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air show

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Everything posted by air show

  1. It passed a lot of time from my last post here, but I admit that your posts are always excellent, Elliot! great work as usual! AS
  2. 1) yes 2) yes (you can resurface into a Tower space)
  3. Hi guys, I was in the catacombs, then I found an exit and I resurfaced in an unexplored place, so as usual I drew a new tile to place...ta-daaa, a bottomless pit. So, rules are clear about resurfacing into bridge and chasm, but I wasn't able to find anything about the B. pit...Should I test luck as usual to avoid istant death or can I resurface to the other side (overcoming the pit), moving in the adiacent space during my next turn?
  4. this is DQ: love it or hate it. Also My friends could be divided about DQ when choosing the game to play...but the reason is not the time (when we started with talisman we played for average 3+1/2 hours) or the combat system (they learnt it well). some of them don't like they cannot control events...you can play perfectly, but if you find the bad tile or the back card, you die the same. And maybe people who play for the first time can reach an exit with ease. it's not a game for everyone, and I love it even for this reason. DQ rules!!
  5. I was one of the people saying: "awful combat system, wee need something different!" only reading the rulebook. So I choose one alternative homemade combat system (not from official variants, but from a BGG forum's user) and it works pretty well. After 2 weeks, I tried the original combat version... ok I was wrong. It's not difficult (even my girlfriend after the first explanation was able to give me 7 wounds with a sorcerer) and it can be pretty deep. I like it, even if combat times in some cases would be longer, but I have changed at all my considerations. Surely I won't use other variants.
  6. JCHendee said: How many people here play that an exit card from the catacombs must be used? How many play that the exit is marked but can be ignored to continue onward in the catacombs? ??? I haven't the card here right now, but we play that if you find an exit you MAY exit, as you can continue inside catacombs if you wish. And what do you mean by "the exit is marked"? I haven't seen any rule about marking the exits. Anyway, we play this way: if you want to exit, then exit. If you want to continue, go ahead, no problem (and I think that is according with rules).
  7. Hy guys, I would like to make a thread about clarifications that I'd like to see in the first FAQ. After playing about 12 games (2 with 4 players, 1 for two players, and 9 alone) and some time spent on forums (FFG and BGG), these are my not-answered-yet doubts: 1)how the corridor rule “you cannot enter the same corridor twince in the same turn” works if the corridor ends to a wall or a chamber of darkness which obbligate you to come back. 2)Ferrox and determination tokens: it is allowed to use DT against ferrox? And must you discard DT after each hit or you can take them until ferrox's death? 3)How do you combine the “death can wait” optional rule with bottomless pit and swinging blade? We houserule the bottomless pit with a 2d6 wounds and falling in the catacombs, and 2d6 wounds for the swinging blade but I'd like an official answer. That's all for me. Cheers!
  8. JCHendee said: Simply put, it's a terrible idea for multiple reasons beyond even those you mention. The fatality rate in DQ has always been high, and it should be. This notion is just to pacify those who got knocked out and let them try to escalate the chance of a no-win ending. That ending is always possible, even likely, in DQ. Putting the escalation into the hands of those who've already lost is not an option to be applied to DQ.... it's pandering. ahahah, you're right JC! surely it wasn't a great idea...
  9. finally got the game, and tried few times catacombs... now I understand why they chenged the deviation system: catacombs are really deadly, more difficult than the old DQ catacombs (sneak attacks, hidden traps etc.) even with more exits (6 vs 3). So they choose to allows players to choose the direction of the deviation. I thought I would use the older DQ chart, but now I think that the new system is balanced.
  10. After an answer on BGG, I found it out this way: Ithink the correct way is discard half of total wounds, not wounds that a hero suffers sufficient to die. Note that rules say total wounds and round up, so in the first example 9+6=15/2=7,5 => rounded up => 8 (discards 8). here some examples: consider 13 LP total: case 1) 9 old wounds, 6 new wounds total: 15 wounds (death) 15/2 = 7,5 round up 8 SO 8 wound to discard: 15-8= 7 wounds remaining SO 6 remaining LP. case 2) 11 old wounds, 3 new wounds total: 14 wounds (death) 14/2 = 7 SO 7 wound to discard: 14-7= 7 wounds remaining SO 6 remaining LP. case 3) 11 old wounds, 2 new wounds total: 13 wounds (death) 13/2 = 6.5 round up 7 SO 7 wound to discard: 13-7= 6 wounds remaining SO 7 remaining LP. case 4) 11 old wounds, 6 new wounds total: 17 wounds (death) 17/2 = 8.5 round up 9 SO 9 wound to discard: 17-9= 8 wounds remaining SO 5 remaining LP. it seems that more wounds you die by, the less LP you have when restart, and I agree with this. I think that you can do it only once, at this point. But I think that it doesn't work with swinging blade or bottomless pit.
  11. DoomTurtle said: Actually, it is better to say that when you counterattack, you must play the type that has the same counterattack symbol in the upper right. If your opponent plays a 3 Red (melee) and you play a 2 Blue (range) you should have the red melee counterattack symbol on the upper right of your card. because you have the lower number, and your counterattack symbol matches your opponents card type, you can play more cards. The extra cards you can play will all be blue range cards. However, they MUST have the counterattack symbol on the upper right (usually 3's and lower). Level 4 cards do not have the counterattack symbol on them and cannot be used for counterattacking. you're right! I always forget the level 4 cards, because I play with a different homemade combat system...
  12. When you use the servants of kallandra optional rule, dead players will control monsters on the board and may put more monsters on the board (if there are less monster than players alive on the board). Monsters ignore doors, portcuils and tile's special effects, but me and my friends verified in our last games that is difficult for a monster to reach one character if the monster isn't able to pass through walls OR move on unexplored places. Rules don't allows monsters to do that, what do you think about it? The only doubt is that the dungeon is so hard to escape from even without monsters passing through walls (like zombies in last night on earth) and with this homemade rule it could became harder, nearly impossible.
  13. Hi guys, me and my friends played this optional rule yesterday evening during a game, and I had 2 questions: how does the wound recovery work? and how many times can each player die? For example, Br. Gherrin has 13 LP, and he loses 9 LP during the first 10 rounds. THEN he find a trap, and the trap does 6 wound. Gherrin dies, but with the DCW rule he can discard half of the total wounds he suffered...so it means that he suffer only 3 wounds (6 / 2) or it means that he recover half of ALL the wounds he suffers from the beginning (9+6 / 2= 7 wounds)? for ex, the first situation allows him to survive but with only 1 LP remaining, whereas the second gives him 6 remaining LP. I don't think this is correct, but I can't figure it out this time...any ideas? And more, how many times can you do this? our group decided to allow only once, then killed players will become servants of kallandra. cheers!
  14. this is correct. If you are able to counterattack you must use the same combat type.
  15. Shelfwear said: I agree with air show: as long as you draw additional corridors you continue moving unless you hit one of them again in your turn. I guess the limitation on the corridor tile is to prevent unlimited circling when a player draws four corridors in a row and moves in a square/circle with them. right. and to force players to continue going ahead in the same turn, without the possibility to retreat (in the same turn).
  16. keltheos said: room one...Blade Trap, needing a 3 or less. AHAHAH, during my first game I died the same way!!
  17. BillStivers said: I beleive you can only use a corridors once per turn. that's not true. you cannot use the same corridor twice in the same turn, but if you draw 2 or more DIFFERENT corridor tiles you can use both or all of them.
  18. BillStivers said: Also remember that you can only move twice one time from a corridor a turn. Move, Draw tile, place corridor,move, draw tile, place corridor, end turn I don't agrre with this. Rules says: you must immediately move again. you cannot enter THE SAME corridor twice in the same turn. so if you draw 4 tiles and are 3 corridors and the last one a room, you do like this: Move, Draw tile, place corridor,move, draw tile, place corridor, ,move, draw tile, place corridor, move, draw tile, place room, encounter room, end turn. We played this way also with the original GW dungeonquest.
  19. Hi guys, during last week I tried to find out a good way to change the new combat system, and during last weekend I found on BGG a lot of different systems. I was impressed from this one, because it uses the same system of the older version with some cool improvements. I asked to the owner the files, I've printed it with some changes and it seems really the best system so far, even better than the new mechanics posted by FFG in the new variants. I post the link, hope you will like it! http://www.boardgamegeek.com/thread/568376/old-style-dq-combat-with-upgrades
  20. I've bought today Drakon 3rd and I've tried few games. first of all, I like it a lot, it seems so simple at the beginning, but it isn't!! just one question: is it possible to have more than one charachter on the same tile? and what about the tile's effects? for ex: player A turn: he move in a floating room, and moves the tile near another tile with player B. next round, A choose to put a new tile, so he remeins on that space. B choose to go into the folating room...so A and B are in the same tile. is it possible? and what happens? i think that B transfer the tile with both characters where he wants, and A must accept it. so I think that it's possible to have more characters toghether, and that the tile's effects work the same way for all of them. Am I right?
  21. Talisman is ok with his own setting. Sincerely I was not so happy knowing the Terrinoth setting for DQ, but I have to wait until 5th october to try it with my hands. IMO, Talisman's realm is perfect, why change it?
  22. talismanamsilat said: 1st expansion for release early next year. 3 new types of Tile - Firepit, Magic Portal & Whirlpool. More general tiles. Kobolds. Amulets. Cards for all decks. 4 new heroes. Ell. Ps. This is only my estimate! I hope you're right!! like Catacombs, the addiction of Amulets and Kobolds (probably the same mechanics of snotlings) are perfect for the game. then new characters, new tiles, more cards (we need more cards for the standard dungeon deck!!!!). That could be the perfect first expansion in my opinion. and it will complete the difference between the older DQ+Catacombs and the new one. yesyesyes!!
  23. Dam said: Man, a lot of slowpokes in this thread . Talisman taking 2+ hours??? Average is around 75 minutes (for 3-p), under one hour isn't unheard of. Going past 90 minutes only really happens with Ice Queen (and presumably Eagle King) alternate ending, because they require more boosting up than normal. Standard approach is: get main stat to 9 + Talisman -> go for the win. At least around here. Talisman to me is a race game, just not one where the first player to the finish always wins. In 113 plays of R4th to date, I won't be too far off in saying 2 hours has been reached under 5 times, never 3 hours. Based on a reply I got over on BGG, DQ is pretty much 99.9% multiplayer-solitaire, no interaction between the characters. Talisman has PvP right in the rules and because it's not too deadly, it happens quite a lot, again, at least in my games. Then again, nothing quite like killing off another player's character in my book . Hy Dam! I usually agree with you but not this time... I always play a 4-5 players game, and I never play a game less than 2.5-3 hours. 75 min? only if all players knows perfectly rules and cards,even with 3 players. anyway it's impossible for my group to make a so fast game even after 1 year of talisman (and I know rules and faqs quite well).
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