News NEW and Upcoming Games The Blood Moon: Talisman Expansion - In Stores Now
 

The Blood Moon: Talisman Expansion - In Stores Now The Blood Moon: Talisman Expansion - In Stores Now Hot

The Blood Moon: Talisman Expansion - In Stores Now

Game Information

Game Name
The Blood Moon: Talisman Expansion

Release Schedule Information

Expected Release Date
Expected Ship Date
Actual Release Date

With over 100 Adventure Cards, plus new spells, characters, and alternative endings, The Blood Moon adds a gripping layer of gothic horror to your quest for the Crown of Command.

The Blood Moon introduces two engaging mechanics: time alternates between “Day” and “Night,” and a bloodthirsty Werewolf prowls the land. Represented by a detailed plastic figure, the Werewolf prowls the night, preying on Adventurers who wander into his hunting grounds. In the pale light of the Blood Moon, the Werewolf’s murderous rage increases and few can escape his wrath. Worse yet, an unfortunate run-in with this roving monstrosity can turn even the most steadfast adventurer into a Lycanthrope...a cursed slave to the moonlight’s sinister influence!

Powered by JReviews
Comments (12)
  • avatarevilgit

    Maybe between this and the Reaper, somebody will get caught once in a while.

  • avatarMichael Barnes

    I can't resist a gripping layer of gothic horror.

    It sounds cool, but like Daric suggests it seems like one of those things that doesn't really happen a whole lot...but when it does, it'll be fun.

    I'm kind of wearing out on Talisman expansions though, the last two weren't really very essential. I'd like to see another big one.

  • avatarEgg Shen

    Yea I will be getting this as soon as its available. I'm with Barnes - the gothic horror shtick is right up my alley and I can't resist.

    As long as FFG keeps publishing Cosmic Encounter, Talisman and Wiz War (hopefully) expansions they will keep getting my money. Hell, if they got off their ass and published a DungeonQuest expansion I'd be all over that too...

  • avatarubarose

    You have to remember to flip the day-night card whenever you draw an Event. That's not going to fly with the people I play with. Also, I'm still annoyed that the mini's in the recent expansions are a smaller scale than the base game and first couple of expansions. The last couple of expansions have been kind of disappointing. As much as I love Talisman, I just can't get excited about this.

  • avatarevilgit

    If you forget to flip the day-night card, no big deal. It's just Talisman. Sacred Pool was pretty dull but I've liked the others. Dragon was interesting but I don't want to play with it every time. Hopefully the next one will be City. Lots of sources for Gold since Dungeon but not that much to do with it.

  • avatarwice

    Just put the day-night card on the top of the event deck.

  • avatarevilgit

    http://new.fantasyflightgames.com/edge_news.asp?eidn=3193
    New preview up for this. We all knew it would be basically like the Reaper but I didn't think it would be exactly like the reaper. Moves on a 1, basically fucks you up but a chance it could boomerang on you.
    Only real difference is, if it's night, the werewolf stops if he would move past you.
    At least make him move on a 6 or something so you can play the two together!!!

    Disappointed. Although I still like the horror theme.

  • avatarSuperflyTNT

    When they make a sci-fi adventure expansion like 2nd edition (IIRC 2nd?) then I will immediately go out and buy both the base game again and that expansion.

    And I may even say I like it.

  • avatarubarose  - re:
    wice wrote:
    Just put the day-night card on the top of the event deck.

    There is no Event deck. Events are a specific type of card in the Adventure Deck.

  • avatarBearn

    Actually this expansion is really fun and adds a lot to the game unlike the Pool and dragon expansion. We got in 4 plays this passed weekened and the werewolf wa sa considerable obstacle as well as the night and days cards.

  • avatarJeff White

    I'm contemplating having the werewolf move if players roll a '6'. This makes all of the NPCs move at different times and hopefully reduces downtime having them both move on a '1' may cause.

    Plus, I see the werewolf as 'faster' than death so '6' being it's trigger, just feels right.

Only registered users can write comments!
Text Size

Top