Had this sitiuation last game
space was middle region space above sential, had(green dragon card) spell caller stranger, the spell caller will remain here for remainder of game, you may may take the top spell from the discard pile ifyour Craft allows,
also on this space , Warlock's apprentice, Stranger, if you do not have a Warlock Quest, you may accept one. If you already have a warlocks quest you may take another turn after this one.
also on this space green dragon card, sprite dragon stranger, draw 4 spells and place them face up when revealed, once per visit you may take a spell of your choice from this card (temporal warp was one of the drawn spells)
oasis space middle region had adventure card madcap stranger , the madcap will remain here for rest of the game, roll 1 die and chage to that alignment. if you change into the same alignment you may take another turn.
and last card on this space was ido, pray with the same results as temple.
Dragon rider, may add three to dice roll, for movement
riding horse, may use two dice for movement
distance between spaces is either 7 one direction or 9 other direction
first turn cast temporal vortex(2 sucsessive turns), land on hills visit warlocks apprentice, get another turn(now 3), visit spell caller, get temporal vortex back (2 turns spare)
turn 2 (1 spare turn remaining) at start of turn cast temporal vortx, (3 spare turns remaining) roll 6 add 1 to movement land oasis, visit madcap, roll 3 change to neutral with druid staff, gain anouther turn (now 4) pray at idol,
turn 3 (3 spare) roll 8 use +1 to make 9, land on hills, visit green scale kill draqon, visit spell caller, get temporal vortex, visit warlocks apprentise get free turn 4 spare
turn 4 (3spare) cast temporal vortex, (5 spare), ect you get the picture, had about 30 turns before we called the game over as it was possible to continue on indefinitly