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koboldz

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Posts posted by koboldz


  1. Why was the Mystic discarded? When first encountered the Mystic should be moved to the Village and not discarded. Of course there are other reasons cards get discarded; did this happen in your game? If so then I think your cursed friend had some tough luck


  2. So I'm not completely clear how to handle spaces with facedown remnant cards. When you land on the space, you turn up the card(s) and then choose whether you want to encounter that card or not? On the Ruins, you turn up both and you can choose one, both, or neither card?


  3. There's nothing preventing you to use other re-rolling effects after spending fate, or preventing you to spend fate after a re-roll of some other type.

     

    A very old example: the Sage from the Reaper expansion gets a free re-roll for movement, but if he's not satisfied with the re-roll he still has the option to pay a fate and re-roll once more. He just cannot spend more than 1 fate per die roll.

     

    Unfortunately I don't agree with Artaterxes with the interpretation of tie re-rolls. When resolving Lottery or Drunken Revelry, the tie re-roll is actually a re-roll. If you spent fate on the first attempt and the fate re-roll caused the tie, you just re-roll the tie. A character can pay a fate for the tie re-roll if he hasn't spent any fate on the roll.

     

    However, this is the classic borderline situation where the rules don't give safe solutions.

    I agree with Warlock. A "re-roll" (not exactly the best choice of words, IMO) is a roll just like any other. Take the case of the Drunken Revelry, and 2 (or more) players roll a 1. They each have the opportunity to pay light fight and roll again. If none chooses to, they make another roll to break the tie. This tie-breaking roll is subject to fate-spending, as with any roll that has not had a fate already used to change it. Where it gets a little hairier is when someone spent a fate to reroll his intial roll of 1, and got a 1 again, thereby initiating the tie-breaking roll. I, personally, would play that this tie-breaking roll would again be subject to fate-spending, either dark or light.


  4. The Harbinger will always move to your space whenever you draw an Event. So if he is in the Dungeon, and you are in the Highland, he will move to your space in the Highland if you draw an Event there. Landing on the Harbinger allows you to send him to any space you want, so you can force him to bother the other characters in some other Region of your choice. But once you draw an Event again, he'll move back to you, wherever you are.

     

    He only leaves the board once the top Omen is turned over, but even then, he'll be back next time someone draws an Event.

    yes I see this now. I must have just been too anxious to try the expansion out that I missed the part about moving the Harbinger to another space. I don't think it would have changed our game too much. We drew too many events and he was always on the move. 

     

    I'm not sure how I feel about this expansion yet. 2 of the 3 people I played with didn't care for it, but I think we just were unfortunate to continue to have to draw from the Harbinger deck. I think if I were to play Talisman often (which I don't get to do), I'd use this occasionally and not every time. 


  5. Artaterxes, you are not quite correct. If you land on the Harbinger, you send him back to his character card; in other words, off the board completely. You then roll a die for his character card, just like the Reaper and Werewolf cards. The Harbinger will reappear on the board when the next event is drawn. You don't get to send him wherever you want


  6. Personally I think the Conjurer has the most fantastic ability of moving cards to her space. That Fountain of Wisdom way over there on the other side of the board on the same space as a dragon....well it dries up over there and is now over here! That Unicorn that was ditched when someone became a toad....mine now! And likely on their next turn they can loot that Toadified spot again. I was about to write that this would be especially powerful when forced to draw from the Harbinger deck, but since Harbinger cards are not considered Adventure cards until they are on the board, she could not use her ability in this case. 


  7. I agree you have to adjust your playing style when using Harbinger. But there are so many Event cards that it's difficult to escape for long. I believe the Dungeon has the fewest Events but it's hard to survive in there early in the game. I don't think we took advantage of landing on the Harbinger and sending him off the board, but most of the time when we did, we advanced the Omen deck, and we never had an instance where we reversed the Omen order. So perhaps it was an anomaly, but I only get to play a couple times a year, sadly, so I don't get much chance to figure out the best strategy. 


  8. I played with Harbinger the first time last weekend. Seems like we were drawing from the Harbinger deck more than the Adventure deck. None of us was leveling up at all, except the Ascendant Divine, who probably only got one strength and one craft. We drew no Omen deck reversing cards so we were pretty over the game a few hours in and played to hasten the Apocalypse. One of our players had the card that let him win (Apocrypha?) when everyone else lost so at least there was some closure.

     

    Overall, the Harbinger deck kicked our butts and now the player who was the Ascendant refuses to ever play Harbinger again. It was cool to play with it to see it in action but it really does seem to change the game dramatically. 


  9. I disagree, Edriss. Turns don't simply "not happen." They are taken or missed, but they always happen. If you have to miss a turn, it is because you are under the influence of something; it is denying you a chance to move. Examples of missed turns: you get lost in the crags, you are caught in an avalanche, you are mesmerized by the Siren's song, you pass out in the Tavern. Think of these things as HAPPENING to you during your missed turn. You experience them, whether you are a toad or not. Time does not stop for you; you are recovering from whatever effect prevented you from acting and it definitely counts as one of your 3 turns.


  10. I agree with Warlock. I see turn defined as "opportunity to do something." If you miss a turn, you miss that opportunity. If doesn't mean you were frozen in time. Something happened to you to make you miss that opportunity. But it still counts as a turn, just a fruitless one.

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