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Toothless_Night_Fury

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Posts posted by Toothless_Night_Fury


  1. alboy said:

    Q: lf you use the Riding Horse to roll 2 dice for your movement, can you move the Reaper if one of the dice rolled is a 1?

    A: No. As you roll 2 dice and add the scores together for your total movement.

    Q: lf you have the Golden Statue stored inside the Concealed Pouch, do you have to give it to another Character if they defeat you in battle or psychic combat?

    A: No. The effects of the Concealed Pouch override the effects of the Golden Statue, as the Concealed Pouch's effect indicates that a character cannot perform the action of taking the Golden Statue (page 15, Can Vs Cannot sub-heading).

    Q: lf Cerberus is on the Portal of Power do you have to land exactly on the space to be able to fight him?

    A: Yes. You may only fight Cerberus by landing exactly on the Portal of Power. If you defeat Cerberus, you may attempt to open the Portal of Power on the following turn.

    Q: lf you draw the Giant, Stone Golem and Trapper on the same space, how do you handle the encounter?

    A: You must roll 2 dice to see whether or not you may evade the Trapper. If you decide to evade the Trapper, you must fight a 12 Strength battle against the Giant and Stone Golem without using a Weapon, unless it is a Magic Object. If you have to fight the Trapper, you must fight a 14 Strength battle against all 3 Enemies without using a Weapon, unless it is a Magic Object and you may not roll a die for your attack roll.

    Q: lf you use the Druid Staff to change your alignment to neutral, how do you show this alignment change to other characters?

    A: When you use the Druid Staff to change your alignment, place an alignment change card on top of the Druid Staff to show whether you are good or evil. If you are neutral just remove the card and place it to one side until it is required again.


  2. Q: The Pit Fiends seem a little too easy to defeat. Can you suggest a way to toughen them up?


    A: Yes. Just implement the following optional rule: Since the Lord of the Pit (Reaper Expansion) departed from his Inner Region realm, the Pit Fiends have resorted to fighting amongst each other to see who will become their next ruler. As a direct result of this sustained fighting, each Pit Fiend now has 8 Strength in battle instead of 4. This increase of Strength will force a character to consider the alternative Strength route through the Inner Region a lot more often.


    This rule only comes into effect, if the Lord of the Pit has been drawn from the Adventure deck, otherwise the Pit Fiends have 4 Strength each as normal!


    Give it a blast guys.


    Ell.


  3. talismanamsilat said:

    Gonad the Ballbarian said:

     

    Scenario:  The evil (Rolled a 1 at the Mystic) Minstrel, who has a lion animal follower, the dark unicorn follower, and the staff of Mastery with a Demon mastered, is turned into a slimy little toad.  The wizard plays next, and lands on that space where he dropped his items/followers. 

    a)  Is the Demon still mastered, does it go to the discard pile, or does the wizard now fight him?

    b) Is the dark unicorn still a follower, or does it revert to an enemy spirt?  If the demon must be fought, I supposed its a craft battle vs. 17 craft?

    c) Is the lion now an enemy-animal that must be defeated, or does the lion go to the discard pile?

     

     

    1) The Wizard lands on the space.

    2) The first card he must encounter is the Lion which has reverted to being an Enemy Animal.

    3) If he defeats it, he must then encounter the Black Unicorn which has reverted to being an Enemy Spirit.

    4) If he defeats it, he may take it as a Follower if he so wishes.

    5) Finally he may take the Staff of Mastery which still controls the Demon. The Wizard does not need to fight the Demon.

    6) Turn ends.

    Just realised that you said you had the Demon enslaved. You cannot enslave an Enemy Spirit with the Staff, it must be an Enemy Animal, Dragon or Monster!


  4. Q: Can the Assassin assassinate the Trapper?


    A: Yes, but only if the Assassin successfully rolls 2 dice equal to or less than his Craft. He may then either assassinate the Trapper or evade him (the traps did not affect the Assassin in either case).  If the dice roll is unsuccessful, the Assassin may not Assassinate the Trapper and cannot roll a die in battle. This is due to the following rule: "In any instance where a card's effect (not being able to roll a die if you have to fight the Trapper in this case) indicates that a character cannot perform an action or use an ability (the assassinate ability in this case), the character cannot do so."


    This is extracted from page 15 of the rulebook, the first sentence under the sub-heading "Can Vs. Cannot". This scenario does not apply to the paragraph above this with the sub-heading "Special Ability Vs. Rules" as that only applies to the basic rules which equates to the rulebook (the Trapper is obviously not a basic rule!) Hopefully this will be included in the forthcoming FAQ!


    I hope this helps in regards to this matter.


    Ell.


  5. Gonad the Ballbarian said:

    Scenario:  The evil (Rolled a 1 at the Mystic) Minstrel, who has a lion animal follower, the dark unicorn follower, and the staff of Mastery with a Demon mastered, is turned into a slimy little toad.  The wizard plays next, and lands on that space where he dropped his items/followers. 

    a)  Is the Demon still mastered, does it go to the discard pile, or does the wizard now fight him?

    b) Is the dark unicorn still a follower, or does it revert to an enemy spirt?  If the demon must be fought, I supposed its a craft battle vs. 17 craft?

    c) Is the lion now an enemy-animal that must be defeated, or does the lion go to the discard pile?

    1) The Wizard lands on the space.

    2) The first card he must encounter is the Lion which has reverted to being an Enemy Animal.

    3) If he defeats it, he must then encounter the Black Unicorn which has reverted to being an Enemy Spirit.

    4) If he defeats it, he may take it as a Follower if he so wishes.

    5) Finally he may take the Staff of Mastery which still controls the Demon. The Wizard does not need to fight the Demon.

    6) Turn ends.


  6. Yes I agee with what you say. But if someone wanted to be argumentative they would try to do that!

    The Immobility Spell actually infers that if you cast it on another character it must be at the start of his turn. It does not apply to the creature part. It could have been worded a bit better but there wasn't a lot of room left on the card!


  7. I agree. I think that the Sage should be able to gain a Spell at the start of his turn and be able to cast it. If he casts it however, he does not get to draw a new Spell as this would be past the start of his turn.

    On a side note many Spells state that they must be cast at the start of your turn, before you move. This means of course that you can roll the die for your move and then decide to cast that Spell!


  8. In relation to what Jon and myself are forwarding to Fantasy Flight Games in the way of the FAQ for this issue are as follows:

    NON DRAW CARD SPACES - If there are any cards on a space when a character lands there, they must be encountered before a character follows the actual instructions for the space. So the sequence is as follows:

    1) Any Events in the space must first of all be encountered (only an occasional occurrence).

    2) Any Enemies in the space must be defeated or evaded. If successful, follow the next set of instructions. If not, turn ends immediately.

    3) Any Enemy Spirits in the space must be defeated or evaded. If successful, follow the next set of instructions. If not, turn ends immediately.

    4) Any Strangers may/must be visited.

    5) Any Followers, gold or Objects may be taken.

    6) Any Places may/must be visited. If moved to a different space, continue with encounter in the new space. If not, follow the last set of instructions.

    7) Finally, a character may/must follow the instructions for the space.

    Treat the space instructions as though they are Adventure Cards with a number 7 on them. You always encounter them last of all!

    We hope this helps you all,

    Ell & Jon.

    PS. Please disregard the turn sequence on the back of the rule book, which is in direct contravention of what the rules say on page 10 of our beloved rule book!


  9. I am currently working on an unofficial FAQ with Jon New, my good friend at Talisman Island. This will also be submitted to John Goodenough for appraisal and any other fellows assigned to the task of the official FAQ.

     


  10. 1) Any character choosing to encounter another character on the Cursed Glade or either of the Desert spaces must also adhere to the extra instructions on the space, obviously ignoring the draw card part of the instructions. In other words, they cannot use Objects or Spells in the Cursed Glade or they must lose 1 life in the Desert before encountering the other character there.

    2) Any character choosing to encounter another character on the Chapel or Graveyard must also adhere to the instructions of the space, if they are of the opposing alignment. In other words they lose 1 life in the Chapel if they are evil or they lose 1 life in the Graveyard if they are good.

    These spaces require the minimal amount of action of the character landing there. There is no direct involvement with a creature in the space, no rolling of the die, and no choice being made by the character landing there.


  11. 1) In the core version of the game a player may cast 0, 1, 2 or 3 Spells during his own turn, dependant upon how many Spells he started his turn with. Therefore the maximum number of Spells a player could ever cast on his own turn is 3 Spells (he could also cast the Command Spell, which does not affect the Spell casting rule).

    With the introduction of the Genie into the game the existing Spell casting rule faces a new challenge. Do the Genie's Spells count towards a players own Spells? Well if they don't count, a player could find himself in a position where he has no Spells at the start of his turn and he is then prevented from casting any of the Genie's Spells! However if they do count, a player could find himself in a position where he has 3 Spells at the start of his turn and he then casts 6 Spells all in a row!

    To counteract this issue please implement the following rule into your games: The Genie's Spells do count in regards to a players own Spells. However, a player may only cast up to a maximum of 3 Spells in his own turn, which is in fact exactly what the core version of the game lets a player do.

    This rule will help clean up the introduction of the Genie into the game.

    2) A player may not cast any of the Genie's Spells if he has less than 3 Craft. This works in exactly the same manner as the Wand. However the player may still retain the Genie until he can gain benefit from the Spells.

    3) The Genie's Spells may not be cast if the player holding the Genie is in possession of the Amulet. A player with the Amulet cannot cast any Spells from any source.

    Keep the rules problems coming, as I'm sure they will be added to the FAQ in due course!

     


  12. Cidervampire said:

    I would guess that if the Wizard has two spells and a genie with three more then the Wizard therfore has 5 spells in total and can cast all 5 in a turn

     

    Geoff

    The Wizard would only be able to cast 2 Spells on his turn. The Genie's Spells belong to the Genie.


  13. Great effort. I've downloaded it, thank you. I have changed Fate to purple coloured, Objects to Brown coloured and Followers to Orange coloured. All headings are now Centre Aligned, in Bold and Underlined. Looks fabulous printed out!!! Well done again.

    Bye for now all, as I am moving to the London area tomorrow. See you in a few days.

    Elliott.


  14. 8janek8 said:

    What about the "Dispersion of the Magic" Spell? Does it any effect here? Sorry for the translation, but I have no specification of the cards in original language. In my version is something like "Dispersion of the Magic" and "Removal" Spells.

    The Destroy Magic Spell will prevent the bonus of the enchanted Blade from working for 1 round.

    The Nullify Spell does not affect the Enchant Blade Spell.

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