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Author Topic: Werewolf without Hexes  (Read 1801 times)

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JW

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Werewolf without Hexes
« on: December 11, 2018, 07:11:16 pm »
+2

Hexes are one of Nocturne's most complex mechanics. Here, I've tried to envision Werewolf as a simpler, haunting card without Hexes. I'm sorry, Courtier! Dame Josephine disclaims any involvement in this post. 

Werewolf (Variant)
Action-Night-Attack
$5
If it's your Night phase, each other player with at least 4 cards in hand puts one of them onto their deck. Otherwise, +3 Cards.
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NoMoreFun

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Re: Werewolf without Hexes
« Reply #1 on: December 11, 2018, 09:33:12 pm »
+2

I was thinking the same thing about Hexes.

My variants:

Werewolf
Action/Night - $5
If it's your night phase,  gain a Silver. Otherwise, +3 cards

Vampire
Night - $5
Gain a card costing up to $5 that isn't a Vampire, then exchange this for a Bat

Bat
Night - $2*
Trash up to 2 cards from your hand. If you trashed any,  exchange this for a Night card.

Skulk
Action - $4
+1 Card
+1 Buy
---
When you gain this,  gain a Gold

Leprechaun
Action - $3
Gain a Gold. If you have exactly 7 cards in play,  gain a Wish. Otherwise gain a Copper to your hand.

Cursed Village
Action - $5
+2 Actions
Draw until you have 6 cards in your hand
---
When you gain this,  put a card from your hand onto your deck.

Tormentor
Action/Attack -  $5
+$2
If you have an Imp in play, each other b player gains a Curse. Otherwise,  gain an Imp.


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LibraryAdventurer

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Re: Werewolf without Hexes
« Reply #2 on: December 12, 2018, 12:21:24 am »
0

I also made alternate versions for doom cards, some of them using Violet CLM's Mutineers (except I'm calling them hex tokens). They usually come 2 at a time because they seem pretty easy to get rid of.

Vampire
$5 Night - Attack
Each other player takes two hex tokens. Gain a card costing up to $5 other than a Vampire. Exchange this for a Bat.

Werewolf
$5 Action - Night - Attack
If it's your action phase: +3 Cards. If it's your night phase: Each other player may reveal a silver from their hand. If they do, they take 1 hex token. If they don't, they take 3 hex tokens.

Banshee    (replacing Skulk. cause what's a 'skulk' anyway?)
+1 Buy. Each other player with five or more cards in hand puts one of them onto their deck. Otherwise, they take a hex token.
-
When you gain this, gain a gold.

I won't show all of them here. I think I like NoMoreFun's versions better than some of mine...

ClouduHieh

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Re: Werewolf without Hexes
« Reply #3 on: December 12, 2018, 02:37:26 am »
+1

Well first of a group of foxes are called a skulk. Skulk means remain hidden. Which is what foxes try to do, especially when they prey on a defenseless animal like a chicken for instance. After all do people usually catch the red handed with a chicken. Not always that’s for sure.
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LibraryAdventurer

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Re: Werewolf without Hexes
« Reply #4 on: January 10, 2019, 12:56:28 am »
0

I just introduced Hex tokens /Mutineers to my gaming group today, using my modded versions of Vampire and Banshee/Skulk and this card, original version by Fly-Eagles-Fly:

Quote
Haunted Mansion
$6 Action - Victory
Gain a spirit from one of the spirit piles. Take a Hex token per in its cost.
 | If you have a Ghost in play when the game end is triggered, Worth 3. Otherwise Worth 2.
 | When you buy this, put a card from your hand onto your deck.
I like having another way to gain spirits besides Exorcist, and this card worked well with my gaming group. Thanks to Fly-Eagles-Fly for the card idea (which originally used Hexes) and VioletCLM for the Mutineers mechanic.

Sheogorath

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Re: Werewolf without Hexes
« Reply #5 on: January 10, 2019, 02:22:40 am »
+1

Werewolf (Variant)
Action-Night-Attack
$5
If it's your Night phase, each other player with at least 4 cards in hand puts one of them onto their deck. Otherwise, +3 Cards.

But the fact that you can keep hexing your opponents with each Werewolf is a lot of the draw of making it a night card since there is no limit on how many you can play.

What if you went the Idol route to keep the mixing up of negative effects?

Werewolf (Variant)
Action-Night-Attack
$5
When you play this in your Night phase, if you have an odd number of Werewolves in play each other player gains a Copper; if an even number, each other player gains a Curse. Otherwise, +3 Cards.

That one is a bit wordy, but you get the idea.
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Commodore Chuckles

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Re: Werewolf without Hexes
« Reply #6 on: January 10, 2019, 08:04:01 pm »
0

But the fact that you can keep hexing your opponents with each Werewolf is a lot of the draw of making it a night card since there is no limit on how many you can play.

What if you went the Idol route to keep the mixing up of negative effects?

Werewolf (Variant)
Action-Night-Attack
$5
When you play this in your Night phase, if you have an odd number of Werewolves in play each other player gains a Copper; if an even number, each other player gains a Curse. Otherwise, +3 Cards.

That one is a bit wordy, but you get the idea.

I agree with the general idea, but I think junking every time you play it would be too brutal. Maybe:

Werewolf (Variant)
Action-Night-Attack
$5
When you play this in your Night phase, each other player discards a card if they have 4 or more in hand, or gains a Curse if not. Otherwise, +3 Cards.
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LittleFish

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Re: Werewolf without Hexes
« Reply #7 on: January 16, 2019, 04:27:04 pm »
0

You could make a multi card pile, one for each hex. the only problem with that is that if the one for misery is on the top, after 2 uses it's useless
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