hand playable in your current subregion, cast Keenness of Two Alike. It'll speed your game, and if you're already at seven cards or below will allow you to draw one additional card. -------------------- From: cchin@frk.com (Cedric Chin) Subject: Playing The Dunwich Horror Adventure System: Mythos This Adventure is used quite often in this deck list, so here's the common information for all The Dunwich Horror entries. Cards for The Dunwich Horror: - Two Miskatonic University Locations: Four such cards. You may wish to add an extra Orne Library because the deck otherwise has few Tome Locations. - Travel by Land: Car, Event, Travel by Land (x4, if possible) - Three different Dunwich Locations: Any such Locations. You may wish to add an extra Remote Whateley Farmhouse because the deck otherwise has few Tome Locations. - Henry Armitage: Henry Armitage, Arkham, Unique - One other Professor: Any such card, Arkham - Sentinel Hill: Sentinel Hill, Dunwich - Lavinia Whateley: Lavinia Whateley, Dunwich (x2) - Old Man Whateley: Old Man Whateley, Dunwich, Unique - Wilbur Whateley: Wilbur Whateley, Dunwich, Unique - Son of Yog-Sothoth: Son of Yog-Sothoth, Unique - Full Moon: Full Moon, Event, Night (x2) - Necronomicon: Necronomicon English edition, Tome, Octopus and Eye icons. Necronomicon Greek edition, Tome, Octopus Eye and Question icons. Or the Necronomicon Latin Edition, Tome, Skull - Voola Ritual: Voola Ritual, Spell, Octopus icon (x2) Recommended cards: - Discover Secret Cache: Both Dunwich and Miskatonic University have few Tome Locations. This Event allows you to find a Tome or Artifact in a Location that does not have the appropriate Attribute. - Cloud Memory, Spell, Octopus icon: This spell removes Phobias for one Sanity. - Soul Singing, Spell, Skull icon: With the Full Moon, you can cast this spell for one Sanity and gain three! - Reporter Allies: These cards lower your minimum hand size by one, non-cumulative. This helps cycle cards. - Lin Carter, Ally, Any Site (from Dreamlands): Dunwich has many sites, so Lin Carter can be easily encountered. Flip Lin Carter as a turn and draw a card. - Whateley Allies, Dunwich: These cards are for the theme. They also increase your maximum hand size. - Herbert West, Arkham: If, for some reason, you score the non-Dunwich Adventure first, and lose an Ally you need for the Dunwich Horror, Herbert West's Special Ability to bring back into play (sort of!) an Ally from the Story Deck can be used before you score the non-Dunwich Adventure. The Ally Herbert brought back into play may be used for The Dunwich Horror. - Flee to Secret Room, Event: This card returns an Ally to play, if he is removed by means other than Combat. You may wish to include this card in your deck if you play a Unique Ally before working on the Dunwich Horror Adventure. Comments: The Dunwich Horror has many Unique cards, especially Allies, so you will probably exhaust your draw deck by the time you complete this Adventure. Dunwich is entirely Country and the Dunwich Horror requires SIX Locations, so play of the deck will be slow! Interestingly, with Reporters and Whateleys, you will be able to decrease your Minimum and increase your Maximum. This will allow you to control your discarding at the end of a Round. -------------------- From: cchin@frk.com (Cedric Chin) Subject: Bokrug!: A Mythos Deck System: Mythos Bokrug! Introduction: This deck takes place mainly in Mnar, and centers around Bokrug. Bokrug is a Greater Old One whose special effects are: All Locations feature the Water Attribute; Do not Bury Storm Events; No Investigators may gain Sanity unless they are in Mnar. This sets up several combos, all obnoxious. To keep Bokrung in play, cast 35 Abonimations of the Bloated One, a Yellow Sign icon spell, and/or use Idols of Bokrug. Obnoxious Combos: - Hydrophobia, Event: Hydrophobia causes an Investigator at a Water Location to lose Sanity. Storm Events Slowing Movement: - Downpour forces walking to City Locations, slowing down City decks. - Blizzard prohibits play of Travel by Land Events, prohibiting Camels from being played in certain Middle East Adventures. - Hurricane prohibits play of Travel by Air and Travel by Sea Events, prohibiting playing of such cards for some Adventures, prohibiting travel in a multi-regional deck, and adding the Water Attribute to every Location to work with Hyrdophobia. (Power Storms, Typhoon, and Twister have similar effects.) Sanity gaining only in Mnar: It's unlikely that any of your opponents will be in Mnar. Thus, by using the Yellow Sign icon spells, Call Power of Nyambe and Steal Life, you can be the only player gaining Sanity during the game. Soul Singing is another Sanity-gaining spell, although it must be cast during Full Moon, and is a Skull icon spell. Sets: Limited Edition, Dreamlands. The Downpour Storm Event can be found in MSGS. Summary: Bokrug Deck. Tome / Artifact deck. Mnar, Ulthar. Munchkin cards: Yithian Mental Contact, Surprise Meeting. Yithian prevents loss of the various cards you need in play to keep Bokrug in play. This deck has Tomes that require Allies to translate, and Surprise Meeting allows you to meet these Allies outside of their Sub-Region. Investigator: Any Investigator Adventures: * Doomed if You Do (+8) * The Great Menagerie (+6) * The Curious Parcel (+6) Cards for Doomed if You Do: - Living Dead Ally: Ghost Being of Ib, Mnar. Taran-Ish, Mnar - Three different Mnar Locations: Any such Outdoor Locations, with the Cemetary and Gate Attributes (six total). (See Locations required in The Curious Parcel and The Great Menagerie.) - Being of Ib: Being of Ib, Monster, Lesser Servitor (x2) - Bokrug: Bokrug, Monster, Greater Old One (x2) - Spell: Any two spells appropriate for the Tomes in this deck - Tome with a Dream icon: Any two such Glyph and/or English Tomes (Allies in this deck speak Glyphs or English. See The Curious Parcel and the Great Menagerie.) Recommended cards: - Zebra, Event, Travel by Land (x2): This card will allow you to travel faster among the various Country Locations in this deck. - Idol of Bokrug (Any number): These cards will allow you to keep Bokrug in play another Round. Comments: See the comments about Bokrug in the Introduction. The Curious Parcel - Tome in a language other than English: [Any Dream icon Tome in Glyphs]. Kitab Al-Azif (in Arabic) - Spell: [Any two spells appropriate for the Tomes in this deck] - Library: Great Library of the Dreamlands, Location, Ulthar (x2) - Cemetary: [Any two such Mnar Locations] - Gate Location: [Any two such Mnar Locations] - Two Allies that are Authors or Scholars: HP Lovecraft (x2), Tukor (x2) Other Cards: - Shining Trapezohedron, Artifact: This Artifact makes summoning Bokrug easier by substituting for one of the required conditions to summon an Elder God or Greater Old One. - Seal of Isis, Artifact: This Artifact prevents loss of the Trapezohedron and Kitab Al-Azif. Comments: Brackets indicate a card used in another Adventure for this deck. By burying Tukor, you may play a Tome at any Location -- including a Tome in a language Tukor knows. Cards for The Great Menagerie: - Any Adventurer or Explorer: The Hunter, Any Country (x2) - Three different Outside Locations: [Any six such Mnar Locations] - Four Monsters of Different Subtypes: [Being of Ib, Lesser Servitor (x2). Bokrug, GOO (x2)] Father Dagon and Mother Hydra, Greater Servitor. Buopoth or Albino Penguins, Lesser Independent (x2). Any Greater Independent and/or Living Dead. - City Location: [Great Library of the Dreamlands, Location, Ulthar (x2)] - Recommended Cards: Create Gate, Eye icon spell Comments: Brackets indicate a card used in another Adventure for this deck. If you're not working on The Great Menagerie (or don't want Bokrug around), you can use the Kitab Al-Azif to play Monsters as Allies. (Since a GOO has no point-value, if it's played as an Ally, it's buried immediately.) When you're ready to score the Great Menagerie, use Call Power of Nyambe on your "Monster Allies", then score the Adventure. Father Dagon and Mother Hydra are recommended, only because they're the only Greater Servitors which Join. The Buopoth and Albino Penguins have the advantage of Joining any Monster. -------------------- From: cchin@frk.com (Cedric Chin) Subject: Carter's Quest Deck: A Mythos Deck System: Mythos Carter's Quest Deck Introduction: Carter's Quest is a darn hard Adventure. It spans many regions (including the Waking World), requires a previous Adventure to be played, and its cards don't overlap well, meaning you must play many additional cards with the Adventure. Even with Seeking Everlasting Life I, this deck takes awhile to play. Sets: Limited Edition, Dreamlands Summary: Dreamlands / Waking World Deck. Artifact / Tome deck. Munchkin cards: Chant of Thoth. Only one Adventure is Dreamlands-based. If you are not working on that Adventure, you can use the Chant of Thoth to (discard and) draw cards for the Adventures you are working on. Investigator: Any Investigator Munchkin cards: Aldeberan Moves in the Sky, Chant of Thoth, Surprise Meeting, Seeking Everlasting Life I. This deck relies upon Travel by Land and Travel by Air, and Aldeberan will remove any Events that prohibit play of such cards. Many of the cards required for play depend on other cards in play, and the Chant allows you to cycle through your deck for these cards. Surprise Meeting allows you to play Allies faster in a multi-Regional deck. Adventures: * Carter's Quest * Beyond Your Wildest Dreams (x2) * Seeking Everlasting Life I Cards for Carter's Quest: - Carter's Clock: Carter's Clock, Artifact (x2) - Randolph Carter: Randolph Carter, Any Country (x2) - Site: See Comments - Fantastic Dream: Beyond Your Wildest Dreams, Adventure, Fantastic Dream (x2). See Comments. - The Snake-Den: The Snake Den, Miskatonic Valley, Waking World (x2) - Lair: Any such card, Underworld (x2) - Monster: Travel by Monster (Byahkee and/or Nightgaunt) (x4) - Zebra or Yak: Zebra, Event, Travel by Land (x2) - Corrupt Cultist: Ghost Being of Ib, Mnar (x2) - Island Location: Basalt Pillars of the West, Edge of the World. Mt. Ngranek, The Isles. - Friend: Richard Upton Pickman, Any Cemetary - Castle of the Great Ones on Kadath: Castle of the Great Ones on Kadath, Exotic Location (x2) - King: King Kuranes, Celephais (x2) Other cards: - Angles of Tagh Clatur, Spell, Eye icon: This Spell allows you to Summon one of your Travel by Air Monsters to arrive at another Location. (The Castle of the Great Ones on Kadath requires Travel by Air while a Star Event is in play to reach it.) - Create Time Warp, Spell, Eye icon: This Spell allows you to return to a previous Location (eg. to play an Ally from another Sub-Region). - Fly, Spell, Diamond icon: This Spell allows you to walk to another Region. This Spell may be necessary in this multi-Regional deck. - Gate of Oneirology, Spell, Diamond icon: This Spell allows you to cross dimensions. You will need to cross from the Dreamlands to The Snake-Den, in the Waking World. - The Silver Key, Artifact: This Artifact allows you to cross dimensions. - Zenig of Aphorat, Artifact, Exotic Locations only, Unique: This Artifact fulfills any one requirement in an Adventure. - Aldeberan Moves in the Sky, Event, Star (x2): The Castle of the Great Ones on Kadath can only be played if a Star Event is already in play. Aldeberan also removes Storms et al. prohibiting Travel by Land and Travel by Air (for the Travel by Monsters), which are needed to play this deck. - Ship of Clouds, Event, Travel by Air (x2): This Event allows you to immediately play a new Location in a different Region. - Celephais Locations: King Kuranes (Celephais) is easier to play than the King of Ilek-Vad (Ilek-Vad) who can be played only if Randolph Carter is in play. Celephais also has: The Turquoise Temple of Nath-Horthath, where you can gain Sanity; The Great Library of the Dreamlands, which has the Tome Attribute; The Harbor of Celephais, which has the Artifact Attribute (and allows you to recover an Artifact from your Story Deck, so you can recover Carter's Clock, which allows you to return to any Location in your Story Deck). - Mnar Locations: Of the Locations with Corrupt Cultists, Mnar has the most useful Locations: The Temple of Bokrug allows you to gain Sanity; The Ruins of Sarnath (x2) allow you to find an Artifact and/or Tome, and has the Cemetary Attribute to meet Pickman. Comments: Gee, what a hard Adventure to play. The Site requirement is fulfilled by most of the cards which satisfy another requirement in this Adventure. Beyond your Wildest Dreams is the Fantastic Dream that overlaps the most with Carter's Quest. Cards for Beyond Your Wildest Dreams: - Exotic Location: [Castle of the Great Ones on Kadath, Exotic Location (x2)] - Travel by Land: [Zebra, Event, Travel by Land (x2)] - Travel by Air: Ship of Clouds, Travel by Air (x2). See Carter's Quest's Other Cards. - Star: Aldeberan Moves in the Sky, Event, Star (x2). See Carter's Quest's Other Cards. - Tome and Spell: Any two or more Tomes that hold spells listed in Carter's Quest - Priest: Nasht & Kaman-Thah, Any Temple. Taran-Ish, Mnar. Comments: Brackets indicate cards used in other Adventures in this deck. Cards for Seeking Everlasting Life I: - Two Steadfast Allies: [Any such Allies] - Corrupt Ally: [Ghost Being of Ib, Mnar (x2)] - Tome with the Skull icon: [Any two such Tomes] - Resurrection: Resurrection, Spell, Skull icon (x2) Comments: Brackets indicate cards used in other Adventures in this deck. -------------------- From: cchin@frk.com (Cedric Chin) Subject: The Cats Killed Off the Cat Haters: A Mythos Deck System: Mythos Deck Name: The Cats Killed Off the Cat Haters But Look Who Just Moved In Introduction: Here's one of my Dreamlands cards decks that uses Limited Edition Adventures. Sets: Dreamlands, Limited Edition. Summary: Dreamlands / Limited Edition deck. Artifact / Tome deck. Ulthar, Mnar Munchkin cards: Chant of Thoth. See Doomed if You Do. Investigator: Any Adventures: * The Meow Ceremony * Doomed if you Do * The Outsider Cards for The Meow Ceremony: - Cats of Ulthar: Cats of Ulthar, Event, Travel by Cat (x2) - The Market-Place: The Market Place, Ulthar (x2) - The White Whale Inn: The White Whale Inn, Ulthar (x2) - Cat from Saturn: Cat from Saturn, Monster (x2) - Cat Chieftan: Cat Chieftan, Ally, Ulthar (x2) - Hovel of the Cat Haters: Hovel of the Cat Haters, Ulthar (x2) - Petition of Menes: Petition of Menes, Spell, Dream icon (x2) Recommended Cards: - Any two Tomes with the Dream icon: This Tome also fulfills a requirement in Doomed if You Do. - HP Lovecraft: As your turn, you can flip this Ally and draw a card. Comments: The Meow Ceremony is one of the few Dreamlands Adventures that can be played in only one Sub-Region. Annoyingly, the only Dream icon Tomes that are in a language any Investigator speaks are Rares. Cards for Doomed if You Do: - Living Dead Ally: Ghost Being of Ib, Mnar (x2). Taran-Ish, Mnar - Three different Mnar Locations: Any six such Locations - Being of Ib: Being of Ib, Monster, Lesser Servitor (x2) - Bokrug: Bokrug, Monster, Greater Old One (x2) - Spell: Any two spells appropriate for the Tomes in this deck - Tome with a Dream icon: [Any two such Tomes (preferably English)] Other cards: - Shining Trapezohedron, Artifact, Unique: This card satisfies either of the requirements to play Bokrug. It also counts as an Artifact for The Outsider. Recommended cards: - Zebra, Event, Travel by Land (x2): This card will allow you to travel faster among the various Country Locations in this deck. - Idol of Bokrug, Artifact (Any number): These cards will allow you to keep Bokrug in play another Round. They also qualify as Artifacts for The Outsider. Comments: Brackets indicate a card used in another Adventure for this deck. See the comments about Bokrug in the Introduction of Bokrug!. Offhand, I don't think the combos for Bokrug in the Bokrug! deck are as easy to use as in this deck. Doomed if You Do takes place entirely in Mnar, and the others in Ulthar, so Chant of Thoth may be useful to discard unwanted Mnar or Ulthar Locations. Cards for The Outsider: - Corrupt Cultist: [Ghost Being of Ib, Mnar (x2)] - House: [Hovel of the Cat Haters, Ulthar (x2)] - Three Artifacts or Tomes: [Any such Artifacts or Tomes] - Waxing Moon: Waxing Moon, Event, Night - Business: [The Market Place, Ulthar (x2). The White Whale Inn, Ulthar (x2)] - Townsfolk Riot: Townsfolk Riot, Event (x2) - In the Nick of Time: In the Nick of Time, Event (x2) Comments: Brackets indicate a card used in another Adventure for this deck. If you played the Ghost Being in Doomed if you Do, you can work on this Adventure entirely in Ulthar. --