Lycanthrope

By Hamal22, in Talisman Rules Questions

Hi, I played with the blood moon expantion a lot and always when someone turn into a Lycanthrope I feel that it is a good thing and not bad like it should be.

Can anyone have a rule to had and by so make this thing more bad??

When you are a lycanthrope, you must always attack characters you land on instead of encountering the space. This means players can block you from getting things. Also you can't take stuff from characters because they always roll on the lycanthrope chart.

Regarding the attack bonus, it's not really a +2 at night. All creatures get a +1 bonus, so your +2 bonus really turns into a +1 against a single creature. At most, you'll ever get a +1 against creatures.

Plus, if you fight multiple creatures, they each add +1 at night. So fighting a lion and a bear at night will give them +2 bonus, which cancels out your lycanthrope bonus.

It's not all roses! :)

As Artaterxes pointed out, the real bonus of being a Lycanthrope is to fight creatures at Night like you would do during the Day (the Lycanthrope bonus compensates for the +1 bonus given to creatures at Night and gives you a little edge instead).

You have a +2 against characters but the only thing you can do is to have them roll on the Werewolf's Chart.

But I understand what's behind the OP, and it's also one of the reasons why I don't think Blood Moon is an excellent expansion. FFG could have balanced things a bit with more negative effects on cards regarding Lycanthrope characters. On the contrary, the effects of Blood Moon Adventure cards (and the NPC) encourage the spreading of Lycanthropy, but they don't feature many dangers for Lycanthropes. The overall sensation is that you're generally more safe as a Lycanthrope (avoid effects of few cards like the Wolfwood , +1 on the Werewolf chart roll, etc....). Your only drawback is that you can't have the Wolf Slayer Follower. Then there's the Peasant Mob Stranger which kills you outright if you're a Lycanthrope. We saw a character killed by the Peasant Mob only once in many games, so it's clear that this is not a big concern for were-characters. Even the Growing Suspicions Event penalises all characters, regardless of who is Lycanthrope and who is not.

Edited by The_Warlock

But in a full game I can avoid other characters forever and this is my problem because it supose to be a bad thing,and the card that are bad for me are rarly drawn.

Can someone please tell me what to so to balance him up?

(Sorry for my English)

I haven't used Blood Moon yet (I've been holding off because off the fiddly aspect of it) but, I do know the rules well and I also know werewolves well :) . Some immediate ideas come to mind:

1. Apply negatives during the day (-1 movement, -1 strength)

2. You must discard your armour at night. Dropped in the space where you transform. Or go a step further and drop all equipment (ouch!)

3. Create a vulnerability to magic weapons (+1 or +2 strength when used against you)

4. During the night, roll a dice at the beginning of your turn, on a 1... miss your turn howling at the moon.

5. Can't visit the city, city shops or the village at night.

Really, it is up to your creativity.

Edited by chemical22

Wow thank you very much :) )

I didn't like the bonus/malus from the Day/Night cycle and the lycanthropy looked a clear buff to me (at night, in fact, you just have a +1 against creatures, but it's still 2 more then a non-lycathrope :) that's the point).

Now I use this house rule: the bonus/malus from the Day/Night card affects ONLY "were-characters" (no creatures), so a Lycanthrope has -1 during day and +1 during night

I think it's more plausible like that because the Lycanthrope got buffed by the "power of the moon" at night, but in the morning he feels shaken (a sort of "wolf hangover" :P )

I haven't used Blood Moon yet (I've been holding off because off the fiddly aspect of it) but, I do know the rules well and I also know werewolves well :) . Some immediate ideas come to mind:

1. Apply negatives during the day (-1 movement, -1 strength)

2. You must discard your armour at night. Dropped in the space where you transform. Or go a step further and drop all equipment (ouch!)

3. Create a vulnerability to magic weapons (+1 or +2 strength when used against you)

4. During the night, roll a dice at the beginning of your turn, on a 1... miss your turn howling at the moon.

5. Can't visit the city, city shops or the village at night.

Really, it is up to your creativity.

Interesting list, also:

If you roll 1 on the lycanthrope chart while a lycanthrope you are seen as a rival and are killed.

I lost my latest game due to Lycanthrophy despite being way ahead. The other players had taken all the available talismans and as long as it was night I could not take them. I spent hours trying to get one.