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ososober

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Posts posted by ososober


  1.  

    4) It says on trapper card that you may evade trapper if you roll dice and have lower score than your craft, but cant roll die for attack, but If I roll result lower than my craft and still decide to attack, can I then use die for attack roll?

     

     

    4) If you choose to fight the Trapper after rolling lower than your Craft you can roll normally for your attack.

     

     

    Warlock wouldnt the can vs can not rule take precedence on the trapper? , can not roll die is the forbidding factor of rolling a die for combat therefore even if rolling under craft to evade and you choose to attack, then to forbidding can not roll still applies>?


  2. when being re toaded what happens

     

     

    the wording from the rule book is not really clear 
    Quote"
    If a character is already a toad and is turned into a toad again (for example, as a result of the Random Spell), the character remains a toad for three more turns starting from the second transformation"
     
     
    i read that as when re-toaded you only get three more turns as toad, as it starts from the time your a re-toaded, not from the first toading or am i reading it wrong?
     
    or do you add three more turns to the original toad turns?
     

     


  3. I'm afraid you can't use the Restoration Spell to prevent the Reaper from killing you. You may only use the Spell to prevent the loss of 1 life, so you could use it to save 1 life from the Finger of Death but not when a card says lose all lives or you are killed!

     

    Ell.

     

     

    I disagree with you on this Ell, loose all lives (could be one could be 15 or more, the amount is arbitary), however, the spell clearly states, prevents the loss of one live,  so loose all lives, but 1, now means you are not dead,

     

    now the second part of the live "you are dead" refers to loosing your last live i believe, but with the spell in question, you have not lost your last life and therefore you are not dead.

     

    would love to get an official verdict on this


  4. 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 vortex 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

     

     


  5. yesteday we hada  game, where, one character had landed on the card from dragon, will give youa warlock quest if you want one, if you already have a warlock quest have another turn (cant rember exact wording or name of card), also on that space was the stanger that allows you to take the top spell card of the discards once per visit

    same region another card was there, the change alignment stranger, roll a die and change to that alignment, if changing to same alignment have another turn.

    i was dragon hunter with riding horse

    spaces were in middle region either 7 or 9 were needed to arrive at other location

     

    top spell was temporal vortex, 

    cast at the start of your turn, before you move, You may take 2 successive turns before play passes to the next player

    I also had the object from dragon, the when you defeat a dragon in battle have another turn and druid staff.

     

    I had a warlock quest, already (hand in one armour)

    turn 1 i land on first space, encounter a dragon scale fight dragon and win battle (1 extra turn) i also encouter the cards on the space, take the top spell from discard (temporal vortex) and as i have a warlock quest have another turn effect again. (2 now)

    end turn 1

    turn 2, cast temporal vortex (now i have 4 stored turns)  for movement i roll a 6 on 2 dice, i then add up to 3 due to dragon rider, land on space with red token, and the change alignment stranger, fight dragon from red ded, kill dragon , claim scale, visit alignmen change stanger, roll 4 neutral, use druid staff to go neutral  gain another turn (still 4 turns stacked) end turn 2

    turn 3, go back to first square, gain another 3 turns as get temporal vortex again and another turn. now have six stacked

    rinse and repeat lots of times 

     

    is this correct?

     

    sorry for long post and not actually naming cards

     


  6. talismanamsilat said:

    Once a character has completed his turn in the Cursed Glade, the restrictions for the space no longer apply and the character may start using Spells and Magic Objects again! Therefore if another player attacks a character on the Cursed Glade, neither character has any restrictions upon them.

    Elliott.

     

    Ell, I thought the restrictions of the place apply till the character moved away

    see page 13 main rule book example

    "example of spell limit

    A wizard with craftvalue 5 with solomons crown (a magic object which add 2 to his craft) sohis craft is effectivley 7. This allow him three spells, which he has aquired.

    He lands on the Cursed Glade, where he cannot count craft from magic objects, His craft frops to 5. He now only allowed 2 spells, so he must immediatley discard  One.

    As soon as he leaves the Cursed Glade he can count the craft for solomons crown "

    Note, as soon as he leaves,

    so not when someone else lands on him, the original character if under the penalty of the place, is still under the penalty until they move, the new character suffers no penalty as they are not encountering the place, but encountering the character.

    this would also apply to graveyard and chappel

     

     


  7. Yad Reklaw said:

    We had a discussion during our 4th edition gaming weekend about losing the Talisman in the Valley of Fire during the 2 ed era. We always played that if you lost the Talisman (and didn´t have an extra or two) you were killed instantly and all followers, gold and objects were lost in the Fire.

    Was this the original rules? The memory is a little bit fuzzy, so I´m turning to you, old-timers for some insight.

     

    From 2ed Rule book Rule 11:6

     

    Crown of Command

    The Crown of Command can only be reached from the valley of fire.

    The Valley of fire can only be entered by a character possessing a talisman. If a character does not have one they must turn back (11:5)

    From the 2ed board 

    VALLEY OF FIRE YOU MUST HAVE A TALISMAN TO ENTER

    Only if you have a talisman can you enter this space. If youdo not have one you must turn back. 

    The crown of command can only be reached from this space.

     

    hope this helps

     

    OsoSober


  8. When a dragon is crowned king the previous king looses one life, as the new king takes his crown,

     

    When a dragon is dead, all scales of that dragon are removed from all boards and any future scales drawn are treated as a no result.

     

    When there is only one Dragon left, whenever he is recrowned, he gets +1 life, and +1 token to base stats.


  9. for the familiar card, the trigger or effect lose a life happens, then the counter to that loss is the preservation, the "lose a life effect" of the card has been fulfiled because the effect has triggered, and therefore in my opinion you get the card as all previous conditions have been triggered.

     

    same would be the case in the desert, lose a life then draw a card, the trigger lose a life would happen, then, preservation would remove the lose of life, and you would still be able to draw a card afterward,

     

    and again the same would happen with warlock quest lose one life


  10. Hi guys, does anyone else have any probelms with the size of the board?

     

    Im playing on a eight seat dining table and with the main board out there is no room for the expansions, (dungeon, highland and the city)  

     

    does anyone else have this problem? if yes how do you overcome it?

     

    i also do have a copy of 2nd ed talisman, the boards on that is much smaller and easier to use, 

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