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Chaosium Digest Volume 21 Number 02
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" <appel@erzo.org>
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" <appel@erzo.org>
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.
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