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Sep 5, 2008 | 10:54 AM EDT
  • Daily 2nd Place September 6, 2008

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Author Comments

The sequel is now up on Newgrounds - you can check it out by selecting the 'also by this author' in the bottom left.

A brand new version of the card game The Necronomicon, with a new game mode, and full of new art drawn up by various contributors. There are now 30 ranks to beat, and the game ends when either you get to 30 before your opponent, or they beat you up to rank 30.

Bug fixes, game changes and tweaks, and a whole new game mode called Challenge Mode. Defeat the opponent in a series of scenarios where the odds are stacked against you.

Also includes some rule changes and creatures now have additional abilities.

** NEW - . - MASSIVE update to how the cards are dealt out. Basically what happens now in the fix is that you both have a deck of whatever amount of cards are unlocked, and each card will be seen once by each of you. There will be no duplicate cards appearing until your deck has been exhausted and shuffled, and so the only dups you will see are the cards you held from the previous shuffle. Makes everything much more balanced.



Rated 1.5 / 5 stars

Kind of sucked

Not that I mind a challenging game, but this one has gotten impossible. The computer played three elder signs in one game. It was very frustrating and no longer fun. I like that it is harder to play, but dude....make it at least winnable.


Rated 4.5 / 5 stars

Loved it before, love it again

I enjoy the changes you made to this game. The creature changes were really good and the new art is not bad at all. That being said, I believe you should put a lot of weight into what the user Arcengal said. He is absolutely correct in all what he says. As a long time player of card games, I know that these facts are true. Also, as I have said earlier, Taint being always cumulative is not so good. It overpowers taint, so that whenever you're tainted, you keep cursing and praying for a remove taint spell. Now, if taint affected sanity, or if some cards were cumulative (such as Curse of Cthulhu) while others weren't (such as King in Terror or Blessing of Hastur), that would make it much more balanced. Also, one last note: Betrayed should have a sanity cost. In fact, it should probably have sanity cost 2, because that way, not only is it useful when your opponent has no creatures (discard to gain 2 sanity) it also compares fairly with the other damage spells that use arcane.

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Rated 4.5 / 5 stars

This is getting better and better!

The new special abilities of the monsters are a nice touch.
Any ETA on when we can expect to see those further changes?

One thing I still find somewhat bothersome is the fact that the computer often makes really dumb plays, like playing healing cards when he's at full health, banishing/dispel cards when I have nothing in play to dispel, or even playing an attack card when my creature's counter attack will automatically kill him. While this, of course makes the game a bit easier (just a bit) it also reinforces the notion that winning or losing is not determined by a good strategy, but just by pure luck.

And "luck" is what the computer seems to have the mother lode of...
Yes, I am aware that this is probably a subjective observation, but it does seem like the computer just keeps getting exactly the cards it needs in any given situation.

Also, it seems like the computer never ever uses the Discard function. It would rather play a card that has no effect, but costs it Sanity, rather than discard the same card and gain sanity for it...

Oh, and please try to find new pictures for Blast 'Em! and Tommy Gun. The other cards' artwork is really cool, and in some cases even seems to fit the style of thegame better than the FFG art you had used before. But these two really stand out of the crowd, and not in a good way!

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Rated 5 / 5 stars

Oh yeah...

Really great game to play when there's nothing better to do! (:


Rated 4.5 / 5 stars

I was going to back a new review but...

Though the new version has not been uploaded by Newgrounds at the time of writing, I disagree strongly with the changes you have announced just there.

I've been playing your game practically every day since it first appeared on Newgrounds, since it's great fun and the cards are excellently balanced, and I don't think you need to tone down lifegain. At all. The problem isn't with lifegain, it's with the fact that Mi-Go Surgery is the worst card in your card set.

The design of the card is excellent (based on the flavor text), but the card itself, compared to the simple and sweet Discreet Doctor, is awful; for 1 more life, you have to pay 1 sanity and lose 2 Arcane. I have only used the card when I'm desperately trying not to lose, and I curse out loud every time I draw it otherwise. I think you may be trying to solve the wrong problem with the lifegain; it's not that lifegain is too strong, it's that Mi-Go Surgery is just a bad card at present. I would even suggest removing it entirely and replacing it with Stake Out, which was a very powerful card even if none of your reviewers knew simple gaming theory back then (information about your opponent's hand = good).

As evidence, here's a comparison of the life gain cards in Necronomicon:

Discreet Doctor - 0 san - Gain 6.
Mi-Go Surgery - 1 San (-2 Arcane) - Gain 7.
Essence of the Soul - 3 San - Gain 14

And the attacks:

Dark Ritual - 10 + Arc
Dark Young Charge - 14 + Arc
Hound of Tindalos - 12 + Arc (ignore Wards)
Rise of the Deep Ones....


The fact that the better attack cards do 10+ damage each means that lifegain should likely remain as is. Why? Because lifegain doesn't win you the game, it just keeps you alive. Every time you play a lifegain spell, you're not playing to win, you're playing to NOT LOSE. Even then, Mi-Go Surgery is still awful, because it actively makes you not playing to win, more than other life-gain spell, by reducing your Arcane stat. Please think about this, at least for a moment.

Also, the decision to have Dispel not remove Arcane is questionable. Dispel is a powerful effect; this is a fact and you should not be afraid of it, but it's necessary for balance issues. There have been so many games where I've lost a match purely because the computer raced up to double-figures Arcane and I couldn't draw Dispel. Now, it'll be because I can't draw Powder of Ibn-Ghazi, and if I do draw Dispel it'll do squat.

The solution is not to nerf Dispel, but to put the new text on Powder. That way, there are 3 cards that remove arcane: Dispel, Powder and Dawn of the New Day (doppelganger also, albeit situationally). The technique of not overextending your Gain Bonus cards into Dispel is an important one and, whilst it might not be fun being dispelled when you have MIGHTY ARCANE POWERS (tm), that'll teach the player not to spend multiple turns doing nothing whilst the opponent smashes their face in.

The previous rules changes changed the game from a Control perspective to an aggressive one, with Taint becoming cumulative, Megalomania being infinitely nerfed (for the better) and the physical attacks ignoring wards AND invulnerability. I wasn't sure how I felt about that last one; if you're invulnerable, why do you still get hurt by an attack? It's a rules term v. common sense issue, but I can see why it was done; "Oh, you played Elder Sign, I'll use this weaker "Blast 'Em" card to remove your shield, then slap you with Hound of Tindalos.".

Even if you don't take any of these on board, I'd ask you at least to consider two things. One.... Please put Stake Out back in. Stake Out was an amazing card. Two... Challenge 13 has the auto-lose-on-going-insane clause, but City of R'yleh and Yog-Sothoth are both in the card set, making it a luck challenge over skill. Methinks it would be best if you removed those cards from that particular challenge.

Your game is still fantastic and I'm going to keep playing it, but I'd hope that gameplay changing decisions are thought about carefully and not rushed through. Remember: it's your game, make it as good as you can.

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