From Football to Entertainment: The Versatility of Bull Mascot Outfits

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A bull mascot outfit is a costume designed to represent a bull, which is often used as a symbol or representative of a sports team or organization. This type of outfit usually includes a full-body suit, often made from a plush or foam material, that is shaped and colored like a bull. The suit typically features details such as horns, a snout, and a tail to resemble the animal more accurately. Bull mascot outfits are commonly used in sports events, school or college games, parades, and promotional events. They are often worn by individuals known as mascots, who act as a physical embodiment of the team's spirit or brand. In addition to the full-body suit, bull mascot outfits may also include accessories like gloves or mittens, shoes or foot covers, and sometimes even props like a bullfighter's cape or a small matador doll.


Blood Moon: it adds a day/night cycle. When there is an event, day becomes night ; or night becomes day. At night, all enemies get +1 to their attack roll (per enemy fought - so if you encounter 2 enemies in the same battle, they will get in total +2). At day, all enemies get -1. Also, it introduces a NPC called "Werewolf" ; this is kind of like Reaper, but with some more alternate effects. You can become a Lycan if you roll 1 on Werewolf chart - as a Lycan at night : you get +2 to your attack rolls, you have to encounter a character you land on, this character has to roll on Werewolf chart if you win (instead of you taking your normal reward).

It also introduces Dark Fate mechanism - where normal Light fate allows you to reroll one of your dices, Dark Fate allows you to reroll any dice rolled by another character. While you hold The Wise Destiny Card, you may replenish one light fate whenever an event card is drawn, and when drawing Adventure Cards, you may spend a light fate to discard any of those cards and draw an equal number of cards to encounter.

Spellbound talisman of the alternate realities

In addition to the full-body suit, bull mascot outfits may also include accessories like gloves or mittens, shoes or foot covers, and sometimes even props like a bullfighter's cape or a small matador doll. These additional elements help enhance the authenticity of the outfit and add to the overall performance of the mascot. The bull mascot outfit is typically designed to be lightweight and comfortable for the wearer, allowing them to move around and interact with the crowd.

Spellbound talisman of the alternate realities

So I just started this game and I'm loving it. for now I'm just playing with the AI and getting a feeling for it. I don't think I will play online much but on the odd chance I do I would probably need to get used to the expansion cards and characters.
But I don't want to get all the DLC (that's ridiculous to say the least) because I'm not going to be playing this very much.

So what are the most fun expansions and characters that I absolutely need to have? also probably the more popular ones too. I don't think I will get more than 4 or so.

Сообщения 1 – 15 из 15 4 авг. 2018 в 10:44

well-if you do play online-only one player has to have an expansion for you to play-so you don't have to have any as long as you play against people who have them. But, it helps to practice with them.
The answer as to which is the best varies from player to player, some people don't like ones that others love-but in my opinion-you need at least reaper and frostmarch for the quests-and i also recommend sacred pool for stables and quest rewards. At least one board expansion is really good as well-for a beginner i would recommend highlands.
But again, that is just my opinion-you will find several that agree with me-and several that don't

4 авг. 2018 в 11:00

To me, the base game (without any expansion) is quite dull in the sense that it's very "let's land there and hope to get a good card". I'll try to detail each major expansion.. Each of them makes the game way more interesting.

Highland: add the south-west corner. The cards are slightly easier to beat than the main board, making it a good place to go for starting characters. It is also a very good place to get gold, which is very important to get at the beginning so that it's easier to heal. In the end of this corner you have a 9 str/craft boss called Eagle King. If you beat him, you get randomly one of the 4 treasures. The most popular reward is "Arnkell", a card that allows you to go directly from Plains of Peril to Crown of Command without the need for a Talisman.

Dungeon: add the north-east corner. The Dungeon cards are harder to beat than the main board. This is where you go once your character starts to get strong enough ; because you will then farm strength and craft points easier there. The boss is a 12 str/craft enemy ; if you beat him, you *choose* one treasure (but you can get a random treasure instead if the proper house rule is set). In addition, based on the attack score difference, you can get teleported to Crown of Command directly, or on Plains of Peril.

City: a place to spend gold in. There aren't a lot of dangerous cards in there, you can actually go in City even if you have no gold just to farm the cards there. However, the movement in City is unidirectional - once you go in, you cannot go back, and you have to complete the full round trip. Which means that if something goes bad, you will have to wait lots of turns before being able to heal. But the true characteristic of City is that you can buy powerful cards like Flail (for 5 gold : roll 2 dices in battle and sum them. If you double, the opponent cannot add his dice to his attack score), or Spellbook (6 gold : at the beginning of each of your turns, you can draw a spell). You can also buy a Horse for 2 gold, a random pet for 2 gold (some of them are really nice), potions, sell spells.. It makes the game more interesting.
Downside of City: one of the City adventure cards is the "Assassin" : pay up to 3 gold, choose a character. This character loses 1 life per gold spent. Yeah, you can use it to take down anyone that has 3 lives or less, which is very overpowered.

Woodland: the last corner of the board. Woodlands is a place where it is mostly about Fate. The more Fate you have, the more your character will profit from going there, by obtaining items allowing you to use your Fate in different ways than usual. It also introduces Dark Fate mechanism - where normal (Light) fate allows you to reroll one of your dices, Dark Fate allows you to reroll any dice rolled by another character..

Reaper: it adds Grim Reaper, a NPC that you get to move if you roll 1 for your movement. When this NPC lands on someone, he rolls a dice, and gets mostly negative results. In particular, if someone rolls 1 on reaper chart, he gets killed. This expansion, while quite simple, actually forces players to keep at least 1 fate point just in case.

Blood Moon: it adds a day/night cycle. When there is an event, day becomes night ; or night becomes day. At night, all enemies get +1 to their attack roll (per enemy fought - so if you encounter 2 enemies in the same battle, they will get in total +2). At day, all enemies get -1. Also, it introduces a NPC called "Werewolf" ; this is kind of like Reaper, but with some more alternate effects. You can become a Lycan if you roll 1 on Werewolf chart - as a Lycan at night : you get +2 to your attack rolls, you have to encounter a character you land on, this character has to roll on Werewolf chart if you win (instead of you taking your normal reward).

Firelands: adds very interesting Terraforming abilities - terrain cards you can put on the board to modify the shape of it. For instance, you can cast a Spell to place a Desert on the Sentinel space. Since there is no Sentinel anymore, players can then cross freely from Outer Region to Middle Region. There is a lot of funny scenarios that can happen once you play with Terrain Cards.

Dragon: this one is complicated - it's hard to explain it in one paragraph what it does because it changes a lot the game.. Basically dragon scales pop on the board, when you land on one, you can choose to "encounter the scale" instead of "encountering the space" as normal. When you encounter the scale, you don't encounter the space (so you can encounter a scale on graveyard and not lose a life for instance), and you draw from dragon deck. Dragon deck contains lots of very powerful dragons and is a high risk high rewards deck.

Harbinger: whenever an event is encountered, Harbinger NPC comes. If you draw adventure card in the same region as Harbinger is, you draw from the Harbinger deck instead. The Harbinger deck is very very nasty and should be avoided most of the time. So what Harbinger does is : it forces players to get out of a region when Harbinger comes. Other than that, you have Omen cards - which are prophecies that advance "forward" the longer the game drags on. If all prophecies (omens) are fullfilled (discarded), everyone lose the game. Each Omen can change dramatically the board.

4 авг. 2018 в 11:01

You can get almost all of the expansions and characters for like 12 bucks when the game is on sale on Humble Bundle or Fanatical.

Отредактировано [MOSS]-BurningUp; 4 авг. 2018 в 11:01 4 авг. 2018 в 11:53

If you don't get the "Season Pass" (aka. all DLC minus the charity character) the order you should consider acquiring expansions in should IMO go something like:
1: The 4 board corner expansions: Dungeon, Highland, City & Woodland
2: Frostmarch
3: Sacred Pool, Blood Moon, Reaper & Deep Realms (DR needs both Dungeon & City to work)
4: Firelands
5: Dragon
6: Harbinger, Nether Realm and single characters

4 авг. 2018 в 11:53 Автор сообщения: WingedKagouti

If you don't get the "Season Pass" (aka. all DLC minus the charity character) the order you should consider acquiring expansions in should IMO go something like:
1: The 4 board corner expansions: Dungeon, Highland, City & Woodland
2: Frostmarch
3: Sacred Pool, Blood Moon, Reaper & Deep Realms (DR needs both Dungeon & City to work)
4: Firelands
5: Dragon
6: Harbinger, Nether Realm and single characters

Deep Realms is free :) 4 авг. 2018 в 16:02 Автор сообщения: WingedKagouti

If you don't get the "Season Pass" (aka. all DLC minus the charity character) the order you should consider acquiring expansions in should IMO go something like:
1: The 4 board corner expansions: Dungeon, Highland, City & Woodland
2: Frostmarch
3: Sacred Pool, Blood Moon, Reaper & Deep Realms (DR needs both Dungeon & City to work)
4: Firelands
5: Dragon
6: Harbinger, Nether Realm and single characters

Basically this.
Firelands, Dragon and Harbinger last - not because of their quality, but because they change the game radically.
With all the others, you get a complete, nice fantasy world.
I wouldn't put Nether Realms last though, there are good game endings included which I always use instead of the dull default one.

This all having been said, the Season Pass remains the superior option.

Отредактировано Farcast; 4 авг. 2018 в 16:05 5 авг. 2018 в 5:41 Автор сообщения: Farcast

I wouldn't put Nether Realms last though, there are good game endings included which I always use instead of the dull default one.

I put NR in the last bucket because it doesn't do anything at all unless you use one of the three endings it comes with. No new characters, quests, spells or Adventure cards, just 3 endings and a new deck that isn't used outside those endings.

6 дек. 2020 в 23:49 Автор сообщения: potterman28wxcv

To me, the base game (without any expansion) is quite dull in the sense that it's very "let's land there and hope to get a good card". I'll try to detail each major expansion.. Each of them makes the game way more interesting.

Highland: add the south-west corner. The cards are slightly easier to beat than the main board, making it a good place to go for starting characters. It is also a very good place to get gold, which is very important to get at the beginning so that it's easier to heal. In the end of this corner you have a 9 str/craft boss called Eagle King. If you beat him, you get randomly one of the 4 treasures. The most popular reward is "Arnkell", a card that allows you to go directly from Plains of Peril to Crown of Command without the need for a Talisman.

Dungeon: add the north-east corner. The Dungeon cards are harder to beat than the main board. This is where you go once your character starts to get strong enough ; because you will then farm strength and craft points easier there. The boss is a 12 str/craft enemy ; if you beat him, you *choose* one treasure (but you can get a random treasure instead if the proper house rule is set). In addition, based on the attack score difference, you can get teleported to Crown of Command directly, or on Plains of Peril.

City: a place to spend gold in. There aren't a lot of dangerous cards in there, you can actually go in City even if you have no gold just to farm the cards there. However, the movement in City is unidirectional - once you go in, you cannot go back, and you have to complete the full round trip. Which means that if something goes bad, you will have to wait lots of turns before being able to heal. But the true characteristic of City is that you can buy powerful cards like Flail (for 5 gold : roll 2 dices in battle and sum them. If you double, the opponent cannot add his dice to his attack score), or Spellbook (6 gold : at the beginning of each of your turns, you can draw a spell). You can also buy a Horse for 2 gold, a random pet for 2 gold (some of them are really nice), potions, sell spells.. It makes the game more interesting.
Downside of City: one of the City adventure cards is the "Assassin" : pay up to 3 gold, choose a character. This character loses 1 life per gold spent. Yeah, you can use it to take down anyone that has 3 lives or less, which is very overpowered.

Woodland: the last corner of the board. Woodlands is a place where it is mostly about Fate. The more Fate you have, the more your character will profit from going there, by obtaining items allowing you to use your Fate in different ways than usual. It also introduces Dark Fate mechanism - where normal (Light) fate allows you to reroll one of your dices, Dark Fate allows you to reroll any dice rolled by another character..

Reaper: it adds Grim Reaper, a NPC that you get to move if you roll 1 for your movement. When this NPC lands on someone, he rolls a dice, and gets mostly negative results. In particular, if someone rolls 1 on reaper chart, he gets killed. This expansion, while quite simple, actually forces players to keep at least 1 fate point just in case.

Blood Moon: it adds a day/night cycle. When there is an event, day becomes night ; or night becomes day. At night, all enemies get +1 to their attack roll (per enemy fought - so if you encounter 2 enemies in the same battle, they will get in total +2). At day, all enemies get -1. Also, it introduces a NPC called "Werewolf" ; this is kind of like Reaper, but with some more alternate effects. You can become a Lycan if you roll 1 on Werewolf chart - as a Lycan at night : you get +2 to your attack rolls, you have to encounter a character you land on, this character has to roll on Werewolf chart if you win (instead of you taking your normal reward).

Firelands: adds very interesting Terraforming abilities - terrain cards you can put on the board to modify the shape of it. For instance, you can cast a Spell to place a Desert on the Sentinel space. Since there is no Sentinel anymore, players can then cross freely from Outer Region to Middle Region. There is a lot of funny scenarios that can happen once you play with Terrain Cards.

Dragon: this one is complicated - it's hard to explain it in one paragraph what it does because it changes a lot the game.. Basically dragon scales pop on the board, when you land on one, you can choose to "encounter the scale" instead of "encountering the space" as normal. When you encounter the scale, you don't encounter the space (so you can encounter a scale on graveyard and not lose a life for instance), and you draw from dragon deck. Dragon deck contains lots of very powerful dragons and is a high risk high rewards deck.

Harbinger: whenever an event is encountered, Harbinger NPC comes. If you draw adventure card in the same region as Harbinger is, you draw from the Harbinger deck instead. The Harbinger deck is very very nasty and should be avoided most of the time. So what Harbinger does is : it forces players to get out of a region when Harbinger comes. Other than that, you have Omen cards - which are prophecies that advance "forward" the longer the game drags on. If all prophecies (omens) are fullfilled (discarded), everyone lose the game. Each Omen can change dramatically the board.

Sorry for refreshing old topic, but I think it's better than making new one about the same.

Big thanks for this descriptions, you helped me a lot with deciding! And do you have the rest of them ('cause I see a several new ones like Ancient Beasts, Cataclysm, Realm of Souls, and Mechanic Kingdom) - if yes, could you describe them too, like you did for the earlier?

Отредактировано NiedobrySadysta; 6 дек. 2020 в 23:50 7 дек. 2020 в 1:20

Cataclysm: the last expansion from the 4th revised edition (the others are from Nomad, and are DE exclusive). The major change is that there is no more free healing at Chapel, no more Alchemist in the City, etc. Instead, when you go to such a place, you draw one Denizen card. Then, after having drawn a Denizen card and placing it on the space, you choose which one you encounter. After encounter, the Denizen might stay on the space you drew them, or leave. So, in order to heal, you have to be lucky enough to draw a healer denizen (there are several). Another major change is that at the start of the game, Remnants cards are placed on particular spaces - these may grant you a significant boost in your early game, so finding them is usually what people do first in that expansion. (the strongest boost is the Lost Ruins, which grant you +2 counters to either strength or craft).

Effect on the game -> faster early game thanks to the remnants cards, however it is tougher to survive due to the lack of healing places. The Middle Region (i didn't mention that) however is vastly more rewarding with this expansion (the Oasis heals 1 life for free - desert and Runes spaces are "Draw 2 cards").

That's all for the 4th edition expansions. Now, the DE exclusive:

Realm of Souls: adds a "life after death" mechanism. When your character reaches 0 life, he becomes a Ghost. If a Ghost with 0 life loses a life, they are killed (once and for all). While you are a Ghost, you don't encounter spaces - but instead you just draw 1 Veil card (a card from the ghost realm), which are usually Craft enemies. If you win the fight, you heal 1 life. If you lose, you lose 1 life. If you manage to get back to your grave (where your character died) with a strictly greater than 0 amount of life, you can resurrect. When dying as well as when resurrecting, you lose all the items/followers you had, except for Soulbound items (another category of items introduced by the expansion).

Effect on the game --> way less harsh, since you have fair chances to recover after a death. However, for mid-to-late game characters, it really feels like they can become truly unkillable. It's also quite a bit RnG since you may be lucky to draw a good card as a Ghost, just like you might find a card that insta-kills you.

Ancient Beasts: this expansions adds nothing but Ancient Beasts. They are NPCs (like Reaper or Harbinger) that spawns once every set amount of rounds, adjustable by the host (I recommend setting it to 20 rounds btw). These Beasts have each a given power, most of them life threatening. Each Beast has similar stats as the Highland/Dungeon bosses. If you land on them, you can encounter them to try to take one life out of them. If you succeed, you gain a Beast Reward (depends on the Beast). And if you kill them on top of that, you gain an even greater reward.

There's a lot of Beasts and rewards - and no in-game description of what rewards do (except when you browse the main menu library), so I made this guide to help
https://steamcommunity.com/sharedfiles/filedetails/?id=1759092526

Effect on the game --> it depends on the Beast timer. If you set it at 5 rounds, it makes the game unplayable (imo). 20 rounds is the sweet spot I've found to still make the game enjoyable but not too hard. Some of the beast rewards (like "Shard of the Wild" from Amarok) are very unbalanced (Shard of the Wild gives you a good +6 in battle and psychic combat usually. And it's not even a weapon, so you can cumulate it with something else). But you can only get these rewards in midgame i'd say.

Clockwork Kingdom: it adds a "materials" merchants into the game, which moves 1 space clockwork every round. That merchant grants you 1 material for free per visit - then you can pay gold to get more. Each "material" has a given effect, but that effect is null as long as you haven't combined the material with others. At the end of the turn, you can combine exactly 3 materials to create an item who gets the effects from the materials you combined.

Effect on the game --> like Ancient Beasts, it is possible to get very overpowered items out of the combinations. However, unlike Ancient Beasts, it is possible to steal these items.. So look out for thieves when you get one of these ;) This expansion makes the access to midgame easier, since you can be lucky and start with a strong item right after a couple of rounds. When combined with Cataclysm, it makes it very worth to stay a couple of rounds in the Outer Region before venturing forth.

Effect on the game --> it depends on the Beast timer. If you set it at 5 rounds, it makes the game unplayable (imo). 20 rounds is the sweet spot I've found to still make the game enjoyable but not too hard. Some of the beast rewards (like "Shard of the Wild" from Amarok) are very unbalanced (Shard of the Wild gives you a good +6 in battle and psychic combat usually. And it's not even a weapon, so you can cumulate it with something else). But you can only get these rewards in midgame i'd say.
Bull mascot outfit

It is also important that the suit is breathable and well-ventilated, as wearing a full-body costume can become hot and physically demanding. To ensure the longevity and durability of the bull mascot outfit, it is often made from high-quality materials that are easy to clean and maintain. It is common for the suit to be machine washable or have removable and washable components, as it can become dirty or sweaty after extended use. Overall, a bull mascot outfit serves as an iconic symbol for a sports team or organization and helps create a sense of unity and excitement among fans and spectators. It adds an element of fun and entertainment to events and serves as a visual representation of the team's identity..

Reviews for "Bull Mascot Outfits: Enhancing Fan Engagement at Sporting Events"

1. Sarah - 2/5 stars - The Bull mascot outfit was a huge disappointment. The material felt cheap and it definitely didn't look like the picture. The horns were flimsy and kept falling off, making it difficult to maintain the character. Overall, I wouldn't recommend this costume to anyone looking for a high-quality mascot outfit.
2. John - 1/5 stars - I can't even begin to describe how disappointed I am with the Bull mascot outfit. It was poorly made and didn't fit properly. The headpiece was so uncomfortable that it gave me a headache within minutes of wearing it. The quality was subpar, especially considering the price. Save your money and look elsewhere for a better quality mascot costume.
3. Emily - 2/5 stars - I had high hopes for the Bull mascot outfit, but it fell short in every way possible. The headpiece was way too big and didn't stay in place, making it difficult to see and navigate. The body suit was also poorly designed and didn't fit properly. I was really hoping for a fun and enjoyable experience, but this costume just ended up being a waste of money. I wouldn't recommend it.
4. Michael - 1/5 stars - The Bull mascot outfit was a complete disaster. The fabric was cheap and uncomfortable to wear. The costume was also poorly proportioned, with the headpiece being too small and the body suit being too tight. I couldn't wait to take it off and get out of the uncomfortable outfit. Overall, I was extremely disappointed with this purchase and would not recommend it to anyone else.

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