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MonkOfDoom

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Posts posted by MonkOfDoom


  1. Dam said:

    Qayin said:

     

    are you sure?

    if im not mistaken the rulebook say "when rolling 2 die the person may only use fate on 1 die"

    and also, fate says "The player Must accept the value that comes out on the rerolled die"

     

     

    First part is true, but the second, well, it's sorta true. Yes, say you roll a 4 and a 1, Fate the 1 and reroll a 3, you must accept the value of the reroll. However, with the Warrior, it doesn't mean he has the CHOOSE the die, he can choose the 4 die. Normally, since you only have 1 die to choose from, rerolled die's result becomes your end result, but with two dice and choosing, it doesn't force you into picking the rerolled die, you can pick the non-rerolled one if you want.

     

    I personally think this makes the most sense.  I'm not sure about Warlock's interpretation regarding being able to fate both dice.  I personally would say that's not the case, yuo can only fate one of them.


  2. I was curious as to what happens when two (or more) players are in the space when Whirlwind is drawn.  Does only the player that drew the effect get affected, or does everyone?

     

    I ask because the card says "A Whirlwind whips up in this space.  Roll 1 die for each Object you are carrying:"

    "in this space" would seem to indicate everyone in the space, but the "you" refers to just the reader, and the card doesn't say anything about multiple people in the space.


  3.  When you roll a 5 it says the wizard offers to teleport you as your NEXT move.

    Warlock quests teleport you to the cave as soon as they are completed. 

     

    So you land on the Tavern, roll the die.  Is the visit complete once this is done, or once the results are hashed out?

    This raises multiple questions:

    On a 1 it says Miss 1 Turn.  The rule is that if you still have stuff to do this turn then you this turns ends and counts as your missed turn.  So do you now not get the Talisman from the Warlock?  I find this one just as sticky as 5.

    On a 2 you fight the farmer, your visit is complete after the fight, teleport to the Cave.

    On a 3 or 4, deal with gold as appropriate.

    On a 5, since it says your NEXT move, I would say that you get teleported to the Cave, get your Talisman, and on your next move can be teleported anywhere in the OUTER region.  The Tavern says Outer Region on it.  I would think the only other possible ruling is that since you no longer are with in the Tavern Wizard that you lose out on the ability to teleport.  Frankly, I find that either makes sense.  I prefer to believe that the magic takes hold on the original turn but doesn't fire until your next move.

    On a 6 it's moot because the Ferry is a physical thing and you are no longer there to use it.


  4. The_Warlock said:

     

    Pengy said:

     

     Hi everyone, fighting over semantics with my fellow players, we need a statement on the following question for the City Doctor:

    I argue that for every gold I pay I can heal two lives up to my max life value, any amount of times as long as I have gold. So I can heal 4 lives for 2 gold in the same turn.

    My friend argue that you must pay 1 gold for 1 life, just like in the Village, but can heal no more than 2 lives. So he means that you can't heal more than 2 lives per turn at the City Doctor, at the cost of 2 gold.

     

     

    Well, if you read what's written on the spaces, there's absolutely nothing to argue. City Doctor can heal up to 2 lives per visit, Village Healer can heal up to your starting value. Only cost is the same, 1 Gold per Life.

     

     

    This may be a 4E vs. 4ER thing.  The 4E board doesn't have the words "per visit" on it.

    It says "DOCTOR: He will heal up to 2 Lives at the cost of 1 Gold Coin each."

    I agree, even on the 4E board, it should be interpreted as 2 lives per visit.


  5. Dam said:

    MonkOfDoom said:

     

     No.  You are not allowed to take an action between losing combat and the victor taking spoils.

     

     

    Currently there is nothing to prevent you ditching, since ditching can happen at any time.

    Another reason I would prefer a "locked combat sequence" for Talisman, meaning once you choose not to Evade, you're locked in until the end of combat (after choose reward step), so no ditching, no Alchemist, no swapping stuff out of Bags, etc.

     

    Sure there is.  It's called the rule of "don't be a douchebag."

    I also stand by what I said.  Unless you have a spell/object/power that specifically is designed to altar the outcome of combat (e.g. the Amazon's ability), nothing can take place in the time between figuring out the resolution of the combat rolls and the taking of spoils.

    I suppose page 16 of the rulebook should be updated.


  6.  Do you have to turn in all strength trophies at once in order to gain tokens, or can you turn in just as many as necessary to gain one?

     

    For example: I kill an Ogre, Str: 4.  Yay trophy!  Then I kill a Dragon, Str: 7.  Can I turn in just the Dragon trophy to gain a point of Str and keep the Ogre trophy, or do I have to either turn in all trophies and waste 4 trophy points or sit on both trophies until I kill something str 3?

     

    In reading the rules, it appears I can turn in only what I want to gain the tokens, but we've always played "all or nothing" here, and for the life of me I'm not sure why.


  7. It would depend on the timing of the dominate.  If you play it before you "encounter" the monsters (as in the royal decree's timing of "about to encounter"), then yes, you would have to use the dominated monster immediately.  If you encounter the monsters and then play dominate, no you would not have to use it right away.  According to page 10 of the rulebook, "Battles occur when: 1. A character encounters an Enemy...".  So since you used dominate after battle had occurred, your NEXT battle is not the one you are in. 


  8.  So I was wondering how people who have 4ER feel about the reduced amount of gold coins in the game.  4E came with almost 60 gold coins.  According to the online rulebook for 4ER, it only comes with 30.  Has this massive drop affected anyone in gameplay?  Due to the scarcity of resources rule, do people think this is a good thing or a bad thing?

     

    We had a game where my wife as the Leprechaun managed to have 29 gold on her before she died.  The space she died on was a vaults space in the Dungeon, very poetic.  (Yes, we're currently playing with 4E and the 4ER expansions, it's kind of a pain).


  9. The_Warlock said:

    MonkOfDoom said:

     

     The original question related to movement onto an existing upturned adventure card, not one you had drawn.  My response only deals with that scenario, for the reasons I laid out.  You don't have to wait until after the "Encounter the Space" entry on the flowchart.

    If you royal decree something you had drawn, then clearly you do not draw yet another card.

     

     

    If you look at the Flowchart you'll see that there are two steps with "encounter" keyword. "Encounter the Space" and "card Encounter". Obviously you get to play the Royal Decree when you're about to encounter the card (so it is written). When does this happen? Before the "card Encounter" step.

    When is the "card Encounter" step? After the "Draw card" step.

    If Royal Decree was meant to be played on a card lying on a Space it won't have the "about to encounter" text. This is common to many cards, especially Spells, and gives a precise timing for use. Before you encounter the card, after you've drawn cards.

    I understand your point, I think we just have a different view of how to enforce "about to encounter".  I specifically said "You don't have to wait after the "Encounter the Space" entry on the flowchart."  You clearly view it as "about to encounter" is only to be viewed as the tick in the flow chart that is *immediately before* the relevant encounter box, thereby forcing the player to play it after the box for "Encounter the Space" and before "Card Encounter".  And that's a perfectly valid interpretation.  I, however, prefer to interpret it as you can treat it as playable any tick before you are forced to take an action.  So basically after movement that's either after deciding not to encounter another character or after realizing that there is no character to encounter.  My view is certainly more liberal, but I prefer it because I find it kind of boring to just go destroy a card and then the turn ends.


  10.  I agree with do not bring back timescape.  I generally really hate it when future/space/alien stuff gets put into fantasy-based games.

    The one character I always enjoyed playing and would love to see come back: The Inquisitor!  I never played him to win, just to be as obnoxious as possible with throwing people in jail for heresy.  Man that was some good stuff.  Of course, I usually got hunted to oblivion eventually and restarted, but I enjoyed myself the whole time.


  11. talismanisland said:

    Well, no heartache was caused over here! For my part, my post was not a direct reply to yours, more just how I see the issue of character selection as I am not sure if I have weighed in on this particular discussion.

    I've seen posts over the years where people don't include a character because they think it is over or under powered, which is a great shame as they are missing out on some nice matchups. As I say it is always cool when someone wins against the odds... especially if it is you! gui%C3%B1o.gif

     

    Actually, for the base 4E game we remove both the Prophetess and the Orb of Knowledge from the game as stupidly overpowered.  The changes to the text in 4E Revised might get them put back in, we haven't decided yet.

    So in that sense, Prophetess is my least favorite.

    I will say one thing as a general concept that I actually really dislike: so many magic objects duplicate character special abilities.  It just seems to take away from the "specialness" of the character's powers, and also (frankly) feels lazy on the dev end.

    Now that we own Dungeon and Frostmarch (and will, I'm sure, also buy Highlands and Reaper) and have lots of adventure cards, we might just remove all magic objects that duplicate powers.

    And re: earlier comments about the Leprechaun being useless, I have to disagree.  I was playing the Warlock (starting char) and my wife restarted mid-game as the Leprechaun and she actually managed to make a good run at the CoC in a 4-player game.  I was able to kill her off (and eventually win), but she still was able to parlay the powers into useful stuff.  She also got the "Lucky Charm" as either her first or second adventure card and we thought that was hilarious.  It was late.


  12.  The original question related to movement onto an existing upturned adventure card, not one you had drawn.  My response only deals with that scenario, for the reasons I laid out.  You don't have to wait until after the "Encounter the Space" entry on the flowchart.

     

    If you royal decree something you had drawn, then clearly you do not draw yet another card.


  13.  Interesting, but that actually makes me wonder about what you said.  You said the space says "Lose 1 Life and then draw a card."

    And after that you say that you always lose a life and then draw a card if you survive.

    Those appear to be contradictory.  The space, as you quote it, doesn't say anything about survival being a condition for drawing a card.  Unless you mean survive in the "You didn't just lose you last life" sense.


  14. The_Warlock said:

    darthmax said:

     

    i have the royal decree and i roll for movement. my roll lets me move to the pertal of power space, which has a runegate on it. .  the decree says to get rid of the card as you are about to encounter it.....so, do i get to draw a replacement card or not?  there are other cards ( a spell i think ) that allow you to do this after you have landed on a space, and i dont suppose you could draw because youve already landed there.   idk,, this could go either way, but it sounds to me like royal decree gives you time to draw another card

     

     

    "About to encounter" is the key to the interpretation. When you're about to encounter a card the "draw card" phase is already gone (see flow chart at the back of the rulebook), so the Royal Decree allows you to banish a Stranger or Enemy and avoid the encounter, even if you've just drawn the card, but not before you get to encounter the card. No replacement draw is possible.

    I disagree with you.  "About to encounter" clearly means that you have not in fact encountered it yet.  Since you have not in fact encountered anything yet, you then encounter the space, which is now card-free so you follow the standard empty space draw space rules.

    Look at the flowchart this way, you are playing the royal decree at one of two points in the flowchart.  Either immediately after the decision not to encounter a character already in the space, or immediately after the realization that there is no character in the space.  Either way, it's along one of the "No" arrows immediately before the "Encounter the Space" entry.


  15.  In the desert, (original 4th ed board, my understanding is the upgrade kit uses the original board), the text says "Lose 1 Life".  And then under that it says "Do not draw a card if there is already one in the space."  

    However, you are never directed to draw a card, so why the note about when not to draw one.

    We've always played it as "Lose 1 Life.  If you do not lose 1 Life, Draw 1 Card.  Do not draw a card if there is already one in the space."

    Do other people agree with this interpretation?


  16. Cynewulf said:

    Velhart said:

     

    If the reaper can be activated ( as the faq says) with the amazone, then it should be possible to roll 2 dice, picks the 6 to use the magic carpet..preocupado.gif

     

     

     

    I agree. When using the amazon (or a similar ability) , ignore the dice you don't like and consider the other as a "natural roll".

    Absolutely agree.


  17. darthmax said:

    i like it the way it is, especially w/ a high fate character at the temple. i like to keep a 5 or 6, and reroll the low die when i have plenty of spells to gain str,crt, life or fate. i hate getting a talisman there though

     

    This right here is a great point.  Sometimes rerolling only one is more helpful than a full reroll, sometimes it isn't.

    The rule is crystal clear and there's really no reason to muck with it, unless as Fussypants says you find it more fun that way.

    In the end, the game is about fun and if everyone agrees to play with a House rule then so be it.  Any disagreement should result in the rulebook being followed for clarity's sake.


  18. EvilEdwin said:

    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.

    Is this a change from 4th Edition to 4th Edition Revised?  My upgrade kit is in the mail, but my original 4th ed "Cursed by a Hag" card reads:

    "You are cursed by a Hag.  Take her as a Follower.  All other Followers (except the Poltergeist) immediately leave you discard them."

     

    Note the explicit statement saying you keep the Poltergeist.

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