Blood Moon Expansion Question

By DomaGB, in Talisman

I have played this expansion and did not care for the werewolf, or the day/night feature.

I am considering buying the expansion and just use the adventure cards that do not require the day/nite nor the lycanthrope play.

The question is, how many of the 100+ cards would survive this process?

Of coarse I would benefit with the new characters and the Alternate endings, as well as spells, but need to know how many Adventure cards would be useable in this manner.

BTW, I understand 2 of the 10 spells curse characters with Lycanthropy, so I would lose 2 of those, and there is one that changes day/nite, are there more spells that would be lost? I count 7 available if I am correct.

I know there are creatures that get negatives or bonuses for day/nite, and could probably still be used.

No Blood Moon Spells can be used if you don't play with Time Card and/or Lycanthrope Cards.

As for Adventure cards, there are 56 out of 111 that don't use those mechanics.

The Alternative Ending Blood Moon Werewolf isn't playable if you don't use Lycanthrope Cards.

I suppose your problem is that Blood Moon is the first Adventure deck expansion that you can't just throw in in the mix and forget where it comes from. The new mechanics have to be included to get the full feel of the expansion. I also complain that I have to remove Blood Moon Spells and Adventure cards if I don't want to play with the Time Card, but this is the price you pay for something new and alternative to the Talisman routine.

By the way, the Adventure Deck is just too big now to play with all Adventure Cards or to propose expansions that just expand the number of cards. Time Card is an excellent tool to bring a new effect to the game and it's not that cumbersome to play.

No Blood Moon Spells can be used if you don't play with Time Card and/or Lycanthrope Cards.

As for Adventure cards, there are 56 out of 111 that don't use those mechanics.

The Alternative Ending Blood Moon Werewolf isn't playable if you don't use Lycanthrope Cards.

I suppose your problem is that Blood Moon is the first Adventure deck expansion that you can't just throw in in the mix and forget where it comes from. The new mechanics have to be included to get the full feel of the expansion. I also complain that I have to remove Blood Moon Spells and Adventure cards if I don't want to play with the Time Card, but this is the price you pay for something new and alternative to the Talisman routine.

By the way, the Adventure Deck is just too big now to play with all Adventure Cards or to propose expansions that just expand the number of cards. Time Card is an excellent tool to bring a new effect to the game and it's not that cumbersome to play.

I've played it and will probably play it again, a friend or 2 have all the expansions. But I thought it was too gimmicky. Now the question for and to myself, is $20 worth 56 cards and the characters and ending...

I had to act quickly, as an online auction had a new copy for only $18. I appreciate you responding " The_Warlock ". And hope your response is accurate :) !

I had noticed that Blood Moon seems to be the hardest expansion to get. Sold out in many places. So when I saw it for a very very reasonable price I hoped for a quick response.

For the price I paid and it being hard to find I think it was a good idea to get it, even if I am only gonna use half the expansion.

I do like having dark/Halloween type creatures to fight And while I haven't seen the 56 cards yet, I am guessing the ratio of enemies will be higher since the events will not be included. And I think that may help the deck.

The response was accurate enough; you'll see. I had a list of Blood Moon cards and I quickly excluded all cards that mention Night/Day to estimate those numbers.

If I were you, I would devise some house rule to include those cards into play in any case. For example, roll a die when you encounter such cards: 1-3 is Day and 4-6 is Night. Lunar Events and Spells still need to be excluded, but you're bringing into play all other Adventure Cards, which totals 95 cards.

The response was accurate enough; you'll see. I had a list of Blood Moon cards and I quickly excluded all cards that mention Night/Day to estimate those numbers.

If I were you, I would devise some house rule to include those cards into play in any case. For example, roll a die when you encounter such cards: 1-3 is Day and 4-6 is Night. Lunar Events and Spells still need to be excluded, but you're bringing into play all other Adventure Cards, which totals 95 cards.

I was thinking of something similar, perhaps roll a d4 or even a d6 to see how many turns the event lasts.

For those who care, all of a sudden there are lots of Blood Moon expansions available at great prices! I wonder if they released a reprint.

In the end I may have paid $1-$2 more than the cheapest available but that's not too bad.

Many thanks to the Warlock for the info about how many cards mention the new mechanics!!! :)

I'm also considering buying the Blood Moon expansion, but I also don't want to make the game more complicated for newcomers.

As for the Day/Night cards, I like the fact that there are certain cards that act differently if i is day/night, but I think I won't count the +1/-1 bonus to enemies. On the other hand, I think we won't include the Werewolf in our games (prefer the Reaper to it), so I would like to ask the Warlock if he would be kind so as to count the number of the new cards that mention only the werewolf mechanic. I'd be grateful!

Many thanks to the Warlock for the info about how many cards mention the new mechanics!!! :)

I'm also considering buying the Blood Moon expansion, but I also don't want to make the game more complicated for newcomers.

As for the Day/Night cards, I like the fact that there are certain cards that act differently if i is day/night, but I think I won't count the +1/-1 bonus to enemies.

The Time Card is very easy to implement, no big headaches for newcomers!

The only problem is that if you don't want to play with all the new mechanics, you have to adjust the deck accordingly. It's a problem only during setup.

Adding the City Expansion gives much more things, components and strategical options for the players, so it will be much more complicated for unexperienced players.

On the other hand, I think we won't include the Werewolf in our games (prefer the Reaper to it), so I would like to ask the Warlock if he would be kind so as to count the number of the new cards that mention only the werewolf mechanic. I'd be grateful!

I personally prefer the Werewolf because the Reaper has become a little bit too dangerous since Misfortune Spell was added. I've never played with it after Blood Moon has come out.

The Werewolf Chart or the Werewolf figure is mentioned in 5 Adventure cards.

And before someone else asks for it, Lycanthropy is mentioned on 6 Adventure cards.

2 of the above cards mention both mechanics and some of the cards have more than one copies.

Edited by The_Warlock

Thank you soooo much!

You 've been really helpful.

I think I know what I'll buy for Christmas

My Blood Moon came in today, will hopefully sort and sleeve them tonite!

Well I just went through all the cards. And the expansion changed my mind, for now, concerning day/night.

I thought there was some really cool stuff in there for this effect. But I really do not like the day +1 effect and the night -1 effect. Maybe I will house rule that out, don't know. I don't mind the temporary bonuses and minuses with the cards tho, in fact I love them!