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Looks like The Sacred Pool just got a bit unnecessary. I mean a Stable deck in the City, plus Neutral alignment cards…
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Nidhögg said:
Looks like The Sacred Pool just got a bit unnecessary. I mean a Stable deck in the City, plus Neutral alignment cards…
I wouldn't necessarily say unnecessary. ;)
Sacred Pool adds other benefits, like Quest Reward Cards and additonal characters (among other things). Now, if The City was out and I didn't already have The Sacred Pool, would I buy The City first? Absolutely!
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I am glad that FFG made the opportunity that characters can become neutral in the city.
Nidhögg said:
Looks like The Sacred Pool just got a bit unnecessary. I mean a Stable deck in the City, plus Neutral alignment cards…
The Stable decks from sacred Pool can only be encountered if you draw the stable adventure cards.
With the City, you can always go to the stable.
Well maybe they should not include those stable cards in the sacred Pool expansion, but FFG has choose to do that.
Both expansions need the neutral alignment cards.
Velhart said:
I am glad that FFG made the opportunity that characters can become neutral in the city.
It just hit me that there's very little chance to turn Evil in the game.
I think there's an errata for the Village that rolling a 1 at the Mystic will turn you Evil(saw this in the PC version as well).But other than Mephistopheles, and cards like Pantheon there's no chance to turn Evil. I think there's a Quest reward that can change your opponent's alignment as well, and a spell(though it's only temporary), but nothing on board, in the FFG version, at least.
Turning evil can also be pretty penalising, since there are very little unique benefits to being Evil, that a Neutral character can't enjoy as well.
I think we're going to implement the Village errata for our games.
zealot12 said:
To be honest, that applies to the "Good" alignment as well, perhaps to an even greater degree. The "Neutral" alignment is simply the generally best alignment to be.
zealot12 said:
Velhart said:
I am glad that FFG made the opportunity that characters can become neutral in the city.
It just hit me that there's very little chance to turn Evil in the game.
I think there's an errata for the Village that rolling a 1 at the Mystic will turn you Evil(saw this in the PC version as well).But other than Mephistopheles, and cards like Pantheon there's no chance to turn Evil. I think there's a Quest reward that can change your opponent's alignment as well, and a spell(though it's only temporary), but nothing on board, in the FFG version, at least.
Turning evil can also be pretty penalising, since there are very little unique benefits to being Evil, that a Neutral character can't enjoy as well.
I think we're going to implement the Village errata for our games.
Well, you can simply turn to evil at the rogue´s guild now. or to good or neutral,
With the city, you don´t have to visit the mystic anymore.
This is great!
zealot12 said:
Velhart said:
I am glad that FFG made the opportunity that characters can become neutral in the city.
It just hit me that there's very little chance to turn Evil in the game.
I think there's an errata for the Village that rolling a 1 at the Mystic will turn you Evil(saw this in the PC version as well).But other than Mephistopheles, and cards like Pantheon there's no chance to turn Evil. I think there's a Quest reward that can change your opponent's alignment as well, and a spell(though it's only temporary), but nothing on board, in the FFG version, at least.
Turning evil can also be pretty penalising, since there are very little unique benefits to being Evil, that a Neutral character can't enjoy as well.
I think we're going to implement the Village errata for our games.
Errata? On my board from FFG you become evil on a roll off 1. So there is no way less opportunities to turn evil than turning to any other alignment…
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Haha, this is so strange. I just took a closer look at the text on the Village space, and rolling 1 does indeed turn you evil.Color me surpised.
Could it be that my previous board had the 1-3 Ignored result? I could've sworn it was that, or maybe I'm drawing false cross-references from the 2nd edition.
I had my 4th edition game board replaced once by FFG due to ripping(improper folding or some such caused it), and I'm almost certain the text for the 1 result at the Mystic was different.
Weird, but thanks for bringing it to my attention.
zealot12 said:
Haha, this is so strange. I just took a closer look at the text on the Village space, and rolling 1 does indeed turn you evil.Color me surpised.
Could it be that my previous board had the 1-3 Ignored result? I could've sworn it was that, or maybe I'm drawing false cross-references from the 2nd edition.
I had my 4th edition game board replaced once by FFG due to ripping(improper folding or some such caused it), and I'm almost certain the text for the 1 result at the Mystic was different.
Weird, but thanks for bringing it to my attention.
The 4th Edition board has the 1-3 ignored result, but the 4th Edition Revised board as the Evil result on a 1. Did you buy the original 4th Edition and upgraded it with the Revised upgrade pack?
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Nope.I had the Revised edition from the start. I just took out my ripped board(the one I played with previously, from the Revised edition as well )and it also has the Become evil text for a roll of 1 at the Mystic.
I guess we just didn't pay attention when playing. Having become so accustomed to the Village text layout of the the 2nd edition,(1-3=Ignored), we just assumed that it remained the same. Why, I don't know, since some things definitely changed from the 2nd edition, like the Graveyard space, and so on.
I saw that the Lost file Trading day is also included in the City expansion. This is nice :)
There is Talisman news!
Claim your bounties in the city
Hmm, i am not sure if i am gonna use the assassin guild ending.
I think that players will grab some wanted posters along the way during the game, so it´s not really needed, and with this ending,.. those wanted posters are free too..
I like the merchant guild ending better, but there are some problems with it.
1: if you lose all or a lot of your money, then you must start again with nothing. Getting 20 gold in the middle of the game is difficult.
2: Because you need 20 gold, you will probably not spent it to buy stuff in the city, unless you grab some wanted posters and find some more money quick.
But the postive thing about the merchant guild is that you must look for money, so highland will become more interesting..
I am wondering what the Thieves guild can do..
Hi Velhart, and Happy New Year!
Thanks for pointing out the news, I hadn't seen it yet and am getting excited.
I'm with you on this one and think these endings, at least two alternates, are not going to see a lot of use on my game table. Although I more often use alt endings than not, I have rarely used the Revealed Alt endings.
Having said that, the concepts for Bounties sounds Excellent! I'm excited with all the news of the City expansion and look forward to that purchase this new year.
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Nidhögg said:
Looks like The Sacred Pool just got a bit unnecessary. I mean a Stable deck in the City, plus Neutral alignment cards…
I think that depends on how much the Stable cards cost in the City. Personally I'd like to see them a little more expensive than those from the Livery Stable. At least then the Stable would be better, although there being a random chance of getting it. Also the Stable cards in the City may be different from those in the Sacred Pool. I don't believe we've seen either the City Stable space or any of the City Stable cards yet.
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