Demarki
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Posts posted by Demarki
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I am on the "Travel to the Cursed Glade" quest and my movement ends on the Cursed Glade, however there is a Vathrax Dragon Scale on the square and Vathrax is the Dragon King. What happens next?

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This is something that troubles me since I would like to see new cards being added to the core game without using the new day/night mechanic. That way we can have more variety in our core game in case we don't want (or don't like) using the new gameplay mechanic.
So are we expected to see a couple new Events, Strangers, Places and Enemy cards that won't use the day/night mechanic?

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After a thorough investigation the missing cards were found under the bed... I guess my issue is resolved.

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talismanamsilat said:
www.fantasyflightgames.com/edge_atencion.asp
Send to the Customer Service department and they will help you out!
Ell.
Thank you so much! I will do a detailed check first and send them an email.

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Greetings, I downloaded the complete list of components and from a check I did I realised that I am missing a couple cards (the Ancient Dragon and 2x Wyrmling from doing a first check). Is there a way to receive them if I contact the FFG customer support? I purchased the Dragon expansion from Amazon.co.uk on the 28/2/2012 and I can verify proof of purchase of course.
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Velhart said:
Demarki said:
Renegade
Good and evil characters must lose 1 gold and place it on this card. The first neutral character who visits the Renegade gains all of the gold placed on this card, then the Renegade departs to the discard pile.If we play the game with 4 player, do all good and evil characters lose 1 gold or only the one that draws the card? Also, if the card remains in the game and another player lands on it, does this happen again or is it only a 1 time thing?
Only good or evil characters who draw or land on the card lose 1 gold.
The card remains in the game.
So good or evil characters can still lose more gold if they land on it again.
The Ritual Master and the Redeemer works in the same way as the Renegade.
Then these cards are pretty boring, since they won't affect the game much and if a neutral character happens to draw it then pretty much nothing happens?
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Renegade
Good and evil characters must lose 1 gold and place it on this card. The first neutral character who visits the Renegade gains all of the gold placed on this card, then the Renegade departs to the discard pile.If we play the game with 4 player, do all good and evil characters lose 1 gold or only the one that draws the card? Also, if the card remains in the game and another player lands on it, does this happen again or is it only a 1 time thing?
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1) I was wondering since you can pray at the Idol with the same result as the Temple, does it count like praying at the temple?
2) The same question regarding Necropolis and the Graveyard, if I have the Profane Relic for example and I visit the Necropolis, do I get to replenish my life as well since it works similar to the Graveyard?
3) One last question I just remembered, if I have the Defender of Justice as a follower and another player attacks me, does he take the follower immediatelly so he will receive the +1 strength against me or does he get him after the battle is resolved?
Add 1 to your Strength during battle.
The Defender of Justice will join another character if he encounters you, unless you evade the character. -
Maze
The Maze will remain here for the rest of the game. Whenever you land here, if your Craft is less than 5, you must miss one turn.
and
Marsh
The Marsh will remain here for the rest of the game. Whenever you land here, if your Strength is less than 5 you must miss one turn.
I am wondering what the purpose of those 2 cards is and I'm also kinda unsure how they work. If the player who draws one of them has craft/strenght of less than 5, does he miss his next turn or does his current turn end here? Since those cards are places and have an encounter number of 6 there is not much you can do after interracting with them anyway so do you always lose your next turn after landing on them?
If all they do is to waste your next turn, not to mention the turn you have already wasted drawing or landing on them, is there any point in using those cards? They add nothing to the game except for wasting everyones time and they aren't any fun for anyone.
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Tom O' Bedlam said:
The Cell space on the Dungeon Board says: "Lose 1 Follower. You must leave one of your Followers in the Cell. If there are any Followers already here, you may take one of them with you."
Now do you always leave a Follower on the Cell space no matter what or only when it's empty? The way it reads it seems like you have to leave a Follower every time you land on the space but can also take one if there's any already there. So which is it?
This is actually a good question and I would love an official answer to this, however I assume that in case the cell is not empty and there is a follower placed on it, then you don't leave another follower, instead you may take one of them with you.

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I have another question, this time regarding the Outlaw stranger:
This Outlaw steals from the rich and gives to the poor. If you have any gold, he takes 1 gold. If you have no gold, he gives you 1 gold. He then escapes to the discard pile.
First of all, if this was an event card it would be less confusing since it would be common sense that as soon as his effect is resolved you would have to discard the card. However this card is a Stranger and Strangers tend to stay on the board until the criteria are met so I am wondering if we should discard the card in both cases where the player who draws it has gold or not, or if he stays in the game until he provides gold to a player.
If he is discarded right after resolving his effect why isn't it an event card?
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Thank you for the reply. I have another question regarding one item:
Staff of Mastery
No good character may have the Staff of Mastery.
You may enslave one Enemy you encounter instead of attacking it. The Enemy adds its Strength to yours for one battle (you choose when), and then the Staff of Mastery and the Enemy disintegrate to the discard pile.I assume that you cannot enslave a Craft enemy and it only works against Strenght enemies? Is there an equivalent item in the game that can enslave Craft enemies?
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Tom O' Bedlam said:
The rules say you have to complete a Warlock Quest immediately, if possible, but I was never sure what to do if you already had the requirements. If, for example, you have to deliver 2 Gold and you have 2 Gold on you do you hand over that 2 Gold or do you have to find two more Gold elsewhere in order to complete the quest?
The original rule would be to automatically complete the quest as soon as you meet the criteria, however we prefer to complete them when we choose to instead of being forced and we found that it works a lot better for us.
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1) Do the Bags of Gold count towards the 4 object limit? For example, I already had 4 items and I draw a Bag of Gold. Do I have to drop one of my items in order to loot it and then exchange it for 1 Gold or do I get to do it even though I already have 4 items?
2) The Holy Lance states "Add 3 to your Strength during battle against Dragons." Does this count when facing Dragonic Lords from the Dragon expansion or just against enemy cards that have the word "Dragon"?
3) At the end of my turn I have a 10 Strength trophy and a 4 Strength trophy, am I allowed to trade them both at the same time for 2 Strength counters or do I have to do it one at a time, meaning that any trophies of Strength/Craft of 7 or above is of same value.
4) Can the Thief character take an item from a character that he just landed on and then interact with the square as well, or does he have to attack him after stealing the item?
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Velhart said:
Curse by hag is more annoying. You lose all your followers. and you must land on the village to get rid of it.
Poltergeist is not so annoying anymore, since it has been ruled that you can also get rid of it if you cross the small river in the city or village in the outer region.
Thanks for the tip, I would have never guessed that you can get rid of him by crossing one of the small bridges as well. The Hag will get the boot after all since he doesn't add anything to the game, instead he makes the person who draw him miserable, especially in end game.
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I really can't decide which of the above is more annoying than the other. Cursed by a Hag has the potential to ruin your game if you draw him mid to late game in case you have valuable followers that boost your stats, however if you draw the Poltergeist early game it can slow you down since it takes some time to be ready to enter the middle region. I can't decide which of the above would be the most annoying follower, if you were to keep one of the above which one would you keep and why?
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Arcane Archive
The Archive will remain here for the rest of the game. You may either discard any number of Spells you have and gain 1 gold for each, or buy 1 Spell for 1 gold, if your Craft allows. You may only buy 1 Spell per visit.
What happens if a character that can replenish Spells lands on a square with that card? Let take the Sprite for example that has the ability "During the game, you always have at least 2 Spells. (Whenever casting a Spell reduces your total to less than 2, draw another Spell immediately to replace it). "
Let's say that I choose to sell my current 2 spells, do I get 2 new ones immediatelly? If yes, can I choose to sell them again for another 2 gold or is there a rule that doesn't allow me to keep selling spells during the same turn?
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Velhart said:
Demarki said:
Just being curious, I am taking the Craft route and yet I roll an 11 + 4 Dragon Scales = 15 Strenght Dragon, even harder than the end boss. So I have zero chance of killing him since my strength was at 9 at that time and again, this was the reason I selected the Craft route in the Inner Region since I had 13 Craft.
So as expected I lost the battle, but what will happen during my next turn? Will the Dragon keep his stats or do I get to roll for his stats again?
He keep his statistics, and you must fight the same Hydra Dragon again.
It's the same as the werewolf from the normal inner region.
Then I have to level both my Strength and Craft if I decide to go Craft route else it's pretty much game over. If that's the case then it's seriously flawed. It's not fair having to fight a 2d6 + Scales Strength Dragon on the Craft patch compared to the 4 + Scales Hatchlings on the Strength path.
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Just being curious, I am taking the Craft route and yet I roll an 11 + 4 Dragon Scales = 15 Strenght Dragon, even harder than the end boss. So I have zero chance of killing him since my strength was at 9 at that time and again, this was the reason I selected the Craft route in the Inner Region since I had 13 Craft.
So as expected I lost the battle, but what will happen during my next turn? Will the Dragon keep his stats or do I get to roll for his stats again?
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EmperorZoltan said:
thanks very much, appreciate the clarification.
Couple of other questions I had during discussion with some mates:
1) players can change the direction they move every turn after the roll, correct? They do not have to state a direction and then roll and are stuck with the result?
2) Players can roll and move up to the middle region via the sentinel and continue their move in the middle region. Can the same be done with the portal of power or does that need to be directly landed on?
3) What happens if a player loses their talisman whilst on the crown of command?
4) Can players discard spells they do not want as they wish? Can they "fire" the spell if conditions for it's use are not meant? For example can a player cast counterspell if noone else is casting a spell.
5) If a player lands on the town which is currently occupied by another player, does the rolling player get to both initiate combat and deal with his choice of a place to visit? Which happens first? If he fails / stalemates the combat does this prevent him from performing the town action?
1) First they roll and then they decide in which direction to move.
2) In order to enter the Inner Region your movement has to allow you to go past the Portal of Power. If your movement ends on the Portal then you Draw 1 card as the square states but you cannot enter yet.
3) Nothing, since you only need the Talisman in order to enter the Valley of Fire, after that it's pretty much useless.
4) Nope, you must be able to use the spell and have a valid target else you need to keep it until such an opportunity arises.
5) You always have to choose whether you wish to encounter the square OR the player - not both.
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Sword of Truth
No evil character may have the Sword of Truth.
Add 1 to your Strength during battle.
If your attack roll is lower than your opponent’s attack roll, you may change your attack roll into a 6 result.I was wondering if I could use it during Psychic Combat, I don't care about the bonus to my Strenght but I obviously the second ability would be very helpful in Psychic Combat.
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A good tip on how to reduce the volume of the Adventure deck is to remove duplicate cards (except for enemies for obvious reasons) and also remove items that can be purchased from the Market/Stables/Blacksmith such as basic Armor and Weapons, Water Bottles, Mules etc
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SolennelBern said:
Don't trim!!!!!!!!!!!
We played over 30 games since I bought the game and have all expansions. Even now we see cards we never encountered in past games and it's really cool and refreshing!
Trimming would attenuate the flavor of this game IMO.
I got over 350 Adventure cards with less than 100 creatures (many of them being of str/craft of 1) so some trimming is necessary in order to keep the enemy percentage to around 35-40%. Not to mention there are dozens of cards that add nothing to the game except for slowing it down and make it tedious to play such as the Maze, Ekor, Dungeon doors etc.
My goal is to have a 180 adventure card deck and so far I am using 70 enemies, 40 items, 20 followers and 50 places/strangers/events all of them being interesting cards and I find my gaming experience a lot more pleasant instead of using a 350 card deck with every single card included.
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Hi there!
After purchasing all 6 expansions I feel forced to trim the adventure deck since it's not really practical to use a 350+ cards. So I am trying to decide which cards to keep and which to get rid of, my goal is to end up with a 150-160 card adventure deck.
I have removed all enemies of Strength and Craft of 1 for start, as well as many annoying cards that no one wants to see and slow the game down such as the Ekor, Poltergeist, Leper, Centaur etc. I have also removed all Talismans from the adventure deck because it feels cheap to find a Talisman lying around but kept alternative ways to obtain one such as the Casket, Hermit and the Tomb.
1) Now what do you think of high risk/high reward cards such as the Cave or the Tomb which I mentioned above? Do you believe that they add to the game or are they just too random for players to consider encountering them?
2) How about the place cards where you put 4 craft/strength/life/fate/gold tokens on them and every time a character interacts with the square can take one token, do you guys think that these are cards that make the game more interesting or do they make the game too easy since it's free stats lying around for everyone to pick up?
3) Regarding the Academy card, I have been debating whether this is even worth including since spending 3 Gold and losing a turn for one point in Strength/Craft just feels too much, compared to the pool cards which I mentioned above where you put 4 tokens and can improve your stats for free. Does the Academy feel like a rewarding card or just plain tedious and slow?
I will add more questions later since I would like to see what your opinions are about improving the game and what cards could be classified as "fun" and interesting compared to tedious and cards people would avoid using.

Talisman: The Highland reprint 19/4/2012 - What does this mean?
in Talisman
Posted
I was checking the upcoming board games and I saw this, any idea what it means?
Talisman: The Highland
4/19/2012
This is a reprint! April 2012
Does it have to do with the quality of the Highland expansion, since it was the only expansion which cards were of lesser quality, all of them washed out and faded colors compared to all other expansions. I originally wanted to give FFG a call and ask the reason behind the bad print quality of this expansion since there is a big difference in color and brightness compared to other expansions, but I didn't contact them after all.
Any reason why the printed cards were of such low quality and does this reprint fix this issue?