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EvilEdwin

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Posts posted by EvilEdwin


  1. I know this subject has been discussed here before, probably a few times, but I don't think there has ever been an official answer.

    It's to do with stacking movement affecting cards such as Torch, Magic Carpet, Riding Horse etc

    I know generally cards of these types can't be combined. With Torch and Riding Horse that's very clear. As it is with Riding Horse and Clockwork Owl. But., and I think this caused a much discussion last time, can you use a Torch and Magic Carpet? Or a Torch and Amulet of Speed? Or even the Amulet of Speed, reroll and the use the Clockwork Owl? All very difficult questions to answer during a game.

    I thought about it in this way:

    If a card "Manipulates" your roll it can't be combined with another. So you can't use the Torch to roll two dice, choose one, and then use the Hunchback to move up to the die roll you choose. Similarly you can't use the Riding Horse to roll two dice and then use the Hunchback.

    But if card "Activates" as the result of a die roll then you can use it. So if you use the Torch and roll a 6, you can then use the Leprechaun's ability or the Flying Carpet. Equally if you roll a 1 you can move the Reaper. It's in the FAQ that if the Amazon uses her ability and chooses a 1 she still moves the Reaper, so it makes sense to apply that ruling more broadly.

    Obviously there may be combinations that sit outside of these two ideas, but generally I think they apply in most instances.

    Thinking ahead, if you can only use one movement effect full stop, must you declare what that will be before you roll? So if I have the Amulet of Speed and the Magic Carpet, must I state that I'm rolling with the intent to reroll should I get a 1, thereby forgoing the Magic Carpet's ability should I roll a 6? (Ignore the teleport on the Amulet of Speed for this example). Would the opposite also be true? If I state I'm rolling with the intent to activate the Magic Carpet and I roll a 1, can I not then use the Amulet of Speed?

    I'm sorry if I'm overcomplicating or overthinking things, but I think this needs clearing up, if only for my own sanity!

    Cheers guys and gals.


  2. I've never really seen the Poltergeist as being that bad. He adds certainty to where you can move, which can bring its own rewards. Farming the Ruins for two cards for example, or making certain you can reach the City to heal.

    Of course it's always circumstantial. But he's not a follower I necessarily try to get rid of straight away. In the right situation he can be an asset.


  3. Characters are limited to being able to cast spells equal to what they started the turn with. So if the Prophetess started with two spells she'd be able to cast two spells that turn, regardless of whether she subsequently gained a third, or used her two and replenished another.

    With characters that gain spells or their full compliment of spells at the beginning of the turn, they are still allowed to cast that number even if they started the turn with zero spells. What they gain counts as the limit for that turn.

    The FAQ references this with regards to the Sage character:

    Q - If the Sage gains a spell at the start of his turn, can he cast that spell during his turn?

    A - Yes

    I would presume this ruling applies to all characters that gain spells at the beginning of their turns.


  4. Anything with a * next to it is in effect from the beginning of the game, unless it states otherwise. So with Danse Macabre it's in effect from turn one, making the Reaper a little more scary!

    With Crown of Command, as you rightly say, it comes into effect once someone reaches the Crown of Command space.

    Obviously if you're playing with the hidden ending variant it waters down such endings as they'd only come into effect once the ending is revealed.


  5. Since those images are a little small.

     

    Cleric

    Strength 3, Craft 4, Fate 3, Lives 3

    Whenever you are about to pray you may replenish 1 Fate

    You may choose to automatically destroy any Spirits without resorting to Psychic Combat. When you destroy a Spirit in this manner, you may not keep the Enemy as a Trophy but you may replenish 1 Fate

    You may discard 1 Fate to prevent your character from losing a Life or one of your followers from being killed. You may only do this one per turn.

     

    Dread Knight

    Strength 2, Craft 3, Fate 1, Lives 4

    You begin the game with a Warhorse from the Stables deck. If you lose the Warhorse, you may take one from the Stables deck for free if you visit the Graveyard.

    Whenever you kill an Enemy, you may gain a Spell if your Craft allows.

    Whenever you vsit the Black Knight you do not suffer a penalty. Instead you may gain a life or gold.


  6. Dam said:

    Well, her ability keys off of Spell being discarded, doesn't state it has to be cast (like Spell Call Spell). She could herself cast Nullify on another character with a lot of Spells in hopes of getting better spells demonio.gif .

     

    Nullify! Now that's a cheap tactic I'd never thought of before! Might have to use that one!


  7. Dam said:

    EvilEdwin said:

     

    If you take their last life then you get to take everything they had as well.

     

     

    There is no better way to climb to the top than over the corpses of the other players' characters cool.gif .

     

    We're much too nice in our games! We rarely PvP! Although we didn't need to last game. I lost my first character in four turns! New record!!


  8. Dam said:

    I've reached 30+ Gold in the game, but then, the BI base game (which I have) came with 60 Gold aplauso.gif . Sadly, apart from the Alchemist, Gold is borderline useless unless you get something like Academy out there. And if a rich character is in the game, I'd be tempted to hit that card with Destruction or Obliterate before they can get there, or better yet, after they've paid 30 Gold but haven't received the benefits demonio.gif.

     

    Hopefully the Stable-based cards in The Sacred Pool will help a little with coin excess. And the forthcoming City Expansion (don't get excited, I'm only assuming it's forthcoming! I don't know any secrets!!)


  9. I've just had a look at the two cards and I understand exactly what you're saying, Dam. The wording doesn't really fit in with a neat interpretation of being able to directly turn Mesmerism back onto the caster and taking one of his followers instead. The wording is all a little wooly. But I do think it's within the spirit of Reflection to be able to do that. So I'd say that the player casting Reflection can take a follower from the player who initially cast Mesmerism.

    I can see this one going around in circles for a while :) But that's how I read it, even if it doesn't all tie together neatly. I think it's a case of semantics, but that's just me :)


  10. Dam said:

    I'm not too sure on the Mesmerism answer TBH.  Yes, that's how one tends to picture things when something is reflected, but in this, the wording doesn't really back that up.

    "The chosen target is unaffected by the Spell; the caster suffers its effects instead."

    If the spell cast were Toadify or something, then it would work fine. I cast Toadify, you Reflect, I'm now basically casting Toadify on myself. Same with Random, Shatter, etc. However, with Mesmerism, Reflection essentially turns it from "I cast on your Follower" to "I cast on my Follower". I take a Follower from myself to give to myself. Yes, you negate the Follower-stealing with Reflection, but the caster-target roles aren't swapped with Reflection, just the target changes, caster still remains the actual caster.

     

    I think in this instance caster should mean the character itself, plus any objects, followers, spells or anything else he has. I imagine caster was used for the sake of brevity.


  11. Events that persist usually state at the end that they go to the discard pile after the effect has finished. For example Blizzard says:

    "For two rounds, all characters, nor matter what Region they are in, may only move one space per turn. The Blizzard then abates to the discard pile."

    So it stays in the space for two full rounds and then gets discarded.

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