Drake Leonclaw
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Posts posted by Drake Leonclaw
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The poltergeist follower is one of those bad ones, clinging onto you and forcing you to only move 1 space per turn. It says you can only rid yourself of it by crossing the River, either by bridge, raft, or ferry. You must then discard it.
The last time I played this, a character got this, and we interpreted crossing the river via bridge to also include going from the City to the Fields (and vice versa) that takes you over the river (just look at he game art, there's a bridge and everything). Also the same applies to the Village on the opposite end of the board.
Are we in the right? was it intended to include these bridges, and not just the sentinel?
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yes i believe I meant to say Sage. Whoops
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oh, good point, I hadn't thought of it in that way.
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This one's probably easy. I noticed the way the Druid and the Warlock gain spells is different from characters like Prophetess and the Sprite. The Druid and Warlock's cards say they gain spells at the start of their turn, whereas the Prophetess and Sprite gain spells should their total ever drop by a certain number. Does that mean the Prophetess and Sprite can continually cast spells in a single turn should they keep drawing spells they can cast right away? Or are characters limited to casting only those spells that they began that turn with?
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A quick (sorta) question about alternative endings. I'm aware that any entry on the cards with a * symbol means that it affects all characters, not just the person who enters the Crown of Command, but when does it affect? Meaning, do those rules only happen when someone lands on the crown of command, as opposed to from when the game begins?
For example, the Crown and Sceptre card has a *'ed entry that says once a character reaches the Crown of Command, characters cannot heal of gain life for the rest of the game. That's easy, cause it says "once a character reaches the Crown of Command." But the Danse Macabre ending has a *'ed entry that says "Whenever a character rolls on the Grim Reaper's chart, he must subtract one from the result (to a minimum of 1)." So does that mean it happens all throughout the game, or only when someone reaches the crown of Command? And if its the former, how does that come into play when using the hidden ending variant?
Likewise, the Warlock Quest ending has nothing but *'ed entries that by description seem pretty clear that they happen from the start of the game, plus it's the only entry thus far that can't be included when drawing a hidden variant ending. Battle Royale has one, too, but states when a character enters the Crown of Command.
Help?
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Just keep in mind that if you ditch an item, it goes face up in the space you were on and you may not pick them back up unless you happen to land on the space again. (Page 16 of the rule book)
Also I noticed you said you didn''t want to sell them (the swords). I'm assuming you were playing as the Merchant character from the Reaper expansion then? Because normally you can't sell back items, only that character can.
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Again I apologize if this is a noob question, new the boards, but I noticed a contradiction in the rules between two of the expansions. In The Reaper, it is stated that Warlock Quest cards are chosen freely by players wanting to take one, where as in Frostmarch it says to draw the top card from the Warlock Quest deck. Which is right (officially, that is, I know either way could be played and it'd be fine)?
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brilliant! thanks!
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I'm new here so I'm sorry if this has been noticed before and addressed, but I was reading the official FAQ/Errata document for Talisman. On Page 3 we have this:
Psionic Blast
Q1: If a character casts the Psionic Blast Spell while fighting the Pit Fiends, does it only affect a single battle against one of the Pit Fiends?
A: Yes. Each Pit Fiend is considered a separate battle.
Good to know...but the rules of Talisman (page 19 of the main rule book) state that no spell may affect any of the creatures in the Inner Region. Was this changed at some point?
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Can the gypsy gain the spells that are being discarded to the discard pile because a character died?
For instance, The Warrior kills the Warlock, who had 2 spells left. He drops his gold, followers, and objects in his space (which the Warrior promptly takes for defeating him) and discards his 2 spells in the discard pile before drawing a new character. Does the third player, who is the Gypsy, get to take these spells, even though they're being discarded due to a character dying as opposed to being cast?
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We played a game recently with 5 players. 3 of them were the Merchant, Leprechaun, and Alchemist characters. Needless to say, gold became EXTREMELY scarce. We ended up using pennies when we ran out of pieces. We thought to ourselves "gee, I sure hope FFG releases an expansion with more gold pieces soon..."
Then today I was browsing the rules for Talisman and found this on page 15 of the main rules book:
LIMITED RESOURCES
All resources are limited to the number of components provided with the game. For example, if all Strength counters are in use, no additional Strength can be gained until some of those counters have been returned to the Strength counter stockpile. If a character is able to trade five 1–point counters for the corresponding one 5–point counter, he must do so.
Sooooo...does this means that Talisman has a set economy? and once all gold pieces are in someone's possession, that's it? A depression sweeps the land?

Poltergeist
in Talisman Rules Questions
Posted
It's funny to me because the guy who had the poltergeist at the time was so happy that on his next turn he was going to be able to go from the village to the fields (he had spent 3 turns already limping to that space) and get rid of the thing, but right before his turn I cast the hex spell in the fields space, effectively inserting a land mine in his destination. He was so tired of the thing he just said screw it and landed on the space anyway.