RulesPal
Chat
Rulebook
Luna Llena: Full Moon thumbnail

Luna Llena: Full Moon

Luna Llena: Full Moon Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Component Breakdown
    • Table 1: Number of players, Human Characters and planning points
  • Game Turn Detail
  • Set Up
    • Human Players
    • Werewolf Player
  • Humans' Phase
    • 1. Preparation
    • 2. Actions
    • 3. Explore
    • 4. First Search
    • 5. Forward / Run
    • 6. Alert
    • 7. Hide
    • 8. Second Search
    • 9. Discard
    • Determination
  • Werewolf's Phase
  • End of Turn
  • Nightfall - The Night
    • Second Sunrise
  • Combat
    • Combat Rounds
    • Combat Resolution
    • Special Combat Cards
  • Life and Death
  • Infection
    • Tips for Virus Positive Infected Humans
  • Fear - Panic
  • Items
  • The Lair
    • Hostages
    • Exits
  • End of Game
  • Optional Rules
  • Game Turn Example
  • Appendix I: Icons Table
  • Appendix II: Hexagons Table

Game Overview

FULL MOON is a game for 2 to 7 players with an estimated duration of 90 to 150 minutes per game.

There are two sides: Humans and Werewolves. At the beginning of the game one player controls the family-pack of Lycanthropes that lives in the valley of Aguirre's forest, a lonely, nearly unexplored natural site. His objective is to infect a few humans to increase his pack; to do this he has to delay the humans until night when his family will turn to its lupine form.

The rest of the players represent human hikers. They have arrived searching for new emotions... and have found more than what they wished for.

The game begins the morning after the first night spent in Aguirre's Forest. The hikers wake up and discover that one of the camp tents has been razed at dawn and its two occupants have disappeared leaving a trail of blood and shredded objects. Sadly the two occupants were the only ones who knew the surroundings and had the map of the site, bought days before in an antique shop. Human players must follow the trail left by the attacking pack to its lair, free the hostages, retrieve the map and leave the forest before the night turns the crazy inhabitants of the forest into something more frightening.

The goals of the game are:

For the humans: At least one of them has to leave the forest. They must track their disappeared companions, discover the lair of the pack, and find the exit of the forest recovering the map.

For the werewolves: The pack needs new blood and therefore it is not enough to attack and devour the unwary who are entering their forest. Their goal is to turn at least one member of the group of hikers into one of their kind, and leave no human survivors to tell about it.

The problem is nobody knows if bitten characters are infected or not until night comes and Full Moon acts upon them. And if they die before the virus takes effect, they do not get converted...

Component Breakdown

In the box of FULL MOON you find the following components:

  • 105 Cards: 35 ACTION Cards, 16 ITEM Cards, 6 SPECIAL ITEM Cards, 6 LAIR ITEM Cards, 33 COMBAT Cards, 9 PACK Cards
  • 44 Forest Hexagon Tiles: 7 STARTING hexagons with Green border (1 Camp and 6 ground elevations); 2 EXIT hexagons with yellow border; 1 LAIR hex with red border; 34 FOREST LOCATION Hexagons with black border
  • 1 Cloth Bag for the 34 Forest Hexagons
  • 6 six sided dice
  • 8 Human Character sheets
  • 6 Werewolf Character sheets
  • 8 Human Character markers
  • 6 Werewolf Character markers
  • INFECTION tokens
  • CALM tokens
  • LIFE tokens
  • PLANNING point (PP) tokens
  • DETERMINATION tokens
  • 6 BLOODTHIRSTY FRENZY tokens
  • 1 Mother Moon Invocation pile token
  • 1 Tree Barrier token
  • 1 Day and Night sequence card divided in hours / turns
  • 1 Turn marker
  • 1 Aguirre Wood map pad
  • 1 Pencil
  • 1 Rulebook

Before playing the first game, carefully punch out the cardboard pieces so they do not tear.

Aguirre Forest HEXAGONS. Represent the locations that hikers find while exploring in desperate hurry to rescue their colleagues and getting out of the woods. The hexagons are divided into four types:

  • STARTING Hexagons (Green Border) - These hexagons are those initially placed on the game board. They are seven: one central hexagon, CAMP, which is the starting point of human players, and six ground elevations (hills, temples, watchtowers ...) that can be seen from the camp as places with some advantages - thanks to their situation - to explore the surroundings.
  • EXIT Hexagons (Yellow Border) - These two hexagons indicate access to the small roads in the outer limits of Aguirre Wood. Human Players have access to them only after locating the MAP of the wood. In the beginning, they are left on one side of the table.
  • LAIR Hexagon (Red Border) - Indicates the location of the Lair where the Aguirre Wood pack lives. The Pack keeps here its captured human hostages, waiting for their infection to be checked. The Lair is put into play only after the players discover it following the trail. It is also left on one side of the table.
  • FOREST LOCATION Hexagon (Black Border) - Represent the other locations of the Forest. Each has distinct advantages and disadvantages for the characters, reflected on the icons printed on them. Each particular hexagon is described in the Appendix at the end of this rulebook. All Forest Hexagons are mixed and put into the cloth bag so that nobody can see them.

CLOTH BAG - Black border hexagons will be introduced in the bag before the game starts, and will be taken to make up Aguirre Wood as the human characters explore it.

CHARACTER SHEETS - There are 8 human character sheets and 6 werewolf character sheets.

  • HUMAN CHARACTER SHEETS - Human sheets represent hikers who venture into Aguirre forest. They have a pale background with fragments of the Aguirre Forest map. Depending on the number of players, each human player can control from 1 to 3 human characters in the game. To see how many characters are controlled by each player in a game you should consult Table 1.

    Human character sheets allow players to keep at all times track of their Life, Calm, capabilities and resources obtained during the game. Sheets have four initial printed values:

    • LIFE - Represents the physical capacity of a Character to receive an amount of damage before dying (see below LIFE and DEATH section).
    • STRENGTH - The Character's basic skill in combat (see COMBAT).
    • DEXTERITY - His intelligence, dexterity and ability for observation. It is used to search, explore the forest and track down the missing hostages.
    • CALM - Represents his ability to stay cool (the character's self-control).

    The Life and Calm values can be changed throughout the game, so markers are used.

    The Human Character sheet backs represent the infected characters transformed into werewolves. Backs are only used when a human character is Virus Positive Infected and it is at Night.

  • WEREWOLF CHARACTER SHEETS - Werewolf Character Sheets represent the Pack in Aguirre Wood. They are distinguished by their greenish background. The Werewolf player controls the pack. At the beginning of the game he can spend as many Planning Points as he wants on picking his initial pack, of those assigned in TABLE 1 depending on the number of players.

    Werewolf Character Sheets have two sides. The non transformed side is used during the day and represents the werewolf in human form. In this way he possess a strength similar to that of uninfected humans (unless they use a Bloodthirsty Frenzy Attack), but are immortal. They can only be killed with the same elements that could kill a transformed Werewolf: Silver Bullet or Decapitation with an axe.

    The back of the Werewolf Character Sheets represent each member of the pack Transformed into the Lupine form they take when night falls.

    Werewolves don't have life points because they can only die if they get hurt with a silver weapon or if beheaded (in human form they can be injured). They have only COMBAT value. They can also play Pack Cards.

HUMAN CHARACTER MARKERS - Represent the human characters in their journey through the Forest. They have two sides, like character sheets, to represent an uninfected human and, on the back, his Lupine form when transformed into a Werewolf. When a character marker is in a location (a hexagon), that requires the use of a value for a given action, the one in his corresponding character sheet should be used. The markers have colour backgrounds similar to the borders of the corresponding character sheet.

WEREWOLF CHARACTER MARKERS - Werewolf Player has 1 marker to represent each member of his pack. The markers also have two sides, like character sheets, to represent their human form during the day, and their Lupine form. A werewolf marker is used to indicate the target of his attack during the day, and his movement on the board during the night. The markers have colour backgrounds similar to the borders of the corresponding character sheet.

CARDS - The remaining cards are placed face down on the side of the table, and accessible to all players, after separating and shuffling according to their backs to form the following decks: Action, Items, Special Items, Lair Items and Pack Cards. Each of these decks must reserve a space beside it, to place the pile of its discarded cards.

  • ACTION CARDS - Indicate the possible actions that a human player can assign to each of his characters during the turn. There are several types: EXPLORE, RUN, SEARCH, ALERT and HIDE are basic action cards that indicate the action that the character to which they are assigned must necessarily take. Double Action Cards EXPLORE / RUN, SEARCH / RUN let the human player decide which of the two actions will perform the character AFTER seeing the cards played by other players. The FREE ACTION card lets you choose any of the Basic actions AFTER seeing those who have played the other players. Each player can only play an action card for each character he controls, every turn.

    The WILDCARD is special because it can be used in various ways at any time of the game: to increase the Strength replacing a Combat card (INSTEAD of drawing a Combat card), to recover life points or to restore calm. However, only one of these actions may be taken before discarding it. The Wildcard is the only card in the Action deck that can be played in addition to any previously played Action card.

  • COMBAT CARDS - Represent the actions and events that happen to the characters during a violent confrontation. Each of them contains at least two different results applicable to each of the two sides. These results are associated with three different symbols: the Human Footprint indicates a result that affects humans and werewolves in human form. The Wolf Track indicates the result that affects a werewolf in Lupine form (both members of the original pack and Transformed humans). The Wolf icon indicates an outcome that affects members of the Pack, regardless of whether in their human or lupine form (and it also affects Transformed humans).

    COMBAT cards are shuffled and placed face down near the Werewolf Player.

  • ITEM CARDS - They represent objects and events that may be of some use for the human characters in achieving their goals. Depending on their quality they may increase or decrease the values of a character while he holds the item in question. Item Cards accumulated by a Character are placed on the table face-up in the area below the character card to indicate he is carrying them. Some Item cards have the "discard after play" (X) icon which implies that the card should be discarded immediately after use.

  • SPECIAL ITEM CARDS - Represent items found inside certain objects (the Corpse and the Backpack in the basic game), but otherwise their use is identical to regular items.

TOKENS

  • INFECTION TOKEN - Represents the possibility (or genetic compatibility) that a human character becomes a Werewolf when being bitten by one. There are Infection Immune tokens and Infection Virus Positive tokens. The number of infection tokens varies depending on the number of players and human characters present in the game (see Table 1). Initially they are placed face down on one side of the table.
  • LIFE TOKENS - Represent the remaining Life of the human character at any time.
  • CALM TOKENS - Represent the level of calm of the human character at any time. They have two sides. The green side is the "Normal" state and the red side is used when the character is "Scared".
  • PLANNING POINT TOKENS (PP) - Represent the capacity of the Pack of Werewolves to organize and plan an attack, and the magical and spiritual support that the cult of Mother Moon gives them in their forest.
  • DETERMINATION TOKENS - Represent the ability of the human characters to react and prepare a heroic response to an adverse situation.
  • BLOODTHIRSTY FRENZY TOKENS - Represent a state of fury in the attacking Werewolf in human form.
  • MOTHER MOON INVOCATION PILE TOKEN - Represents the influence of the spirit of Mother Moon's cult on the forest, even altering its own physical reality when the pack needs it. The token is placed on the top of the pile of hexagons created after Summoning Mother Moon.
  • TREE BARRIER TOKEN - Indicates the mystical ability of Father Tree's cult to increase vegetation density in a given forest area, to the point of making it almost impossible to move through it.

DAY AND NIGHT SEQUENCE CARD divided in hours / turns. Players can keep track of the hours spent by their Characters in Aguirre Wood. It is separated into two stages, Day and Night, and marks the time of the Werewolves' transformation as well as the time of nightfall, at 18:00, in which human players who have been injured can see their Infection tokens to check if the infection has affected them or not.

TURN MARKER is placed on the Day and Night sequence card to indicate the current time in the game.

AGUIRRE WOOD MAP PAD: On Full Moon, each game uses two maps from Aguirre Wood Map pad. One is for the Werewolf Player, in which he will draw the trail and the location of the Lair at the end of it with an L. A second map will be delivered to the other players to keep control of their travel and exploration of Aguirre Wood. They will mark here the clues provided by the Werewolf player in their successful explorations. They should also mark the number of items found on each hexagon where there have been successful searches.

In every map, the central location of the camp, the six elevations that can be glimpsed from it, and the six possible locations of the exits, are reflected in various shades of gray. We can also find a compass rose, a numerical diagram with the 6 possible directions from the central hexagon, to provide guidance in the humans' exploration.

There are six additional hexagons on the map, drawn in broken lines. These six hexagons may be used if players choose to play with the optional rule of Large Wood.

A PENCIL - Is used to make notes on the maps.

Table 1: Number of players, Human Characters and planning points

PlayersHuman playersCharacters eachStarting hand and limit of ACTION cardsDraw per turnInfection Immune tokensInfection Virus Positive tokensWerewolf Planning points
2136 starting hand, limit 534110
322 each5 start and limit25115
431 each4 start and limit14

Each game has 1 Werewolf Player.

Game Turn Detail

FULL MOON is played in two phases with the following steps:

a) HUMANS' PHASE

  1. PREPARATION - Draw of Action card and Determination point; Exchange of items
  2. ACTIONS - Choice of actions; Actions resolution (3. Explore, 4. First Search, 5. Forward / Run, 6. Alert, 7. Hide, 8. Second Search)
  3. DISCARD

b) WEREWOLF'S PHASE

  1. Planning, 2. Move (only at night), 3. Action

c) END OF TURN

Set Up

Randomly or by agreement, players must decide who will play as humans and who will represent the werewolves.

Human Players

Separate the eight available character sheets in the game into two groups: men and women. Human Players choose at random a male and a female character. These two will be the hostages taken by the pack the night before. Both are delivered to the custody of the Werewolf player which subsequently chooses for each, and without looking, an Infection token, and puts it beneath each of the two sheets.

For games with 5, 6 and 7 Players: Before assigning Hostages' Infection tokens, remove one of the 2 Virus Positive Infected token, and then shuffle and assign two from the rest to the hostages, without looking. Then the second Virus Positive Infected token is incorporated and all are re-shuffled without turning.

The other character sheets are disclosed for human players to choose characters, according to Table 1, by any method they wish. The unused Characters are left in the box outside the game. Each player receives his character sheets and his corresponding character markers. A human player must keep a separate count of Life, Determination and Calm of each of his characters, placing the character sheets and the corresponding markers in front of him on the table.

Now, the 7 initial green border Hexagons are located on the gaming table. The Camp is the hex with the tents, and 6 numbers indicating the different directions that will be used as reference in the exploration of the Forest. This is the central hexagon and is placed in the middle of the table face up for all to see.

Then the six ground elevations: the remaining six green border hexagons are mixed, and placed hidden (face down) around the Camp. These are special locations where the human characters can take advantage of the elevation to orientate, but they also hide some of the sacred places of worship of Mother Moon... a cult that has been perpetuated in the region since the first settlers arrived.

Each human player then draws his starting hand of Action cards according to TABLE 1. The rest of the Action Cards become the Action deck, which is placed face down within reach of human players on one side of the table.

Each character receives a number of tokens equal to his initial Calm value printed on the character sheet. As they are not Scared, the markers must be placed by their green side.

Each character receives a number of tokens equal to its initial Life value printed on the character sheet.

The initial Determination value is 0 points, but the characters can accumulate up to a maximum of 10 points (or 3 if they're Scared) during a game.

Each Character must locate beside his character sheet the items he possesses or acquires during the game. Only action cards form a collective hand for all the characters controlled by a player (and secret to other players) and he can assign to each of his characters the action he considers necessary in the action phase.

Human players also take a Map from the map pad, to record their journey and relevant information they need.

The human characters put their character markers on the central hexagon (the Camp).

Werewolf Player

He takes a Map from the pad and the pencil, and draws a secret trail of 10 hexagons (not including the central hexagon) from the central hexagon camp to his Lair. Once completed, he gives the pencil to the human Players.

DRAWING THE TRAIL: Werewolf Player must draw the trail from central hexagon (compass) and meet the following requirements:

  • The trail must go from hexagon centre to hexagon centre.
  • It can not go back to the previous hexagon.
  • It can not exit the map.
  • The trail can not cross the same hexagon twice.

INITIAL PLANNING: Werewolf Player receives Planning Points according to Table 1. Planning Points represent the organizational capacity of the Pack, and its leadership and speed in resolving difficult situations without succumbing to animal rage.

Planning Points allow the Werewolf player to prepare his strategy of harassment and infection of the hikers, as well as gaining different powers by calling the mystical forces of Mother Moon.

Werewolf player then chooses the characters for his pack and pays 5 PP for each. He receives a Werewolf Character Marker for each member of his pack, and places in front of him his Character Sheets with the human side revealed along with their corresponding markers. Remaining Life, Calm, and Planning point tokens are put aside.

Place the Turn marker on the Day and Night sequence card at 6 am. Sunrise. The game can begin.

Humans' Phase

1. Preparation

Every Human, starting with the one sitting at the left of the Werewolf Player and continuing clockwise, draws 1 Action Card for each character that human player controls. These cards are unified in a single action hand.

He also takes 1 DETERMINATION point for each character, placing a marker next to their corresponding sheet, if it does not exceed the top of the character (10 Determination points for a Character in Normal state, or 3 if Scared).

Exchange of items: Characters that are in the same hexagon can exchange Non Loyal items (all items are interchangeable except the Wolfdog and the Talismans in the basic game, marked as Loyal items with a Red border).

2. Actions

Choice of actions: Once all characters have received their Action Cards and Determination points, Human players, after briefly discussing coordinated action to take, select simultaneously and in secret, one action card from their action hands for each character, by placing them face down clearly in the area of the corresponding character sheet and revealing them simultaneously. Human players can not show their cards to each other, but they can talk about them.

Actions resolution: The order in which actions are resolved is as follows (when several players have selected the same action, it will be resolved clockwise starting from the Human situated to the left of the original Werewolf Player).

3. Explore

The Explore Action is used to try to find and follow the Trail to the Lair of the werewolves. For a Character to explore, the player that controls it must have selected an Action card including the EXPLORE action and discard it.

  • The player throws a number of dice equal to the Character's Dexterity. He can add any bonus gained by the possession of items that enhance exploration.
  • A 5 is considered a partial success, 6 a total success.
  • If the character gets a triple 1, he loses 1 Calm point (and he also suffers a Panic Attack if he was Scared).
  • For each success the werewolf player should give a clue. The human player may Track 1 side of the hexagon where the character who made the Exploration is, for every success in the dice (he may have more than one): he chooses the side and asks the Werewolf player for a clue by saying the number aloud, and saying if he uses a partial or a total success (to find the side number he should check the compass rose in central hexagon or Map).
  • The Werewolf player must respond by saying "TRAIL", if the trail to his lair crosses through that side of the hexagon, and "NOTHING", if there is no trail on that side of the hexagon. If success is "Total", 6, Werewolf Player should say "NEAR" if the trail is on one side immediately adjacent to the side explored. The clue only indicates whether the trail traverses the side, but NOT the direction of that trail (if trail goes to the Lair or to the Camp).

After selecting the EXPLORE action card, action must take place and the card should be discarded, even though it can no longer provide useful information.

4. First Search

The Search Action is used to find items in locations where it is possible: Hexagons with Item icon printed on them. For a Character to Search, the player that controls it must have selected an Action card including the SEARCH action and discard it.

  • The player throws a number of dice equal to the Character's Dexterity. He can add any bonus gained by the possession of items that enhance the search.
  • For a search to be effective, the character must be in a hexagon with Item icons that have not been found previously.
  • 5 and 6 are considered hits.
  • There is a maximum number of objects in a hexagon, equal to the number of item icons printed on the hexagon. The found items are noted in the Human Players Map (if all are found, the area is considered without items). If the found item contains Special items, then the character can draw the cards from the Special Item deck.
  • The order in which the characters search is clockwise from the seat where the Werewolf player is sitting.
  • In the event that a searching character finds more than one item (because he had more than one hit, and the area had more than one item), he must choose one and give the others to the teammates who are in the same hexagon. If he is alone in the hexagon, then he can keep all items. There is no limit to the number of items that a character can carry.

After selecting the SEARCH action card, action must take place and the card should be discarded, even though it can no longer provide items.

5. Forward / Run

ADVANCE. Every not hidden human character may move a hexagon in whatever direction the player wishes. The act of moving a hexagon DOES NOT REQUIRE AN ACTION CARD. The Human Player moves the corresponding Character markers to the chosen locations (if any of them were not moving, his marker should remain in the same hexagon).

  • If the direction leads to a stretch of woodland where there is not placed a hexagon, human players draw 1 Forest location hex from the cloth bag without looking, turn it and put the hex on the side in which they decided to move. They must necessarily place their markers on the new hexagon and pay immediately with each advancing character the cost in Calm points of the hexagon, if any. Calm points are only lost upon entering the hexagon, but not if the character remains in it from the previous turn.
  • If different groups of humans decide to move in different directions, they need to draw a hexagon of forest for each group starting with the human player at the table closest to the left of the Werewolf player and following clockwise.

RUN: The Run Action serves to quicken the humans pace in their exploration against the clock. For a Character to Run, the player that controls it must have selected an Action card including the RUN action and discard it.

  • If a character plays a RUN action card, he can move an additional hex after the first. After doing so, the card should be discarded.
  • "RUN!" If at least two characters in a group (which start from the same hexagon in the same direction), have chosen a Run card, then all the characters in that Hexagon can run (unless they are HIDDEN or trapped) and move a second hexagon after the first.
  • When the Characters stop in the second hexagon and the human phase of the turn ends, Werewolf Player can Sniff adding all the WOLF icons in both covered hexagons.
  • Running produces each character the extra loss of 1 Calm point, in addition to the points they might lose for the Calm cost of the two hexagons.

After selecting the RUN action card, action must take place and the card should be discarded.

6. Alert

The ALERT Action serves to protect oneself or a companion from a Werewolf attack, in situations or locations with greater risk of confrontation (those with more WOLF icons, for example). Once the human characters have moved, those who have chosen the ALERT action are considered to be alert.

  • An ALERT Character can step in between an attacking werewolf and his target to attract the attack to himself. This is only valid for 1 Werewolf attack by combat (a Character can not attract to himself more than one attack).
  • ALERT Characters recover 1 Calm point immediately after moving (or remaining in the same hexagon), and add +3 points to their combat value (Strength) for the rest of the round.
  • An ALERT character can follow a character with a Panic Attack (see below FEAR - PANIC).
  • The ALERT Action card is not discarded until the werewolf player ends his turn.

7. Hide

HIDE Action is used to recover Life and Calm, or to avoid a possible attack in a desperate situation. Once the human characters have moved, those who have chosen the HIDE action are considered hidden.

  • HIDE recovers up to 3 Calm points and 1 Life point.
  • A HIDDEN CHARACTER CANNOT BE a Werewolf attack target if there are characters in the same hexagon who are not hidden.
  • If all the characters in a hexagon are hidden, the Werewolf player has to successfully Sniff a second time before engaging them in combat. This second Sniff is free for the werewolf player (he has not to pay again PP) but follows the same rules as the first Sniff in the number of dice to throw.
  • A HIDDEN Character can not move (neither advance nor Run).
  • The HIDE Action card is not discarded until the werewolf player ends his turn.

8. Second Search

Once the human characters have moved, those who had selected a SEARCH action card, and had not used it in the first search step, can make an attempt in destination if there is an Item icon in the new hexagon. The general rules are the same as in the First Search.

9. Discard

  • CHANGE OF CARDS: The Human Players can change 2 cards in their action hands for 1 new card from the Action deck (only once per player).
  • DISCARD EXCESS OF CARDS: At the end of this step, a human player can not keep in his hand over 4 action cards if he controls 1 character, and 5 cards if he controls 2 or 3 characters (one less card for each SCARED character). He should discard Action cards of his choice in excess of this number.
  • Players must also discard DETERMINATION points that are above the limit of each character (which is 10 points, or 3 if they're Scared).
  • Used and discarded Action cards go to the discard pile of the Action deck.

Determination

Every human character can spend DETERMINATION points at any time of the game. If a character spends points for the benefit of another, both characters must be in the same hexagon.

  • 1 Point - Player can discard a card from his hand and draw a card from the Action Deck at any time.
  • 1 Point - Character can spend 1 Calm point and add 1 Calm point to a teammate at any time except during combat.
  • 2 Points - Character can regain 1 Life or 1 Calm point for himself or for a teammate.
  • 2 Points - Character may add 1 die to an Explore or Search roll.
  • 3 Points - Player can draw 3 cards from the Action deck and keep two.
  • 3 Points - Character can move through a Tree Barrier.
  • 5 Points - (Play during combat) Cancels a Ravine card. The combat card has no effect and no other one is drawn in its place.
  • 6 Points - Character may cancel the effect of a Pack Card which directly affects the character or his hexagon.

Werewolf's Phase

Now the Werewolf player plays his phase as following:

  1. PLANNING - The Pack wins 1 PP for each human character which started the game. Planning Points are collective and are used interchangeably for each member of the pack in the way the Werewolf player decides.
  2. MOVE - (Only at night, see below NIGHTFALL - THE NIGHT). The Werewolf Player can move his Werewolves on the board, paying 1 PP for each group of werewolves making the move, up to a maximum of 3 hexes per group. A "group of werewolves" is the set of werewolf characters whose markers are in the same hex at the beginning of the movement. To attack a group of humans, a group of werewolves should be in the same hexagon and perform a successful Sniff.
  3. ACTION - Now the Werewolf player can perform any number of actions described below, and in any order, provided he spends the costs in Planning Points.
  • PACK CARD. Player can buy 1 or more Pack cards for 3 PP each. Player can play 1 or more Pack cards. The Werewolf player can not keep in his hand at the end of his turn more than 5 Pack Cards.
  • SNIFF / ATTACK - Werewolves try harassing humans. The Werewolf player must spend 1 PP for each Sniffing attempt of his pack (i.e. for each hexagon where there are human characters, one attempt for hexagon). Werewolf Player throws a number of dice equal to the number of WOLF icons in the hexagon where the human characters are being sniffed (plus Wolf icons in the hexagon by which they entered, if humans have used a RUN action, and plus icons added by Pack cards). He succeeds if he gets a 5 or 6 (4, 5 or 6 if at Night). Once he successfully Sniffs, he can attack the human group by paying 1 PP for each member of the pack he wants to use in the attack and generating one or several combats. If at night, attacking Werewolves' markers must be in the same hexagon as the attacked humans'.
  • BLOODTHIRSTY FRENZY ATTACK - If the Werewolf player makes an attack during the day in a hexagon with three Wolf icons (or has played a Pack card which adds 3 Wolf icons), he can make a Bloodthirsty Frenzy Attack paying 3 PP for each member wishing to attack in this way, instead of only 1 PP. The Werewolf Character receives a Bloodthirsty Frenzy token for the rest of the battle that lets him use the results of Wolf Tracks in the Combat cards. In case of victory, he takes 3 Life points of human opponent instead of 2.
  • CALL OF THE BLOOD - A Werewolf Character in Bloodthirsty Frenzy may, during the day, try to see the Infection token of a human character which has been previously bitten. To do this, he must engage in combat with him and beat him. Then he must decide not to hurt him and instead consult in secret (and without showing the result to the human player), the Infection token and leave it again where it was.
  • HEALING - The Werewolf Player can heal members of his pack wounded in their human form, paying 2 PP for each one of them.
  • SUMMON FATHER TREE - Spending 5 PP, the Werewolf Player can make the spirits of the forest prevent access to the side of a hexagon of his choice. The Werewolf Player will reflect this by placing the Tree Barrier token across the side of the hexagon. Humans can only get through that area with the help of an axe (and discarding that item), or spending 5 Determination points per Character crossing the barrier. Werewolf Player can do this only once per game.
  • SUMMON MOTHER MOON - The Werewolf Player can spend 2 PP per hex, to get as many hexagons of the bag as desired. Then he can discard, or not, one of them out of the game and, with the remainder, form a stack of hexagons in the desired order, which should be put within everybody's reach with the Mother Moon Invocation pile token on top of them. When human players must, as a result of their movement, draw a hexagon from the bag, they instead must draw from the pile of hexagons of Mother Moon, beginning with the highest and continuing downward to finish the pile before they are able to use the bag as usual. Werewolf Player can do this only once per game.

End of Turn

Once finished both Phases, the Turn is over. Werewolf Player discards Pack cards of his choice exceeding 5, and advances the Turn marker one hour in the Day and Night sequence card. When the marker reaches the 18:00 hour slot, then it triggers the mechanisms of the Nightfall before the arrival of the Night.

Nightfall - The Night

When the Turn marker reaches 18:00 begins Nightfall.

At the beginning of this hour:

  • Human players can look at their Infection tokens to see if their characters have been Infected Virus Positive. They still can not reveal the result to the other players.
  • All wounded Werewolves heal for free.
  • The rest of the turn occurs normally.

When the day comes to hour 19:00, NIGHT falls.

  • The Characters of the Pack Transform. The Werewolf player turns their character sheets, and places their markers for each of them on the board as follows: Two Werewolves of his choice at 1 hex of the Lair. The rest of the werewolves are placed at one hexagon of the Camp, Werewolf player choice (he can choose to place them in the same or in different hexagons).
  • The werewolves' sense of smell becomes more acute. Sniffing is successful with 4, 5 or 6.
  • Bitten Human Characters show their Infection tokens. If anyone has been Infected Virus Positive he shifts from human form to Lupine form. He attacks immediately and for free to the human group with which he is (see below INFECTION).
  • The Werewolf player MOVE step is activated during the rest of the night.

Second Sunrise

In the doubtful event that any human survives the night without leaving the forest: at dawn (6 am of the following day) the werewolves revert to human form and lose the entire turn.

Combat

A Combat happens when the werewolves successfully sniff a group of humans in a given hexagon. The Werewolf Player can play Pack cards at any time during the combat. If there are combats in more than one hex, the Werewolf player decides the order in which the combats are resolved. Every Combat is resolved in ROUNDS.

Combat Rounds

In a round there are the following phases:

  1. The Werewolf Player selects which pack members are involved in the combat. He can not use wounded members. He pays 1 PP for each of them, or 3 PP for each making a Bloodthirsty Frenzy Attack if there are at least 3 Wolf icons in the Hexagon (including those added by a Pack card previously played).
  2. The Werewolf player chooses his targets and assigns each attacking Werewolf marker to a specific human character of the target group (he can not attack hidden characters except if these are the only ones in the group, and after successfully completing a second sniff). If several werewolves are attacking a group of humans, each werewolf selects a different non hidden human at the discretion of the Werewolf Player. Only if there are more werewolves than humans can two or more werewolves attack the same human.
  3. Human Characters who have used an ALERT action may step in and defend a human teammate, if the Character with Alert is not himself a target for another werewolf. Only the character who is ALERT combats. The Character "protected" is only damaged if the character with ALERT is previously defeated (if the Werewolf wins, he chooses which one of the two characters he bites).
  4. The human characters can use items they own, to add to the basic combat value printed on their character sheet. Each character can use one weapon maximum. The players determine the Combat value of each human character and member of the pack involved in the fight.
  5. The Werewolf player takes the Combat deck and deals one card to each member of his pack involved in the combat, beginning with the one whose character sheet is placed more on his right at the gaming table, and continuing clockwise. After having dealt a card to all werewolves, he deals to the human characters involved in combat (that is, having a Werewolf marker on it, or being Alert and having stepped in). Starting with the first human character's sheet on the werewolf player's left and proceeding clockwise.

The first Combat card is mandatory for all human and werewolf characters. No one can "STAND" without receiving at least one card from the combat deck. The deal goes to the next human player in the left and the operation is repeated until all humans have received a card.

The combat cards change the combat value of human and werewolves, adding the card's value with the corresponding icon.

  • The human characters and non transformed members of the pack (i.e., in their human form) add to their basic Strength the value of human footprint icon of the combat card.
  • The transformed werewolves (i.e., in their lupine form) add to their basic Strength the value of the wolf track icon of the combat card.
  • The Wolf icon applies to werewolves (members of the pack in either of their two forms), including human that have been Transformed.

Then it is checked if there are any human or Werewolf Character victorious because his opponent has suffered a Trip. If so, the fight is RESOLVED immediately without the winner being able to ask for extra cards, and damage and infection that could result in that victory is applied. If one of the characters has Stood (for example, has received a Ravine card), his opponent may decide to continue or resolve the fight.

If one human is fighting with several werewolves and one of them Trips, at the end of the Round (when all have received a combat card), the corresponding damage is assigned to the fallen werewolf, including a possible silver bullet that, if used, is discarded. The fight continues with the rest of werewolves in the next round.

If there are unresolved fights left, new cards must be dealt. The players may continue to draw one card per round / per character, clockwise, until one of these things happen:

  • A. The player decides his character "STANDS" with a total value he finds sufficient, without requesting additional card.
  • B. The character receives a "TRIP" combat card. Thereby losing his accumulated combat value (his combat value becomes 0), and he can not ask for more cards.
  • C. He receives a Ravine card which forces him to STAND and not ask for more cards.
  • D. All the Character's opponents have received a Trip card.

Werewolf Characters in lupine form can avoid the Ravine by paying 3 PP. Humans can also avoid Ravine discarding a "Rope" item.

Combat Resolution

Once all characters have "stood" or "tripped", damage is assigned by comparing each Werewolf and his target's Combat points obtained:

  • Werewolf and human points are equal = No one gets damaged.
  • Werewolf points exceed human points = The human character loses 2 Life points if the Werewolf was in human form, 3 points if the Werewolf was in Bloodthirsty Frenzy Attack mode, and 5 points if it was in Lupine form. If this is the first time that the human character receives damage, he takes one of the infection tokens (see below: INFECTION). If his Life drops to 0 (he has no more life tokens), he dies at the end of turn if he does not retrieve any point (see below: LIFE AND DEATH).
  • Human points exceed werewolf points = The Werewolf, if he was in human form, is wounded and turns his character sheet 90 degrees while placing a life token on it as a reminder. If the human character has received a "silver bullet" combat card or he possesses a weapon with the "opportunity" icon, Werewolf character dies and is removed from play. The human character immediately gets 2 Calm points and 1 Determination point provided they do not exceed their limit (a character can not possess more Life or Calm than that printed on his sheet).

A wounded Werewolf withdraws his marker from the corresponding human. If he was in his human form he can be healed in the HEALING Werewolf step by paying 2 PP. If he was in lupine form, he recovers completely after the combat is resolved.

Special Combat Cards

There are special results in the combat cards which effect is immediate:

  • TRIP - The character falls and is left helpless. His combat value is 0. He can not ask for more cards.
  • SILVER BULLET - If a human character gets a Silver Bullet card, it means an opportunity to finally end the Werewolf. If the character wins the fight (with the member of the pack who attacked him), this member dies and is removed permanently from the game. If a Werewolf gets a silver bullet, he must stand with his current Combat value. He can not ask for more cards. Moreover, he loses a Pack card of his choice (if he has any).
  • FULL MOON - If a Werewolf gets a Full Moon he gets 1 free Pack card. If a Human gets a Full Moon he loses an Item of his choice.
  • RAVINE - The character Stands. Humans can avoid it with a Rope. Werewolves in Lupine form can avoid it by paying 3 Planning points.

Life and Death

A human character with 0 life points has until the end of turn to get life points (through Determination points of his own or from another character in the same hex, or using immediately an item which provides life points). If none of these things happens, the character dies. His Infection token can not be seen until the end of the game, and if he was Virus Positive infected, it is ineffective for Werewolf Player's victory as he died without time to incubate the virus.

When a human character dies he loses and discards all his items.

Infection

In FULL MOON game, not all humans are compatible with the virus that transmits the lycanthropy. However, no player can see the result of the possibility of infection until Nightfall (at 18:00 o'clock).

A human character that is damaged in an attack for the first time, receives a face-down Infection token that no one, not even himself, can see until nightfall. Only under special circumstances associated with items, actions and specific locations of the game can a player see the result of an Infection token.

Under no circumstances can a human character receive a second infection token.

There are two kinds of Infection tokens: Immune and Virus Positive.

An Immune token means that the character does not possess the genetic compatibility necessary for the lycanthropy virus to affect him.

A Virus Positive token means that the virus will affect the character, and he will hopelessly become a Werewolf. When Night comes (at 19:00 o'clock), the Virus Positive Infected character will turn his sheet and marker, get 3 Planning points and make a free attack on the humans who were in the same hexagon. Items that were held by the Transformed Character are destroyed. The Transformed character must roll a 6 sided die every time he engages in Combat, and adds 4 points to determine his strength in that fight. This is because the lack of habit (of having to adjust) to his new "transformation".

The Transformed character uses the card icons corresponding to Werewolves.

From that time, the player who controlled the Virus Positive Infected character will share the victory goals of the original Werewolf player and his Phase in the sequence of play. The brand new werewolf gains 3 PP each further planning phase. Both werewolf players (the original and the new one) can exchange Planning Points between them, even if their characters don't share the same hex.

The TALISMAN Item and THE ANCIENT STONES Hex location affect INFECTION (see below ITEMS and HEXAGONS TABLE).

In the event that a human player controlling more than one character suffers the transformation of one of them, the player retains control of his other human characters and gives to the Werewolf Player the control of the Virus Positive Infected Character, as a new member of the pack. The player will become a Werewolf Player if he controlled two characters and both are transformed.

Tips for Virus Positive Infected Humans

An Infected human who has not yet Transformed, has two options:

  1. Being consistent with his human friends and trying to cure, getting one of the talismans (at least one is sure to be found in the Lair).
  2. Embrace his destiny. After all, it is not so bad to be immortal, hairy and live outdoors forever. In this case, the Character should quietly try to sabotage the mission of his former comrades, attempting to keep the most important Items (for them to be destroyed), lying about his Action cards ("Explore? I don't have!"), and in general slowing and dividing the group awaiting the arrival of the Night.

Fear - Panic

Every human character starts with some Green initial Calm points that may be lost during the game because of fear.

A human character with 0 green Calm points or negative points (if he loses more than the points he had) has until the end of turn to get Calm points (using Determination points of his own or of another character in the same hexagon, or using immediately an Item that gives him Calm points). If none of these things happens, the character becomes Scared and then:

  • He restores initial Calm points, but this time on its RED side (if he had negative points and did not recover them, they are subtracted from his red points).
  • His Determination limit becomes 3 points. The LIMIT of Action Cards in hand at the end of the turn is only 3 cards (in games where a player takes several human characters, the limit hand is reduced by 1 for each Scared character).
  • If a Scared character loses all his RED Calm points, he becomes terrified and suffers a Panic Attack: he should immediately throw a die and use the compass rose to move one hex in that direction necessarily. The character remains terrified until he performs a HIDE action or spends Determination points, and recovers Calm points (red), or a teammate in the same hex transfers him calm points (an Alert character can follow a character who suffers a panic attack). A terrified Character can not move or perform any other action than HIDE, until he gets the two Determination points necessary to acquire at least 1 point of calm.
  • When taking an EXPLORE action, if a Scared Character gets a triple 1 and suffers a Panic Attack, the possible successes obtained in the same roll are ignored.
  • A Scared character will be scared until the end of the game (if he regains Calm points, he can only reach his maximum in Red points).

Items

Items are played face up on the table at everybody's sight at the same time they are found. They are assigned to the character that made the Search action, or to those who are with him in the same hexagon if he finds more than one item (the character chooses which item he gets and who receives the remaining items). If there are more items than characters in the hex, the character who has made the search can keep more than one item.

These items are considered active and usable at that very moment.

If a Character must discard an Item as a result of a robbery (Full Moon Combat card), death, Transformation etc, that Item may not be used or transferred before discarding.

  • SNAKE - It immediately attacks and harms the character (he loses 2 Life points) who was not sufficiently cautious in his search. It is then discarded.
  • SILVER BULLET - It is an Opportunity. It can kill a Werewolf if the human who carries it wins the fight. It is then discarded. It does not need a Gun.
  • WOLFDOG - Increases 3 points the combat value of a character and adds 3 dice to a Search or Explore actions of his owner human Character. It can take damage in place of him (if doing so, it dies). It is not affected by Infection. Red border means it is Loyal (not transferable to another character).
  • TALISMAN - The Talismans are magical items that can detect and limit the spread of infection. If a human character gets a Talisman, he can see, without showing the rest of players, his Infection token if he has one or if he acquires one in the development of the game. The Talisman allows RESISTING the nocturnal transformation into a Werewolf (a human holding a Talisman does not transform, even if Virus Positive Infected, while he holds it). The resistance to transformation is magical, and is lost if he loses the Talisman. A talisman is magically attached to its owner so it can not be transferred to another character (this is indicated in the card with the red border of Loyal Item). A Talisman can be lost or stolen in combat. An Infected human character can cleanse his body before suffering the Transformation if he discards a TALISMAN card on the ANCIENT STONES hexagon.
  • CORPSE - Allows taking three Special Object cards. Finding character loses 1 Calm point. Then it is discarded.
  • BACKPACK - Allows taking two Special Object cards.
  • TRAIL - The character automatically finds a track, if any, in the hexagon in which he is, with no need for an EXPLORE action. Then it is discarded.
  • CANDY BAR - A Character may recover 1 Calm and 2 Life points. It is played at any time. Then it is discarded.
  • CANTEEN - A Character may recover 1 Calm and 1 Life points. It is played at any time. Then it is discarded.
  • ROPE - Cancels a Ravine Combat card. Then it is discarded.
  • COMPASS - Adds 3 dice to an EXPLORE roll.
  • AXE - WEAPON. It adds 3 points to the Combat value of the Character. It can kill a Werewolf (cuts the head off ... Maybe he will regenerate, but nobody is going to stay in the forest long enough to tell). It can be discarded to remove a Tree Barrier.

The Lair

It is the secret hiding place of the family pack in the Forest. At the beginning of the game the Werewolf Player draws it in his map with the letter L. Werewolves have taken there the two hostages kidnapped in the Camp. Humans can not find the Lair by accident. If they enter the hex WITHOUT following the trail, they could not find the lair itself and would use a regular hexagon of the bag. The Lair appears only if humans reach it by following a trail (Aguirre Wood is very large and dense, folks).

When humans reach the Lair, they should seek the hostages and / or items in it. For each success they will draw a card from the LAIR Items deck. These may be:

  1. Aguirre Wood Map (EXITS are then placed on the board, see below).
  2. The first hostage.
  3. The second hostage.
  4. The QUAD.
  5. A Talisman.
  6. A Trap. The human character may be caught in a trap. He can not move from the Hexagon unless he himself or one of his teammates gets 1 total success (6), with a Search action at the next turn, to dismantle the trap.

Hostages

When, while performing a search in the Lair, a Hostage card is found, the "item" card is substituted by the Character's sheet represented in the item card (of the same sex) who was kept near the werewolf player from the Setup. The freed Character is put into play under the control of the player whose Character made the Search, who immediately gets 5 Determination points.

If it is at Night, the Infection token the hostage had from the beginning of the game is checked. If the hostage is not Virus Positive Infected or it is not dark yet, the human player who rescues him can use his character sheet as an additional character. The hostage begins with half the Life points, rounded up, printed on his Character sheet. He acquires all the Calm points printed on his sheet but in the Red side (the character is Scared). He begins with 0 Determination points. He puts his character marker in the Lair hexagon and thereafter, the player holding his control draws 1 more action card per turn and 1 Determination point for the released Character (nevertheless his limit of Action cards in hand descends in 1 at the end of the turn, since the Character is Scared).

If the hostage is Virus Positive Infected, it immediately Transforms and attacks for free (with no Planning Points cost) the Character that had found him. The new werewolf then becomes one of the pack and is controlled by the Werewolf Player in accordance with the rules of INFECTION.

Only a human Character performing a Search in the Lair can release a Hostage card. If a hostage is not released, his Infection token will not be checked until the end of the game.

Exits

Humans can only leave the forest by the EXIT hexagons, with a yellow border, after finding the Aguirre Wood map in the Lair of the werewolves. Even if the map were destroyed after being found, the Exits remain.

Once the map is found, these hexagons are placed on the table. Only Hexagons that form one of the 6 vertices of the map may be EXITS of the forest.

The two hexagons closest to the Lair are excluded (werewolves are not going to be so stupid as to put their hiding place near an exit). In the event that Lair is located in a vertex, it will be decided at random which of the two possible equidistant hexes is excluded, besides the Lair hexagon.

The EXIT hexagons are placed face up at random, on the vertices indicated by throwing a die on the central compass rose.

EXIT hexagons are superposed to any hexagon previously in place (whoever walked by did not find them, we said that the forest is large and dense). The values of the original Hexagon in Calm costs, Wolf Icons and Items are KEPT as the values of the EXIT Hex. If there was not placed a previous hexagon, a hex tile will be drawn from the bag when entering the EXIT. This tile will be placed under the EXIT hexagon to give its characteristics (its Calm cost and Wolf and Items icons).

To get out of the forest, it is necessary to initiate the movement from the EXIT hexagon.

End of Game

The game ends when all human characters have left the forest, are Transformed or are dead.

The game also ends if all the Werewolf Characters die (this situation also gives the victory to the humans, even if they have not left the forest).

If there is any hostage not rescued, remaining in the werewolves' hands, they can check his Infection token. If he is Virus Positive Infected, he becomes a member of the pack (allowing the Werewolves Victory if they had killed all other humans). If not, the werewolves invite him to a dinner where the hostage is the main dish.

Virus Positive Infected humans who are protected by a Talisman and therefore not Transformed, do not count toward the werewolves' victory goals.

Results are compared with the victory goals of humans and werewolves, to proclaim the winner.

Optional Rules

LARGE WOOD: To increase the difficulty for human players, players can decide to use as forest, and therefore as Lair, the six additional hexagons shown in broken line in Aguirre Wood Map.

HUNTERS: The most skilled players can play this variant. Here humans are supernatural Monster Hunters and are equipped to confront and destroy the family pack of Aguirre Wood. We use the following rules:

  • Werewolf Player traces a trail of 6 hexes starting from one of the seven Starting Hexagons to his Lair.
  • The two EXIT hexagons are placed at random, throwing a die, in any of the possible options in the map. Human Players can use either of these locations, or both dividing into two groups, to enter Aguirre woods.
  • Each human character has initially a random Special item. The Corpse and the Backpack are discarded from the Items deck. The snake is ignored.
  • Every human character starts with 5 Determination points. There is no limit to the Determination Points that can be accumulated by non scared human characters. A Scared Character can maintain a maximum of 5 Determination Points.
  • Werewolf Player can use up to twice their power to summon Father Tree or Mother Moon. He adds 10 additional Planning Points to the initial quantity specified in the SETUP (Table 1).
  • The victory goal for both is the complete elimination of the other side.
  • The optional rule of Large Wood should be used in this variant.

Game Turn Example

In the first turn human players have chosen their characters: Sandra has chosen BARBARA, William has chosen RUKA and Daniel HECTOR.

The three players take 1 Action card from the Action Card deck (one for each character), to add to their starting hand of 4 cards. The three take their first Determination point.

The three decide that it is important to find the initial Trail on the Camp hexagon where they started the game. William has an EXPLORE Action Card and Daniel a FREE ACTION card that they decide to play. Sandra prefers to try to find items in the hexagon after the movement, so she plays a SEARCH action card. All reveal their cards at once and Daniel decides, after seeing the cards of his companions, that his action will also be EXPLORE.

William is seated to the left of the Werewolf player, so he is the first to throw dice to see if his EXPLORE action is successful. RUKA throws 3 dice and obtains a 3, a 1 and a 6: one total success (the 6). William decides to ask about the side 3 of the hexagon. "Is there a Trail?" Werewolf Player contemplates his map and says "Close" as the true trail crosses one of the sides adjacent to the side 3. With this clue in mind, the human players already know that the trail should follow the direction 2 or 4, adjacent to 3. To be sure, Daniel uses HECTOR's EXPLORE action, throws three dice and the results are a 3, a 2 and 5: a partial success (the 5). Daniel asks for a new CLUE to the Werewolf player: "Is there a Trail in direction 2?" and receives a "No trail" for reply, confirming, by default, that the real trail traverses the hexagon's side in the number 4 direction. The human players draw in their map a line connecting the centre of the Hexagon Camp to the centre of the adjacent hexagon in direction 4.

Now the humans may search for items in the camp Hexagon before moving, but there are no items in the camp so they decide to Move in the trail direction, and place their Character markers in the empty space where they must locate a new hexagon they draw from the bag of Hexagons: a cabin. The cabin agitates the characters and they lose, each, 1 Calm point that they give to the bank. The new hexagon is placed on the table, and the human character markers on it. No one is ALERT or HIDDEN, so now it is Sandra's turn to try to find items in the SECOND SEARCH step (there are two items in the Cabin). BARBARA has only 2 SEARCH dice, but she gets 4 and 6 in the roll, which means that she finds one of the 2 available items. Sandra draws a card from the Items deck and receives a knife, and she places this card beside BARBARA's character sheet. While Barbara keeps the knife, her 5 initial combat points will be added 2 more points.

Now is the turn of Adrian, the Werewolf Player. Adrian gets 3 Planning points at the beginning of his Phase (one for each human character that started the game). He has not "saved" PP, and with only the 3 new PP his choices are not great, but he decides to try to surprise the Humans in the cabin using the two Wolf icons in that Hexagon. Adrian pays 1 PP to Sniff and throws 2 dice (for the 2 icons) obtaining a 2 and a 6: With 1 score of 6 he succeeds and locates the humans so he may attack them.

Adrian must pay 1 extra PP for each attacking member of the Pack. Adrian has two werewolves: Rufus and Foxie, still in human form because it is dawn (6 AM). Adrian decides to attack with both and pays the corresponding 2 PP: this action begins a COMBAT. He targets: for Rufus (7 Combat points) he chooses RUKA (4 Combat points), and for Foxie (6 Combat points), Barbara (5 Combat points + Knife (+2) = 7), placing both Character markers in their human sides on their targeted Character Sheets.

Adrian takes the Combat Deck, and deals 1 first card to each of his two characters. Rufus gets a +2 in his combat card, and Foxie gets a FULL MOON causing BARBARA to discard the knife (both Rufus and Foxie are in human form and use the results shown by the human footprint icon in the Combat Cards).

Then Adrian distributes a card to the Human Characters: RUKA and BARBARA receive a +1 and +2 respectively. Now Combat totals are: RUFUS 9, Foxie 6, RUKA 5 and BARBARA 7. Nothing is decided yet and a second round of fighting begins with a new deal to the werewolf characters: Rufus obtains +1 and Foxie +2, so things are looking bad for our human heroes. RUKA receives a TRIP card and falls at the mercy of Rufus; BARBARA, however, manages to defend herself with a new +2. Now the fight between Rufus and RUKA is concluded: RUKA loses 2 life points because of Rufus's attack and also receives an infection token. William draws the infection token without looking at it, and puts it under RUKA's Character sheet. William and his colleagues now have the question of whether RUKA is infected and will become a Werewolf when night comes ... bad business. BARBARA and Foxie are still engaged in combat: BARBARA has 9 points and Foxie 8, so both ask for a third round of cards. First, Foxie gets a Ravine and is obliged to Stand, without asking for more cards. Then Barbara, who decides to Stand too and not risk receiving a Trip card. The score is 9 to 8 for BARBARA so Foxie is wounded: she rotates 90 degrees her character sheet and gets a Life token to indicate that she needs to be healed with 2 PP in a future turn. The COMBAT ends and werewolves leave after partially achieving their goal of infecting as many people as possible.

The Werewolf player has no PP to continue taking actions, so he finishes the turn and moves the Turn marker one hour to 07:00 AM.

Appendix I: Icons Table

IconEffect
STRENGTHGives the basic Strength in combat. + and - are added or subtracted to Strength.
LIFEQuantity of life available. + and - markers: are added or subtracted to Life available.
CALM (Green)Number of Calm points initially available. + and - markers: are added or subtracted to Calm available.
CALM (Red)Number of Calm points available after losing the starting points (green). Indicate that a character is SCARED. + and - markers are added or subtracted to Calm available.
DEXTERITYNumber of dice available for the character when performing Explore and Search actions, or when releasing himself or a partner from a Trap.
WOLFIn a hexagon, it indicates the number of dice available to the Werewolf Player to sniff / locate a group of humans. In a Combat Card, it indicates an effect that affects a Werewolf character, both in his human form or Lupine form interchangeably.
INFECTIONIt indicates the potential for being infected after being injured for the first time by a Werewolf character.
VIRUS POSITIVEThe character has been infected and will transform into a Werewolf at night.

Appendix II: Hexagons Table

HexagonEffect
CABINThere are 2 items to find, 3 Wolf icons and it costs 3 Calm points to each human character to enter the Cabin.
SHEDThere are 2 items to find, 2 Wolf icons and it costs 1 Calm point to each human character to enter the Shed.
MISTY FORESTThere are no items to find, 1 Wolf icon and it costs 1 Calm point to each human character to enter the Misty Forest hex.
OLD ABANDONED MANSIONThere are 3 items to find, 3 Wolf icons and it costs 2 Calm points to each human character to enter the Mansion.
FOREST AND STREAMThere is 1 item to find and only 1 Wolf icon. There is no Calm cost for entering the Forest and Stream area.
FOREST WITH THICK FOGThere are no items to find and only 1 Wolf icon. There is no Calm cost for entering the Forest with Thick Fog. However EXPLORE action takes place in this hexagon with 1 die less than usual.
SUNNY FORESTThere is 1 item to find, 1 Wolf icon and there is no Calm cost for entering the Sunny Forest.
ANCIENT FORESTThere is 1 item to find, 2 Wolf icons and it costs 1 Calm point to each human character to enter the Ancient Forest. The extensive proliferation of edible fungi recovers 1 Life point to each Character that ends the human Phase of a turn in this hex.
  • LAIR ITEM CARDS - They represent the hostages and items found in the werewolves' Lair.

  • PACK CARDS - Represent physical and mystical resources, available to the werewolves.

  • 1
    10
    541 each4 start and limit15215
    651 each4 start and limit16225
    761 each4 start and limit17230
  • KNIFE - WEAPON. It adds 2 points to the Combat value of the Character.
  • STAKE - Rudimentary WEAPON. It's a sharp stick made from a branch. It adds 2 points to the Combat value of the Character.
  • GUN - WEAPON. It adds 3 points to the Combat value of the Character.
  • HUNTER'S JOURNAL - Adds 1 points to Combat and 2 dice to the orientation (EXPLORE and SEARCH actions), but its frightening stories make the character who reads it lose 1 Calm point. If transferred, it makes the new reader lose 1 Calm point.
  • QUAD - Fast forwards 3 hexagons without suffering Calm loss penalties. It can carry up to 2 human characters. Werewolves can not use it.
  • BINOCULARS - It allows performing the EXPLORE Action in an adjacent hexagon. It can only be used with a total success (6); partial successes have no result for an adjacent hexagon. With Binoculars, the question of the human to the werewolf player can be IF there IS a trail, whatever its direction, in the adjacent hexagon. The Werewolf must answer truthfully YES or NO. It can also be used to ask about a particular side of the hexagon as normal.
  • IMMUNEThe character is immune to lycanthropy and has not been infected. Some items with this symbol prevent transformation while being kept (TALISMANS).
    ITEMIt indicates an item that can be found through a hit in a Search action.
    SPECIAL ITEMIt indicates Special items "inside" other items.
    LAIR ITEMIt indicates the items that can be found by Search actions in the Lair of the werewolves.
    HUMAN FOOTPRINTIt indicates effects that affect both humans and Werewolves in human form.
    WOLF TRACKIt indicates effects affecting Werewolves in Lupine form (including Transformed humans), and Werewolves in Bloodthirsty Frenzy.
    DISCARD AFTER PLAY (X)It indicates that this card is effective only once, and must be discarded after being used.
    DISCARD PACK CARD (X)It indicates that the Werewolf Player must discard a Pack Card of his choice.
    DISCARD TALISMANIt indicates that an infected character who possesses a Talisman can be cured if the Talisman is discarded in that location.
    LOSE / STEAL ITEMIt indicates that the human character should immediately discard an item, if any, of his choice (including Loyal Items). Item may not be used.
    OPPORTUNITYThe presence of this icon on an Item or a Combat Card gives the possibility of killing the opponent Werewolf Character if he is won in battle.
    DRAW PACK CARDIt indicates the possibility of drawing a Pack card at no cost.
    STAND (Stop)It indicates that a character can not keep asking for additional combat cards, and maintains the strength he has gathered so far.
    AUTOMATIC SUCCESSIt indicates a total success in an action or automatic check.
    FAILIn a Combat card, it indicates that the fighting character has become helpless and his strength is 0 (Trip).
    CANCELLATION OF RAVINEIt cancels the effect of a Ravine card.
    CANCELLATION OF SILVER BULLETIt cancels the effect of a Silver Bullet card.
    CANCELLATION OF INFECTIONIt indicates that the card prevents the transformation effect (to Werewolf) of the holder of that item.
    VISIONIt indicates that the adjacent hexagons may be seen from that position.
    MYSTIC VISIONIt indicates that a player can secretly look at the Infection marker of another Character in the hexagon or his own marker.
    FAST FORWARD (+X)It indicates that a character can move 1 or more additional hexagons.
    SLOW PROGRESS (X)It indicates that it is not possible to perform the Run action, or cross this area with the QUAD, and the movement of the human characters must necessarily end in that hexagon.
    LONG REACHIt indicates an item which effect can be used on an adjacent hexagon.
    CHECKIt indicates that a character must use his involved skill, and get at least one success to cancel the effect of such card.
    ANCIENT TEMPLEDark rituals were performed on this hill in pagan times. Humans who come in can secretly consult their Infection token if they have one. There are also 2 items to find, 2 Wolf icons and it costs 2 Calm points to each human character to enter the Temple.
    THE ANCIENT STONESThis old stone circle was a combat zone between the forces of good and evil many years ago. Here a human can discard his Infection token and not take any other one if, beside it, he discards a TALISMAN (and thus ensures his cure, because there is always a possibility of losing the talisman). There are also 2 items to find, 1 Wolf icons and it costs 1 Calm point to enter the Ancient Stones.
    EXITSA human character who starts a movement in this hexagon gets out of Aguirre Woods.
    WRECKED CARThere are 2 items to find, 2 Wolf icons and it costs 1 Calm point to enter this abandoned and consumed by fire vehicle.
    CEMETERYThe accumulation of victims through the years requires the Pack to collect their waste in remote areas. There are 4 items to find, 3 Wolf icons and it costs 2 Calm points to enter this dire place.
    HILLFrom a hill you can glimpse the forest around it. The character who comes here can take hexagons out of the bag and place them in unexplored areas around the hill, one by one: the first by die roll (compass rose) and the others clockwise. There is 1 item to find, no Wolf icons and there is no Calm cost for entering the Hill.
    SWAMPY FORESTSwampy Forest prevents an effective RUN action. If a character enters from another hex, he stops here (even the Quad); and if he begins the movement here, he can not Run. The movement of Werewolves in Lupine form is not affected. There are no items to find, 2 Wolf icons and it costs 1 Calm point to cross this stinking waters.
    LAKEIn this haven of peace there is 1 item to find, no Wolf icons and there is no Calm cost for entering the Lake. Besides, this quiet resting place allows recovering 1 Calm and 1 Life points to each character that ends the human Phase of a turn in this hex.
    WATCHTOWERThe Watchtower is in a hill where once the rangers set up an observation tower. Its effect is the same as the standard Hill's in terms of vision of the hexagons around, but also medicines saved here recover 2 Life Points to every human character who enters it (once) (note on the map who has received First Aid here). Furthermore, its high altitude allows EXPLORE action with an extra die.
    LAIRThe Lair is the family-pack's home. There are 6 Lair items to find, 4 Wolf icons and it costs 3 Calm points to enter it. The only way to find the Lair is successfully following the Trail.