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Talisman
Enter a mythic world of dragons and sorcery!
Moderator: ffgjafferFFGMarkGeckoThe Spaniard Topics: 1264 | Posts: 16297
Talisman: The Blood Moon Expansion
by Velhart
Published on 02 March 2012 - 17:39:39
Page 19 of 20 (290 messages) « First page... 17 18 19 20 ...Last page »
Reply #271 | Published on 09 September 2012 - 18:42:48

 

I was looking at the Werewolf Chart again, and i am wondering what would happen if you roll 2 times a 2 on the chart. Does that mean that you need to roll for the third time, because it says that you must roll again.. ?:)

Reply #272 | Published on 09 September 2012 - 21:41:07
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That's how we interpret it.

 

I lost 3 three lives due to 3 consecutive rolls of "2", and then was killed when "attacked by a werewolf" at night. 

 

One encounter wiped my relatively healthy character out of the game!

Without Signature
Reply #273 | Published on 10 September 2012 - 04:06:40

Triple "A" said:

 

That's how we interpret it.

 

I lost 3 three lives due to 3 consecutive rolls of "2", and then was killed when "attacked by a werewolf" at night. 

 

One encounter wiped my relatively healthy character out of the game!

 

 

That´s interesting.

The werewolf is a dangerous foe on the board.

I wonder if most players will decide to go to a region board, if the werewolf and the reaper are together in the outer region.

I think it´s not safe anymore. Or do you still stay in the outer region, with those killers around you:)?

Reply #274 | Published on 10 September 2012 - 06:20:23
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We try to stay a safe distance away from the NPCs (especially when they are close together), which might encourage us to move into other boards / regions, but it's not the sole factor in determining where we go. 

Without Signature
Reply #275 | Published on 10 September 2012 - 08:24:06

Velhart said:

The werewolf is a dangerous foe on the board.

Very much disagree, it's just annoying and lame. Takes four rolls to kill you (if you have 4 Lives) vs just one from Reaper (even if you had 21 Lives). Worse, if you are Lycantrophy or have Wolfsbane, it becomes 1/3 or 1/2 chance of replenishing all Fate or healing all Lives. Which is just awful when you use the BL WW ending, if everyone ends up a Lycantrophy, the game will go on forever. Since you have to attack another character, but winning just makes them roll on the WW chart, they have a much higher chance of healing back to full than losing a single life, let alone all their lives in a row.

A dirty mind is its own reward.

Reply #276 | Published on 10 September 2012 - 09:55:33

Triple "A" said:

 

We try to stay a safe distance away from the NPCs (especially when they are close together), which might encourage us to move into other boards / regions, but it's not the sole factor in determining where we go. 

 

 

Thanks, i just wanted to hear that:)

Then the highland gets more action in the game.

I would do the same, especially when it is night, then you must stay away from the werewolf.

Reply #277 | Published on 10 September 2012 - 19:30:43
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 We mostly have a verbal agreement, since there is only two of us, to not send the NPCs at each other. So instead of going to the Dungeon or Highlands, we send the Werewolf there. He can wander the caverns to his heart's content. I will brave the dungeon, if he has went in pretty far.

The Reaper we send up to the middle level, if its the beginning and we 're still playing outer level.  

Usually by about mid-game we may move the Reaper back down or towards each other on whatever level. There is only been a couple of games where one of us landed the Reaper on each other and each time, the roll was 1…

Without Signature

Reply #278 | Published on 10 September 2012 - 21:52:00

0beron said:

 We mostly have a verbal agreement, since there is only two of us, to not send the NPCs at each other. So instead of going to the Dungeon or Highlands, we send the Werewolf there. He can wander the caverns to his heart's content. I will brave the dungeon, if he has went in pretty far.

The Reaper we send up to the middle level, if its the beginning and we 're still playing outer level.  

Usually by about mid-game we may move the Reaper back down or towards each other on whatever level. There is only been a couple of games where one of us landed the Reaper on each other and each time, the roll was 1…

Uhhm, why even play with them if you hardly use them?

Without Signature

Reply #279 | Published on 10 September 2012 - 22:00:50

Dam said:

Velhart said:

 

The werewolf is a dangerous foe on the board.

 

 

Very much disagree, it's just annoying and lame. Takes four rolls to kill you (if you have 4 Lives) vs just one from Reaper (even if you had 21 Lives). Worse, if you are Lycantrophy or have Wolfsbane, it becomes 1/3 or 1/2 chance of replenishing all Fate or healing all Lives. Which is just awful when you use the BL WW ending, if everyone ends up a Lycantrophy, the game will go on forever. Since you have to attack another character, but winning just makes them roll on the WW chart, they have a much higher chance of healing back to full than losing a single life, let alone all their lives in a row.

 

In the BL WW-ending characters die if you win. End of story. And even if they didn't, you only have to roll on the WW-chart if it's nighttime. If your'e a lycantrophe and it's daytime there's nothing special going on and you act as normal.

But I agree with you that the WW-chart is less lethal than the GR-chart… 

Without Signature

Reply #280 | Published on 10 September 2012 - 22:12:56
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Nidhögg said:

 

 

Uhhm, why even play with them if you hardly use them?

I love and use everything else about Blood Moon. I may not love as much the Werewolf, but I do like his and the Reaper's random element. Which, in real time means, that either me or my co-player 'could' change our mind on the so called agreement… and have a time or two. But most of the other things, aspects, cards, characters, concepts, of Reaper and Blood Moon are worthy of being used always, so I don't really mind or notice the virtual lip service to them as NPCs. I guess it is contradictory, but thats the best I can do. They're interesting enough to keep in the game, and fear.

Without Signature

Reply #281 | Published on 11 September 2012 - 03:13:24

Nidhögg said:

In the BL WW-ending characters die if you win. End of story. And even if they didn't, you only have to roll on the WW-chart if it's nighttime. If your'e a lycantrophe and it's daytime there's nothing special going on and you act as normal.

But I agree with you that the WW-chart is less lethal than the GR-chart… 

True, but then, what's the point (Lyc + Day)? It's just like all the other fight endings up to that point, with the exception that it (like the Demon Lord) lacks an escape clause, making it a no-no for our random endings. Lycantrophy not being able to take lives off the character he attacks during the Night drags it out, since the character at the CoC can do very little about Day/Night himself, so the others will try to keep it Night to becomes Lycs themselves.

A dirty mind is its own reward.

Reply #282 | Published on 11 September 2012 - 04:52:46

Dam said:

Velhart said:

 

The werewolf is a dangerous foe on the board.

 

 

Very much disagree, it's just annoying and lame. Takes four rolls to kill you (if you have 4 Lives) vs just one from Reaper (even if you had 21 Lives). Worse, if you are Lycantrophy or have Wolfsbane, it becomes 1/3 or 1/2 chance of replenishing all Fate or healing all Lives. Which is just awful when you use the BL WW ending, if everyone ends up a Lycantrophy, the game will go on forever. Since you have to attack another character, but winning just makes them roll on the WW chart, they have a much higher chance of healing back to full than losing a single life, let alone all their lives in a row.

I think that the werewolf is dangerous enough in the beginning of the game.

50% of it´s abilities is dangerous for starting characters.

And he has better movement controls during the night by landing on characters than the reaper.

Getting wolfsbane from the 485 cards is not a easy task:)

Since we have the Dragon Tower, we don't use the other end bosses, so BL WW will not come into play..

 

 

Reply #283 | Published on 11 September 2012 - 06:28:35
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In our games, all Lycanthropes automatically lose 1 life every time Day Breaks, to increase the danger.

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Reply #284 | Published on 11 September 2012 - 06:48:07

Triple "A" said:

In our games, all Lycanthropes automatically lose 1 life every time Day Breaks, to increase the danger.

Then i am sure that you want to visit the enchantress or a witch to change into a toad, so that you can get rid of the lycanthropy card:)

Losing everytime a life when the sun comes up, is indeed dangerous:)

Reply #285 | Published on 11 September 2012 - 08:31:05
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In recognition of the greater danger, we have offset the "lose 1 Life a Daybreak" rule with another than allows a player to remove the Lycanthropy curse if they Heal 1 Life above their maximum (ie. you must have all your Lives, then Heal 1 more time to remove the curse).

Yes, we do love our House Rules.  But these were added to make the Werewolf more interesting and actually make it somewhat negative to become a Lycanthrope.

 

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