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Hi Everyone
What do you all think of the Treasure cards
Do you like them or not?
I must say that they add a lot of fun to the game !
Something special that you get for defeating a lord at the end of a region board.
Feel free to talk about it if you want.

TREASURE CARDS
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Well, I have hardly seen them yet. It takes a lot to beat the LoD, and my group tends to go straight for the CoC, so none of us have drawn any Treasures yet. I have scanned the deck briefly, however, and they look great. I just wish it were easier to get a few of them into play.
Without signature
I have defeat the LOD wednesday.. ( only one time) and i drew the Bag of Holding.
It can come in handy at the crown, so that nobody can steal a object from you, that you really need to defeat that player.
Here is a picture of the 10 treasure cards.

I played today night. As a good advice, never ever mix the beer with Talisman. Ever! I was forced to choose one between Monk and Priest
Then, after I died, I got a Prophetess and won the game. Anyway, I like the Treasure Cards, however, as I mentioned somewhere, from my knowledge nothing except of Wand, Cloak and eventually Owl won't see the light.
Check Talisman Island!
All of the treasure cards are equally as powerful depending on the circumstances and the character you're playing. Even the talisman card can be gamewinning if you're going to be moved to the portal of power space. The bag of holding is great if you're playing against the thief character or someone that can steal your stuff. The elixir of life is powerful for evil characters since it is one of the few objects in the game that let's you repeatedly heal. If you botch your roll then just spend a fate to re-roll. If you're running low on fate then just drop by the graveyard. If I'm playing an evil character this is one of my first picks.
The Dungeon Master Is Always Right!
Dungeon Master said:
All of the treasure cards are equally as powerful depending on the circumstances and the character you're playing. Even the talisman card can be gamewinning if you're going to be moved to the portal of power space. The bag of holding is great if you're playing against the thief character or someone that can steal your stuff. The elixir of life is powerful for evil characters since it is one of the few objects in the game that let's you repeatedly heal. If you botch your roll then just spend a fate to re-roll. If you're running low on fate then just drop by the graveyard. If I'm playing an evil character this is one of my first picks.
Yeah you have a point.
With fate... the elixer can be pretty handy
Velhart said:
Dungeon Master said:
All of the treasure cards are equally as powerful depending on the circumstances and the character you're playing. Even the talisman card can be gamewinning if you're going to be moved to the portal of power space. The bag of holding is great if you're playing against the thief character or someone that can steal your stuff. The elixir of life is powerful for evil characters since it is one of the few objects in the game that let's you repeatedly heal. If you botch your roll then just spend a fate to re-roll. If you're running low on fate then just drop by the graveyard. If I'm playing an evil character this is one of my first picks.
Yeah you have a point.
With fate... the elixer can be pretty handy
Still, mostly useless. Elixer can kill its user if it will roll 2 on the die, so when You really will need it, You won't use it because of the risk. Not always its owner has a chance to go to the Graveyard to recover fate or Chaper to recover life. Better for example is Cloak which can teleport to the Fire Valley quickly.
Check Talisman Island!
In my opinion with fate (easy for Evil) Elixir could be very powerful and can also safe before Command Spell. Generally Trasure cards was ver good idea, they are usefull and give different possibilities to a Character - it force to think which one can give you adventage. Even Talisman is needed Treasure because when you do not have it and going out from Dungeon on PoP you should take it. But in fact many Treasures gives you chance to defence and I miss ones which make Command Spell or my attack more powerful (after which loser can not safe his life). I hope they appears in futhers expansions...
Croonos said:
In my opinion with fate (easy for Evil) Elixir could be very powerful and can also safe before Command Spell. Generally Trasure cards was ver good idea, they are usefull and give different possibilities to a Character - it force to think which one can give you adventage. Even Talisman is needed Treasure because when you do not have it and going out from Dungeon on PoP you should take it. But in fact many Treasures gives you chance to defence and I miss ones which make Command Spell or my attack more powerful (after which loser can not safe his life). I hope they appears in futhers expansions...
I think you must have a chance to defend yourself against the command spell, so it is not needed to make the command spell more powerful.
Fight it out on the Crown i tell you! 
Yes, I also like to fight on the Crown it is the most interesting part. But what to do when you are standing there and other Character is healing endlesly looking for some chances to get stronger because he is to weak to go on the CoC anf fight face to face? I think when we received so many powerful items to heal it is also needed to get some items to reinforce an attack. Optional rules have to be agreed before starting a play but when no one agree for that game sometimes looks deadlock. Standing on the Crown you can do nothing apart from casting Command Spell but it could be to week...
Croonos said:
Yes, I also like to fight on the Crown it is the most interesting part. But what to do when you are standing there and other Character is healing endlesly looking for some chances to get stronger because he is to weak to go on the CoC anf fight face to face? I think when we received so many powerful items to heal it is also needed to get some items to reinforce an attack. Optional rules have to be agreed before starting a play but when no one agree for that game sometimes looks deadlock. Standing on the Crown you can do nothing apart from casting Command Spell but it could be to week...
well, we have talk about that somewhere in a topic here on the forum.
If a character is only healing and will not try to make they character stronger or give it a try to go to the crown of command space while a other player is casting the command spell the whole time, then i think that the character who is still healing etc must give up !
Otherwise.. the game will never end.
A character can heal with the elixer of life the whole time if he has luck or go to the chapel or castle...
I can agree with you that he should give up but what to do if he do not want to and looking for his little chance to get stronger endlesly... That is why I think about some powerful items to make the Command Spell much stronger.
Croonos said:
I can agree with you that he should give up but what to do if he do not want to and looking for his little chance to get stronger endlesly... That is why I think about some powerful items to make the Command Spell much stronger.
You can try to give him the time for that, but the game will take longer than usual.. ( on a moment, you must end the game, otherwise you are playing for days, that will never end ! 
Croonos said:
... But what to do when you are standing there and other Character is healing endlesly looking for some chances to get stronger because he is to weak to go on the CoC anf fight face to face?
This^^^
Happened to us on our inagural game with the Dungeon. Wizard on Crown and the Gypsy got the Elixir of Life and would not give up (We allowed people to pick, per the rules as written. Maybe a mistake in hindsight). Used Fate to prevent the bad possibilities on the Elixir and kept trying to convince the Wizard to admit to a stalemate. Yes, the guy playing the Gypsy was being a jerk, but he insisted on playing on and on and on and on. Obnoxious. Left a bad taste in everyone's mouth. Our group now officially hates the Elixir of Life and looks down on anyone that picks it.
Wizard finally won, but the Gypsy still disputes the results.
Everything is better with ninjas!!!
Camshaft said:
Croonos said:
... But what to do when you are standing there and other Character is healing endlesly looking for some chances to get stronger because he is to weak to go on the CoC anf fight face to face?
This^^^
Happened to us on our inagural game with the Dungeon. Wizard on Crown and the Gypsy got the Elixir of Life and would not give up (We allowed people to pick, per the rules as written. Maybe a mistake in hindsight). Used Fate to prevent the bad possibilities on the Elixir and kept trying to convince the Wizard to admit to a stalemate. Yes, the guy playing the Gypsy was being a jerk, but he insisted on playing on and on and on and on. Obnoxious. Left a bad taste in everyone's mouth. Our group now officially hates the Elixir of Life and looks down on anyone that picks it.
Wizard finally won, but the Gypsy still disputes the results.
Is the elixir really all that different from armor? I've two players battle it out for endless turns and keep saving life from armor, and that item has been in the game ever since it was first printed and MUCH easier to get than the elixir!
The Dungeon Master Is Always Right!
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