joseph0000
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Posts posted by joseph0000
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The manual says
If there are more monsters to be placed than
allowed by the monster limit (see “Monster Limits and
the Outskirts,” page 18), the players should decide
where monsters will be placed. The players must make
this decision before monsters have been drawn from the
cup. If the players cannot agree where the monsters are
to be placed, the first player decides the placement.I don't understand this. If there are more monsters than the monster limit, shouldn't those monsters go to the outskirts?
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I think that I made a mistake using the rules. Unless "a monster appears!" exception, when a monster is in a space, the investigator should encounter or evade such monster if attempt to leave the location or end its movement in the monster's location. I interpret this rule as if an investigator in the same area than a monster doesn't move in its movement phase, then he doesn't need to evade or fight the monster. This is ambiguous. If the investigator doesn't move, is it considered as "end its movement" in that location?
Thanks!
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When a player is in another world and in its movement phase, he/she return to Arkham and there is a monster in the same place that the exit gate, should the investigator fight or evade such monster? The manual says "when a player ends its movement in a place with monsters", does it count the return from another world as "end its movement"?
Thanks!
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A question for the cosmic encounter gurus. Remora alien race takes a card when any player takes a card "from the deck". What happens if any player takes a card from the rewards deck? Should remora take a card from the rewards deck too, or its power is only valid for the standard deck? If a player takes as reward a card from the deck and a card from the rewards deck, should remora take a card from each deck?
Thanks!
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Hi. I suppose that many people has the right answer to this question, however, I don't.
When I recover ships from the warp and I have only four colonies, a colony may end with more than four ships. The manual says "at start only four ships per planet", but it doesn't say anything about a limit in number of ships per colony while the game is being played. Is there a limit in the number of ships that a colony can have?
Thanks!
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I have to write several words to say you:Thanks!! Because the silly forum post length control...
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When a player draws an event that last more than one turn, we leave the card in the space, occupying that space until the effect ends, i.e., if somebody lands in the same space where the event is, it counts as a "card in the space" for the "draw card" purpose. I don't know why we do this. Can you, Talisman gurus, help me?
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How do you deduce or conclude that? What's your background to support that answer?
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That answer cannot be deduced from the rules or the FAQ. As far as I understand, when a player is in that space he/she casts the command spell and cannot move, but it doesn't says that the player "encounter" the place at the crown of command, and as a result of that encounter the command spell is casted.
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When a character encounter another character, and the last one cast "invisibility", the first one lose its turn? The same question with abilities.
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When I reach the crown of command I do a nasty thing. I throw away items that are not useful any more in the space, like talismans, extra swords, water bottle, solomon's crown (if no character attacks with craft), etc. I do this to avoid other characters to have these things (acquisition). Also, I suppose that if a character reaches the crown while I'm there, he must fight with me, and cannot take the stuff in the place. If I lose, the winner character cannot move, so he/she cannot land in the space and take the items that I just put there. So if I'm pretty sure that I'm going to lose the fight, I drop everything before this happens, and the winner cannot take any item that I own before. Beyond morality, is this strategy valid? Can the player in the crown of command take the items in the space even when he/she is not encountering that space?
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If the swashbuckler cast "temporal warp", can he take until six turns if in each temporal warp turn he defeats an enemy or character?
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It is really hard in this forum to thank people. A person cannot put "thank you" or "thanks" because the post is too short. Thanks!
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Yesterday, when my friends and I play talisman, one of the players attempt to cast "acquisition" in a player with the amulet. The caster argues that the spell says "take any object from any character" or something like that, but it doesn't say "cast on any character", so the amulet doesn't count because it says that the character cannot be target of spells (not its items or followers). Everybody agrees that was senseless, and not allow the player to do acquisition to take the amulet (angry player). Same thing with mesmerism.. what do you think (wise talisman elders!)?
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He he he, it is like a consensus. However, following the rules, nothing can impede a player from discarding its item before the other player choose to stole it. I'll discuss this subject with my talisman group the next time we play. Thanks!
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I ask about the alchemist once in this forum, and everybody accord that after the combat, before the winner can take an object, the defeated player can destroy items with the alchemist before the winner claims its award... maybe it is better the "locked combat sequence" as MonkOfDoom says, however, it is hard to conclude something like that from the rules.
What can be deduced from the official rules? There is any non moral (be a douchebag) reason that forbids discard or destroy items before they are stolen?
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The last time that I play talisman I do a nasty thing. My character had the wand, and another player land in my space, fight against me, and I lose. I ask him "what you will do?", he said "I'm going to steal an item", so I leave the wand in my space before he can take it, and he take something else from my items. Can I do this?
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Can a player spend a fate point to reroll the result of the random spell? I guess not, because of the fate point use list in the official manual. But we have this discussion with a friend.
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Thanks! This is a very active community for a very addictive game!
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Stealing the Talismans from other characters is more fun! Thanks!
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This happens to me the last Saturday. I choose to take the quest at the warlock cave, however, when I can complete the quest, no more talismans were available. My friends told me "you cannot complete the quest!", so if I cannot complete the quest, even if I found the talisman, it is impossible to enter at the crown of command isn't? The quest should be finished to allow me reach the crown, no matter if the character found the talisman somewhere else, but it cannot be complete because no more talismans are available.
How do you solve this situation? Can the player complete the quest if there is not talisman available?
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Thank both of you guys! Now, what if the character with the hag or the poltergeist dies, and all its followers and stuff remains in the last square occupied. Now, another character falls in that space, should this character take the hag or the poltergeist? What if he/she doesn't want to take anything? Can choose "not to choose" take the poltergeist or the hag? If a character with the poltergeist dies, shouldn't this follower go to the discard pile?
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And the poltergeist says that you cannot discard it unless you cross the river, why the hag effect is more powerful? cynewulf, what information or reason do you use to conclude that? And why if it is an optional sacrifice you cannot choose as an option the hag or the poltergeist?
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I mean. If you fall in a space were the hag and the poltergeist are, it is mandatory to take the hag and the poltergeist? Can the poltergeist be in a space, or if the character is dead it should return to the discard pile?

AH board icons
in Arkham Horror Second Edition
Posted
Hi all AH gurus:
In the AH board, in every location (except streets), there are icons matching common item, unique item, etc symbols. What are they for?
Thanks!