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Toothless_Night_Fury

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Everything posted by Toothless_Night_Fury

  1. I would kindly suggest that you never post in these forums again, if you continue with this sort of mindless abuse and rudeness. Elliott.
  2. The Assassin may assassinate the Basilisk. The Basilisk does not roll any dice for its attack roll. The Assassin rolls the die as normal. Therefore the Basilisk may never kill the Assassin, unless he is a Toad! Ell.
  3. Tons-Home-rules said: Personally, we hate waste but we also like limits. I like that there is a "price" for going between regions. You don't know what that first card is. "Watch that first step" kind of deal. The lack of knowing all top cards on all decks is actually, as I understand it, core rules, as follows just by timing order. Rules = You know the top card of the adventure deck "at any time". Apply adventure card related powers to the Dungeon cards when you are in the Dungeon (this part is actually in the dungeon rulebook), and to the Highland cards when you are in the highlands. Sequence = So, you are 1 square away from the Ruins. You roll a 3. Before you move, you are in the main deck area, so you look at the top card of the Adventure deck. You move your first space into the Ruins. You can, even though you aren't done yet, because it's "at any time" look again at that top card of the adventure deck. You'd LIKE to look into the dungeon deck, but you're not there yet. Sorry. You move your second space into the Dungeon. NOW you can look at the Dungeon cards, since you're in the Dungeon Area. Green mist card. Darn. You wish you could immediately turn around, but that's not allowed as per the movement rules. You move your third space into the Dungeon. "At any time" you can look at the Dungeon card again, but, sadly, it's still that Green Mist, so, the Mist hits you as you land. The timing, as above, makes it quite clear for me, in any case. There's no rules for IF you MIGHT be in the Dungeon, the rules are IF you ARE in the Dungeon. Now, with a board name like mine, change the rules as a home rule if you hate it, no problem. Now, if you could double back from moving, then yeah, to simplify, I'd let the person look at all decks, just to save time. But until there's a way to step 1 step into the dungeon, and bail before you land, you go in the dungeon "blind". Addendum = Now there IS a ditching rule. So, in the above example, you COULD before you pick up that Mist card on the 2nd dungeon square, ditch a normal sword on that spot, and you never pick up the mist. That's totally allowable. But you are committed to going to the dungeon first. You can't just look at the top dungeon and highland card from the main board, go "oh, I'll think I'll stay here instead". You have to commit to going to the new region. But, change it at will if it bothers you. It is a game after all. This is correct tons!!!
  4. Ulfar said: After using the horn of summoning do you encounter the space you landed on and draw 1 or more cards? If you summon an Enemy to your space and it is a draw 1 card space, you do not draw any cards, as the Enemy you summoned counts toward the space. Obviously if it was a draw 2 card space, you would need to draw another Adventure Card, as long as there was not another card there. Ell.
  5. Unfortunately not yet, as my ex suddenly decided that she didn't want my kids living with her anymore, and I had to live with them. Therefore had to give up my job and arrange housing for us all! Love them to bits of course and probably a blessing in disguise, as I fell off of a ladder and fractured bones in my back about 10 weeks ago, which has paid price to my line of work as a commercial high end satellite/aerial engineer. Ell.
  6. Yes, the Poltergeist automatically leaves you, when you cross the bridge over the Storm River, between the City/Fields and Village/Fields spaces. Ell.
  7. EvilEdwin said: With the Totem Staff your full compliment of spells is four while it's in your possession. Correct! Ell.
  8. Alex 2.0 said: So here's the situation: the player has a treasure map and lands on a field, which forces him to draw a card and he draws the market. Can he use the treasure map and buy stuff from the market or not? Please no wild guessing. I got some rules lawyers in my group. A player may use the Treasure Map (roll 1 die and gain that much gold) at any time during his turn. Therefore in your example the player draws the Market (place), decides to use the Treasure Map, gains say 3 gold and finally he may purchase items from the Market. His turn then ends. This is the correct answer according to the rules. Ell.
  9. Add Archdruid as your friend. He is in London, not sure what part though. He is a well cool player! Ell.
  10. Yes this is correct. Toads cannot take Objects or Followers as possessions. That's why the boxes are missing from the Toad. Ell.
  11. Uvatha good work there! Can you contact me via email please. Got a few ideas for you. Ell.
  12. Zapranoth said: Okay, so tonight in a game my daughter had the black unicorn (and other followers actually, a ridiculous collection: warhorse, colossus, mercenary, homunculus, and black unicorn!) She drew a Highlands card that takes all your followers and puts them on a space in the Highlands (I forget the card). My question is: What happens to the black unicorn? Is it discarded? Does it stay with your other followers but become an enemy? Does it stay with your other followers and remain a follower for whomever picks them up? My second question: If you kill someone who has the black unicorn as a follower, do you take the unicorn as a follower, or does it discard, or does it turn into an enemy on the space? 1) The Black Unicorn is discarded. All Followers that are non-standard Follower cards must be discarded. 2) The Black Unicorn is discarded again. Ell.
  13. MoonShadow said: Good evening! First: I cast the Fireball spell and I kill the monster,can another player cast the resurrection spell to bring the monster back to life?Using the fireball counts as being in battle?And what if I two monsters are on the space I landed? Second: Can I use the Alchemist Follower between actions?For example:I am in the village and before I visit the Blacksmith I turn some of my objects to gold so I can buy items.Is this correct? Third: I have build the raft and another player duels with me and wins. Can he take my raft? Fourth: Does the term Object on cards means magical and non-magical objects? Fifth: When strangers and places are on a space on which I landed,do I have to encounter them even if I don't want to?For example:The Talismonger. Sixth: When exactly can I turn monster trophues to strength or craft?Is it possible after I rolled the dice for an attack or after my movement but before the encounters? Seventh: There is an orb( I don't remember the name of the card) that when you are using fate you can roll two dice and choose which one to use.When I am ,for example The Temple,how does it work? Eighth:When in my move roll I use two dice due to a cards ability such as the horse,how can I move the Grimm Reaper? Sorry for the so many questions,but I am new to the wonderful world of Talisman and I have purchased all the expansions together so I am confused! Thank you very much for your support! 1) Yes. You choose which Enemy to use the Fireball Spell against. 2) Yes. 3) Yes. 4) Yes. 5) Yes. If it says roll a die, it means you must roll a die. 6) You may exchange trophies only at the end of your turn (see rulebook). 7) Orb of Prophesy - You pray at the Temple by rolling 2 dice. You roll a 1 and a 4. Total is 5 - enslaved. You choose to pay a fate to reroll the die with the 1 result. You use the Orb of Prophesy and roll 2 dice. You roll a 3 and a 6. You choose the 3 result, which you add to the original 4 result. Total is 7 - gain 1 Craft. 8) If you use the Horse, you add the 2 dice together for your move. The Reaper will not move if one of the dice shows a 1 result. It must be a natural 1 on one die.
  14. If you have the gold, you may buy as many items as you wish! Ell.
  15. crimhead said: talismanamsilat said: I doubt very much that the Timescape expansion will ever return. I wouldn't rule it out. After the wildernesss and city expansions, and possibly a central tower, they'll want to make something. If people will buy it, FFG may well print it. There are already many other good ideas for future expansions in the game, if and when they are made!
  16. darthmax said: he decides to use fate when you do, then you both roll again. Yes this is correct. Please ignore my previous answer to this question - my ex suddenly decided to offload our children onto me, as she doesn't want them with her!!! So bit tired at moment, and now had to give up my job. bummer.
  17. Cynewulf said: 1) If a warrior is wielding two weapons, both of them have an ability that activates upon succesfully defeating an enemy, do you activate them both for a single enemy killing? Or you get to choose one? If the Warrior defeats an Enemy in battle with the Fate Stealer and Runesword, he would gain 1 fate and 1 life!!! 2) Maybe it's just my impression, but when the Rulebook explains the PvP combat, there's something that's not very clear. The book states: "Once both attack rolls have been made, the attacking character must choose first whether to pay fate to reroll. Once he has chosen, the defending character has the same option." Uhm.In the case the attacker uses a fate to reroll, does the defending character get to see what is the new roll of the attacker before deciding to use a fate too, or must he declare "Ok I'll reroll too!" just after the attacker declares intention to reroll with fate? Attacker declares to pay 1 fate and rerolls the die. Defender can then decide whether or not to pay 1 fate after the attacked has rerolled.
  18. Narnack the Necromancer said: Hi everyone. I would love to hear your thoughts on this. First question. The warlock has his full compliment of spells 3 and he's on the crown of Command. He then cast "magic portal" which states the may move threw in stead of taking his normal move. Can he cast that and then not move just to burn the spell? It would seem to me that you would have to cast the Magic Portal spell if you were going to move. Therefor moving off the crown of Command. You cannot cast a Magic Portal while at the Crown of Command, as this would constitute moving from there. second question. you can avoid encountering a space if there is a face up adventure card already there. Does that negate some of the special spaces. Example: there is a sword on the dessert space. you enter it and pick up the sword, do you still lose a life if you don't have a water bottel or some other protection? If there is a helmut on the grave yard and your good, do you not lose a life if you land there and take the helmut same if your in the chaple as an evil character. Or if there is a enemy card on the Eagle King or Lord of Darkness in the dungeon do you have to deal with the monster and not encounter the space? If there are any cards on a space, they form an encounter for the space. The space instructions must also be followed. In the case of the Desert, you would lose a life before encountering the Sword. In the case of the Graveyard, you would encounter the Helmet before encountering the space instructions. In the case of the Eagle King or Lord of Darkness, you would encounter the Enemy before fighting the Eagle King or Lord of Darkness. If you do not defeat the Enemy, your turn immediately ends. On your next turn you would need to fight the Enemy again. If you keep failing to defeat the Enemy, you would need to flee from the Highlands or Dungeon, moving against the arrows!!! Love to here y our answers.
  19. talismanamsilat said: The Hydra Spell does affect the Toadify Spell ! The player who casts Hydra decides which other players are affected by Toadify (probably not himself!). The player who cast Toadify then rolls a die for each other player nominated by the player who cast Hydra. "Treat the Spell as if it was cast individually on each character, ignoring Region and timing restrictions." - this is the important text relevant to the above example. The timing restriction in this case is: "Cast on a creature or character you are about to engage in battle." This is the part of the Toadify Spell which is ignored for the purposes of the Hydra Spell. Therefore, more than one player can be affected by the Toadify Spell. Elliott. The Teleport and Temporal Warp Spells are also affected by the Hydra Spell. These Spells are cast on a character at the start of his turn. Therefore, we ignore timing restrictions again! Treat the Teleport and Temporal Warp Spells as though they are cast at the start of each characters turn affected by Hydra. Ell.
  20. The Hydra Spell does affect the Toadify Spell ! The player who casts Hydra decides which other players are affected by Toadify (probably not himself!). The player who cast Toadify then rolls a die for each other player nominated by the player who cast Hydra. "Treat the Spell as if it was cast individually on each character, ignoring Region and timing restrictions." - this is the important text relevant to the above example. The timing restriction in this case is: "Cast on a creature or character you are about to engage in battle." This is the part of the Toadify Spell which is ignored for the purposes of the Hydra Spell. Therefore, more than one player can be affected by the Toadify Spell. Elliott.
  21. Yes. The Demigod only gets discarded once a character gains a Spell from him! Ell.
  22. Yes guys this is correct. A Spell is only placed on the discard pile when its effect has ended. So the Gypsy could not have cast Counterspell at that time to counter the original Counterspell! Ell.
  23. Any Follower that is killed/dies/eaten/falls etc, not discarded Followers.
  24. If you start your turn on say the Temple, roll a 1, move to the Woods and draw the Planeswalker, you can teleport back to the Temple and pray. So, in answer to your question: No, not unless something like the above occurs! Ell.
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