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Read the FAQ!
Ell.
Elliott Eastoe
www.ukgamesexpo.co.uk/bookevents.php
Talisman at UK Games Expo 25th-27th May
dl.dropbox.com/u/9409455/Mephisto%20Character%20Cards%20Revised%20Edition.pdf
Mephisto Character Cards (English Revised Edition)
I have seen several posts reference an FAQ - the only one I can find on the site only goes up to Dragon though, is there an FAQ I'm overlooking? Could someone please link it or tell me where I can find it? We're going to be playing in a few hours…
Croonos said:
The Raft is discarded "whether you cross or not", "as you cannot carry it with you". That last part of the text doesn't mean that you cannot take a Raft and put it in your inventory (in fact, you must take it to use it). In game terms, turning it into an automated Follower doesn't justify you taking the Raft around and ignoring the instruction to discard it in any case.
I admit yours is an interesting observation. A self-moving Raft should be able to follow the Tinkerer, outside the game mechanics.
A wizard is never too late. Nor is he early. He arrives precisely when he means to.
veryangrydwarf said:
I have seen several posts reference an FAQ - the only one I can find on the site only goes up to Dragon though, is there an FAQ I'm overlooking? Could someone please link it or tell me where I can find it? We're going to be playing in a few hours…
Well, that's the right FAQ. It needs reading…
However, on page 2:
Cards That Become Followers
Some cards and special abilities allow characters to take cards
as Followers even if the card type is not actually listed as a
Follower. For example, the Minstrel’s special ability allows
him to charm Animals into joining him as Followers. A character
that has these Followers in his play area treats them
as normal Followers in all regards, except he cannot choose
to ditch them. If another character has an ability that affects
Followers, he cannot target a card that has become a Follower.
Example: A character cannot cast Mesmerism to take one of
the Minstrel’s charmed Animals because it is only considered
a Follower to the Minstrel.
If a character is forced to ditch or leave a card that has become
a Follower (such as the Cell space in the Dungeon, getting
turned into a Toad, or because the character is killed), the
Follower must be discarded instead.
Apply this to the Tinkerer's "animated Followers" and hopefully you'll get my point.
A wizard is never too late. Nor is he early. He arrives precisely when he means to.
The_Warlock said:
veryangrydwarf said:
I have seen several posts reference an FAQ - the only one I can find on the site only goes up to Dragon though, is there an FAQ I'm overlooking? Could someone please link it or tell me where I can find it? We're going to be playing in a few hours…
Well, that's the right FAQ. It needs reading…
However, on page 2:
Cards That Become Followers
Some cards and special abilities allow characters to take cards
as Followers even if the card type is not actually listed as a
Follower. For example, the Minstrel’s special ability allows
him to charm Animals into joining him as Followers. A character
that has these Followers in his play area treats them
as normal Followers in all regards, except he cannot choose
to ditch them. If another character has an ability that affects
Followers, he cannot target a card that has become a Follower.
Example: A character cannot cast Mesmerism to take one of
the Minstrel’s charmed Animals because it is only considered
a Follower to the Minstrel.
If a character is forced to ditch or leave a card that has become
a Follower (such as the Cell space in the Dungeon, getting
turned into a Toad, or because the character is killed), the
Follower must be discarded instead.
Apply this to the Tinkerer's "animated Followers" and hopefully you'll get my point.
Consider myself RTFM'd. Makes the Tinkerer a high powered character then in later game. Expect to be hunted down and killed off early if you play this chap.
Without signature
Hmmm….interesting. The bounty hunter's powers are straightforward and clear; the Tinkerer, though, I will have to play a couple of times to see if he's worth it. Not quite sure I would care to play him yet. Has potential, but seems like it's missing something…
As to the elementalist…pretty versatile, particularly in the early game. But what does that power have to do with elementalism???
I'm guessing there are a lot of elementals in the City cards, or that last power is pretty useless.
Man is most nearly himself when he achieves the seriousness of a child at play.
Heraclitus
BanthaFodder said:
Consider myself RTFM'd. Makes the Tinkerer a high powered character then in later game. Expect to be hunted down and killed off early if you play this chap.
In terms of trying to take Talismans from him, you mean? Why does the power level depend on game progress? You can still only use one weapon at a time, and anyone with a mule can have a bunch of rings and things.
Man is most nearly himself when he achieves the seriousness of a child at play.
Heraclitus
Zozimus said:
BanthaFodder said:
Consider myself RTFM'd. Makes the Tinkerer a high powered character then in later game. Expect to be hunted down and killed off early if you play this chap.
In terms of trying to take Talismans from him, you mean? Why does the power level depend on game progress? You can still only use one weapon at a time, and anyone with a mule can have a bunch of rings and things.
I think you are forgetting his power to ditch an animated follower in favor of redrawing new cards on spaces, a skill useful all the way to the end game. Plus, having a mule to carry extra items vs. not needing it is clearly a disadvantage as the mule can be killed, stolen, etc. The Tinkerer strikes me as incredibly powerful, and I'm eager to check him out in a game.
You can't choose to ditch cards that become followers. If force to ditch you must discard instead.
Without Signature
Uvatha said:
You can't choose to ditch cards that become followers. If force to ditch you must discard instead.
Then the Tinkerer is smoked if he lands on the Icebridge ;)
Without Signature
It is true that the Tinkerer may not ditch automated Followers to cross the Ice Bridge (normal Followers he can).
However the Tinkerer may discard automated Followers to replace cards on a space as per his ability (this is not ditching).
Ell.
Elliott Eastoe
www.ukgamesexpo.co.uk/bookevents.php
Talisman at UK Games Expo 25th-27th May
dl.dropbox.com/u/9409455/Mephisto%20Character%20Cards%20Revised%20Edition.pdf
Mephisto Character Cards (English Revised Edition)
What if tinkerer got his hands on all 4 talismans and automated them. Isn't it game over right there?
Everything you do, think, or say,
is in the pill you took today.
Bludgeon said:
What if tinkerer got his hands on all 4 talismans and automated them. Isn't it game over right there?
No, there are Talismans in the Adventure deck too.
Without Signature
I forgot about the regular Adventure deck, but there is also a Talisman in the Dungeon, if you pick it after defeating the end-boss, and there is also a Talisman in the Highlands, which you get after a good roll when encountering the Eagle's Nest or some such card, I believe.
I imagine there will be one available in the City, somehow, based on Encounter.
That means there are at least 6 or 7 Talismans.
Without Signature
I thought there only was 4 talismans (the special talisman-cards), and all rewards and cards with talisman was just a way to get one of the four (exchanging found talisman-adventur card to a "real" talisman card). But if the all was taken (as with gold and equipment) you can't get one.
Is this wrong, and the real deal is that these four are just for all text-based (gain a talisman if aviable) but talismans that can be found and has it's own card are also a talisman?
Without Signature
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