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AdamX

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Everything posted by AdamX

  1. I don't agree with the point of the original post. It seems that FFG is already doing a lot to appease owners of v1. First, they are saying there is no overlap between the v2 base game and the old content. Second, they are providing a conversion kit to bring over all your old minis. These seem to be thoughtful considerations made by FFG. I just discovered the game, and I was looking to buy it until I figured out that it was out of print and v2 is coming out. So I will wait for v2. New players should not be limited in what they can see in future expansions.
  2. Good rule. I'm also enacting it. Luckily, only the rule book got wet, and it's actually in good shape now.
  3. My concern is that I'm playing with 6 and 8 year old boys, and I would very much like to get games averaging about 2 hours even... They like the game, but games are taking 2.5 to 3 hours, which is really pushing their attention span at that age. I'm already have trophy trades at 6 points to speed up the game. I'm ordering Frostmarch as my first expansion. I'm also removing Marsh and Maze for now, will revisit after we've had some time with the expansion cards mixed in.
  4. I'm thinking about removing some cards from the adventure card deck and possibly the spell card deck. My thinking is that there are certain cards that just slow down the game and make it less fun without adding any interest. Examples of the type of cards I'm talking about are the Maze and the Marsh. It takes up a space such that you can no longer draw adventure cards, and it slows down the game. It's even worse when it only has an effect if you have some low ability score, and everyone exceeds that ability score, so landing on it is just an empty turn for everyone. Thinning out the deck would also have the effect of making the interesting cards more likely to come up. I think this could become more of an issue as I add expansions. Does anyone else do this? What adventure cards do you remove? What spell cards?
  5. talismanamsilat said: This is the Assassin's only special ability. Some people still think he is overpowered and use house rules to limit him - I do not however as I think he is not overpowered! I agree... just because he has a useful ability doesn't mean it's overpowered. It's more that some of the characters are underpowered. Even so, any character can win with the right items. Just today I won with the Wizard after being way behind my opponents. The tides turned when I landed on the Hidden Valley and drew two nice magic objects and a follower that put me over the top.
  6. Thanks. That's how I've been playing. Today my six year old spilled his lemonade all over the rule book.
  7. Thanks for the replies. That helps. I'll pay more attention to the use of the keyword Enemy. I thought of another question that I forgot to ask: If someone has multiple pieces of armor, say armor, helmet and shield, do they get to roll separately for each, or does only the best one get used? Thanks again. I'm sure I'll have more questions as we uncover more scenarios.
  8. I let my youngest play the Troll. He likes being the big tough monster type, and he's very competitive against anyone with the Troll. But it sure sucks facing him at the Crown with all that strength...
  9. It seems clear to me that the answer is "Yes." At least that is how we have been playing. Dead is dead... what difference should it make in regards to trophies that you absorbed the lost life?
  10. Hello, I've been playing Talisman with my two boys (six and eight), and we're enjoying it. I played it as a teen in the 80's, but I didn't remember it at all until I saw a recommendation on Amazon. Of course I bought it immediately. It's funny, I don't even remember what happened to all my old games that I loved like Talisman, HeroQuest, Electronic Stratego... the only thing I kept and still have are my AD&D books, but they just sit in a box. My only problem with Talisman is that the rules are vague in some areas. It's not a huge issue for us since my boys are young, and I'm guiding the gameplay anyway. But I would still like to get clarification on some points. Sorry if this gets a bit long-winded. Trophies Do you get trophy points for killing non-card enemies such as the Sentinel, Pit Fiends, farmer, etc? The rules say "Enemy cards thus exchanged...", so we've been only allowing it for card enemies. Non-card enemies are such a common thing that I don't understand why they don't explicitly state it either way. Assassin The Assassin's ability is about as clear as mud. The semantics seem to be around who is considered to be attacking. Which, if any, of the non-card enemies can the Assassin assassinate? The rules state that "The Sentinel attacks a character every time he attempts to cross...", so that one seems pretty clear to me. The instructions are also explicit in stating that the Pit Fiends and Werewolf attack the character. I would also have to assume the Tavern's "fight a farmer" is an attack. Also, if interpreting the rules literally, the Assassin should not be able to assassinate random card encounters, either. "Other times the encounters are hostile and attack the character...". The only clear time that a character is the attacker is when landing on a space with another character. But that's not a very useful ability, is it? On the other hand, the Assassin card states that you can assassinate when you attack and character or creature, but you can't assassinate when attacked by another character. So this sort of implies that you can assassinate in all cases except when being attacked by another character (or at the Crown of Command of course). I'm at a loss here. I've been allowing assassinations on enemy card encounters and the Sentinel, but not the other non-card enemies. Otherwise, the ability would be useless, right? Prophetess When landing on a Draw 2 or Draw 3 space, I assume the Prophetess can discard once for each of the 2 or 3 draws. In other words, each draw is considered separately in regards to her ability. Ghoul The Ghoul can only raise adventure card enemies, right? I assume you can't make the Sentinel a follower. Crown of Command Is the Valley of Fire the last space you have to move into, or is the Crown itself a separate space? It seems to me it's a separate space because the rules state "The last space on the board is the Crown of Command", but I'm not 100% sure that's the correct interpretation. Once at the Crown, do you have to keep the talisman to stay there? What happens if you lose it? I assume nothing, because the rules state that you need it to enter the Valley of Fire. It says nothing about needing it to stay at the Crown. For example, if another character enters and attacks, and instead of taking a life they take your talisman, nothing happens. Right? Alternate Endgame I don't have any expansions with different endgames (yet), but I've been thinking about putting a miniature at the Crown to be a final boss similar to what the expansions do.... something like 12/12 with 4 life. If I do this, and a character enters the Crown, does the entire battle happen in one turn? I would assume they would exchange attacks until either the boss or character lost all of their life. Or does only one attack happen per turn, and other characters have an opportunity to step in during the fight? I understand I can do whatever I want, I'm just wondering what the rules are for fighting a non-character enemy with more than one life. Looking forward to getting some expansions and enoying many happy years with the game.
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