Agreed with Warlock.
If the Warlock's Cave space is gone, its instructions that you must complete your quest no longer apply.
I don't think this is what he actually meant.. The instructions on that space is ignored (teleported here.. gain a talisman..) but all rules from the rulebook are still in effect (you must complete is and can't go through PoP).
This is how we play is and I totally agree with this.
(Did I understand you correctly Warlock?)
The instruction that you must complete the Warlock Quest as soon as possible is still there, but you cannot complete a quest while the Warlock's Cave has a Terrain Card, so in this case cannot prevails over can/must as usual in Talisman (see the Can vs. Cannot Golden Rule).
This is the reason why a quest like "Lose 1 life", that can always be completed by a character with 2 or more lives, remains in stand-by while the Cave is Terrain-ed. You won't be forced to lose a life for no effect, because you can't complete the quest in the absence of the Warlock's Cave. As soon as the Warlock's Cave is back, though, you will be forced to complete the Quest immediately (if able).
There are already chances to gain a quest that you can't complete. An example as old as Talisman is the "Take 1 life from another character" quest while there are no other characters in play except you and the character on the CoC...
There are no rules about discarding Quests that you cannot complete...
I think this is different, "Take 1 life from another character" would only be the same if you were playing a solo game (which can but that is definitely a parenthesis). It is currently impossible but that will have to change, he will win or have to come out (constantly walking back and forth in there would result in the Fiery Revenge Spell ). So this is in a way not more impossible than killing him is while he is far away.
Visiting the XXX is absolutely impossible since that space no longer exists (even if we know it's just hidden by a card ..that can be removed if you're lucky and find the right spell/adventure card).
And there is a rule that touches this in an unclear way.
"If an effect refers to a space that is no longer on the board because that space contains a Terrain Card, that effect is ignored."
It doesn't say "If an adventure card/spell..." etc it says "effect" so it's much broader and I'd say quests falls under "effects".
Do you think this makes any sense?
The solo game of Talisman is something that could be played, but it's ultimately a homebrew attempt that requires this adjustment as well as many others, so I'd rather not consider it if we want to come to a conclusion which is not casting a Fiery Revenge Spell on everybody.
If you receive "Take 1 Life from Another Character" and the only available character is on the Crown of Command, there's no way to the Crown for you, except the Treasure Chamber. This is a common situation with only the base game, where Warlock's Cave is the main location to gain a Talisman and this quest is 1 out of 6 possible tasks.
The word "effect" is widely used and it encompasses all card special abilities and instructions. It surely includes the instructions on the Warlock Quest cards, but "ignoring" such effects doesn't mean that the WQ has to be discarded. The Imp could teleport you to a space that doesn't exist anymore, so the teleport is "ignored" and the Event is discarded, not because you have ignored it but because it is normal for that type of card (even for Events that miss discarding instructions). Would you discard the Magic Portal because you've rolled a destination that is not available because the space is Terrain-ed? I don't think so, it's a Place card and it stays there until discarded by an applicable "effect". The same goes for Warlock Quests: you keep them until they are completed and if you cannot complete them, you're stuck with them, like a Spell you cannot cast.
Edited by The_Warlock, 13 May 2014 - 01:08 AM.