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Everything posted by zealot12

  1. This is a risk amangement game, and as such, it's a game of choices and probabilities. You can often pick your fights, depending on your current mission, which wargear you have, which character you play, what assets and power cards you possess, and which spaces yuo choose to land on. Recovering from being vanquished can be tough, but it shouldn't happen with regularity. All I'm saying is while the game has luck, there are always indicators of better/more certain choices to make and many ways to mitigate that luck via a combination of assets, power cards and character speical abilities So far, the greatest imbalancing factor in the game that we've encountered is the dice. We've swapped them to avoid swingy results. I'm only trying to understand tthe difference in our perspectives here in what is primarily a love it or hate it title. I'm guessing that the power gap between weaker and stronger characters is much greater in 4-player games as opposed to 2-player games , as the same threat decks are distributed between a larger number of people, so certain card- drawing patterns may emerge.Some may get only the good things while others will be punished by daemons throughout the entirwe game. That's one thing. The other thing that sort of stems from the above is that it's much more difficult to retain interest in larger gaming groups, if at least one person is not having fun. Sooner or later the sense 0f unfun is spreading through the ranks catching up to all. One guy gets the shortest straw, and suddenly all the game goes sour. I can relate because I've been there.
  2. Despite my nitpicking, Relic is one of our absolute favorites. We've clocked at so many games already. But Talisman-type games are certainly not for everyone. The few things we didn't like we've managed to tweak to our liking, 1)injected some uncertainty and fairness into the default ending Once the first player gets to the scenario space, the game is not over. Instead, the other players are immediately teleported to the Inner tier.Players who are already in the Inner tier, are teleported back to the Warp Rift. Any player at this point who doesn't have a relic is eliminated. The Warp Rift stops functioning at this phase. Then each of the remaining players must go through all the spaces in the Inner tier, without being able to skip any, regardless of meeting requirements. The turns are resolved simultaneously, so as not give lead to any one player. The player/s who manage to pass through the all the spaces without being corrupted or vanquished, share the victory with the leader 2)*Swapped the dice in the game with the Talisman set(we've done it just today, but I believe the Relic dice are weighted to produce more 6s and 1s) 3(Introduced fair play with Tech Priest vs. Rogue Trader(Tech Priest gets to go first in the game) 4)I haven't gauged the effect of the Corruption-annuilling relic on games with Corruptis as we're yet to draw it in this scenario. 5) Contemplating of nerfing Psyker- allowing him to draw Power cards up his limit with his special ability , and not beyond. These are all the imbalances we've spotted in our games. I do think you're exaggerating, though I understand if you're disappointed that the game has not lived up to your expectations. Certainly not all FFG games are like Relic and Talisman. Actually, these are the only two, as far as I know.
  3. Yes, the scenarios are diverse enough to keep the game fresh for a long time. We've been playing Relic almost every day since the day I bought it more than a month ago, and it just keeps getting better, as you uncover additional layers to the gameplay in every session. I'm not a fan of the default ending, but the other 4 are ace. The thing is though, I think Relic is far trickier to balance/houserule with fanmade content than Talisman. Even houserules we've wanted to adopt that on the surface seemed like innocent/ minor tweaks, have hurt the game in the process. The game has only been released recently. I'm sure that with time, as more interest is generated, and people learn the game well-enough , fan projects will start to appear.
  4. No, you must always move at least one space per turn. The only exception to that is if you're teleporting somewhere.(Then you're not actually spending movement points), or if you miss a turn or are forced to end a turn prematurely, then you remain where you are. In the latter case you just skip your entire turn, can't do anything. It's a basic movement rule in Talisman, and Relic as well.
  5. Tony Helion said: I'm just curious if anyone has thought up any good house rules for solo play? I bought the game becuase I love 40k but won't have many opportunities to play with people as most of my friends don't like board games. Someone mentioned a turn count to get to the middle to win, any idea what a good number would be? I thought about having other players on the board just to activate more spaces, but not sure if that would add much. Check out the one posted on BGG: http://boardgamegeek.com/thread/957233/simple-solitaire-variant-for-one-character There are two main issues with this variant: one, the PVP Missions become meaningless(maybe you have to institute an automated dummy for that),and the PVP-specifc Power and Asset cards lose their special properties. There are characters in the game whose special abilities require an opponent's input to work coherently and effectively. The Commissar's and Inquisitor's movement abilities, for instance depend on other players seeding the board for them with specific types of threat cards. the Rogue Trader's stealing of assets won't work of course, and the Sniper may as well take influence from himself . You can easily play the game soloing with two characters, though.
  6. How could you afford to buy all these items together? It's quite a lot of Gold. The Alchemist is a broken character, anyway. With the City especially. But what about the rest? We don't exactly do laps around the City. We just go in when we want to buy something or earn some extra Gold from bounties and such. You could houserule an entrance fee to the City,like bribing the City Guard: if you have at least 3 Gold, you may enter the City board, but lose all your Gold as you enter. We've come up with a fun houserule: when you're playing Talisman without the City board, put the City shop decks next to the City space on the main board, arranging them alphabetically. Once per visit to the City space, you may buy items from one random deck. Roll a die to determine which deck to buy from.And then follow the instructions, as if you were visiting the associated shop. All the other shops are considered to be closed for the duration of your visit. This ensures, variety, unpredictability and avoids favoriting a particular deck.
  7. Hmm, okay.I stand corrected. On a related note, and this is mighty strange, where does it say that a player can't lose an attribute, if it would bring him below his starting value? I could've sworn I read it someplace in the rulebook, but now I can't find it. The relevant page (6) in the rulebook only says that you ignore any attribute loss if you're already at 1.
  8. Doubling your Attribute's value in battle means doubling the starting value printed on your character's card. Though we have been playing incorrectly up till now, which is a strange oversight on our part as the same is true in Talisman: value means starting/printed stat, not your total.
  9. The loss of a life is always implied in conjunction with the defeat clause, unless another penalty specifically excludes the loss of a life. For instance, there's one Ork enemy in the deck, who has you losing 1 additional life unless you succeed in a test after being defeated.
  10. zealot12


    I agree, the Maze space doesn't test an attribute, so it's not a skill roll, and thus Power cards can't be used to modify the score, or explode, It needs to be officially clarified, though. Any rolls outside of battle and skill tests can't explode and cannnot be modiified by power cards either. As for movement, you may use a power card to move a number of spaces equal to the power number on the card, but this result cannot explode, since it's not a skill or battle roll.
  11. You always lose 1 life in battle when defeated , unless the card specifically says "instead of losing 1 Life" For this monster, you gain a Corruption card, if the result of your battle is a tie or a defeat. This is in addition to losing 1 Life,(in case of defeat) and regardless of whether you have other Corruption cards or not. If YOU defeat this monster, you may discard one Corruption card of your choice, if you have any, and gain the monster as a trophy. Note also that in case of defeat against multiple monsters in a single combat, you only lose 1 Life by default, but the special penalties inflicted by each monster are cumulative, so you suffer each one. Same with victory in a battle against more than one monster- the rewards are cumulative as well.
  12. Yesterday we had the most anticlimatic game with the default ending. Add to that our effort to incorporate some of the houserules listed that slowed the game down to a crawl, - the session was disastrous. This was our third game in total with the "bam, you win!" variant, and we're never playing with it again. That is why some of your negative opinions on this game resonated with me yesterday. I'd say that Relic is balanced,(well, as balanced as a game based on Talisman can be) but certain combinations of characters and scenarios may put a damper on the game. For example, perhaps it's not the best idea to allow a corruption-removing relic in a game against Corruptis, since it removes the main threat from a character who acquires it. One thing I would advise is not to play cautious, but take risks as it makes for faster-paced and more exciting games. This is a risk management game after all, but to a point where recklessness can reap great rewards. Our main issue with the game lies in the design of the default ending. In our 2-player games with the Mystery Beyond starting scenario, there's always this uncontrollable urge to race to the center once a relic has been acquired, and this ruins the game for us. The Inner Tier in Relic was not designed to challenge the player, but to weaken him for the confrontation, and since it's very easy to caluclate the optimal number of lives that will get you through the Trials,(regardless of success), the first player to gain that number of lives and step into the inner tier, wins the game. The other scenarios are different, since they require gearing up and proper preparation, featuring a looming threat ahead that can and will slow down the leader during confrontation, thus presenting a window of opportunity for the lagging player. With just the right amount of luck and calculated risk, the underdog will be able to claim victory. With the promise of conflict ahead, we feel encouraged to continue exploring the board for a while longer which is more fun than one of us merely racing to certain victory immediately after all Warp Rift requirements have been met. Today we've played it as writtten with the Sniper and Assasin characters against Corruptis. It was a blast. It was a 2-hour-game, though we had still conceded defeat, since the both of us breached the Inner Tier far too early(levels 9 and 7) and were corrupted by the Archdemon.
  13. zealot12


    I'm not sure I could handle another busy-colored board, as gorgeous as the main board is. The game needs more cards, with a higher variance factor. Threat cards, scenarios, characters.corruption, missions, power cards,wargear relics.With less emphasis on the monsters, since there are so many already. That, and competent PVP rules. Also rules for tag-team sessions to increase player interaction in multi-player games. Maybe I'm just spoiled by the breadth of content in Talisman, but then the base game of Talisman also a had a fairly limited card supply. There are just so many sessions of the basic game you can play before you end up seeing all that it has to offer. Talisman is the only game I've played that has benefited greatly from expansions, in that it adds more content, without piling up complexities. I only hope that Relic will follow in its forefather's footstepts.
  14. As for the houserule proposed above, about ceasing to draw Missions after acquiring the 1st Relic, well, we've put it to the test,--it slows down the game drastically. We'll keep playing as written then. My brother and I are still getting acquainted with the new mechanics that make this game different from Talisman, We do have fun with Relic as written. Of course, if some players in your group feel out of the game, I understand that it can be very frustrating. It's all the more frustrating when you're the one who feels left out of the fun boat while the others enjoy themselves. In general, we're rarely put off by loose game design.From our experience with FFG, many of their games are loosely ruled, but we see it as an opportunity to experiment with our own variants for increased fun.
  15. If you're playing with four, you could houserule sporadic teaming up - a game in which alliances shift in accordance with corruption level. Uncorrupted players can only form alliances with uncorrupted players and vice versa. The moment you're corrupted, your alliance with an uncorrupted player immediately breaks up. When allied you share knowledge of each other's Power cards, and can swap/trade assets, and power cards between you by passing through your teammate's space on the board. And aid each other in battle by lending your Attribute value as a bonus to your teammate's attack against a monster, if you're sharing the same space.
  16. Are you playing with the default ending? We've found rushing to the center quite anticlimatic. All the other scenarios(Flagship and Chaos, in particular) give lagging players a fair shot to catch up and turn the tables.
  17. HappyDaze said: I can't even say where I'd have to start with houserules. There are so many swingy bits that can totally ruin the fun, and while they don't just say "I WIN, YOU LOSE' they might as well since that would atl least save everyone the remaining 90 minutes of boredom that come from marching to a predictable end. I really think I'm done with this game until expansions allow for player-vs-player to nip this in the bud. As for the designers not having this in the base game "because everyone is an Imperial" - WTF? Idiots. Imperials backstab one another ALL THE TIME! Designer failure. If you've played Talisman before, implementing PVP combat is easier done than said: if you land on a character, and wish to attack him/her, choose the battle form of your choice and then both sides roll to determine the outcome, utilizing wargear and power cards to their advantage. If you win, you may take, one of the following three: 1)an asset of your choice from the defeated party(excluding relics*) 2)a life (your opponent loses 1 life) 3)one influence *If your level is equal to or lower than the defeated party and you don't have a relic,you may take one relic of your choice from him,/her. If you lose, you must lose 1 life. The other player may not take assets from you instead if his level is higher than yours. In addition, if the victor had at least one Corruption card, the defeated paty must draw a Corruption card. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- You could also try playing other scenarios. The Chaos one, for instance doesn't depend on a character's level for victory. I concur that this game needs more of everything to feel complete, but we always play board games with the intent not only to have fun but to maximize the fun included in the box. This can't be achieved without houserules.
  18. There are definitely some things in Relic that I don't think have been properly playtested. The corruption-removing relic is one and the other is Tech Priest pitted against the Rogue Trader(tech priest loses his starting wargear on turn 1). I'd say just avoid the broken combinations as much as possible or houserule the game to make it more to your liking. For instance, we don't like the continuous drawing of missions after acquiring the 1st relic. We find it distracting, since at the onset, you have a goal to work towards to: acquiring a Relic. and it feels right because you start out with limited resources and power. But as you accumulate assets and gear, completing missions becomes easier, and this also cheapens relics in the long run, since they become something you hoard rather than revered artifacts of power. Combine this with the fact that relics can be used without any limitations, and the high asset limit of some characters- and you've got god toons plowing through everything. Some notions we've been entetrtaining, and others we have implemented. 1)After acquiring your 1st Relic, you cease to draw Mission cards continuously. You only draw Mission cards, if you land on a space that allows you to draw one, or if a game effect allows/tells you to. 2) If a game effect has you losing a stat point, and you can't(at your initial value), draw one Corruption card. 3)Similarly, if a game effect has you gain a stat, and you;re at your Max value, draw one Corruption card. 4) At the Flagship scenario, during the confrontation,you can't lose Influence. 5) If you have used the Warp Rift to bypass any of the squares in the Inner Tier. and then failed at one of the Trials, you're zapped back to the Warp Rift again.
  19. If you defeat a character in Battle, you may opt to have him lose 1 life or take an item as your reward. It's one or the other. If you choose to take a life, and the defeated character used Armour to prevent the life loss, you get nothing. He is still considered to have lost the battle. This is important for some game triggers(such as losing the Warhorse) You may take the Armour instead of having him lose a life. Followers that fight in your place only make an attack roll and add it to their Strength/Craft value. They get no other bonuses
  20. Lycanthropy disables all PVP abilities during the Night. (Ghoul,Merchant, Thief, Vampiress,Sorcerress, etc.)It can be very bad. You've got some overpowered goon running about at Night stealing everyone's items? Have him Cursed. As an aside,we had the Pesant Mob transported to the Portal of Power as a lure for the leading Lycanthrope in the Inner Region. Alas, he rolled exceptionally low on the Mines, and got through. Lucky!
  21. zealot12

    the inner tier

    You always advance in the Inner Tier whether you've passed or failed the Tests. We found the default ending of rushing to the centre anticlimatic., as the Inner Tier is not designed to stop you but to wear you down, as noted already. The scenarios are really fun though as they press you into going to the Inner Tier to experience the final confrontation. Basically, rushing is not recommended and I think cheapens the game, but you don't have to be at Max Level to face the Scenario Goal. Just have enough to get you by-say, Level 6 or 7, and prepare appropriately for the chosen scenario. But don't overprepare as too much caution will draw out the game. The lagging player will press his luck too if he sees someone going for the win. It's this kind of tension that makes the game good.
  22. First and foremost,: 1) Level up after acquiring 5 points of trophies-big time saver! 2) Talismans awarded for special encounters/tasks, or after completing a Warlock Quest cannot be stolen or snatched from you by any game effect/character ability, etc.(unless you have more than one) If you have more than one Talisman, they can be traded in at the Warlock's Cave for a Quest Reward(one Talisman per visit) 3) Replacement characters get to inherit one of your previous character's Talisman, if it was drawn from the Talsiman deck. 4) Replacement characters get to inherit up to two points of stats from your previous character( if the latter had done any leveling up. That is, either 1 Craft and 1 Strength OR 2 Strength/2 Craft) 5) Play with one big expansion only(we cycle through Dragon, Highlands, City and Dungeon periodically) 6) When playing with the Highlands corner board, put the City shop decks next to the board. (even when the City corner is not in play). Arrange them alphabetically or any way you want(say, Armoury, Magic Emporium, Pets, Potions, Stables) Once per visit to the City space, you may buy items from any one random deck. (to avoid favoriting a specific deck) Roll a die to determine from which deck to buy. Then follow the instructions on buying from that deck as if you were visiting the associated shop. All the other shops are considered to be in shortage for the duration of your visit.
  23. The Tech Priest is somewhat of an odd duck.Got to play with him in yesterday's game. I was also pitted against the Rogue Trader. Note how dangerously close they start to each other. The Priest can lose his starting Wargear on Turn 1, especially since the Trader can employ one of his starting Power cards to move up to the printed number. I got to go first. fleeing from my opoonent(a good houserule, in general, with these two characters against one another), so I did okay. I'd say the strategy is to stockpile Wargear, cashing in small trophies for Influence, or one big trophy for lots of Influence at least once. And hope for some good draws from the Warghear deck. I'd agree than bering able to sustain yourself in the long term , drawing bonuses from Wargear all the way is not guaranteed. I did get to Level 5 with him in yesterday's game,with the Battleship Scenario and could have probably won. I got to choose a relic which increases my Life value by 4 to sustain more blows and was pressured into the Inner Tier by the leading Rogue Trader. Died there with a Corruption count of 5 having not completed any of the prerequisites for skipping, after my Strength plunged to 1 and I lost 3 lives twice.
  24. Yes, the Battleship Scenario changes the rules for attributes. Whoever spent the entire game maxing out one stat can be screwed by this ending.
  25. Well, yes, the only hindrance to solitaire Talisman is the Spell system. My 1st character has Toadify. The 2nd character has Counterspell. I have knowledge of both. It's like playing with the Prophetess every time.
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