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Posts posted by EvilEdwin
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Using Fate for Random is fine. Remember it's only the player affected by it, and therefore rolling, who can use Fate.
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Dam said:
EvilEdwin said:
I'm not sure what expansions you're playing with, but there are quite a few Talismans available. I think it's about 8 with all three expansions. But that aside if you don't have a Talisman then no, you can't enter the Crown via the Valley space. You'll have to attack a player to steal one of their Talismans!None of the expansions to date have added Talismans to the Talisman "deck" (of 4 Talismans). They add Talismans to the Adventure and Dungeon decks (as well as Treasure).
Yup, that's what I meant. The 8 was a total availability figure.
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I've bought all of my Talisman sets from this guy on ebay (through buy-it-nows). He's very good and very quick. Not had any problems at all.
http://myworld.ebay.co.uk/nigemat/
This is another website I've used for games. Again, not had any isues with them.
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You can complete the quest, you just don't get a Talisman for doing it. It's like any resource in the game. If something says gain a gold (for example) and there's none available to take, you simply don't take any.
Remember you have to complete the quest as soon as you can, not when you choose to. So if it's a lose 2 lives quest, and you have 3, you immediately complete the quest.
I'm not sure what expansions you're playing with, but there are quite a few Talismans available. I think it's about 8 with all three expansions. But that aside if you don't have a Talisman then no, you can't enter the Crown via the Valley space. You'll have to attack a player to steal one of their Talismans!
Having a quest only stops you from opening the Portal of Power. You can still enter the Inner Region via other means with a quest in hand.
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The Hag and Poltergeist stay in the space if someone dies. Anyone landing in that space has to encounter the pair of them. I'm not sure which order it would be in though. Usually when you draw cards with the same number the order is based on the order they were drawn. Not to sure for cards of the same number already in a space. The order they're on the space in I guess.
Either way if you encounter the Hag first you then can't take the Poltergeist and it remains in the space. If you encounter the Poltergeist first then it gets discarded when the Hag is encountered, as per the Hag rules.
You have to encounter them and follow their text because they are both Events (number 1), unlike Followers or Objects which can be left in the space if you don't want them.
The Poltergeist (and Hag for that matter) are Followers when they are "owned" by someone. However when that person dies the remain in the space and revert back to Events where they are encountered as such again. Same goes for any Enemies that have been enslaved (Ministrel for example).
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A similar question was asked in this post:
The conclusion being:
"Poltergeist has the Follower keyword and should be treated exactly as a Follower. The only difference is you can't volutarily get rid of it (i.e. if you're instructed to choose a Follower to discard, you can't choose the Poltergeist unless it's your only Follower).
If you draw the Hag when you have the Poltergeist, Poltergeist is discarded along with the other Followers. Viceversa you can't have the Poltergeist as a Follower and must leave it face up on the space."
The Cursed By Hag card overules the Poltergeist (or Jester for that matter) since you can't have any followers at all after you draw it, beneficial or otherwise.
I believe when it comes to the "negative" followers (Hag, Poltergeist, Jester or anything else) then you can only choose to sacrifice or lose them if you have no other followers. I think there may be an official answer about this somewhere, but it eludes me at the moment.
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For the record, I think there's also some "psychic armour" in the Dungeon expansion.
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alboy said:
Where does it say you can use it in battle.
It's wording implies that it's usable during battle.
It simply refers to a characters defeat. The primary ways, and probably only ways at the moment, to defeat a character are either battle or psychic combat. Therefore in order to have defeated a character, and the amulet becomes usable, you must either have won a battle or a psychic combat.
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I think the wording's very clear.
"If you defeat another character, and force him to lose a life, the character cannot use armour to prevent the loss of life"
It neither specifies psychic combat or battle, so therefore it applies to both, as long as you choose to take a life.
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Thanks for the speedy reply.
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If the Leprechaun is using the Horse and rolls a 4 and a 2, for example, can he then teleport since he's rolled a six. Or does his ability refer to rolling a 6 on a single die?
Cheers
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I'd like to see some new upgrade characters like the High Mage and Templar, but revise them so they're more useful. Maybe less "wall of text" on them, so fewer abilities but make them more powerful.
I'd also like to see ways of stripping away these upgrades, so people fight over having them, rather then the old first come, first served approach.

sorceress' followers stealing ability
in Talisman Rules Questions
Posted
You don't need to fight another character to use the Sorcerer's ability. Just land on them, encounter them and take the follower. The same works for the Thief and Merchant.
The other play can always use an ability or spell to evade the Sorcerer and prevent her taking a follower. (As per p14 of the rulebook).