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Toothless_Night_Fury

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Everything posted by Toothless_Night_Fury

  1. Gentlegamer said: What if you used the spell while on the Plane of Peril to trade spaces with another character that was on the Crypt or Mines space (which is 1 space away)? For that matter, what of using the spell to trade spaces with another character that is on a space adjacent to you while in the Inner Region, such as the Valley of Fire and Crown of Command? Theoretically there is no rule in the rule book to prevent a character from doing as you have suggested. However, I will speak with John G. to include this question in the FAQ. You will then all have the definitive answer!
  2. That's true Brando, house rule it! However, it would be wrong to allow the use of the Transference Spell in the Inner Region, as it violates the most important rule of only moving 1 space per turn in there. That's why you are not permitted to cast Teleport Spells in the Inner Region.
  3. That's true, but in the FFG revision it was decided that the Runesword would also give you a life for defeating Enemy Animals and Dragons in battle.
  4. Well said. Thread finished me thinks;-)
  5. 1) In summary, the Transference Spell cannot be used in the Inner Region (it is not actually stated on the Spell card - oops we missed it out). A character must move 1 space per turn in the Inner Region period. 2) The Crown of Command is actually a space within the Inner Region. It is not considered to be a Region of its own.
  6. Sorry guys, but I answered one of the questions incorrectly as I read the question too quickly. In summary, if you draw the Goblin Trapper and the Trapper together, you must follow this exact order: 1) Roll 2 dice for the Trapper. 2) If successful, you MAY choose to evade the Trapper if you so wish. 3) If you choose to evade the Trapper, you must fight the Goblin Trapper on his own. 4) If you choose not to evade the Trapper, they add their Strength scores together and fight as one creature, and you cannot roll a die to add to your attack score. 5) If unsuccessful, the Goblin Trapper and Trapper fight as one creature as above!
  7. Yes, you do have to roll for the Trapper. However, it then goes on to say that if you are successful, you MAY evade the Trapper. So you can choose to fight him if you want to.
  8. 8janek8 said: talismanamsilat said: Solution: Roll for Trapper. If successful, you evade the Trapper and must fight the Goblin Trapper. If unsuccessful, they fight as one creature adding their Strength scores together and you roll no die at all, as this is the worse effect. And one more question: If successful, can I fight with Trapper on my request and roll a die for my attack roll (including 1 extra roll for Goblin Trapper)? A. No, you cannot choose to fight the Trapper, if your die roll for evading is successful. You only fight the Goblin Trapper!
  9. JCHendee said: Quick additional questions: 1. Do these two cards have the same Order number in the lower corner? A. Yes, both Adventure Cards have a number 2 in the bottom right hand corner. 2. Is either's order number different than most Enemies? A. Both Adventure Cards are "Enemy Monsters".
  10. Goblin Trapper - You must roll 1 extra die for your attack roll and use the lowest result. Trapper - Roll 2 dice. If the result is equal to or less than your Craft, you may evade the Trapper. If it is higher, you must fight him, but you may not roll a die for your attack roll. Solution: Roll for Trapper. If successful, you evade the Trapper and must fight the Goblin Trapper. If unsuccessful, they fight as one creature adding their Strength scores together and you roll no die at all, as this is the worse effect.
  11. Page 9 in the rule book If a character ditches Followers or Objects onto a draw cards space (see “Ditching Followers and Objects” on page 16), he may only draw enough cards to make up the given number that may be drawn. For example, a character ends his move on a Draw 1 Card space and then ditches one of his Objects. He does not draw any cards now since there is already a card on his space. A character may ditch Followers or Objects on a space to avoid drawing more cards, but he may not take them back during the same turn. Therefore, any Followers and Objects that are left on the space become available for other characters to take if they land on that space.
  12. In summary, the Druid may gain his full complement of Spells when he IMMEDIATELY lands on a Woods space, before he encounters anything else in the space. The Hex Spell forms a card for the space remember, so it is deemed to be an encounter for the space. So in this case also, the Druid receives his Spells before he loses a life to the Hex Spell.
  13. When an Adventure Card is drawn by a character, it shows him what is already in the space when he lands there. If an Enemy Card is drawn, it does not suddenly appear in the space, but instead it just reveals to you what is waiting for you to encounter. So the Assassin may assassinate the Enemy.
  14. In summary, the Assassin may assassinate any creatures in battle, including the Sentinel, or the Pit Fiends or Werewolf in the Inner Region. Yes he has been beefed up for the revised edition. He may only assassinate another character when he attacks them, but not on the Crown of Command!
  15. Please take my word for it!!! All cards count towards a space.
  16. The Druid receives his Spells when he lands on a Woods space, before he encounters another character on the space, any cards on the space, or before he draws new cards on the space.
  17. CITY Visit the Doctor, Alchemist, or Enchantress VILLAGE Visit the Blacksmith, Healer, or Mystic TAVERN Roll 1 die This text is taken directly from the revised 4th edition board. The wording is perfectly clear. A character must do something in these spaces. This change was brought in to prevent a character from specifically doing nothing in the City space.
  18. Encountering a Space – Draw Cards Spaces Characters must always follow the instructions on the space where they land if their player chooses to encounter the space instead of encountering another character. If a space instructs a player to draw cards, the cards to be drawn are always Adventure Cards, drawn from the top of the Adventure deck. If there are already any cards of any type on the space (such as Adventure, Purchase, or Spell Cards), then only enough cards to make up the given number may be drawn. This is taken directly from page 9 of the revised rule book.
  19. The Reaper does indeed contain a mixture of brand new Adventure Cards as well as classic ones from the past (Charge!)
  20. So in summary, Any character acquiring a Raft, takes the relevant Adventure or Purchase Card and places it with his other Object Cards (the Raft still counts as an Object towards a character's carrying capacity). A character must decide whether or not to use the Raft at the start of his next turn. Regardless of his decision, the Raft is then placed on the Adventure Discard Pile or back with the Purchase Cards if bought or built with an Axe. However, between a character acquiring a Raft and then using it on his next turn, the Raft may be taken by another character defeating him in battle or psychic combat, the Sorceress beguiling him or the Acquisition Spell targeting the Raft.
  21. In other words guys, the Raft should be considered to be just like any other Object in the game, apart from the fact a character may only keep the Raft until the start of his next turn. The Raft possession rule was deliberately removed from the revised edition of the game.
  22. Q. With the new rules for building a Raft in the Forest or the Woods, does the Raft become one of your Objects until you use it on the following turn? In other words, it becomes your Object and counts towards your Object limit until the start of your next turn. If this is the case, can another Character take the Raft from you if they defeat you in battle or psychic combat (they can keep it until the start of their next turn)? A. You are correct on all accounts. This answer comes directly from John Goodenough at FFG.
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