Blood Moon Rising (BMR)
2026-05-28
Blood Moon Curse System Overhaul — v0.8 Ruleset · Optional 5th Player — The Curse · Lieutenant Mechanics Q&A and Clarifications (+5 more topics)
[1] Blood Moon Curse System Overhaul — v0.8 Ruleset
overview: Full redesign of all 6 Blood Moon lieutenants with distinct behavioral identities. Curse progression changed from random d6 roll to fixed sequential BM1 through BM6, looping. All changes merged into v0.8 docx.
BM1 Cloudy Sky: No lieutenant. Player breather/build round. Players gain +1 to all attacks.
BM2 Curator: Steals by room entry (no attack required). Targets player with highest DM. Stolen card rides his lieutenant card physically. Flees to Castle Heart via secret passages once carrying a card. 1 successful hit = drops card and respawns at heart. Returned DM spawns matching monster at Castle Heart. Stats: T4 / 4 ATK / 4 DEF / 1 DM to kill.
BM3 Dark Maiden: Conceals every room she passes through by flipping tile face-down (monsters still visible). Real + decoy always move and escape together. Players must choose which to attack. Never attacks. Drawn to secret passages. Stats: 4 DEF.
BM4 Werewolf Beguilement: Hit player with DM = converted, now hunts nearest teammate. Converted player hits player with DM = that player converts. Converted player hits player with 0 DM = death, sent to Energy Rift. Cure: healthy player hits converted OR donates DM. All players converted = game over.
BM5 Crom Freeze: Hit player = frozen, skips all turns. Adjacent player may spend action to unfreeze. Unfreeze method TBD: touch (no roll, costs action) vs attack roll vs Crom defense.
BM6 Dracula: Spawns directly each BM6, no trigger required. Moves by die roll. Hunts all players. Invincible. Touch = instant death, player sent to Energy Rift. If endgame requirements already complete: auto-triggers boss battle, touch-death ends, Dracula transitions to high-stat combat lieutenant.
[2] Optional 5th Player — The Curse
Adversarial asymmetric role. Controls all monster movement on Monster Turn. Commands active lieutenant each cycle according to that lieutenant's behavioral rules. Win condition TBD (options: block endgame completion, achieve full Werewolf conversion, per-cycle points system).
[3] Lieutenant Mechanics Q&A and Clarifications
Iterated through each lieutenant with clarifying questions. Confirmed Curator tiebreaker needed for equal DM. Confirmed Dark Maiden room-flip definition (tile flips, monsters still visible). Confirmed Werewolf conversion chain and cure rules. Confirmed Dracula die-roll movement and full invincibility outside boss fight.
[4] Challenge Names Pass
Cheeky gothic naming convention established. Approved names: Bug Out! (kill/collect all bugs solo), Double Take (kill and respawn a foundry monster), Too Many Cooks (all players visit kitchen), Hyde & Seek (flee from Dr. Hyde in battle), Leash the Bitch! (control butler or Hell Hound with Crimson Shard), Me and My Shadow (Shadow Hero survives a battle).
[5] Monster Bonus Streamlining
Runes removed entirely. Veiled prime ability replaced with Unholy Shield: first hit breaks shield, subsequent hits deal damage. Simple secondary bonuses kept (+1 DEF or +1 ATK or +1 DMG). Double-tagging rooms proposed to increase prime frequency. Prime alignment visual trackers confirmed as needed for physical play.
[6] Regenerative Monster Spawning
New spawn rule proposed: when a monster is killed, a replacement spawns at end of Monster Phase. Creates aggressive pacing from turn 1 and strategic decisions around when to kill vs avoid. Monster cap TBD.
[7] Challenge Rooms to Achievements
Lieutenant item drops removed. Artifact acquisition redesigned as achievement-based. 4 dedicated challenge rooms each tied to a specific artifact set. Challenges scale in difficulty across 3 tiers per set. Shared achievement pool (all players contribute). Specific challenge designs deferred to future session.
[8] v0.7 Ruleset Review
Reviewed uploaded BMR_Ruleset_v07_Draft.docx. Confirmed sequential prime challenges, support tracks, endgame sequence, and open design items going into the v0.8 pass.
OPEN DESIGN ITEMS:
• Crom unfreeze mechanic: touch (no roll, costs action) vs attack roll vs defense
• 5th player (The Curse) win condition
• Dracula boss fight stat block and special abilities
• Dark Maiden decoy reveal/identification procedure during combat
• Curator tiebreaker when two players share highest DM
• Curator: monster spawned at Castle Heart — matches DM value, random, or other rule
• Werewolf: does The Curse player control converted players or do they self-direct
• Prime 2 / Stabilizer Plate: confirm Dark Matter Bomb assembly without the plate
• Prime 3 reward: confirm whether Zeal / extra attack is permanent
• Purple T2 Deja Vu: rework needed if resurrection phase fully removed
• Group combat turn order with multiple players and monsters
• Monster spawn location rules and blocked spawn handling
• Monster cap for regenerative spawning
• Castle Heart travel rules confirmation
FILES PRODUCED:
• BMR_Ruleset_v08_Draft.docx
EXPECTED JSON FORMAT
{
"project": "BloodMoonRising-Active",
"date": "2026-05-28",
"summary": "One-line description of what was worked on",
"tags": ["Game Dev"],
"details": "Optional longer breakdown of this session"
}
Pass an array [{...}, {...}] to log multiple sessions in one file. Ask Claude at the end of any session: "Generate a log entry for this session" and it will produce this format ready to upload.