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ososober

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Posts posted by ososober


  1. Just been reading this,

    i see at

     

    situation 1

     

    player "A" rolls a 1, moves reaper to player "b"

     

    player B has to now roll, picks up dice, declares using lucky charm to make the roll 5 or 6

     

    before player b puts dice on table

     

    player A can now cast misfortune to make the roll 1 one, over writing the lucky charm effect.

    as the dice has not been rolled or placed down

     

    situation 2

     

    player "A" rolls a 1, moves reaper to player "b"

     

    player B has to now roll, picks up dice,

     

    Player A declares using misfortune to make the roll 1

     

    before player b puts dice on table

     

    player B can now use Lucky Charm to make the die 5/6, over writing the Misfortune.

    as the dice has not been rolled or placed down

     
    the dice is then place/rolled on table after all "before the roll" effects have been done

  2. with enough gold, you can get anouther infintie turn combo, 


    pet luna (re roll with fate choose result)


    pet panda at start of turn replenish one fate


    pet fez when encountering a space that has a draw instruction summon a card to you location from same region


    pet terrence move one space per turn if you wish


    pet stompy destroy one card before encountering


    card in same region alter, use fate to roll a 6 take another turn


    pet ? the one that allows drawing of an extra card when on a drawing space


    take move to draw space


    use fez to summon alter to your space


    use stompy to destroy any other card  on the space


    encounter space


    draw extra card


    encouter alter


    roll alter (use luna if have to) to roll a 6


     


    rinse and repeat until either miss a turn, or loose a battle, or draw hag



  3. with enough gold, you can get anouther infintie turn combo, 

    pet luna (re roll with fate choose result)

    pet panda at start of turn replenish one fate

    pet fez when encountering a space that has a draw instruction summon a card to you location from same region

    pet terrence move one space per turn if you wish

    pet stompy destroy one card before encountering

    per ? (cant rember name) you may draw one extra card when instrued to draw cards

    on board/zone alter adventur card in outer/middle region


  4. does the dragon rider abilty to add 3 to the die roll for meovment be counted when enslaved at either idol or temple, to negate basicly negate the effects of the enslavement

     

    exampole

    enslavement do not move until you roll a 4 -5 -6 for movement,

    dragon rider rolls a 1 but then add 3 to the roll becomes a 4 and thus free from the enslavement


  5. Had this sitiuation last game

     

    space was middle region space above sential, had(green dragon card) spell caller stranger, the spell caller will remain here for remainder of game, you may may take the top spell from the discard pile ifyour Craft allows,

    also on this space , Warlock's apprentice,  Stranger, if you do not have a Warlock Quest, you may accept one. If you already have a warlocks quest you may take another turn after this one.

    also on this space green dragon card, sprite dragon stranger, draw 4 spells and place them face up when revealed, once per visit you may take a spell of your choice from this card (temporal warp was one of the drawn spells)

     

    oasis space middle region had adventure card madcap  stranger , the madcap will remain here for rest of the game, roll 1 die and chage to that alignment. if you change into the same alignment you may take another turn.

    and last card on this space was ido, pray with the same results as temple.

    Dragon rider, may add three to dice roll,  for movement

    riding horse, may use two dice for movement

    distance between spaces is either 7 one direction or 9 other direction

     

    first turn cast temporal vortex(2 sucsessive turns), land on hills visit warlocks apprentice, get another turn(now 3), visit spell caller, get temporal vortex back (2 turns spare)

    turn 2 (1 spare turn remaining) at start of turn cast temporal vortx, (3 spare turns remaining) roll 6 add 1 to movement land oasis, visit madcap, roll 3 change to neutral with druid staff, gain anouther turn (now 4) pray at idol,

    turn 3 (3 spare) roll 8 use +1 to make 9, land on hills, visit green scale kill draqon, visit spell caller, get temporal vortex, visit warlocks apprentise get free turn 4 spare 

    turn 4 (3spare) cast temporal vortex, (5 spare), ect you get the picture, had about 30 turns before we called the game over as it was possible to continue on indefinitly

     


  6.  

    The same should be for Graveyard and Chapel, according to the most opinions. However, the decision to instruct players to either encounter a space or encounter a character makes things extremely clear. If you choose to encounter the character, you ignore the instructions on the space in any case. The instructions on the space are valid until your encounter on the space is over (=only during your turn).

     

    warlock, this is wrong, you are under the effects of the space you encoutered until you leave the space, see rulebook page 13 mage example

    craft 5 plus solomons crown = craft 7 enters cursed glade craft is now 5 loses a spell, he does not regain craft 7 till he leaves the space.


  7. wizard and troll,

     

    wizard can psychic combat the troll for an auto win

     

    troll can battle the wizard to pulp for auto win

    both have 5 lives

     

    wizard has/had golden statue,

     

    troll is first to fight and must take statue as reward

     

    wizard next, and must take statue as reward

     

    ect ect ect

     

    no one was willing to ditch the statue as that mean they would lose the life first and thus the game

     


  8. easy, as they all fight at the same time, the player choose which is battle or psychic combat, then the player rolls for combat rolls and the enemy rolls their combat roll,(1) compare total scores if player win battle with his str + roll then he win, then psychic combat is also looked at the same way player roll  craft, he could win one against one enemy but lose against the other


  9. as previous mention all spells that are cast have effect, then the next spell can be cast which also has an effect. a spell can not be cast that has no effect.

     

    so in this situation

     

    mind steal is cast. mind steal effect happens caster choses the spell to be taken

    if spell call is still in hand then after the effect of mind steal is resolved, then that spell can be cast.

     

    the only way to stop a spell effect from happening is to either negate it with counter spell (negates the effect of a spell just cast) b reflection( reflects the spell upon the caster) and there may be other such possibles negation type spells.


  10. therre are no "bad" followers or "bad" objects just followers with effects and objects with effects. if an action call for a discarding of a follower and the player has a choice in which one, then the player if free to choose any of their followers.

     

    just because the hag states visit the mystic to get rid of the hag,  and can not ditch the card any other way,

     

    ditch -ing card is placing them on the board on the space you are on, which is different to discard-ing them to the discard pile, different effects and triggers


  11. i see it as a simple trigger and effect clause

     

    spell restoration trigger is losing life can not cast the resoration spell till the trigger effect has /will appen, 

    ganme rules say you can not cast a spell with out a valid target so you cant cast restoration until the loss of life happens/trigger point to cast the spell

     

     

    example i will use the reaper

    reaper lose all lives -  lose of all remaining lives this activates the potential to cast resotation as the trigger of lose of life is now active for the spell to be legally cast (prior to this lose of life the spell can not be cast)

    rule book states a spell can not be cast without an effect

     

    cast restoration prevent the loss of one life, so the trigger lose all lives is now lose all lives but 1, if spell is not countered via counterspell then the result should be staying on 1 life


  12. just because it is in the FAQ doesnt mean that the FAQ is right, according to the wording on the card.

     

    if the wording on the card was cancel a spell as it is cast, then yes i would agree that it should be cast before any roll is made, but as the wording is negates the effect, then the effect needs to be known before it can be negated, therefore it is AFTER the result is known.


  13. Hi guys, what is your opinion on this?
     
    Actually, after reading the card description, i have changed my opinion as to when the counter spell should be cast, the text on the card is below
     
    Cast as required. 
    Negate the effects of any spell just cast including the command spell.
     
    1st sentance "cast as required" is pretty self explanatory
    2nd sentance "Negates the effects of any spell just cast including the command spell"
     
    This is where is the perceived problem lays, in the wording of the card, now lets look at the wording
    "Negates the effect of any spell cast"
     to me this states the player must be able to see the effect of the spell and then the player who is able to cast this spell then can choose to cast it. ie after the roll is made on the command spell, after the target is chosen and rolled for on random ect ect ect.
     
    so in game play, the first spell is cast, the result is known, then the counter spell can negate the effects

     

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