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Talisman - The Blood Moon Expansion

About The The Doomsayer is prepared though. At the start of the game, 2 full days are given to complete the game for each character that is in play

The Doomsayer is prepared though. Some Adventure and Spell Cards also have different effects depending on whether it’s Day or Night. You need to get your hands on anything you can to be in with a fighting chance! 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. Whenever you visit the Graveyard you may draw 1 Adventure Card instead of following the instructions given on the space. 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! 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. The Blood Moon introduces the Werewolf, a feral creature and a new NPC into the game. When playing as the Doomsayer: Whenever any character draws an Enemy, you may replenish 1 fate. If you’re not a lycanthrope when you arrive at the Crown you must choose whether to attack using Strength or Craft. DoomsayerThe end is nigh. The world as we’ve known it so far has not shown us the risks nightfall brings. Whenever you draw an Adventure Card that is not an Enemy or an Event, you may draw 1 additional card. Whenever night falls a day will be removed from the counter. At the start of the game, 2 full days are given to complete the game for each character that is in play. 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! Whenever you discard an Adventure Card, you must place it at the bottom of the discard pile instead. 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. Once this ending is triggered another alternative Ending Card will be placed facedown on the Crown of Command for the next character to encounter.LightbearersOne of Talisman’s most unique endings as all players need to work as a team to win the game. Anytime you roll a 1 you’ll have to roll for the Werewolf’s movement too. As its name says, it’s a horrible ending. 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! “A pale glow engulfs the land… Once in a generation, the Blood Moon begins its fell cycle, bathing the realm in a pallid light. If no characters make it to the Crown of Command before the last nightfall, all players lose the game. 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. Whenever you engage an Enemy in battle or psychic combat, add 1 to your attack roll. You can’t attack each other but can freely exchange Gold, Objects and Followers. Whenever you visit the Graveyard, you may draw the top 8 cards from the Adventure deck and take 1 Object of your choice. However, during the day creatures receive a penalty and have a reduced attack score. 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. Grave RobberDesperate times call for desperate measures, and with a Werewolf lurking around? Horrible Black VoidThis hidden ending isn’t one for the faint-hearted. 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. 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. If Then discard the remaining cards.Vampire HunterThe sightings of a Werewolf mean that a Vampire can’t be too far behind. 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. If a player makes it to the Crown of command before the last night falls, all players win.Blood Moon WerewolfThe Blood Moon Werewolf sits on the Crown of Command. The Vampire Hunter needs to investigate the situation and gain as many resources as she can. 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. Time in Talisman moves slowly. Compelled by its sinister presence, the restless dead rise from their graves, vampires hunt for unwary prey, and witches engage in nocturnal rituals. 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. Whenever any character draws an Event, you may gain 1 Spell, if your craft allows.

Talisman - The Blood Moon Expansion

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Talisman - The Blood Moon Expansion
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