Jump to content

Nidhogg2

Members
  • Content Count

    209
  • Joined

  • Last visited

    Never

Everything posted by Nidhogg2

  1. Hmm, Battle Axe seems a bit OP. +3 strenght during combat!!! Really!? But I like the pet-deck and the potions. Also nice to see some more cards that can make you attack other characters in psychic-combat.
  2. At last some news. Very nice! The gnome in the fountain is most certanly the Tinkerer and the man in black with the tophat must be the Spy. Regarding gold. I think I will use the light fate tokens as 5 gold-tokens in the case of the Merchant Guild-ending. It will also be very fun using the Rouge and the Leprechaun in this ending
  3. Game number 4: Characters: Amazon, Ogre Chieftain, Prophetess This one game was one of the worst luck-based wins I have ever seen. Very early on the Prophetess finnished a warlock quest and was therefore teleported into the middle region. Next turn she landed on the temple and the turn after that she cast the Haunting Poltergeist-spell (not sure about the name on that spell, it's something similar atleast), on herself. This basically gives you the same movement debuff as the Poltergeist follower, just letting you move one space per turn until you cross the river. After that she started to spam the Temple, moving back and forth between the Temple space and the Woods space just rolling benefits on the Temple-chart… Meanwhile in the Outer-region the Amazon and the Ogre was trying to make the best of the peculiar situation. No one of the two had any greater luck and the Ogre soon died by a visitation by the Grim Reaper. At this time the Prophetess had drawn a Magic Portal on the woods-space (the one where you add your craft to the roll and if you roll 8+ you can go anywhere listed on the card), therefor going to the Temple space each turn(!!!). The Ogre-player (me), felt it useless to draw another replacement character at that time as the Prophetess was to powerfull to be challanged by a rookie. Well as I predicted the Prophetess was going for the Portal of Power some turns later. She draw the Hand of Doom and rolled a 6, and won. Winner: Prophetess Losers: Amazon, Ogre Chieftain
  4. Game number 3: Characters: Assassin, Warlock, Dark Cultist, Knight This one looked out to be the battle of the giants. Three very powerful characters started out, the Assassin, the Dark Cultist and the Warlock. Despite her fearful reputation, the Dark Cultist played poorly, just managed to kill a boar on the board and getting her butt kicked by stronger foes. She finally dies and the Knight comes in to the game as a replacement. This game was more about the epic showdown between the Assassin and the Warlock. The Warlock spellcycled like crazy as the Assassin was going around backstabbing enemies on the board and collecting trophies. Finally they met at the Temple. The Assassin was going to assassinate the Warlock thus completing his quest "Take a life from another character". Well, the Warlock was not utterly defenseless as he cast the horrifying spell known as Toadify. The Assassin turned into a toad and got his slimy butt kicked by the Warlock. Not many turns later the Warlock returns to the Temple and collects, sorry, loots the Assassins dropped belongings. After that the Warlock is to powerful to be challanged by any other player and he goes for the win. At the Crown of Command he draws Judgement Day, rolling a 1, discard the ending and encounters the Crown space normally, which means casting the Command spell. Not many turns later the Assassin and the Knight is history… Winner: Warlock Losers: Assassin, Dark Cultist, Knight
  5. allawi said: The girl in the lower right corner some kind of Brewer/Potion Maker (You can clearly see something rising from her potion). Finally someone who get's it. Barmaid… pffft
  6. Most fun thus far for me is Lost in time and space from the FA- expansion. So far I dosn't loathe as I havn't played that much.
  7. Game number 2: This time Talisman shows it's real face and proves that it's all about randomness… We started out as two players (when we didn't have the patience to wait for our third player), and played about 20 turns before my neighbor showed up and owned us big time Characters: Elf, Swashbuckler, Fire Wizard. I drew the Swashbuckler and my friend played the Elf. Later on the Fire Wizard joined in. It started out very nicely for the Elf as he went evil and got the Homunculus, the Runesword and the Dark Theurgist. My Swashbuckler was about to die early as he encountered the Night Stalker as well as a Glory Seeker on a field space. As my opponent played the spell Solstice Ritual and changed the timecard from day to night and I lost the battle, the Night Stalker became my follower and killed one life out of me each following turn. I think I lost about six lifes on that (fortunate for me I had the Self Portrait object card), before day broke and left me with only one life left Around that time my neighbor joined in with the Fire Wizard. For a start he collected all of the Elf's "no good character-cards" as the Elf went back to his old good self after a visit to the mystic. After that I had a luck streak with my Swashbuckler as I healed all my lifes lost in the chapel and collected some really good things. The warhorse, the Unicorn and the Sword of Truth for example. But all good things had to come to an end as I encountered the Transmutor and became a toad… The Fire Wizard was not late to use my misery for his advantage as he collected the things I dropped while turning into a slimy little toad, thus giving him the largest advantage in the game so far. That vulture of a man! When I finally became my old self again I tried to make a run for the Crown, seeing that as my only option at the time. With a strenght of 8 as well as the Shovel and a newly gained Talisman I thought I could have a decent chance. Just hoping for a favourable hidden ending… It turned out I was not that fortunate as I drew the Dragon King. With my strenght of only 8 this was a hard fight indeed. I was fortunate enough to take at least two lifes of his five before some rolls lead to the Dragon Kings demise by the hand of the Fire Wizard instead. Lucky son of a…. Winner: Fire Wizard Losers: Elf, Swashbuckler …and yes, the same guy won this time around as he did yesterday with the Gypsy. Next time! Next time…
  8. Thanks mate! This time we shuffled the character cards and drew 6 cards which we placed on the table in front of everyone. Then we each rolled a die which decided who was gonna chose a character first. We decided to go with 2 characters per player so you could have a stand in if the first character was killed. Fortunate this didn't happen this round… Notice that the 4:th player hadn't arrived at this time, else we would have drawn 8 characters to chose from. When he arrived he just got the top two cards from the character carddeck to chose his starter character from. Bonus trivia: The replacement characters who where drawn was the Thief, the Elf and the Fire Wizard. As neither one of those where played they are still in the game and will be shuffled back into the character deck.
  9. Hello fellow Talismaniacs! I thought it was about time to share some game-experience. Today we started a little tournament of Talisman. We will first play all the characters of the game once. The winners advance and the losers are out. The winners will advance to the tier 2 matches and so forth until only one stand victorious. This evening we started out with a four player game. The characters where no other than the Dreadknight, the Gypsy, the Conjurer and the Cleric. We played with all the small-box expansions but none of the big ones. Thus we used the day/night rules as well as the Wherewolf and the Reaper NPC:s. None of the extra regions was used, nor did we use the Dragon… For endgame we draw one hidden ending. The guy who played the Cleric joined us a bit later in the game, but as neither of us other three had gained any strenght/craft tokens as of yet, and only found some items of lesser value, we thought it was ok for him to join in. I was playing the Conjurer and dreaded the Gypsy with her ability to parasite on my used spells from the get go. The game really dragged in the beginning as we had some trouble to draw and kill enemies. Things didn't improve when the Gypsy player draw the Restless Dead event and all our trophies whent back in play once more. The Dreadknight player also from the very start lost her warhorse to the Gypsy, as the guy playing her was casting the Mesmerise-spell. Well, the Dreadknight actually lost the horse a handfull of time over the game. Just running around the Graveyard most of the time to get a new one… I find this a big weakness with the character. You often lose the horse early in the game and without it the character is really weak… The guy playing the Cleric was really unlucky with almost every roll and just drew crap from the adventure deck. Thus the game was more or less centered around the real power players, the Conjurer and the Gypsy. There where not many great cards to use my conjur-ability on. Well at the end I used it to summon the Magic stream. Succesfully drinking 3 strenght tokens from it. But not long after that the Gypsy cast Random on my Conjurer, making her roll bad on the chart without fate to spend for rerolls. Guess what? I was down to my starting 2 strenght from my previous 10, thus ruining my plan to go for the Inner Region. At the end the Gypsy won the game by drawing the Battle Royale-ending. As the only character except the Gypsy carrying a Talisman was the Dreadknight, but he had been turned to a toad the round before the Gypse reached the Crown-space, nobody could challange the Gypse and she won. Well that's the first fight. Winner: Gypsy Losers: Cleric, Conjurer, Dreadknight To be continue…
  10. zealot12 said: I don't understand something here. This makes the Conjurer's ability a powerful magnet for beneficial cards. She may claim the benefits of any adventure card currently in her region. So, if the idol is on the board, for instance,(The Temple replica) and the Conjurer lands on an empty space each turn, she may visit the idol each turn as it moves along with her. Isn't that just a bit overpowered? And I'm understating here. At least the Elf is chained to a particular square when using his teleport ability. I suppose her opponents need to clutter the "draw" spaces with excess/unneeded objects to negate her ability, but it still seems unfair to me. I'll have to see how this plays out when I actually get the Dragon expansion (: Many characters look very OP if you read their abilities. However while in play their abilities dosn't get as useful as first thought. Often the randomness of Talisman makes it hard to judge a character as no game is like another. Sometimes those useful cards never show up, another time everything seams to go your way, until Death lands on your space and you roll a 1… In all our games with Conjurer there have only been one time she felt really OP. There was a place from the Dragon where you could discard a spell to get a dragonscale from one of the Draconic Lords. A pretty good combination for her as she always has one spell to give away too. But on the other hand, if you play with the Dragon, there are worse OP-characters like the Dragon Rider or the Dragon Priestess…
  11. Dam said: Velhart said: The werewolf is a dangerous foe on the board. Very much disagree, it's just annoying and lame. Takes four rolls to kill you (if you have 4 Lives) vs just one from Reaper (even if you had 21 Lives). Worse, if you are Lycantrophy or have Wolfsbane, it becomes 1/3 or 1/2 chance of replenishing all Fate or healing all Lives. Which is just awful when you use the BL WW ending, if everyone ends up a Lycantrophy, the game will go on forever. Since you have to attack another character, but winning just makes them roll on the WW chart, they have a much higher chance of healing back to full than losing a single life, let alone all their lives in a row. In the BL WW-ending characters die if you win. End of story. And even if they didn't, you only have to roll on the WW-chart if it's nighttime. If your'e a lycantrophe and it's daytime there's nothing special going on and you act as normal. But I agree with you that the WW-chart is less lethal than the GR-chart…
  12. 0beron said: We mostly have a verbal agreement, since there is only two of us, to not send the NPCs at each other. So instead of going to the Dungeon or Highlands, we send the Werewolf there. He can wander the caverns to his heart's content. I will brave the dungeon, if he has went in pretty far. The Reaper we send up to the middle level, if its the beginning and we 're still playing outer level. Usually by about mid-game we may move the Reaper back down or towards each other on whatever level. There is only been a couple of games where one of us landed the Reaper on each other and each time, the roll was 1… Uhhm, why even play with them if you hardly use them?
  13. Is there not a chance you can have two maniacs in play at one time? The regular one and the one named maniac (Walter), if you play one of the objects. Walter is placed after the investigators find clue 1 so he is not placed by the Maniac Attack keepercard. Wich means there's no restriction about having more than one maniac in play at the same time. In that case the ordinary maniac can't be Walter. But maybee I'm wrong on this and have forgotten some rule or mechanic for the scenario. I dont have the game in front of me at this time…
  14. I think that thematicly it's another maniac appearing, instead of the one magically teleporting half the board away.
  15. I'm with Tibs on this one. Seems like a lot of threat on a half-crappy card otherwise…
  16. I guess. It should state otherwise on the card if not able I think…
  17. When you complete a quest and are teleported back you don't really encounter the space as I see it. It's more like you get your reward and your turn ends.
  18. Am I the only one hoping that after all corners are complete FFG stops puting out expansions? Don't get me wrong, I love Talisman and happily purchase every single expansion, but enough is enough. There should be some line where there will be no more expansions, the game is complete so to speak
  19. Except for the Dragon expansion I actuallly manages to put everything in the same box. And yes I mean the unmodified basegame box. No kidding
  20. Hello. I discovered that on the 4:th event-card in the scenario "Lost in time and space" it dosn't read "Reveal objective" like on the 4:th event card in the other scenarios. Is this some sort of bug, or is it supposed to be like this. I havn't played the scenario yet so I dont know how it's supposed to play like.
  21. Velhart said: I think it is a gnome engineer Looks similar yes? He could also be a inventor or tinkerer or something like that.
  22. I'm with Elliott on every answer except the last concerning St George. I interpret Dragon cards to any cards drawn from one of the three dragon lords deck, not just enemy dragon cards.
  23. And before everyone screams thats to hightech, Talisman are already there with some enemys that are classified as constructs. Perhaps he will have some ability that is linked with "constructs" and the City-expansion will feature more enemy constructs than the expansions up to now.
×
×
  • Create New...