-
Content Count
1,463 -
Joined
-
Last visited
Posts posted by Toothless_Night_Fury
-
-
You may use a Raft to cross the Storm River to any space of your choice directly opposite the one you are in (any space which would be intersected by the border lines of the space you are in, if those lines were extended).
If you are in the Woods nearest to the Village, you may only move to the Hidden Valley;
If you are in the Woods nearest to the City, you may move to either the Runes or Warlock's Cave;
If you are in the Woods nearest to the Tavern, you may move to either the Desert or Oasis;
If you are in the Forest, you may move to either the Castle or Portal of Power.This applies to all other spaces when using a Raft.
Ell.
-
Yes. Once a character takes a Raft from the Adventure or Purchase deck, he must place it with his other Objects (it does count towards carrying capacity). The Raft remains with the character until the start of his next turn. During this time, the Raft may be taken from him by another character just like any other Object.
Ell.
-
Gonad the Ballbarian said:
Please settle a dispute. If you cast mesmerism on a mule or horse & cart, do you also get the items carried by that follower?
I say no, my buddies say yes.
If the answer is no, does that player get to choose which items are dropped, assuming he is now over the limit of objects he can carry? or does he have to drop the items that were on the mule/h&c?
No. The player chooses which Objects to drop.
Ell.
-
Velhart said:
The_Warlock said:
talismanamsilat said:
See page 15, "Changing Alignment" sub-heading, second paragraph "No character, including the Druid, may change Alignment more than once in any turn."
Sigh
. The worst thing is that I was aware of this sentence and believed it was part of an old FAQ. On the contrary it was an important clarification in the new FFG Rulebook, which I should have known. In this case I feel like I'm abusing talismanamsilat's knowledge.
Then hear this: in my above example, replace Evil Darkness with Mephistopheles. If you resolve Angel first and switch to Good (=gain one Life), then Mephistopheles can't convert you to Evil because you can change Alignment only once in a Turn. Unless you read it "No character, including the Druid, may choose to change Alignment more than once in any turn." But this is one situation in a thousand possible combinations, it won't happen too often.
Looking forward to know the answer to alboy's question (I would say that without the Staff your Alignment reverts to normal, as printed on the Character Cards).
But mephistopless convert you to evil, if you like it or not, so maybe this overides the rules...?
If you read the rules: no character including the druid may change alignment more than once in any turn.
In my eyes, it's not your free will to change. Mephistoples demands you to become evil !
This is a other situation.
I wonder what talismansilat would say..
It let me think about the hag and jester discussion
The Druid or any other character cannot voluntarily change their alignment more than once in any turn according to the rules. However they may have their alignment forcibly changed during the same turn.
Ell.
-
Yes that's how you treat gold coins on a space.
Ell.
-
pingofdeath said:
if a character is a toad and rolls into the temple and become enslaved does is stay in there until is a character again and rolls for movement or does he roll when is a toad ?
The Toad may roll the die to see if it escapes from enslavement as normal and then if successful moves 1 space. A similar scenario would be a character with the Poltergeist enslaved at the Temple. Obviously the character can only move 1 space, but the Temple says roll a 4, 5 or 6 for your move. This would mean the character would never leave the Temple. So again in this case he can roll. The same is true if the character is subject to the Slow Motion Spell.
Doh, I nearly put the wrong answer down - it is late you know

Ell.
-
Velhart said:
The_Warlock said:
talismanamsilat said:
h0bbit said:
Can the Druid and Druid Staff change their alignment after cards are drawn to benefit from alignment specifics?
For instance, player 2 draws evil darkness, player 3 is a druid, can he change his alignment as soon as player 2 draws the card?
Yes you can change your alignment immediately after any of these cards are drawn, such as the Evil Darkness or Mephistopheles.
Need a short clarification about this power.
A: The Druid/Druid Staff card says "At any given time though, you can only be of one Alignment". What happens if you draw together the Evil Darkness and Angel Adventure Cards? Do you handle them in the order they were drawn?
Let's say the Evil Darkness is dealt first. You ought to be good to avoid missing a Turn, but if you have to change Alignment right away to gain benefits from the Angel (instead of losing a Life) I've problems with the outcome. Are you affected by Evil Darkness if you change Alignment during the same Turn?
If i read talismansilat post then you can changed your alligment with the druid staff or druid before you activate the first card that you or a other player must encounter.
And if a other player or the druid must encounter card number 2, then you can changed your alignment too. So you are never affected by the angel or evil of darkness unless you don't want to changed alligment.
A example can be for not changing allignments is, that you have magic objects that you don't want to drop.
-------------
I hope this is the way that talismansilat means. If there is a mistake, tell me please

See page 15, "Changing Alignment" sub-heading, second paragraph "No character, including the Druid, may change Alignment more than once in any turn."
-
Velhart said:
Hi Talismansilat.
My question on page 1 about the Assassin. Has it come through? Or are you sending it in a Faq to John goodenough.
Greetings
Velhart
The Assassin can assassinate any creature, whether the card is already face-up on the board, he draws it from the Adventure Deck, or it is a creature on a board space.
There is no distinction for attacking or being attacked by creatures. The only time the Assassin's distinction of "when you attack" and "when you are attacked" is important, is during battles with other characters (NOT creatures).
The Assassin can basically kill any Strength 3 creature or lower and has a good chance of killing any Strength 6 creatures. This is a powerful ability but he is also a one-trick pony and the only thing the Assassin excels at is killing Strength creatures. In the first and second edition of Talisman this was very powerful because only Strength Enemies could be kept as trophies and Craft Enemies were just a waste of time. When you look at the big picture there are plenty of other extremely powerful abilities besides killing stuff: like always being able to cast a Spell, or replacing unwanted Adventure cards, or stealing any object you want from another player, or taking an extra turn. I have no doubt that the Assassin is powerful but is NOT over-powered.
This is a direct quote from John Goodenough. So there you have it guys. If you want to use your own house rules regarding the Assassin you can, but this is the definitive answer to the question from the designer of the game.
Ell.
-
h0bbit said:
Can the Druid and Druid Staff change their alignment after cards are drawn to benefit from alignment specifics?
For instance, player 2 draws evil darkness, player 3 is a druid, can he change his alignment as soon as player 2 draws the card?
Yes you can change your alignment immediately after any of these cards are drawn, such as the Evil Darkness or Mephistopheles.
-
homepage.mac.com/phillberrie/Talis/
A really good fantasy read based on the oldest version of the game.
Enjoy.
Elliott.
-
alboy said:
Just a quick question, the Warlocks Cave space says when you complete your quest you are automatically teleported back to the Warlock for your Talisman. Is this the same situation when using the Warlock cards from the Reaper expansion. Are you still teleported back or do you have to make your own way .
You are teleported as normal rules indicate (page 2, "Warlock Quest Cards", last paragraph).
Ell.
-
Gust of Wind
Q: If you lose any Objects to the Gust of Wind Spell in the Inner Region, do you count the Crown of Command as one of the 6 spaces when determining where your Objects are blown?
A: No. You must ignore the Crown of Command when determining where your Objects are blown. For instance, if you are on the Mines your Objects are blown to the Crypt or if you are on the Crown of Command your Objects are blown to the Mines.
Ell.
-
Here is the deal. The slain characters items are not placed on the Crown of Command. The character who defeated him may automatically take the items. Any items he doesn't want or cannot take are then placed on the Crown (see page 12 in the rulebook, "5. Claim Reward" sub-heading). Any items placed on the Crown cannot then be taken by any of the characters there (see page 9 in the rulebook, "Encountering Another Character" sub-heading, second paragraph). A character who is alone on the Crown may take any items left there.
Ell.
-
Yes of course you can if you wish, as they all have the word "Follower" printed on their cards.
Ell.
-
Correct my friend!
Ell.
-
Well the quest says travel to the City or Cursed Glade. Once you reach your destination you have satisfied the quest.
Ell.
-
Example: The Chasm or Reaper may force you to lose the Hag, but you cannot voluntarily choose to sacrifice the Hag at the Vampire's Tower or Warlock's Cave.
Ell.
-
The_Warlock said:
Q: If a Character takes the Warlock Quest Card Travel to the Cursed Glade (or Travel to City), does he receive the Talisman as soon as he lands on the Cursed Glade (or City) or must he encounter the space first
A: To complete one of these types of quests, you simply need to land on the relevant space (you do not have an encounter there) and you are immediately teleported back to the Warlock's Cave, where you will receive a Talisman.
Ell.
-
Yes you do encounter the space (see page 9, the Dwarf example at the bottom of the page).
Ell.
***ANSWERED ALREADY DOH***
-
HR Crowley said:
If one has the hag when one lands on the Warlock Cave and the quest is to 'discard' (I like sacrifice better, but to each their own...) a follower is the Hag eligible? Or can she only be dealt with with the mystic?
And one other Q; when one lands on the Warlock Cave and a quest is generated if that player has the item required (Follower, Gold, etc.) can that player immediately discard (or whatever the case is) the item to complete that quest thusly procuring a fabled 'Talisman'?
Thank you all in advance for your help and time.
Regards,
HR CrowleyNo. The Hag may only be lost if you satisfy the text on the card or an instruction forces you lose the Hag. You cannot choose to lose her yourself.
You must immediately complete the quest if you are able to do so.
Ell.
-
This point of issue in the rules was discussed by John Goodenough, Jon New and myself, with John Goodenough (the game designer) deciding the final outcome which will be included in the FAQ.
Ell.
-
Jon and myself compiled the faq for the original 4th edition of Talisman by Black Industries. We are compiling another faq right now which we will send to John Goodenough to appraise before FFG gets one posted up on the site. This is why we wanted your continued questions!
Ell.
Ps. Yes the Merchant and the Thief can use their abilities at the Crown!
-
1) It doesn't matter what your alignment is when you draw the Druid Staff. If you are already Neutral, don't place an alignment change card on the Druid Staff. If you are already good or evil, place the appropriate side of the alignment change card faceup on the Druid Staff to show you are that alignment!
2) If future cards are brought in which change your alignment to neutral, a neutral alignment card would probably be included

Ell.
-
hprwhg said:
Q: Do you still need a Talisman once you are on the Valley of Fire?
A: No. You do not need a Talisman once you are on the Valley of Fire or the Crown of Command.
Q: If you are turned into a Toad while you are on the Crown of Command, can you describe what exactly happens to your character in this situation?
A: 1) Follow the instructions for being turned into a Toad, 2) For your next 3 turns you may not move (a character does not move but remains on the Crown of Command) and you may not cast the Command Spell (Toads cannot cast Spells) and 3) On the turn after you revert to your original character, you may pick up any items that you were forced to drop when you were turned into a Toad and then cast the Command Spell, unless there is another character on the Crown (you must encounter them instead) or one of your Followers has reverted to being an Enemy, in which case you must first defeat or evade the Enemy before picking up your items and casting the Command Spell. If unsuccessful, you may not pick up your items or cast the Command Spell.
Ell.

rafting fun
in Talisman Rules Questions
Posted
Velhart said:
talismanamsilat said:
You may use a Raft to cross the Storm River to any space of your choice directly opposite the one you are in (any space which would be intersected by the border lines of the space you are in, if those lines were extended).
If you are in the Woods nearest to the Village, you may only move to the Hidden Valley;
If you are in the Woods nearest to the City, you may move to either the Runes or Warlock's Cave;
If you are in the Woods nearest to the Tavern, you may move to either the Desert or Oasis;
If you are in the Forest, you may move to either the Castle or Portal of Power.
This applies to all other spaces when using a Raft.
Ell.
It's good to know, but i don't think i am playing it this way.
This was always the case with a Raft in the 1st, 2nd and 4th editions of Talisman and now also with the revised 4th edition of Talisman
Ell.