Werewolf
| Faction: | Horror |
|---|---|
| Race: | Wererace |
| Feature: |
Stats
| Attack: | 60 |
|---|---|
| Range: | 1 |
| Defense: | 30 |
| Movement: | 10 |
| Health: | 2 |
Basics
A fast and vicious creature, but he may transorm into a weak and vulnerable Peasant at any moment.
Tactics
A fast and vicious creature, but he may transorm into a weak and vulnerable Peasant at any moment.
History
eHeady with their success after the Cerberus breeding program, the Tartarusian Breeders quickly moved on to bigger challenges. They paid off a slave-owner to get access to Peasants as breeding stock, and began attempting to make a creature that was the stuff of nightmares. Half man, half wolf, it would have all of the intelligence of a human, with all of the viciousness, pack mentality, and fighting prowess of a wolf. Their experiments were disastrous at best. The resulting creature was superficially everything they had hoped it would be, except that it still retained its Peasant background, and would only remain in wolf form intermittently. The remainder of the time, the Breeders were left with confused and scared peasants. To make matters worse, the entire stock of werewolves broke out of their cells, and the Werewolves roam free.
Strategies
The Werewolf is a strong, fast, powerful Minion with a Standard 2 Attack Style. But he must be closely watched, as he can easily become a liability. At the end of each round, the Werewolf has a 25% chance of transforming into a Peasant. The Peasant, unfortunately, is a sitting duck.
Fortunately, there are some cards available to help mitigate the disaster of becoming a Peasant. The first is Perma-Wolf, which can be played on either a Peasant or a Werewolf. Either way, the Minion will permanently transform into a Werewolf. Additionally, Full Moon will turn any Peasant into a Werewolf for the round. Beware, however, as cards altering nature will effect all Minions on all teams. Playing Full Moon means all Peasants, even your opponents, will transform.
Fortunately, a Peasant who survives a round has a 75% chance to becoming a Werewolf again.
The player who relies on Werewolves must be cognizant of the Lunar Eclipse card, which has the opposite effect of Full Moon.
Wolves are pack animals, and the player who relies on them can use this knowledge to his or her advantage. A Werewolf will howl for his pack when Call of the Wild is played. 3 additional Werewolves will come to his aid for one round, and disappear after. Players can also designate dominance in a Werewolf with Pack Leader. Once a leader is on the board, all other allied Werewolves will move towards him and attempt to work as a team.

