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Toothless_Night_Fury

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Posts posted by Toothless_Night_Fury


  1. Character Cards in the Dungeon

    The Amazon may roll two dice for her movement in the Dungeon.

    The Assassin may “assassinate” the Lord of Darkness in the Dungeon.

    The Philosopher and Prophetess may discard and replace Dungeon Cards in the Dungeon.

    The Sage always knows what the top card is on the Dungeon deck in the Dungeon.

    Adventure Cards in the Dungeon

    The Astral Conjunction, Fiend Slayer, Market Day, and Prophecy do affect characters in the Dungeon.

    The Black Unicorn, Colossus, Horse and Cart, Mule, Riding Horse, Unicorn, Warhorse, and Enemy Followers may be taken into the Dungeon.

    The Blizzard and Storm do not affect characters in the Dungeon.

    The Flying Carpet and Hearth Rune may be used in the Dungeon.

    A Raft may not be taken into the Dungeon.

    Spell Cards in the Dungeon

    The Alteration, Destruction, Displacement, and Divination Spells may be cast on Dungeon Cards.

    The Barrier, Hex, and Summon Storm Spells may be cast on Dungeon spaces.

    The Gust of Wind, Misdirection, and Slow Motion Spells do affect characters in the Dungeon.

    The Speed, Teleport, and Transference Spells may be cast in the Dungeon.

    The Water Walking Spell may not be cast in the Dungeon.

    Ell.
     


  2. What an amazing coincidence that the official release day for "Talisman: The Dungeon Expansion" is the same day as "Earth Day". So I decided to celebrate "Talisman Dungeon Day" today by playing 3 Talisman games simultaneously against 6 other players and won all 3 games by a country mile!!!

    Ell  gran_risa.gif


  3. The_Warlock said:

     

    Q: If the Knight lands on the same space as an evil/neutral Druid (or an evil/neutral character with the Druid Staff) and declares that he is attacking him, can the Druid or the character with the Druid Staff evade the Knight by changing his alignment to good?

     

     

    No. Once the Knight declares that he is attacking the character, changing alignment to good has no effect on the attack, as the attack has already commenced (it must be done before any attack begins). The Knight's attack may only be evaded by using conventional means.

    Ell.


  4. Starry Vere said:

    Had a weird situation materialize earlier tonight...

    The Warrior's ability says: You may roll two dice in battle and use the higher attack roll to determine your attack score.

    Goblin Trapsmith card says: You must roll 1 extra die for your attack roll and use the lowest result.

    (emphases mine)

    How do these cards interact? I'm assuming the Trapsmith basically cancels the Warrior's ability?

    If the Warrior has to fight the Goblin Trapsmith, he must roll 2 dice for his attack roll and use the lowest. He does not roll 3 dice! The effect of the Goblin Trapsmith overrides the Warrior's Special Ability (Can V. Cannot - rulebook).

    Ell.


  5. Augustisimus said:

     

    Can the Alchemist turn an item into gold and immediately pay the Mercenary to engage in combat that same turn?  Can this be done any turn or only on the player's turn?

     

     

    The only time you cannot turn an Object into gold with the Alchemist, is when you have just been defeated in battle or psychic combat by another character or the Merchant or Thief have announced which Object they will take from you (you may change an Object into gold before this occurs).

    The same rule also applies to the Acquisition, Gust of Wind, or Shatter Spell the moment they are cast.

    Ell.


  6. Augustisimus said:

     

    Just to clarify a dispute in my group:

    Can a good character steal the Runesword from another character and then drop it?  Or an evil character steal the Holy Lance from another character and then drop it?

    Or is such a thing clearly impossible?

     

     

    You cannot take an Object or Follower from another character if your alignment prohibits you from having it. If you defeat another character in battle or psychic combat and you decide to take an Object from him, you must be able to have that Object (take possession of it).

    The same also applies to the Acquisition and Mesmerism Spells.

    Ell.


  7. Turn 1: Land on Woods or Forest (with axe) and encounter the space or character. Turn ends.

    Turn 2: Declare that you are building a Raft and immediately place the Raft in your inventory. Turn ends.

    Turn 3: If you wish to use the Raft, cross the river to any space directly opposite the space you are in (discard Raft) and encounter the space or character. Turn ends.

    Ell.


  8. Academy

    The Academy will remain here for the rest of the game.
    You may buy training from expert weapon masters or
    philosophers. For every 3 gold you pay, you must miss
    1 turn, but gain 1 point of Strength or Craft.

    The correct sequence for encountering the Academy is as follows:

    1) Pay the chosen amount of gold for your training, in advance (3G, 6G, 9G, etc),

    2) Miss your next turn,

    3) Gain 1 point of Strength or Craft, at the end of your missed turn,

    4) Repeat steps 2+3 for every 3 gold you paid for your training.

    If the Academy is destroyed by the Earthquake or the Destruction or Displacement Spell is cast on the Academy, any further missed turns and Strength or Craft gains are forfeited, along with all of the gold you paid for the training!!!

    This same process applies to the Instructor.

    Ell.

     

     

     

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