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Triple "A" said:
In recognition of the greater danger, we have offset the "lose 1 Life a Daybreak" rule with another than allows a player to remove the Lycanthropy curse if they Heal 1 Life above their maximum (ie. you must have all your Lives, then Heal 1 more time to remove the curse).
Yes, we do love our House Rules. But these were added to make the Werewolf more interesting and actually make it somewhat negative to become a Lycanthrope.
Thats a reason for our treatment of the Lycanthrope (2 players; agree to move NPCs away from characters - at least in the beginning). Since it should be less desirable to be a WW. Perhaps we'll try something like that, thanks for the idea!
Without Signature
Great suggestions about Lycanthropy.
We started playing like this:
1. The Day side of the Time card only affects lycanthropes
2. Lycanthropes lose 1 life each time night changes to day.
3. Lycanthropy can be voluntarily healed at the following locations: Chapel, City, Village, Castle. When a lycanthrope heals to his life value at one of these places, he may choose to discard the curse card.
Regarding the Time Card - We play that only Enemies are affected by the Time Card; creatures are not affected by it!
Ell.
Elliott Eastoe
www.ukgamesexpo.co.uk/bookevents.php
Talisman at UK Games Expo 25th-27th May
dl.dropbox.com/u/9409455/Mephisto%20Character%20Cards%20Revised%20Edition.pdf
Mephisto Character Cards (English Revised Edition)
2 weeks ago, i was using the Blood Moon expansion in my talisman games.
We decided to play with only the Base, reaper and the Blood Moon expansion, and it was great!
We also decided to use the 3 new characters, and i drew the Graverobber. My opponent drew the Vampire Hunter.
I must say that the Grave Robber is very powerful! I won the game with him!
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