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Loudo

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  1. The Barbarian cannot have Spells Having Titania's Wand makes the Barbarian also have a Spell (you can't take Titania's Wand and not its Spell) ergo the Barbarian cannot have Titania's Wand. This is basic reasoning, I fail to see how your response addresses it.
  2. No, the Barbarian cannot take Titania's Wand, as that would amount to him having a Spell, which is forbidden by his ability. The fact that the Spell remains on Titania's Wand is irrelevant: by picking up the Titania's Wand, the Barbarian would have a Spell card. Much more straightforward and complication-free interpretation. Just like a good character isn't able to have the Runesword by storing it on a Bag of Carrying...
  3. > Strength 1 / Craft 5 alone makes this character nigh unplayable IMHO. I'm not surprised to learn that he died really quickly everytime you tried it. Notice that the other character with 1/5 starting values has an extremely powerful spellcycling ability + an ability to evade that helps her to mitigate somewhat her poor Strength. You character has nothing of the sort (unless we count potential a Sariour Potion shenaningans). > Regarding his second ability, notice that there are only 2 Counterspell spells in the Spell deck. And after these are cast, they move to the discard pile, rendering this ability useless (since the High Elf Archmage can only sort through the Spell deck, not the discard pile). Might I suggest a wording similar to my Hexer? https://community.fantasyflightgames.com/topic/129202-my-collection-of-custom-characters/?p=1370811 > It's not clear what the -4 Craft/Strength implies: can they go below their values? > What is base Strength? There is no base Strength in Talisman. If you meant Strength value it's even more confusing, since your character already has Strength value 1, so how can the Sariour Potion reduce it to 1? > The ability not to discard Spells is very powerful and potentially broken, as noted above. > Your character is potentially able to force a stalemate. Since the effect of the Potions lasts indefinitely until an Event is drawn, if there are only 2 chracters remaining (the High Elf Archmage + a character on the Crown of Command), the HEA can potentially use the Sariour Potion, enter the Inner Region, and proceed to go back and forth between the Plain of Peril and the next space. Since no Event cards can be drawn this way and since the HEA is immune to the Command Spell, this effectively creates an unwinnable stalemate. > -1 to all rolls for the rest of the game seems a too big penalty to me. A confusing penalty as well. Low rolls are not always bad. > It's not stated anywhere in the character cards that the Potions are one-use only. I'm assuming they are, but it's not stated.
  4. Not really, there are plenty of options in the middle of the City to get anywhere you want fast, if you have gold. Besides, the turns at the very beginning of the game tend to be meaningless more often than not, considering the Outer Region often makes you waste your turns and your stats are still too low to grind with any consistency or quickness. Actually Objects, PvP aside, tend to be pretty stable cards. There are relatively few cards or effects that force you to lose Objects. (*) (*) May be not true for the most recent expansions, can't comment on that. We strongly disagree then. No one is arguing you can't be unlucky and lose in this game. This isn't even worth mentioning. But the Alchemist, if played correctly, is almost guaranteed to win, unless he is extremely unlucky. He doesn't need to be lucky, he just needs not face those handful of cards/effects which tend to spell doom to any character anyway. (Or, by contrast, your opponents need to be really lucky.)
  5. But this is not an answer to the Alchemist, it is a (sort of) answer to a very specific Alchemist strategy (i.e., buying a lot of Warhorses). The Alchemist is a high Craft character who can easily buy Psychic Crystal(s), making him not weak to psychic combat whatsoever. Your strategy of buying all Warhorses and defeating the Lord of Darkness ASAP is not a bad strategy, but it's pretty much a win-or-lose-everything strategy. If it goes well, you've won the game superquickly, if it goes bad, you've probably fallen behind. But that does not mean that the Alchemist requires luck to win. You deliberately chose a strategy where you are relying on not being unlucky. There are many other ways to spend gold in the City, with different strategies that do not rely as much on luck. For the sake of the argument, let's assume average rolls for movement. The Alchemist starts on the City space, meaning it takes him 3 turns (8 spaces) to reach the Pharmacy (-3 gold +9 gold = +6 gold for alchemising 3 Potions). From there, it takes him another 1-2 turns (4 spaces) to reach the Magic Emporium (-3 gold + 9 gold = +6 gold for alchemising 3 Scrolls, plus -2 gold + 3 gold = +1 gold for alchemising 1 Psychic Crystal, plus -6 gold for the Spellbook). That means that by the 5th turn of the game, the Alchemist has 12 virtual gold plus a Spellbook (or 20 gold, if you don't buy a Spellbook, for example because another character is tailing you) (*). Frankly, unless you have a specific strategy, you don't even need to go around the City a second time, as all the interesting shops are ahead of you, and you should probably start grinding. Also worth noting that having X item from the very start of the game or later on is not the same thing. For example, a Flail from turn 6 means many more occasions to use it and gain more Strength, a Spellbook from turn 5 means you've had access to more Spells, etc. That's to say nothing of the fact that the Alchemist's easy access to gold gives him the option to prevent other characters from buying the items they need by depleting the shop deck. If the Leprechaun is full of gold, but the Alchemist in the meanwhile has already bought both Spellbooks or Flails, tough luck to him. Finally, there's also the small matter that converting Potions -> gold means you occasionally gain more than you bargained for. (*) Incidently, that is the equivalent of 3 Spellbooks, i.e. the Warlock's spellcycling ability. True, there are only 2 Spellbooks in the M.E., but considering the Warlock isn't spellcycling 3 Spells every single turn anyway and that the Alchemist has more options and abilities, the Alchemist still has an edge.
  6. Can anyone explain what this strategy for going against the Alchemist entails? So far, the only real example mentioned is "Hope to draw a Spell card that will magically solve all your issues" which is... seriously? You do realize that the Alchemist is a spellcaster, who can additionally buy the Spellbook from pretty much the start of the game, so any Spells you can name the Alchemist is just as likely, if not more likely, than other characters to draw (or an anti-magic protection Spell). Also, some examples are just wrong. Generosity is not great against the Alchemist, because the Alchemist has little reason to alchemize his Objects until he actually needs to spend gold (especially considering any Alchemist strategy revolves around collecting Trinkets) and Generosity can only be cast at the start of the turn. Using Spells to steal or discard his stuff... Ok, those are great against any character, the difference is that the Alchemist can simply buy them back with little to no effort (and can capitalize on them from the early game). The fact is that the Alchemist character card, unlike other "broken cards", can't be discarded because the Alchemist is pretty much immortal. Sure, focusing your attacks on him can still be a good strategy to make him waste his resources... But then the City comes into play, which gives him early access to Flail, Full Plate, Warhorse, and whatnot, making him harder than the Troll to defeat. Frankly, the most likely scenario in which I can picture the Alchemist losing is if he forgets that Talisman is still a race game and wastes too much time in the City, trying to buy absolutely everything.
  7. Fans of the Tome of Battle will love these. ;-) A few comments. BLADESINGER: I really like the last ability! KINETICIST: I'm not wild about this one, tbh. 8 auras seem a bit too many, especially when some are clearly superior to the others (for example, I can hardly imagine a situation where I wouldn't want flame or metal as my offensive aura). Also, even with the 50% chance to work, flame and metal seem too strong. Any other character has only 1/6 chance to encounter another character, and even then he needs to win a battle to take a reward. The Kineticist essentially has the ability to gain a reward from another character any other round. SAMURAI: I really like the mechanics, but I can't help but think that the character would be more faithful to the source material if he couldn't attack character with a higher station than himself. :-P YAMABUSHI: Tiger Claw seems a bit excessive IMHO. Especially considering the vast majority of characters have Strength 3 or 2, meaning Tiger Claw has a 50% or 67% chance to activate.
  8. Duly noted, I will change that. Thanks.
  9. Lol yeah, the idea is to keep the deck usable with the base game alone. Also, the Hearth Rune isn't a Trinket and the Elven Trinket is somewhat similar.
  10. I'm currently using the unrevealed cardback for alignment cards I found on Strange Eons as a cardback for the Patron deck, but I'm not really satisfied with it. I will probably work on something before the final release (possibly a mixture of all three alignment symbols). No, there are meant to be more than 1 copy of each shop cards. But you are right, I wasn't clear about that, sorry. Armoury: 2x Bastard Swords, 2x Rapiers, 2x Crossbows. Magic Emporium: 3x Amulet, 3x Magic Pouch, 2x Mage Armour. Purchase: 4x Daggers, 4x Warhammer, 1x Golem. Stables: 2x Ponies, 2x Pegasi, 2x Riding Direwolves. Wood Item: 3x Dowsing Rods, 3x Quarterstaves, 3x Bucklers, 3x Spears, 3x Elven Trinkets, 3x Seeds of Father Tree, 3x Darkwood Armour.
  11. This is the project for a new mini expansion, Gods & Merchants. The purpose of this expansion is adding new cards which can be "acquired" by the characters. This expansion adds: > New shop cards for the existing shop decks. I only added new cards to the shop decks where you can pick and choose what you buy, so that even if the printed custom cards look different from the official ones, it won't create any problem. > A new shop deck (the Wood Item deck), selling a variety of wooden items. This deck will be especially useful for players not playing with The City expansion, as it adds variety to the purchasable items without adding a new Region. > An entirely new mechanic: Patron cards, which represent the gods a character may worship. I would greatly appreciate any feedback (especially, but not limited to, the prices of each new shop card!). The Rules New Shop Cards This expansion introduces 3 new cards for each of the following shop decks: Armoury, Magic Emporium, Purchase, and Stables. They may be purchased at the following places for the following prices. Armoury Bastard Sword – 2G Rapier – 4G Crossbow – 5G Blacksmith (Village) Dagger – 1G Warhammer – 4G Golem – 5G Magic Emporium Amulet – 3G Magic Pouch – 4G Mage Armour – 5G Stables Pony – 3G Pegasus – 4G Riding Direwolf – 5G New card type: Mount Mounts are special Followers that appear in this expansion and are distinguished with a Mount keyword printed above the card's special ability. When playing with this expansions, the Riding Horse and the Warhorse cards must also be treated as Mounts. Mounts are treated in all respects like normal Followers, except that only one Mount may be used by a character per round. When a character uses one of his Mount cards, he may not use another until the start of his next turn. The same Mount card may be used as many times as the player wishes (unless otherwise indicated by the card itself). Wood Item Deck The Wood Item deck is an additional shop deck. No expansion is required to use the Wood Item deck in your game. The only exception is the Seed of Father Tree Object, which requires Terrain Cards from The Firelands expansion. Purchasing a Wood Item Cards from the Wood Item deck may be purchased at the Forest space, but only if a character did not roll a 1, 2, or 3 for the die roll required by the space. Purchasing Wood Item cards is the last action that must be performed on the Forest space: a character must first encounter any cards on the space and roll the die for the Forest (unless he is not required to do so). If a character rolls a 2 or 3 for the Forest, he must still miss his next turn (i.e. not being able to buy Wood Item cards does not count as missing a turn). Buying a Wood Item card is always optional; a character is not required to buy one even if he has gold to do so. Wood Item prices Dowsing Rod – 1G Quarterstaff – 1G Buckler – 2G Spear – 2G Elven Trinket – 3G Seed of Father Tree – 3G Darkwood Armour – 4G Patron Deck Acquiring and Losing a Patron Before praying, if a character has no Patron, he may take 1 available Patron card of his choice from the Patron deck. A character may have only one Patron card at any time. A character's alignment must match his Patron's. If a character changes alignment during the course of the game, he must immediately discard his Patron card. Patron cards are not considered Objects, Spells, or Followers. Therefore, they cannot be discarded, ditched, stolen, sold, or traded, unless an effect specifically refers to Patron cards. A discarded Patron card is returned to the bottom of the Patron deck and becomes available again. Optional rule: The Priest character begins the game with 1 Patron card of his choice. Effects A Patron card has two effects: 1. The character may not perform a certain action so long as he has a Patron. Every time he could or should perform the forbidden action described on his Patron card, the character must pray his patron instead. When praying your patron, you roll 2 dice and use the same results as at the Temple, with the following exceptions: On a roll of 2, 3, or 4, in addition to the normal effects, you must also discard your Patron card. On a roll of 5, there is no effect (you are not enslaved), but you may discard your Patron card. On a roll of 10, instead of gaining a Talisman, you gain the effect detailed on your Patron card. 2. The character gains a special ability that he may use every time he lands on a specific board space. He must still resolve the instructions on the space as normal.
  12. Really nice, I like them! (I see they are all religious themed characters, which I find hilarious considering what I'm about to post. )
  13. Thank you. You may use my real name: Federico Pozzi.
  14. Thank you for sharing, Silvio. :-)
  15. Thank you, glad you guys like it. :-) I'm sorry about that. If you like the Judge and you want to use it without the City expansion, I would suggest the following changes: -> Ignore the part about drawing cards from the City deck when you are on the same space as the Judge. -> When you roll a 1, Followers are simply discarded. If you have no Followers, you are transported to the City space and you have to treat it as if it were the Jail: 1-2) fail to escape and lose 1 life; 3-4) fail to escape; 5-6) you escape, roll for your movement. -> When you roll a 4, discard 1 gold. If you can't, miss a turn.
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