Jump to content

wastedyuthe

Members
  • Content Count

    171
  • Joined

  • Last visited

    Never

Posts posted by wastedyuthe


  1.  I would love for there to be a way to stop the automatic wins, as they just stop it being exciting.  However, reading through most of this thread, I know my other players wouldn't be bothered- they are quite happy rolling 1 die, and not having to roll 2 then have extra rules for them.  I suppose they MAY be interested in the normal 1 die roll, and if the character gets a 1 and the enemy a 6, then the enemy wins regardless of strength.  But I don't know if my players will be interested in yet another rule (they are not into RPG's).  The other thing about this is the Assassin character.  If other characters may lose any fight depending on if they roll a 1 and the enemy a 6, the assassin has an even greater advantage over the other characters, as he needn't worry if the enemy can't roll a die.  I could make a house rule for him, but I really like to stick to abilities as they are written on the cards, to keep things simple for my other players.


  2.  Sounds like you had a great game!!  Always more fun when you are all racing to the CoC like that.  I couldn't believe it when I played the Knight against the Assassin (who absolutely trashed us all on the previous game), and got my own back on him by winning.  Such a deep feeling of satisfaction rolling a 6 on the CoC spell and taking the Assassins last pitiful life from him demonio.gif LOVE this game!


  3. Lars Gnomish said:

     

    I am in complete agreement with the OP. And from what we've seen from Frostmarch, I don't think they're even bothering to address the lameness of the Warlock's Quests. If we were to create our own Quests, here's a few ground rules I think we should set:

    1. No instant teleporting back to the Warlock's Cave (unless you have the teleport spell or special ability, of course). That's a stupid rule that I never understood. Coping with your movement options is one of the core principles of the game.
    2. Most quests should send you back to to the outer region.
    3. Any enemies faught should be at least as powerful as the Sentinel, since most players will have fought the Sentinel by this point in the game.

    I'd also like to propose a completely different mechanic for quests. Instead of going to the cave and taking an optional quest, what if every character has a pre-assigned quest at the outset of the game, based on their character. Once he has completed his unique quest, the character must then go to the warlock to claim his talisman.

    I think this could actually be a good place to introduce more game value for gold. What if each character had to deliver 8 gold to their starting location? You could build a story around this that is specific to each character... the thief has to repay his debt, the troll has a fondness for shiny things. The cleric must pay his tithe, the Dark Cultist must make a sacrifice etc.

    You might even introduce a Monopoly-style rule to the game where any player that completes his quest in his starting location gets partial control of the space. Any other players entering the space are forced to sacrifice a life point.

     

     

    Thank you.

    I agree with the "no teleport" rule.  That is a cheap way to end it I feel.  However with the quests as they are atm, I can see why they have made that rule.  After all, someone can land on the Warlocks Cave and complete their quest the moment they choose it (leave a follower/strength/what ever) and others may have to go away and do some more adventuring till they find what they are after.  Teleporting back will help balance what we have atm.  However, if ALL quests were based on having to travel to another square first (as quests should be!!) then the teleport rule should be banned.

    "Most quests should send you back to the outer region"  Again, agreed.  Another space in the middle region is too close, as the middle region doesn't have as many spaces either.

    Read above for my comment on the Sentinel.  However, the quests ought to be of some challenge, agreed.

    Players having a quest at the beginning of the game?  That's good if you want it to finish a little quicker as you don't need to land on the Warlocks Cave.  However, if you do have your quest at the start of the game, it would be easier to reach the quests destination as you have already said the quests ought to take you back to the outer region, where all characters start the game gui%C3%B1o.gif

    I disagree with the character taking over control of his starting space too.  If you are the Knight and you want to land on the Chapel to replenish lives, you can't because someone else has taken control and will force you to lose a life at the Chapel instead?  Doesn't make sense that the Knight should do that, and if the other person has already completed the quest to take over that space, then they may already be ahead in the game anyway.  Let's leave that rule to Monopoly, and let it stay there.


  4.  That's a great looking card, and I like the quest.  The only thing I don't like is that the Cursed Glade isn't very far from the Warlocks Cave.  Having a destination in the outer region will make it more of a quest, especially when you will have to find means to cross the river again, whether that means fighting the Sentinel, building a raft, or taking the ferry from the Tavern.


  5. Dam said:

     

    That's weird. In our games, Sentinel isn't fought pretty much at all. With the Rune Gates now in the mix (that is, if I remember the right card), there are a lot of things that allow you to get to the Middle Region without dealing with the Sentinel. If you go to the Middle early in the game, you're likely to drop back down eventually. Only in the later part when you start gunning for the Middle and Inner Regions because you're Crown-ready, do people even consider the Bridge option, even then alternatives are usually available and taken. And of course, Crown-ready with a Craft character doesn't mean you can even take on the Sentinel, Str 6 or there abouts is what you want. More is nice, but not necessary. Even people taking the Strength path have done so with Str as low as 7, so Sentinel could be a challenge for them. 3 games this week, I think Sentinel has been fought once. Though "fought" is a bit incorrect, when the Gladiator was Str 27 in battle gui%C3%B1o.gif .

    Str 27???!!! sorpresa.gif

    As for the Sentinel, in our few games we have played so far with the 4th ed, not one of use has fought him.  We have always built a raft or asked the Ferryman to take us across from the Tavern.  I think he is there as a way for people to come back to the outer region easily if they are losing lives in the middle region (you don't have to fight him in that instance), and I think the game was designed to make people find alternate ways of crossing to make it more of a quest, which I am in favour of. 


  6. Example reminders as to why a water bottle would come in handy in the middle region:

    If on Warlocks cave:  Roll a 1 or 3 to move, and you have the choice of the Desert (lose a life) or Runes (possibly fight an enemy which adds 2 to str).  With the water bottle, you can just land on the desert and not have to worry about the +2 str, where as without you are forced to go there.

    If on the Chasm:  Roll a 5 to move, with the choice of the Desert (lose a life) or the Black Knight (lose a life or 1 gold).  Again, with the bottle there is an easy option.

    If on the Runes: Roll a 3 to move, with the choice of the Desert (lose a life) or the Black Knight (lose a life or 1 gold).  Same as above.

    So I personally think it is WELL worth having a bottle as it gives you a lot more choice in that region instead of being forced to go in the other direction.  And even then, in the case of the Chasm (won't be going there much anyway) or the Runes, you won't always have a choice but to lose a life in either direction.

     

     


  7. Msrushing said:

    You have to end your turn on the space to pick up objects.  I think it is possible to fight something and then get ported from an event card.  Make sure you do the cards by the right order. Lowest number at the bottom right goes first.  if its a tie the card drawn first is first to happen.

    Yes, if you get teleported, then any other cards that would have been encountered afterwards (in number order) should be left on the square you were on when the cards were drawn.


  8. Velhart said:

     

    Yes, you can say that my friend..

    When i bought the revised edition, i also did not  know if you can visit the pool of strength etc if you draw it from the deck, but John goodenough said, that ( landing =encountering, so i stick to that..

    as you said, we are just finding out what happens in that place, but it is there already, but we can't see it, so we draw adventure cards to see what going on there..

    Off course, you can see cards that already laying there, but it's just a example.. ( same as you saidgui%C3%B1o.gif

    ( and now that i think about the example of the pool of strength, i realisch that there is no difference with enemies too..( about the assassin)

    the assassin knows already that the enemies are there, but we can't see them because we must draw them..

    Maybe that this is the reason for FFg to make that rule..

     

     

    Thank you Velhart and Dam for the confirmation.  The first time I played this (and the last few times I played the 3rd edition, I did indeed play it wrongly, placing the fountain of strength down with all four counters and not taking one, believing I couldn't take one because I didn't actually "land" on the card physically.

    I did have that doubt in my mind, hence asking on here.  And I am glad I did ask, because at least I have been able to play it properly now.  It never made sense that I placed it on my space but I couldn't take one.

    I know what you are saying about the Assassin too.  As we have discussed, I don't think it matters who attacks who.  FFG have allowed him to assassinate any creature he encounters, and it makes no difference if landing on face-up cards or drawing them from the deck- both instances are the same situation.  That creature was effectively on that square one way or the other.  After my last game beating the Assassin easily, I am not too bothered about that now anyway, and am more convinced he is balanced well enough.

     

    Cheers guys.


  9. Lars Gnomish said:

    I like the Reaper but only with the added rule that players who land on the Reaper are forced to roll against him. What this does, essentially, is create a road block. ex. If a player is 4 spaces away from the Reaper and rolls a 4, then he is either forced to go the opposite direction, or take his chances with the Reaper. Almost no player will ever choose to move into the Reaper's space. So the smart player can use the Reaper strategically to guard a space (such as a space that contains a valuable item) or scare away other players. It also forces players to move into the spaces they would otherwise avoid, like the Black Knight, the Deserts, Crags and the Glade.

    Hi again Lars.  I like the idea of landing on the Reaper causing you to roll too.  I was surprised to not find that rule in the expansion set already to be honest.  It makes sense that if you land on him, you have to deal with him.  As you say, it brings its own strategy to the game then, allowing you to potentially guard an object that you yourself can't collect but someone else can, because of alignment for example.  I have the Reaper, but haven't played him yet, as I am still getting used to the basic rules before adding anything new.  What does everyone else think of the rule?  Has anyone else tried it?


  10. Velhart said:

    Then you would probably be happy if the Dragon Tower will be made, or not?

    Have you take a look at our custom dragon tower at the home brew section...

    I wonder if you like it..

    www.fantasyflightgames.com/edge_foros_discusion.asp

    Yes I had seen it before- it looks fantastic.  The only thing that concerns me about having a centre piece like that is how tall it is, and it obscuring the other side of the board from players view.  It's almost a whole new way of playing just for the inner region, which I am not sure about.  I would ideally like an inner region overlay that is still flat, the same as the rest of the board, so it is more in keeping with the rest of the game.  As I said before, the Frostmarch expansion could've had an icy waste in the middle of the board for the Ice Queens lair, instead of her in the middle of the hot firey region that's there at the moment- making no sense with her being an "Ice" Queen and all.  They could even go the whole hog, and have an expansion set purely with different overlays to choose from for the inner region- how cool would that be?


  11. Lars Gnomish said:

     

    Furthermore, in my humble opinion, the entire middle region is very poorly designed. Most of our games focus on the outer region the whole game until we are ready to cross PoP. The only reason we even bother with the middle region spaces at all is to a) get a talisman from the warlock or temple, or b) trying unsuccessfully to land on the PoP.

     

     

    Completely agree that the middle region is poorly designed.  In fact, I agree with Velhart that it was better in the 3rd edition.  Your strategy was exactly the way I went in my game tonight.  I don't think I landed on any more than 3 spaces total in the middle region the whole game (including stopping at the Temple from the Tavern, and stopping at the PoP to enter the inner realm.

     

    @ Velhart- Finally got was we meant in the end eh?  Has it been a long day? lengua.gif


  12. Velhart said:

     

    Hi Wastedyuthe,

    All cards that you draw are face up..

    I have the feeling that if you draw 3 cards, and the first one is a enemy, that you have the other two face down..( do you play it that way?

    So i want to make sure that if you draw cards, you place them all face up, but you encounter it by numbers, or by order that you have drawn..etc

     

     

     

    It's not that I have any of them face down.  It's if one of the cards tells me it can only be used by someone "landing on it", and if you should take it that you have "landed" on the card even though you haven't actually landed on it because you have just drawn it from the pack.  Another example is the Healer who heals characters "landing" on him.  I think I read somewhere on here that drawn cards are treated as ones that are on the space we land on already, and we are just finding out what they are.  So in effect, we have indeed landed on any cards we draw from the adventure deck, correct?


  13. Lars Gnomish said:

    Hate to be cynical, but this expansion isn't exciting me. I personally don't need any more adventure cards after the Reaper expansion.

    Here's what I'm looking for from an expansion:

    • I want an overlay board that replaces the inner region and ideally, the middle region as well
    • I want more uses for gold.
    • more player interaction
    • interesting event cards

    What I don't want:

    • monsters and events that overcomplicate (the beauty of Talisman is its simplicity, play Runebound if you want crunch)
    • more rules that supercede/ alter the rules printed on board (it's just kind of annoying)
    • more spells (the Reaper spells were statisfactory)

    Frostmarch seems like the perfect theme to produce a new board overlay. I'm saddened that they haven't done it. The middle region could have been reimagined as frigid mountain peaks and the inner region could have been a frost giant's layer or something.

    I am looking forward to more characters, quest cards, and different endings.  But other than that, I agree with you.  I would have loved a new inner realm overlay (as I have said previously too) to really add variety to the game.  Maybe next time, but then again, that will probably be another corner one.


  14. Velhart said:

    Hi Alboy,

    I have speak with Jon, and he says, that if you are on the Crown, and you have not completed your warlock quests then you are stuck foreverdemonio.gif

    So it would be wise, that you only go to the crown with 4 completed warlock quests !

    So that's what I said then, that you must complete your 4 quests before reaching the CoC, so there is no CoC spell at all with this way of playing.


  15. Velhart said:

     

    What are you talking about..?preocupado.gif

    You don't lose a life at the oasis...( there is no dice rolling)

    At least..( not the revised edition)

     

     

    He meant if you roll a 1 at the Oasis (the square between the two Desert spaces where there IS dice rolling) then you have no choice but to land on a Desert space either direction = 1 life lost without a water bottle.


  16.  Well what ever you say Dam, I still think they ought to be available to buy for 1g at the City and Village, for those who can carry them with room to spare.  Let's face it, if you have a mule, you may as well get one so you have more options in the middle region, right?  I'd hate to be restricted in going one way instead of two.  And like you said, what if you get a 1 on the Oasis?  I'd rather keep my lives for the inner region.


  17. Velhart said:

    Craft is the assassin's weakness, unless you can building it up normally, but his ability don't work for craft.

    Did the assassin change allignment too?

    Talisman is all about luck. ( if you draw strength enemies, then the assassin will grow fast..

    ----------------

    When i have play for the first time with the troll, he almost died because he drew only craft enemies in the middle region, and his craft is only 1... so he could not building himself up with strength.. 

     

    Yes actually, the Assassin was forced to turn Good.  It was a great game, as my Knight almost lost ten minutes into it.  He was on 1 life, and came upon a dragon (Str 7), and lost the battle.  Luckily, I had 1 fate counter (the only one I started with) which I used and had one more chance to stay in the game as the Knight- and I beat him!  Luckily he reached the Chapel afterwards and went on to win of course.  So losing can happen to the best of characters in the first 15 minutes.  Great stuff.


  18.  Why is it so hard to find a water bottle in this game?  I played a game tonight where I really had to wait until the last ten minutes before crossing from the outer to the middle region just because I didn't want to lose my lives in the Desert!  In the end I built up all my strength in the outer region, crossed over from the Tavern, and went straight to the PoP, missing the majority of the middle region all together, JUST because I never had a water bottle!  My opponent was lucky enough to find one in the adventure pack early in the game, and so spent the last half of the game there.

    Why can't we buy water bottles at the Village and/or City? We had a GREAT game, and I won, but it's silly being put off going to the middle for such a small object that you should be able to find in either of the four corner spaces.


  19. Dam said:

    Actually, I've found the Knight to be pretty powerful. 4/3, basically 5/3 and Armour to boot. Unlike other fighter types, 3 Craft means he can gain a Spell right from the get-go. +2 to Praying is just sick if you can abuse the Temple (kingdom for a Poltergeist). Knight comes in at tied 3rd spot in my power-rankings.

    My Knight only got to pray at the Temple once, after crossing the river from the Tavern.  And even then, I forgot about his ability when I rolled.  But by that time, he had gained enough strength from the outer region to go straight to the PoP.


  20.  Wow!!  I just had a BIG shock tonight.  I decided to start a new game, playing two characters by myself, picking the Assassin and another random character who turned out to the the Knight.  After 15 minutes, my Wife decided to help me out and play the Assassin again while I took the role of the Knight.  The game played completely differently to the first game we had with the Assassin.  My Knight kept encountering the monster cards and building up his strength.  Whereas the Assassin kept crossing the path of spirits, and thus was unable to use his skill, instead levelling up his Craft to an eventual score of 9.  While the Assassin was first through the Portal of Power, he decided to venture the path of Craft and lost his way at the Mines, coming out at the Warlocks Cave.  Meanwhile, the Knight was still in the outer region as he hadn't managed to acquire a water bottle.  Persuading the Ferryman at the Tavern to take him across the river, he decided to venture into the inner region himself, and across the path of Strength.  His only challenge was Death, losing to his dice roll twice.  But the Crypt and Werewolf posed no threat with his strength of 11, and he won the game.  The Assassin ended the game with a strength of 6- no-where near the Knights might.  It just goes to show, the Assassin is never guaranteed to win.  It's not even as if the Knight had any great abilities- starting with a sword and armour, and adding up to 2 when praying.

    It took another go for me to realise that perhaps with all my whining about the Assassins seemingly over-powering ability, I may have been wrong.

     


  21. Dam said:

    The whole who attacks is semantics, only relevant when we're talking about PvP, as that is the only limitation on the card (can't Assassinate if another char attacks you). RAW Assassin, anytime he is in battle, can Assassinate.

    I think it was the Battle Hulk card from Dungeon that I saw today, which reads something like if you don't wish to evade, you attack it (again, regardless of whether you drew it or it was face up).

    Yeah, so it looks like FFG really don't care who attacks who- it's a battle either way, and the Assassin should be (RAW) able to assassinate any enemy he draws too then.  As was mentioned before, even an example in the rule book itself contradicted who attacks who (as it said the Wizard decided to attack the drawn Giant).

    Therefore, you are right in saying there is nothing stopping him with the werewolf etc too.  Then again, I would assume other characters can use certain abilities there too if they allow.  The inner region needs to be TOUGHER enfadado.gif


  22. Dam said:

    Sentinel wasn't anything in the BI edition, he just attacked every character at Str 9. I like what the FFG version did with "Creature" and "Enemy" keywords, but don't like that the Assassin can stab Sentinel, Pit Fiends, Werewolf (and not big on him vs LoD either).

     

     

    I'm not at my board atm.  What is the exact wording on those spaces?  Does it say the werewolf/pit fiends attack the character?  If so, he can't use his ability on them.  If they don't say that, then there is nothing stopping him using it as you say- and the inner region is too weak already!

×
×
  • Create New...