So i know theirs a power for "were-", but geez small world needs a werewolf race (thought my guess is im not the first person making a fan race of werewolves). Anyhow the race banner is coming along, but i have a hard time picking a power for the lycanthropes. Heres some of my favorite options...
(1) Blue Moon - Lycanthropes occupied regions are immune to enemy conquest on even rounds.
This is to illustrate your dependens of the moon and your strength during your prime.
(2)Territorial - Lycanthrope conquest originating from a woodland-region to an adjecent region conquers with -1 race token. A minimum of 1 race token is still reguired. Woodlands are considered adjecent on even rounds.
This is to illustrate the wolves dominion over the northern pine woods aswell as its agility.
(3) Fledgelings - On even rounds add a number of fledgeling tokens equal to the current even round number (2, 4, 6, 8, 10) ingame. The fledgeling tokens may be used in conquest just like any other lycanthrope token, BUT after your conquest phase remove all your fledgeling tokens from play until the next even round.
This is to illustrate your growing pack as some of your bitten victims survive and turn during full moon, unlike you they cant turn at will. However to display the growth without making lycanthropes outragesly OP they suffer the same drawback as amazons, aswell as they are weak early game and un-even rounds.
Please leave some feedback, which power you would like to see make it onto the banner, and a token value for the race power you picked. Throwing out a completely new idea is also totally fine
- Last edited Tue May 26, 2015 3:31 pm (Total Number of Edits: 1)
- Posted Tue May 26, 2015 3:28 pm
I applaud your work on this! I have yet to design my own blank banners even though I absolutely love this game. I'll probably just break down and go with one of the sets made by folks on BGG. Powers one and two seem more balanced to me than option three. I wouldn't want to tangle with someone who had lycanthropes with that power if they picked those up mid game. Maybe "turn number halved" would be more balanced.
Hmm... Now you're making me think about what it would be like if they conquered forests better at "night" and human farmland better "by day."