“A pale glow engulfs the land… Once in a generation, the Blood Moon begins its fell cycle, bathing the realm in a pallid light. Compelled by its sinister presence, the restless dead rise from their graves, vampires hunt for unwary prey, and witches engage in nocturnal rituals. Worse yet, the horrifying Werewolf prowls the night, seeking heroes with whom to share his curse.”
The land of Talisman has a new creature prowling its lands. The Blood Moon introduces the Werewolf, a feral creature and a new NPC into the game. As you venture through the land, try to make sure you’re not in reach of the Werewolf as the consequences of him landing on you could be fatal, unless you plan on becoming a lycanthrope yourself!
The Werewolf can smell the blood of an Enemy up to 6 spaces away and continues to prowl the land of Talisman for the entirety of a game. Anytime you roll a 1 you’ll have to roll for the Werewolf’s movement too. If the Werewolf lands on a space with a Character, the player has to roll a die against the Werewolf’s chart to determine their fate.
Being a werewolf isn’t the end of the world… If you become a lycanthrope, you’ll find yourself with some great advantages, but also with some disadvantages.
During the night you’ll discover your strength as a Werewolf allows you to add 2 to your attack score, you must attack another player if you land on their space, and if they lose against you they have to roll against the Werewolf chart!
However, during the day you must deduct 2 from your attack score, so best to avoid other characters or you may be left with your tail between your legs!
Time in Talisman moves slowly. The world as we’ve known it so far has not shown us the risks nightfall brings. During the night phase of the game, creatures receive bonuses to their attack scores, so drawing an Adventure Card might be a bigger risk than you’re used too. However, during the day creatures receive a penalty and have a reduced attack score. Some Adventure and Spell Cards also have different effects depending on whether it’s Day or Night.
Doomsayer
The end is nigh. Now that Werewolves are roaming the lands it won’t be long until we’re all cursed and there’s no one left to save us. The Doomsayer is prepared though. When playing as the Doomsayer:
- Whenever any character draws an Enemy, you may replenish 1 fate.
- Whenever any character draws an Event, you may gain 1 Spell, if your craft allows.
- Whenever you draw an Adventure Card that is not an Enemy or an Event, you may draw 1 additional card.
Grave Robber
Desperate times call for desperate measures, and with a Werewolf lurking around? You need to get your hands on anything you can to be in with a fighting chance! When playing as the Grave Robber:
- Whenever you encounter a space with instructions to draw 1 or more Adventure Cards, you may draw the top card on the discard pile and then draw the remaining cards as normal.
- Whenever you discard an Adventure Card, you must place it at the bottom of the discard pile instead.
- Whenever you visit the Graveyard, you may draw the top 8 cards from the Adventure deck and take 1 Object of your choice. Then discard the remaining cards.
Vampire Hunter
The sightings of a Werewolf mean that a Vampire can’t be too far behind. The Vampire Hunter needs to investigate the situation and gain as many resources as she can. When playing as the Vampire Hunter:
- After you encounter a space with instructions to draw 1 or more Adventure Cards, you may choose to investigate further. To do so, discard 1 card on your space that is not an Enemy and draw one more card to replace it, which you must encounter.
- Whenever you engage an Enemy in battle or psychic combat, add 1 to your attack roll.
- Whenever you visit the Graveyard you may draw 1 Adventure Card instead of following the instructions given on the space.
Horrible Black Void
This hidden ending isn’t one for the faint-hearted. As its name says, it’s a horrible ending. If you’re the first character to the Crown of Command, your character and all their possessions are sucked into the black void and you lose. Once this ending is triggered another alternative Ending Card will be placed facedown on the Crown of Command for the next character to encounter.
Lightbearers
One of Talisman’s most unique endings as all players need to work as a team to win the game. You can’t attack each other but can freely exchange Gold, Objects and Followers. At the start of the game, 2 full days are given to complete the game for each character that is in play. Whenever night falls a day will be removed from the counter. If no characters make it to the Crown of Command before the last nightfall, all players lose the game. If a player makes it to the Crown of command before the last night falls, all players win.
Blood Moon Werewolf
The Blood Moon Werewolf sits on the Crown of Command.
If you’re not a lycanthrope when you arrive at the Crown you must choose whether to attack using Strength or Craft. If you’re able to defeat the Blood Moon Werewolf you’ll need to attack it again immediately until you lose, have a standoff or die. The character who removes the Blood Moon Werewolf’s last life wins.
If you are a lycanthrope, at the start of your turns you must choose one character in any Region and attack them. Your character remains on the Crown of Command. If you defeat the character, he is killed. If the character defeats you, they claim a reward as normal. If all other characters are killed you win the game.
- The Werewolf NPC
- Time Card
- 6 Lycanthrope Cards
- 111 new Adventure Cards
- 10 new Spell Cards
- 3 Alternative Ending Cards
- 3 new characters.
“Can you survive until daybreak?”