wastedyuthe
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Posts posted by wastedyuthe
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That's not the only issue. There is also the instance where a player would pick up an adventure card that stays on the space, wether it be a place or a lost battle etc. That would be emailed to everyone else, and they would have to search all through their adventure card pack to find that card, to place it on the space- giving them ample opportunity to look through the pack to see what's coming and in what order.
I would love to be able to play against others this way (thinking back to the Chess sequence in Blade Runner) but with Talisman where the various packs of cards are concerned, as well as players being able to cast spells when its someone else's turn normally etc, it simply won't work as far as I can see.
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Ahh, yes. Almost word for word with what Velhart said. There is a lot more to learn with this version than with the 3rd edition. Saying that, there are a few times when you have a situation in the 3rd edition where you need to make the rules up, as the rule book doesn't tell you. So maybe it's just that this version has more or less the same rules, only better explained and more in depth.
****, I want to read these rules, but it's nice to converse with you like-minded fine people on here, too. I wish we could all play a game. Pity there's not an online version.
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Does it explain that in the rule book Velhart, or are they house rules you use? I am just starting to read them from the beginning, between posting on here.
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Yes it was great picking on my mum- especially as she had the really poor character, the wizard. In the 3rd edition, he takes a spell at the beginning of the game, but does not have the rule that he always has one spell. So she started pretty weak, and stayed that way for quite a while till she gave up.
Which reminds me- quick question. The wizard in the revised 4th can always carry a spell, replacing a used one with a new one. So what's to stop him continuing to use spells one after the other constantly? Do we have to have a house rule to only allow no more than one at a time between player moves?
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So Dam, what do you think about him not earning a trophy if he assassinates? It certainly would make you think twice about assassinating your enemy and add a bit of strategy, right?
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Dam said:
I told you backstabbing and more PvP is fun
.Yes, you were indeed correct- I thought it was hilarious!

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Yes that may be a little too harsh. After all, looking at the Priest, he can choose to win a Psychic combat automatically but not gain a trophy. However, if he does, he also gains a spell.
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The rule from the 3rd edition is when assassinating, roll the dice- 1-3 lose the battle, 4-6 win. This makes the player only use the skill when they don't stand much of a chance in a normal battle, and would rather risk a 50% chance of losing.
You could also allow him to assassinate as by the rules of the card, but perhaps not allow him to gain the trophy card as punishment.
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Yes, as you say my friend, it could be good fun ganging up on the poor assassin

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I don't mind adding house rules, but I don't like going against rules that are written down on the board or cards. If a game is balanced perfectly, then house rules aren't required. But if the assassin can win most games he is played in, then that is something that DOES need addressing with house rules- as you suggest, perhaps using the rules from the 3rd edition (roll 1-3 lose, 4-6 win).
The exact wording the card uses is "when you attack a character or creature". Perhaps that should be made to be "character or monster", leaving him unable to assassinate dragons and animals. Or as already suggested too, only allowing him to assassinate cards on the board. Shame. They could easily fix this with the expansion pack by supplying a replacement character card for him with fairer rules.
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Good points. I may pick it up at some point, especially now I have seen first hand (not just on pictures from the net) how well made the FFG version is. It is very special indeed, and makes me want to get back into painting miniatures again just for the ones in this game.
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I never bought the Dragon Tower for the 3rd, or ANY expansions for that matter. I bought it, played it once or twice, kept it under the bed for months on end as it was gathering dust, and decided it was about time I played it again last week, to see if my daughter would like it. It was only then that I found there had been a 4th edition released since buying the 3rd, and so here I am. Unfortunately, the people I play with wouldn't want the game to last any longer than it already does, so I never thought about getting any expansions. However, I have already ordered the Reaper for this one as you know, and will buy the Frostmarch one, but am not sure about the dungeon, for the reason that it may over-complicate the game for the people I play with (my family).
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Going back to the Assassin, now I actually have the revised 4th edition in my hands (YAY!!!) I have noticed that the assassins rule of NOT being allowed followers in the 3rd edition does NOT apply in this version. So the only things restricting the assassin is that he MUST force the losing player (if it is PvP) to lose a life and not a gold or object, and he can't assassinate while on the CoC. So in the 4th he can indeed have followers. Hmm. I will have to play with him or against him one game to see how powerful he is, and see if I need to add a house rule or two for him.
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Hehe- that's me, very impatient!
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Velhart said:
On top of that... ( you can also steal the raft from someone after they have aquired the raft

Ooooh, that would be nasty, hehe! But I SO enjoyed being nasty in my last game (3rd edition), battling people when they are down on their luck already, making my mum quit the game because of it (haha!), and battling my wife to steal her Talisman and win the game- great!
If the raft purchase card isn't used that much and one is sufficient, then that's ok then. I will take the game to work tomorrow and make sure I am clear on all the new (or old in the case of rules carried over from the 2nd edition) rules. I will have to get used to their being a proper inner realm now (being used to the pack of 5 cards in the 3rd edition), as well as there being a sentinel to beat to cross the bridge instead of paying a toll, and being able to make a raft with the axe etc etc.
Funnily enough, in my last game of the 3rd edition, two of the cards mentioned things that weren't in it, and I am assuming was in the 2nd edition- such as "when you pray" and a card saying it should be placed "at the Crypt" which is in the inner realm!!
I will look forward to seeing how the fate counters work too. Has anyone managed to use a house rule on using dark fate to alter OTHER players die roll? Sounds a great idea, but I am not sure on what rules to set if I wanted to try that. I could have it so that players choose if they want light or dark for each one received, but a light cannot be changed to dark afterwards, and vice versa. Anytime another player rolls BEFORE using one of their own fate counters, you may use one of your dark ones to force them to roll again, even when they don't want to. They then have the option to use one of their light ones to counter that if they have one and keep the original die score. I may also have the rule that you need a certain amount of Craft to use dark fate, say 3 or 4. Or there could be a rule that evil characters can only use dark fate, and good to use light (or would that be too advantageous?). What do you think?
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Just got the revised edition delivered and examined the box. I noticed there is only one raft card, and the rules state you can make a raft by collecting a raft card "if available". Surely there are times when someone already has the raft card and another player wants to build one. Isn't it a little silly that they then are not able to build a raft even when they are in the forest or woods and have an axe, just because someone else has a raft?
Do you get any more raft cards in the Reaper pack?
On a side note, I just want to say how amazed I am at the quality of the material in this set compared to the 3rd edition I have been playing with. I LOVE the artwork on the board and cards, and even the card itself is of a higher standard. Can't wait to play this version.
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Yay!! Just had a call from my wife to say Talisman revised 4th edition has been delivered!! I can't wait to get home now- I think I will start to feel ill this afternoon so I may have to leave work early

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I quite liked the 3rd's version of the toll bridge, where you have to pay 1g to cross, instead of fighting the sentinel. Perhaps there could be a house rule to pay him 2g instead of fighting. At least that would be something else to spend the money on. It sounds like they really should give us more to do with our cash in the revised 4th edition, with no toll bridge and no breakable weapons.
Perhaps more house rules would help, such as being able to pay the jester or hag 3g to leave you alone.
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True, but I won't be buying the dungeon expansion for a while. Hopefully there is enough in the main board and Reaper expansion to spend cash on.
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On the other hand, if the assassin was only to be able to use his power on cards already on the board, wouldn't that make him too weak a character, if he can't have any followers too?
Perhaps they should have kept the rules from the 3rd edition as it at least gives the player a bit of required thought as to if they want to assassinate an enemy or have a normal battle.
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Velhart said:
Assassin third edition
strength 3/ craft 3/ lives 4/ 1 gold
start in village
1": take a broadsword from the purchase deck at the start of the game
2: you may never have any followers. even creatures like the hag, jester and poltergeist will not become your follower
3 whenever you are involved in a battle ( not a psychic combat) you may attempt a sneak attack.
If you do so, your opponent does not roll a dice for the battle.
Instead, you roll one dice, and if you roll a 4,5,6 you win the combat.
But if you roll a 1,2,3 you lose
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I must say that the special ability from this assassin is far more better than the one from the 4th edition !
The assassin was included in the City expansion
So, in the 3rd edition, he can't have followers which is a big disadvantage for him, which is good. However, attempting to assassinate someone basically means it's a 1 in 2 chance of you winning the battle, which isn't particularly good in my opinion, unless of course he is fighting something much stronger than he is.
In the 4th, if he wants to assassinate them, must he still roll the dice and add that to his strength for his score against the enemies strength? If so, you would be more inclined to use this power against weaker enemies compared to the assassin in the 3rd edition, where you would just rather have a normal battle than risk a 1 in 2 chance of losing.
So basically, the 3rd edition adds more strategy as to when you want to use your skill, as you may not want to use it every time. In the revised 4th, you may as well just use it every time as there is no disadvantage in doing so.
However, if the assassin rule is the only advantageous rule he has, and actually has other rules (such as not allowing followers) that are disadvantageous, then I suppose that makes up for it.
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Yes I may use that house rule next time. I have just played a 4 player game with the 3rd edition and loved every minute of it. We were all having PvP's this time, and I decided to make some very nasty decisions with regard to the other players. It worked, and I won- YAY!! However, one of the players is my 6 year old daughter, who despite having to have most of the cards read for her, can play it very competently. However, she did get bored after an hour and a half, and so left the game. If we reduce the experience needed from 7 to 5, it may help.
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Dam said:
Normal trophy. He still beat it in "battle".
Well then that definitely IS making him too powerful. I am assuming he can use his power in the inner region too, right? Why in God's name did they do that to him? Seems a very silly decision.
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I do have the 3rd edition, but that character isn't in the base characters- don't know if he is in one of the expansions for it.
I agree with you that using his power on any cards he draws as well as ones already face up is completely over-powering him. If he assassinates a monster in this way, does he earn trophy points for it?

One raft card?
in Talisman
Posted
Going back to the rafts, I have a question regarding the rules:
The rules state "The character may cross the river to any space of his choice directly opposite the one he is in", which is kind of contradicting itself. You can either move to any space OR you can move the space directly opposite (from Woods to Runes, or Forest to Castle). Does it actually mean that you can choose a space on that side of the board, so crossing from the Forest would mean you could cross to Portal of Power, Castle, Runes, Woods, or Temple?