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Posts posted by EvilEdwin
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If it's down to just two players left and both are in the Inner Region, then you have to wait for the other plater to reach the Crown and to fight it out.
The Reaper can never enter the Inner Region, so in your second question the other player won't be able to send the Reaper anywhere so nothing happens.
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Indeed The Reaper can't cross into the Inner Region. I think Danse Macabre benefits from being revealed at the beginning of the game since it makes The Reaper more dangerous by reducing the Reaper roll by one. That ability's a bit wasted if you only reveal him once someone reaches the Crown of Command.
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It's available on this website along with the original Crown of Command ending.
http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=29&esem=4
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1) Yes, the person the spell was originally cast on still suffers its effects.
2) It's always good to to perhaps have fewer spells then your limit just in case. Of couse with so many decent spells around it's hard not to hang on to them!
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It would be nice to have an updated FAQ simply to consolidate many of the frequent questions that pop up on here. Personally I'd like some official clarification on movement and which effects stack, which is something that always crops up in my own games.
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Normally when you receive a Quest Reward, such as Dream Prize, you'd look through the Adventure deck since you always get teleported to the Warlock's Cave on the main board. So that's the deck you use. However, the Chivalric Knight has the potential to get Quest Rewards while in the Dungeon or Highlands.
Now usually the term "Adventure deck" is a catch-all category based on what board you're on. So "Adventure Card" means "Dungeon Card" while in the Dungeon. We've seen this from rulings on the Prophetess for example.
My question is with regards to Dream Prize and the Follower version, should it strictly mean "Adventure deck" even if the Chivalric Knight is on another board? Or should the above ruling continue. Personally I feel it's better for it to always be the Adventure deck, especially if you have all of the expansions, as there's better potential for goodies!
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1) You've got the basics of Hydra spell correct, although the original caster rolls for each Todified player. There's a thorough example in this thread:
2) Talisman cards return to the Talisman deck. Warlock Quests and Rewards, as you correctly highlighted, do not since they can only be encountered once. Removing Talisman cards from the game could potentially make for a very long game, especially if you're playing with all of the expansions.
3) If you're at your spell limit and you're told to gain a spell then you can't gain one. You can't voluntarily discard spells unless another card states so. The Arcane Archive being one of them, there are others as well.
4) Howl of the Wendigo stays until you make someone physically lose a life. You're right in assuming that it doesn't count if that life is prevented. With the Events that stay in play, they remain on the space until they're finished with and are then discarded.
5) You're right with Cursed By Hag discarding all of your Followers.
Happy New Year to you

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Is it possible to use the Walking Stick, or Gilded Compass, when also using a Riding Horse?
Bah! All these movement effects and whether they can stack does my head in! I wish we could get an official reponse to it all.
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Zapranoth said:
The cell and the ice bridge are extremely good ways to get rid of the purely horrible followers, and the downright annoying ones (eg, the Clansman, for many characters).
Normal Followers can be Ditched whenever you want, so if the Clansman is becoming a problem, then just leave him in the space.
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The Vampiress's ability works exactly the same as any other way of discarding Followers. You can only Drain them if you have no other "positive" Followers remaining.
No one can take any charmed/dominated/entralled Followers from another Character, since they are only Followers for that Character in question and no one else can have them. An Animal is only a Follower for the Minstrel and no one else.
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That's an interesting question. My instinct is that if you can't change back to your previous alignment because of a lack of resources then you should change back to your original aligment instead. I think in reality that scenario isn't all that likely but it's interesting to think about it.
So I have one more post of being good before I revert back to Evil! Let's hope it's a post about Fairies so I can gain a Craft!
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Yes all Alignment cards are limited, so if you can't take a card then you can't change to that alignment.
It's a little unfair really, since there are four Neutral alignment cards, but Evil and Good have to share the same Four.
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It changes back to what it was when the spell was cast.
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*sniff* My advice isn't good enough *sniff*

It's been discussed in this thread:
http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=129&efcid=1&efidt=127232
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I think you can only voluntarily lose a "negative" follower if you have no other followers to lose first.
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I think trying to create a definitive list is likely to cause enough problems in itself.
As an example take The Vampire's Tower, which allows you to discard followers instead of losing a Life. I'm sure many people would assume the Vampire simply kills them on the spot, but what if he turns them into mindless ghoul slave since he needs extra cleaning staff? What if he puts them away in his larder to eat later? The Follower hasn't actually been killed in those examples.
I think there are so many "what if" scenarios that could surround an effect which discards a Follower, that the only easy solution is to assume a Follower is killed if the effect specifically says "Killed", "Slain" or some other equally violent term. Or, to have a blanket effect and to allow the taking of all discarded followers, therefore making the Valkyrie potentially overpowered.
My feeling is that if FFG had intended the Valkyrie to be able to take all Followers then the word "Discard" would have been used instead of "Killed". Trying to create a list will only lead to arguments over individual Followers, which is fine on a public forum, but not so much fun during a game.
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Pray is a keyword that will appear on appropriate cards and spaces as The Wizard has highlighted.
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Don't apologise. I meant to look this one up ages ago but forgot, so thanks for the reminder

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Just to add some extra clarity, because I'm sure someone will ask the question! If you have to leave a "charmed" follower in a space, like Dungeon Master or the Cell space. Then I believe they get discarded instead of staying on the space.
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I would assume that the Warlock Quest where you miss two turns is the exception to this rule?
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Also, if the Valkyrie gets hold of St Josephine she technically has infinite lives. I think the use of the word "kill" in her game text was used very deliberately so to have control over when he ability comes into effect. Allowing her to take any Followers can lead to nightmare situations making her overpowered and taking the fun out of the game.
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The_Warlock said:
Drake Leonclaw said:
1) No, Flight potion requires you to be in a situation where you roll for movement.
Hey, you're right. The text of the card is clear about die rolling. No Inner Region teleport then.
I didn't realise that until Drake pointed it out. I guess I need to read the cards more closely.
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I think you need a little flexibility when dealing with Quests. Something like losing a Strength, Craft or Gold is easy enough, you complete that as soon as you have the required counter.
Killing a Dragon or the Sentinel is a little trickier. Should you be compelled to attack the Sentinel if your only chance of winning is if you roll a 6 and he rolls a 1? Or are you forced to use a Spell, such as Finger of Death, if you have one? Must you stay in the vicinity of a Dragon on the off chance you'll roll the correct number to land on it? Or should you always move towards from the Dragon rather than away? I would say no to all of these. That doesn't really seem fair or fun, especially if you only have one Life left and you're then forced to attack the Sentinel with outlandish odds of winning. My view is that these sorts of Quests should be left to the players discretion as to when they complete them.
Other types of Quests that involve you visting a place or a specific encounter, such as the Enchantress, we play so that you're not compelled to move to that location if you have the correct movement, but if you do visit the City, for example, then you must visit the Enchantress and not the Doctor.
It's usually in a player's interests to complete Quests sooner rather than later, particularly if using the Quest Rewards. I think a Quest shouldn't become a burden for a player, forcing him to play the game in a certain way or ultimately taking control away from his character. I don't think that's in keeping with the spirit of Talisman nor is it in keeping with having a good time.
Some Quests need to be interrupted as having to be "completed as soon as REASONABLY possible."
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I think you cast Hydra Spell as an interrupt like Counterspell or Reflection.
The Hydra can't grow extra heads if it's dead. By comparison a spell can't have Hydra Spell cast on it if it's resolved and in the discard pile.

[Possible Spoilers] Sacred Pool Card Checklist
in Talisman
Posted
loken14 said:
wait so i dont get it wat are the spoilers
The list is the spoiler. Some people might not want to know what's in the expansion until they get it.