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The Watcher2

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Everything posted by The Watcher2

  1. Can't remember seeing the card but I would guess it some kind of mountain pass. So just think about it as coming up to a narrow mountain pass and the only way is forward and who knows what's on the other side... I think more cards could have "wrong" encounter number just to spice things up a bit.
  2. When on the topic. We've not tried to use an object such as dragon's blood when rerolling although it has happened that we've used lucky charm and similiar objects/spells which affect the die roll. I would assume this is ok but still it doesn't harm to get it clarified. So what do you guys think? Have a nice weekend, hopefully you'll get a chance to play!
  3. Which is almost exactly why I have started to fear the Dragon Toad more than any other enemy... "if your attack roll is lower than the dragon's attackroll, you are turned into a Toad for 3 turns after the battle is resolved." Doesn't really matter that is has strength 1 then and your character has 25. Murphy's law always makes you roll badly anyhow... Breath attacks are a real pain in the....
  4. talismanamsilat said: The Watcher said: Rophan said: I just downloaded the Space Expanders unofficial supplement and was puzzled by a reference on a couple of the cards. Both the Badlands and Tanglewood cards differentiate between being attacked and attacking. For example, on the Badlands card it says, "In combat against Enemies already here, roll a die below your Craft. If you fail, you are attacked instead of attacking." I can't seem to find any difference in either the official rules or in the expansion rules. Is there something I'm missing ? Thanks The difference is who rolls first. If you're attacked (i,e, drawing the enemy from the adventure deck or rolling a 1 in the crags) the enemy has the first roll and you the second. If you land on a face up enemy you attack it and therefore rolls first. This is not very important most of the time but for some characters, for example the assassin, it might make the whole difference as he is able to assasinate if he is the one attacking and not if he is attacked. Not of course true in the revised 4th edition! The Assassin can assassinate any creature, including ones that he has just drawn. Ell. True indeed. might be the least drawn character in our gaming group. I don't think I ever seen him in a game or even as a reserve character (we always draw two and choose one to start and one to take over if the first one is lost) since one of our earliest tries with the revised 4th edition, which was bought almost upon release and we house-ruled it back to it's original reading before even trying the new one so I had forgotten it has changed. I was just trying to think of something else than "When attacking another character you may choose do to it in psycic combat" (or whatever the cards say) to use as an example and couldn't remember anything else. Is it my memory or is this the only time it really matters? I believe this is what JC is pointing at as well. Thanks for the correction.
  5. Rophan said: I just downloaded the Space Expanders unofficial supplement and was puzzled by a reference on a couple of the cards. Both the Badlands and Tanglewood cards differentiate between being attacked and attacking. For example, on the Badlands card it says, "In combat against Enemies already here, roll a die below your Craft. If you fail, you are attacked instead of attacking." I can't seem to find any difference in either the official rules or in the expansion rules. Is there something I'm missing ? Thanks The difference is who rolls first. If you're attacked (i,e, drawing the enemy from the adventure deck or rolling a 1 in the crags) the enemy has the first roll and you the second. If you land on a face up enemy you attack it and therefore rolls first. This is not very important most of the time but for some characters, for example the assassin, it might make the whole difference as he is able to assasinate if he is the one attacking and not if he is attacked.
  6. talismanamsilat said: The Watcher said: Me and a friend of mine played our first game of Talisman, 2nd edition Swedish version, and think of ourselves as, not perhaps veterans, but close enough. But hearing about gaming clubs and tournaments makes me feel like a noob all over again or at least like I live in the wrong part of the world to take part of all sides of Talisman. If you ever bring your tournament to Sweden be sure to mention it! I'm assuming that you aren't playing the Monk correctly if you are using the Revised 4th Edition. He only receives +3 in battle from his Inner Belief special ability. Craft value = Starting Craft only! So you can up his fate value again to 5. Ell. Oh, sorry, not monk, sage. Monk has been weakened enough as it is in new editiions. "Always read before posting..."
  7. I'm not really found of using restrictions either and we try to avoid them as much as possible as it's not the intention of the game. Especially not a basic part such as spell casting. Mostly we use restrictions when it comes to overpowered characters (Monk has a fate limit of 1 at our table) and Demigod (we only draw and choose from 10 spells, to save a few hours of gameplay). Although we find it interesting to try new things once in a while just to get a new touch in the game. Me and a friend of mine played our first game of Talisman, 2nd edition Swedish version, and think of ourselves as, not perhaps veterans, but close enough. But hearing about gaming clubs and tournaments makes me feel like a noob all over again or at least like I live in the wrong part of the world to take part of all sides of Talisman. If you ever bring your tournament to Sweden be sure to mention it!
  8. Interesting post. I like the thinking by some of you guys. Especially the part by JC concering range limits, which would indeed make a difference between spell casters and others in a new way, all can use spells but not as well as others. This would also hinder the Fire Wizard a bit as he wouldn't be so keen on giving up all his craft trophies. It would be interesting to try sometime. In my group we also are agreed that spell-cycling casters have a great oppotunity but not as much as some of you seem to think. Perhaps that is because we most of the time work against winning and not against each other. But I think our last game was quite interesting with a Minotaur with strength 28(!) one roll from the lord of darkness, an alchemist in the dragon hatchery, my Dragon priestess having just defeated the hydra dragon, and a conjurer walking around in the outer region (with a strength of around 28 as well) finding a portal, which I can't remember the name of) teleporting directy to the CoC, winning the game... But one thing we do with spells, and I don't know if we have misread the rules, is that we play that you can only cast 3 spells from the beginning of your turn until the beginning of your nest turn. Which means you have to save spells to be able to cast any on your opponents turns (one for each still). I think the rules can be read both ways, although I know most of you disagree about that. But Talisman texts uses "in addition" a lot which would mean that the rule book should say "in addition to casting three spells during your turn you may cast one spell on each opponents turn" to enable you to cast more than three spells. (That is if you have 3 spells at the beginning of your turn, of course).
  9. We had our first playthrough of the dragon expansion and a few questions were raised during it. Hopefully someone can give us a second opinion on the questions below. Does dragon cards count as adventure cards? We choosed to play only dragon expansion characters, as we always do the frist time with a new expansion. One in our group played the conjurer and her ability allows her to move adventure cards to her space instead of drawing a card as usual. Can she move dragon cards then? Another question was about the dragon charm object with which you can choose to move dragon scales to your space. Do you have to encounter the scale if it isn't of the dragon king's color? And if I choose to move to a space with an enemy from another dragon deck, can I still claim it as a prize? We also discussed the sage's ability to know the top card of the adventure deck. But we decided that it probably goes under the same category as the prophetess, can't use ability unless the card is face-up. By the way on the first question we said she could, as the cards were face-up. On the second we said that you didn't have to encounter it and that you claim it even if the enemy was from another dragon deck. Overall, we were definitely agreed that we liked this new expansion even though we were a bit to bold in the beginning, eager to try out these new cards. This stopped pretty soon though, when my dragon rider was ripped to pieces by a venomous dragon. First time ever I lost three lives in one fight, but on the other hand I don't think we've been able to do that before either..
  10. Well, perhaps something that stops you from using/gaining spells (until you give the "cursed wand" to the mystic).
  11. I would also recommend the Highlands. Lots of adventuring and new intresting features, trinkets being one of the simplest way to guide your character to greatness. And lots of new cards. Me and my gaming group has decided to never look through new card decks. We just add them to the game and continue playing which leads to new surprises once in a while. I bought the highland expansions when it was new and has played it a quite a lot but still when we played this weekend two new cards surprised us all. Highland raiders was one of them... nasty card that gave us new raiders to fear since the old raiders has been degraded shamelessly to laughing stock.
  12. During our last gaming session we tried out the winged guardian, although with a few modifications. We thought it a bit harsh to loose so many lives so we subracted 1 life from each part of the card, so you only could lose life if you rolled a 1 and was dropped in the crags. Afterwards we feel like we did weaken it too much, and will perhaps find a middle route next time. Perhaps changing the first part to a roll of 1-2 instead of just 1. As it was now it didn't do much to scare of our daring adventurers even though one of us was unlucky to be dropped in the crags. So next time we will either remove the winged guardian or toughen him up again, but still, I really like the idea of having something that balances the otherwise too inviting highlands. Or well, next time we will remove him as next time will be our first with the dragon expansion and we will probably have enough to think about with just that.
  13. yyami said: I recall a common 'house' rule to do with fate, which said it could not be used unless it was the players decision. To if the enchanterous was to turn you into a toad, thats not your choice, so fate can not be used. Similar with the witch. You can therefore use fate to effect your own die roles, but not roles that decides how another being behaves or what decisions another being makes. I think the gods are not considered to be a being, so you can use fate if you prey. So what you're saying is that when you meet a stranger you shouldn't be able to use fate, but if you visit a place you can. Another way to do it might be to look upon strangers as "monsters" and have the player on your left rolling the die for them. Not yout roll, not your fate. Right...?
  14. Velhart said: I am a bit confused too now, after reading warlock's example.. Let's say that instead of rolling a die is the timing restriction. oke hydra ignore that. Hydra also ignores the region restriction that the spell must be cast within that region. But hydra spell will not ignore the text that it cannot be cast in the inner region. This is what elliot means i think But if the reading is exactly "cannot be cast in the middle region" you have a problem because what happens then if you copy the spell, which obviously was cast in another region, and you're in another region yourself. Can you then teleport to the inner region because it doesn't say anything about teleporting to inner region just casting it there...
  15. I would put 3 cards on this list: 1. The basilisk, which was mentioned before. 2. Mimic (or it's spirit counter part) with any other monster with the same encounter number fighting together. 3. And, transmutor... I really dread that card. They could change the text to: "Sorry, but you're turned into a toad... better luck next time" But I'm not sure I really hate these cards. I just don't like to get them in the game. I think I have to agree with a previous post about the cards that allows you to search through decks are bad. They don't seem to fit in the game.
  16. Thank you for all your thoughts. I don't know how much wiser I am now but at least I know that more people than me and my friends are confused about the hydra spell. But at least we know understand that you can only copy the first spell, not change it. Then the copies are the once that makes life difficult. We're going to sit down before our next game and discuss this again and write down our house rule for it. We usually do it like that. If we have a disagreement we usually go with the person trying to cast his spell for that game and discuss it afterwards and write down how we want it to be for future games
  17. Is it possible to combine Transference with the Hydra spell to switch places with someone in a different region? The situation: The Prophetess is in the outer region. She casts Trasference first and imnmediately after casts the Hydra spell. She chooses that despite casting the Hydra spell, Transference should affect only herself. However she can now ignore the regional restrictions of Transference and therefore chooses to switch places with the Warrior who is at the Crown of Command. Can she do this?
  18. After playing the Dungeon Expansion for a while me and my friend's realized that we never used the inner region anymore, and avoided the middle region more and more as well. The reason for this was that we found greater benefits in the highland and dungeon parts of the board and never went to the crown before we were able to give the Lord of Darkness an epic ass-whooping teleporting us directly to it instead. Discussing this briefly concluded that we don't like this backdoor very much and ended up in alternative version for it. As beating the LoD with 8+ is quite an achievement we decided that the reward should be 1 strength and 1 craft counter each and teleportation to any space in any region except the inner. Note that we're still awaiting our copy of the dragon expansion and not knowing what playing it is like we might go back to original reading by then. On a totally different level of seriousness we're using another additional rule. The reaper never jumps when he moves, he hovers. We find it more realistic that way...
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