Ron
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Vienna
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“It's all in the mind.” ― George Harrison
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Everyone wants to be a Werewolf. +2 in Combat at night is a good thing to have. The mandatory player attacks are not really a penalty. So we came up with the following rule for Lycanthropes during the Day:

The -1 modifier on the Day card does not affect Enemies, but all Lycanthropes. So, during Day, they have to imply a negative modifier to their combat rolls and all enemies fight with their normal (= printed) value. All other rules stay the same.

Of course, you may keep the -1 Day modifier also for Enemies, but we prefer to have a little deadlier Enemies.
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Andy Allardyce
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We consider becoming a Lycanthrope to be a real curse.

In our games, you lose a life every time it turns to day.
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Ron
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Hemlockaaa wrote:
We consider becoming a Lycanthrope to be a real curse.

In our games, you lose a life every time it turns to day.

That sounds brutal, Andy!
Any houserules how to revert back to normal?
 
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Andy Allardyce
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It can be brutal, so yes, we need to have some way to "cure" the curse.
We don't have a perfect solution (yet).

We originally allowed you to "cure" in place of healing, but that turned out to be too easy a solution.

At the moment, we allow you to be cured by rolling a 4-5 in the Forest, but I'm thinking I might change it so that it is an option when visiting the Enchantress, Mystic or Castle.
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Jon Simpson
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Why not you use -1/+1 card and apply that to lycanthropes only ?
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Ron
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redeye wrote:
Why not you use -1/+1 card and apply that to lycanthropes only ?

Probably the simpliest solution meeple
 
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Plaid Dragon
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Heh, this thread is exactly what I was hoping to find here.

I was also thinking that there should be a larger downside to lycanthropy. The suggestion of one life loss every time it turns to day is pretty harsh imho. Plus, isn't it vampires that have problems existing in daylight? Werewolves just revert to human form and would be unscathed by the transformation I'd imagine.

The real downside to being a werewolf would be the reaction of civilized society when a werewolf comes in proximity. During the day there wouldn't be any differences to notice (other than if they're sporting a Hugh Jackman wolverine haircut); however, at night the reaction of city watch or any other guardians would tend to be quite negative.

My suggestion is that anyone afflicted with lycanthropy that ends his/her move on any "civilized" spaces at night loses one life and their turn immediately ends.

"Civilized" spaces being:
City
Temple
Tavern
Village
Chapel
Castle

Also at night, a lycanthrope may not choose to enter the City Expansion board.

In addition, if day changes to night while a lycanthrope is already ON the City Expansion board, that player may no longer interact with nor enter any shops.

Before normally encountering any non-shop space he/she must fight off the city guards. The guards start at str 3 and increase by 1 every turn the lycanthrope stays in town (to a maximum of 10). The reasoning for the increasing strength is that the longer the "terror" is on the loose, the more guards will join in the pursuit.

No trophies are awarded for defeating the city guards.

A lycanthrope defeated by the city guard loses a life as normal and is thrown in Jail. While there, the guards do not accept gold that one could normally use to add to their escape chance.

Finally, anyone afflicted with lycanthropy may be cured by paying two gold when visiting the Healer in the Village space.
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