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mrvankil

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  1. It seems that Relic was FFG's response to the Timescape expansion from Talisman. Timescape was wanted by many fans but since it wasn't of the fantasy genre it seemed out of place. The answer was to create a new Talisman-like game similar to Timescape but within the warhammer 40k universe. However, since it was a new creation, FFG was not constrained by traditions of game mechanics like they were with Talisman. As a result we get a game which has the full FFG treatment of how to make a kick-ass game. They were able to do the game properly as to how they think would make it good. A game mechanic like having three different decks to draw from and the spaces telling you which ones from each, make each space interesting, as in Talisman every space pretty much ends up being the same and serves no purpose. There are other improved changes as well. Once Relic gets as many expansions as Talisman currently has, it will truly be epic and more fun to play than Talisman itself (Although I think Relic already is more fun).
  2. The reaper is bullshiit. Someone can just send his ass to you and then when you roll they can misfortune your roll and guess what you are killed. you can do nothing to stop it. what a fcuking great idea.
  3. So ever since the City expansion came out I always wondered about playing the merchant and just running a trade route like a caravan, I just never got the opportunity. The plan is you go into the city as soon as you can and buy a riding horse and every cheap magic item you can like scrolls. You save one gold. You then leave by way of the port and pay one gold and next turn go to the village on the corner end of the main board. You then sell all your magic items for three gold each. Then you go back to the city and with this increased amount of gold buy even more magic items and a horse and cart and port to the village. Rinse and repeat. Somewhere around third of fourth trip you start buying spellbooks or flails or warhorses or what-have you. Someone should try this and tell me how it went.
  4. Every time I see someone's talisman setup I notice that they do not play with the Dragon expansion. Does everybody hate this expansion except me?
  5. even though the "potions" are NOT the same thing as city potions, the alchemist can still get uber gold simply by BUYING the city potions for one gold each and then alchemizing them into three gold. Rinse and repeat. This would mean he can buy a wanted poster, three potions, the spell scrolls, and the magic emporium items that cost only two gold. This is REALLY BROKEN and you might want to house rule it with something like: if anyone alchemizes an item it is removed from the game or some other rule. On a side note, if you do not house rule it then it still takes a long time for the Alchemist to keep lapping around the city just to get gold to buy the best items but it still wastes a lot of his time that could be spent adventuring. So it is your call.
  6. yes you can. Pouring a drink is not encountering the character it is LANDING on a character. This also works for the Thief and others where the card says, "lands on". You can pour someone a drink and then attack them if you want. The Thief can land on a character steal an item and then encounter them, win the encounter and then take another item.
  7. We play with a friend who was caught cheating and taking the scribe when we weren't looking. He also had a spell book and two spells one of which was shatter. We all quit because we now had no way to win the game since he could shatter any talisman we got rest of game. He also was playing the bounty hunter and had a combo where he could make any combat a standoff and hence win. I house ruled the scribe to require one gold to use. He got the quest reward where you always have one gold if you have none at the start of your turn (probably cheated there too). I have since house ruled the scribe to REQUIRE TWO GOLD TO USE.
  8. I always played where if a character had the amulet they would not be affected by spells and neither would any of their objects or followers. But in my last game a player brought up the argument that it would only stop spells from affecting the character and not his objects so he should be able to shatter my Amulet. What is the official ruling on this?
  9. I used to separate the huge deck into two decks which were evenly distributed with similar cards and at the start of the game we would just grab one of them. I started using a house rule where I actually created an outer region deck and an middle region deck. They are similar except all creatures in the outer region are str/craft 4 or less and ones in the other deck are str/craft 4 or higher. I did this because then if you have a low level character you can travel the outer region without getting killed early and because I noticed that since all the side board expansions, nobody was going into the middle region unless they were going straight for the portal of power. Now the middle region is a viable place to fight and level up. In order to keep them straight, however I had to place a mark on the face of the middle region cards with a sharpie marker (gasp).
  10. mrvankil

    House rules

    We made a houserule before we even played our first game! After punching out the chits I noticed one that was a proof of purchase. I thought this was so cool I had to put it in the game somehow. So the proof of purchase token is on the healing corner in outer tier. If you land there you may buy it for one influence instead of encountering the other text on the space. If you use it it returns back to that space. If you enter the inner tier it is immediately removed from your character and placed back on that space. You may use the proof of purchase to reroll one die just like fate in Talisman.
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