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You are here: FFG Forums /  Board and Card Games /  Talisman

Talisman
Enter a mythic world of dragons and sorcery!
Moderator: ffgjafferFFGMarkGeckoThe Spaniard Topics: 1264 | Posts: 16295
[Possible Spoilers] Frostmarch Card Checklist
Published on 30 October 2009 - 05:19:33
Page 3 of 3 (34 messages) « First page... 2 3
Reply #31 | Published on 02 November 2009 - 09:31:23
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ameritrasher said:

I can see the appeal of having hidden objects but for me this would be a real nightmare. Sometimes it's hard enough to remember all the effects on my cards and keeping them turned down would make it even harder.

 

That is a worthwhile point and problem - with two exceptions.  First, you only really need to remember the ones you have readied when you get taken by surprise. Second, some other players have stated the same thing... when they are hauling around a mule train hoard! I have no sympathy for them.

And I too have occasionally forgotten a thing or two in my equipment. But that usually happens when I don't take the time, given opportunity by the rules, to double check. I couldn't pull out a different weapon when I get jumped. But if I saw someone close by at the end of my turn who had a severe advantage over me by Natural Strength or Craft and readied equipment and Followers, I certainly check by equipment.  I make sure I'm balanced between general readiness and the ability to deal with that other adventurer.

If I'm definitely going after someone on my next turn, or a face up Enemy, I sacrifice general readiness for readying exactly what's best to get my target.  Even in this, the reality of the game still has the god's eye view in knowing who is where. And there's still the potential of getting a nasty surprise myself, if like that Prophetess, my target might have something up his or her sleeve... or in that bag of carrying! 

That object, with our rules, is not more potent in mechanics, but it certainly makes others think twice.  A couple of times a low powered character has actually bluffed off a powerful one by placing three collected face down Adventure cards in the bag. Only later did we learn they were worthless in Battle or Psychic combat, but that special tactic was enough to keep the bullies at bay until that character absorbed a couple more Strength points.

And this approach is not for everyone. I don't think any of us using these house rules are advocating them for general use.  Even in my own group, we only use them when the gathering involves the hard core, long time Talismaners. When more than two newbies or young ones are in the mix, we pare down the house rules and play much closer the standard ones... with the except of using the True Fate system.

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Reply #32 | Published on 14 January 2010 - 04:56:14
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Is there in Frostmarch any cards which good or bad character can not have due to his Alignment? To sum up all the previous cards I think that there are better objects for the bad ones. Additionaly bad character can easily replenish fate which is difficult for good ones - there is no place on the board to do that. Life can be heal in many places - at least there is reason to spend a gold . I think that to balace it game needs some nice stuff for good characters. How Frostmarch refer to the Alignment? 

Without Signature
Reply #33 | Published on 14 January 2010 - 05:13:08

There is a "Grail"- Chalice of Shadow - for Evil Characters that is a water bottle and gives +1 to S.

Also, there is a Celestial Bauble for Good, which grants auto-win against any Enemy in psychic combat.

So, as for now, Bauble is useless and Evil still has easier to play.

Reply #34 | Published on 14 January 2010 - 05:24:46

There is a Chalice of Shadow for evil characters.

Celestial Bauble is for good characters

PS: It's a shame that FGG has not include the Neutral alignment yet ( except starting characters who begins with a neutral alignment) 

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