City Rules Questions

By Artaterxes, in Talisman Rules Questions

1. When the Reaper moves in the City, can he move in any direction? What about Werewolf?

2. Do cards which move clockwise or counterclockwise (eg Pied Piper) loop the City or leave the City gates and go to Outer Region?

3. What is the Spy's start space for the purposes of cards like Hearth Rune?

4a. What happens if you roll a 5 or 6 on the Tavern Chart in another Region? (eg Six Fates Inn, City).

4b. What happens if you roll a 5 or 6 on the Tavern Chart and then get teleported to another Region? (eg Carnival, then Magic Portal teleports you to Plain of Peril).

5. Can Wanted Posters be displaced onto the Town Square, or via displacement spell, etc? (Assuming yes since they are objects...) If so do you pick them up for free when you land on them? Do you automatically replace the Wanted Poster with a new one?

Thanks!

1: Both the Reaper and Werewolf move as characters with only 2 exceptions which have nothing to do with moving against region direction.

2: I would say "no" if in the city it has to contunue to loop the city.

3: He's Starting Space he started the game in.

4a: You still follow the rules as if you are in the city "unless stated otherwise on card"

4b: Same as above it says "on your next turn"

5: Displacement can only target Adventure cards City card are considered Adventure Cards but Warrent cards are not. So no.

Edited by Uvatha

Only adding to Uvatha's mostly correct answers:

1) The best option is to treat Reaper and Werewolf movement as character movement. So they follow the same rules as the characters (one-way travel, can stop in shops), no access to Jail via Town Square or teleport (cannot enter unless Thrown in Jail by an effect).

3) Probably the Spy should choose "any space with a character" and move there. Having to list down or remember the exact starting space is not something that goes along well with Talisman. This question could become a FAQ, especially for the possible consequences during late game (move to the Crown of Command if a character is there, for example).

4a-b) Not sure to understand the question here. I don't see any problem with 5 result, since it says you may teleport to another space in the Outer Region as your next move. You just leave the Region you are in. As for moving to the Temple with a 6, Carnival says what to do instead, while from Six Fates Inn I would just move to the Temple. The City has a Wharf and you could easily meet a boatman in a City Tavern.

Edited by The_Warlock

Only adding to Uvatha's mostly correct answers:

1) The best option is to treat Reaper and Werewolf movement as character movement. So they follow the same rules as the characters (one-way travel, can stop in shops), no access to Jail via Town Square or teleport (cannot enter unless Thrown in Jail by an effect).

3) Probably the Spy should choose "any space with a character" and move there. Having to list down or remember the exact starting space is not something that goes along well with Talisman. This question could become a FAQ, especially for the possible consequences during late game (move to the Crown of Command if a character is there, for example).

4a-b) Not sure to understand the question here. I don't see any problem with 5 result, since it says you may teleport to another space in the Outer Region as your next move. You just leave the Region you are in. As for moving to the Temple with a 6, Carnival says what to do instead, while from Six Fates Inn I would just move to the Temple. The City has a Wharf and you could easily meet a boatman in a City Tavern.

hehehe I like the "mostly correct answers" part given that there is nothing of substance in the rules for number 3 so one could quite say you answers are "mostly correct answers" too Warlock :) .

As for number 1 its in the rules. Number 2 is just common sense, As for 4b and 4a I did say "unless stated otherwise on card". And number 5 is written on the displacement spell.

But going back to number 3 I think it is the space you started at, at the start of the game.. And it wouldn't be that hard to remember because you will remember what character you choose to start with at the start of the game anyways. It could be FAQed and might be but of course you could play it Warlocks way too but I think its a bit unbalanced thats all and to be far it should be the space you chose.

Edited by Uvatha

3) Probably the Spy should choose "any space with a character" and move there. Having to list down or remember the exact starting space is not something that goes along well with Talisman. This question could become a FAQ, especially for the possible consequences during late game (move to the Crown of Command if a character is there, for example).

I think for that reason alone you would choose the very same space you started the game in. I used the Spy recently and started on the cursed glade with the Spider Queen. Later in the game I drew Patrol and moved back to the cursed glade because that was my chosen "starting space".

...

But going back to number 3 I think it is the space you started at, at the start of the game.. And it wouldn't be that hard to remember because you will remember what character you choose to start with at the start of the game anyways. It could be FAQed and might be but of course you could play it Warlocks way too but I think its a bit unbalanced thats all and to be far it should be the space you chose.

+1

I'd argue: At the beginning of the game you have the choice to decide which space is going to be your starting space (any other characters starting space). When you have made the choice, that space is your staring space ..you did start the game there.

Thanks, guys!

Regarding Wanted Posters, I am still unclear. They are "Shop cards," according to the City rulebook (pg 10), like the Purchase deck (axe, sword, etc). It says they are treated in all respects like Adventure cards. So I would assume this makes them candidates for Displacement (and also effect of the Town Square).

Is this right? If it does get displaced from the City Gates, or even dropped or ditched by a character, I am assuming someone can pick it up for free? I also assume the posters replenish only when someone lands on the City Gates?

What do you think?

Edited by Artaterxes
hehehe I like the "mostly correct answers" part given that there is nothing of substance in the rules for number 3 so one could quite say you answers are "mostly correct answers" too Warlock :) .

(...)

But going back to number 3 I think it is the space you started at, at the start of the game.. And it wouldn't be that hard to remember because you will remember what character you choose to start with at the start of the game anyways. It could be FAQed and might be but of course you could play it Warlocks way too but I think its a bit unbalanced thats all and to be far it should be the space you chose.

You've already given answers based on commonsense things and correct rules interpretations, so I wanted to stress your good work, not the disputable part. Yes, my ramblings about question 3 are just speculation, I would not call them an answer because of the extensive use of conditionals; I was only saying that you could play it the other way too and that having to remember or note down a space where you started is clunky, even though it's feasible. It's clunky like the rule "In the case of a tie, the character encounters Adventure Cards in the order they were drawn." applied after 20 turns from drawing.

If the Spy is drawn as a replacement and starts the game when a character is in the Inner Region (e.g. Valley of Fire, not on the Crown because there's no respawning after that) the problem is still there. Spy can start on any Inner Region space, including Valley of Fire.

Thanks, guys!

Regarding Wanted Posters, I am still unclear. They are "Shop cards," according to the City rulebook (pg 10), like the Purchase deck (axe, sword, etc). It says they are treated in all respects like Adventure cards. So I would assume this makes them candidates for Displacement (and also effect of the Town Square).

Is this right? If it does get displaced from the City Gates, or even dropped or ditched by a character, I am assuming someone can pick it up for free? I also assume the posters replenish only when someone lands on the City Gates?

What do you think?

Your understanding of Wanted Posters is correct. They are Objects and are treated like Adventure Cards when faceup on a space. Unfortunately the City Gate says the Posters are placed faceup on the space, but of course this does not work well with the rules about non-draw card spaces, because if those cards were really faceup, you should encounter them before encountering the City Gate space, thus picking them up for free.

Using Displacement, Town Square, or even Travelling Bazaar on City Gate Posters is permitted by the current wording, but that wording has big flaws. It gives way to absurd things like the one described above, but can also have Wanted Posters placed on top of the Adventure Deck, easily recognisable from City cards, or taken for free atTown Square. Just like Wanted List Place card, Wanted Posters on City Gate should not be considered faceup on the space. They are on that space, but are not like faceup cards on it. This is another entry for the FAQ.

I think Wanted posters are partly a place, and partly an object.

Spy as replacement? I don't see the prob here if drawn he can start at any space a character is? so...



Ah I didn't read page 10 in the City rulebook, it does say Warrent cards are a shop deck and are considered adventure cards. Strange there isn't any other mention of warrent cards being shop cards in the rules other than that. I stand corrected.

So given that yes displacement would work to move a Warrent card because there is nothing saying otherswise.

Doesn't the spy card read, or at least should read if there wouldn't be to much text (can't remember which now), that the spy starts on any other characters starting space.

Then I could argue that he can still choose between the starting spaces if using the hearth rune. I think this would work with the spirit of the game as well.

Spy starts the game on: Any space with another character , that's why the discussion took place.

Right you are. Still I think it should read 'any other characters' starting space'. Which would clear most of this up.

Right you are. Still I think it should read 'any other characters' starting space'. Which would clear most of this up.

I think the intention was that when the Spy was drawn as a replacement, he could appear on the same space as another character no matter where anyone was at that point. But it does allow the Spy to respawn on some pretty interesting places. Like the Crown of Command!

Maybe, if he chooses to respawn at the CoC he, most likely, won't be a force to reckon with though.

You are forgetting that there is no respawning after a player has set foot on CoC.

I'd say Valley of fire is a no go as well since he won't have a talisman..

Heart rune on the other hand.. Might be quite handy to carry around if you are playing the Spy :)

And no.. I would not rule it as "any other characters start space", it says "any space with another character" so I don't really see the problem.

IF you actually end up in a situation where this will take you to CoC (Heart Rune / Patrol) then congratulations.

Edited by Nioreh

You are forgetting that there is no respawning after a player has set foot on CoC.

I'd say Valley of fire is a no go as well since he won't have a talisman..

Spy is not "entering" the Valley of Fire but starting the game there. I think he could legally start there without a Talisman.

On the other hand, it won't work with Hearth Rune/Patrol, because that's a teleport.

Heart rune on the other hand.. Might be quite handy to carry around if you are playing the Spy :)

Normally the Spy doesn't need it because he can shadow other characters, but it works great to extend his teleportation ability to Inner Region, provided that there's already a character ahead.

Edited by The_Warlock

You are forgetting that there is no respawning after a player has set foot on CoC.

I'd say Valley of fire is a no go as well since he won't have a talisman..

Spy is not "entering" the Valley of Fire but starting the game there. I think he could legally start there without a Talisman.

On the other hand, it won't work with Hearth Rune/Patrol, because that's a teleport.

...

Yeah, I thought about it too but eeh.. Honestly this is so unlikely that I don't even care for a clarification :D

I have a few more questions about the City Region. I wonder if my friends could help by checking if my interpretations below are correct. You don't have to reply to each and every example (unless you want to), but just in general let me know if I'm right or wrong. Thanks in advance!

Adjacency in the City

1 - Adjacency: It seems that spaces within a corner Region are not adjacent unless connected by at least a one-way arrow. For example, Shops are not adjacent to each other, and the Jail appears to be adjacent to nothing. Some effects refer to "adjacent spaces," so this might be important. Is this right?

2 - Moving clockwise or counterclockwise: Please help me verify the following.

(Past the City Gate): If something on the City Gate moves clockwise or counterclockwise, it stays within the City Region and doesn't move to the City space in the Outer Region. (Implied by pg. 10). Is this right?

(From a Shop): If something on a Shop moves clockwise or counterclockwise, it moves to the only adjacent Street Space, and then from there, moves either with or against the arrows. Is this right?

(From Jail): If something in Jail moves clockwise or counterclockwise, it stays on the Jail space instead. Is this right?

Example: The Thief is in Jail. Someone casts Gust of Wind on the Thief. His Objects are supposed to blow clockwise, but instead they are dropped on the Jail space.

Example: The Thief is in Jail. A new Dragon King has just been crowned, but the Jail already contains a dragon scale. The new scale is supposed to move counterclockwise to the first space without a scale, but the Jail is not adjacent to any space, so the scale is discarded instead.

Example: The Thief is in the Apothecary. A new Dragon King has just been crowned, but the Apothecary already contains a dragon scale. The new scale moves counterclockwise, starting with the adjacent Flask Street, and continuing counterclockwise, past the City Gates if it has to, remaining within the City Region, and ignoring all the Shops along the way until it finds an empty space. If no Street Space is empty, then rather than entering a Shop, the scale is discarded instead.

The Jail

To leave the Jail, it seems you "encounter your space," and follow the printed board instructions to roll the die for escaping. Suppose cards are on the Jail, which would most often occur if a character is forced to ditch Objects or Followers due to a Spell or Event. As per normal Talisman rules, you would encounter the cards first, and then the space.

Example: The Thief and Assassin are in the Jail. Someone casts Random on the Thief and turns him into a Toad. He ditches all his Objects and gold. On the Assassin's next turn, he encounters the cards (takes the Objects and gold) before he encounters the space instructions to roll a die for escaping.

Example: The Thief is in Jail. Varthrax is the Dragon King, and there is a Varthrax dragon scale on the Jail. The Thief must encounter the scale instead of his space, so he draws a Varthrax card and encounters it, ignoring the space instructions (and doesn't roll a die to escape).

Is any/all of the above right? What might be incorrect?

Edited by Artaterxes

Adjacency in the City

1 - Adjacency: It seems that spaces within a corner Region are not adjacent unless connected by at least a one-way arrow. For example, Shops are not adjacent to each other, and the Jail appears to be adjacent to nothing. Some effects refer to "adjacent spaces," so this might be important. Is this right?

AFAIK, the City is the only expansion where the concept of "adjacent space" has been defined in the rulebook. There are some rare effects that use the same wording (Wasteland and Spreading Flames Alternative Ending), but I think the most obvious interpretation of "adjacent" is "a nearby space where you can move to from your current space". The City rulebook definition is on page 5:

Shop spaces are located around the outer edge of the board. Each of these spaces can only be entered from its adjacent street space. A street space is considered adjacent to a shop if it shares the same border.

So, "adjacent" is only applied between Street spaces and Shop spaces. Jail is not a Shop space so it's not adjacent to the Town Square. Neighboring Shops are not adjacent to each other.

I won't apply the City definition of "adjacent" to any other space on the Talisman board, otherwise Hidden Valley would be adjacent to Mines.

2 - Moving clockwise or counterclockwise: Please help me verify the following.

(Past the City Gate): If something on the City Gate moves clockwise or counterclockwise, it stays within the City Region and doesn't move to the City space in the Outer Region. (Implied by pg. 10). Is this right?

(From a Shop): If something on a Shop moves clockwise or counterclockwise, it moves to the only adjacent Street Space, and then from there, moves either with or against the arrows. Is this right?

(From Jail): If something in Jail moves clockwise or counterclockwise, it stays on the Jail space instead. Is this right?

Example: The Thief is in Jail. Someone casts Gust of Wind on the Thief. His Objects are supposed to blow clockwise, but instead they are dropped on the Jail space.

Example: The Thief is in Jail. A new Dragon King has just been crowned, but the Jail already contains a dragon scale. The new scale is supposed to move counterclockwise to the first space without a scale, but the Jail is not adjacent to any space, so the scale is discarded instead.

Example: The Thief is in the Apothecary. A new Dragon King has just been crowned, but the Apothecary already contains a dragon scale. The new scale moves counterclockwise, starting with the adjacent Flask Street, and continuing counterclockwise, past the City Gates if it has to, remaining within the City Region, and ignoring all the Shops along the way until it finds an empty space. If no Street Space is empty, then rather than entering a Shop, the scale is discarded instead.

I think the most natural thing to do is to apply the same rules used for character movement.

1) If a character cannot move (Jail), scales and Objects cannot move;

2) the next clockwise or counterclockwise space has to be a street space, since Shop spaces aren't mentioned in the paragraph about clockwise/counterclockwise movement.

If there is no free spot to place a scale in the City Region, the scale is discarded and the characters should probably suffer the Dragon Rage effect, just as if the Region was full of scales (very difficult to happen in the City). That's a suggestion, otherwise it won't be possible to have that effect in the City.

The Jail

To leave the Jail, it seems you "encounter your space," and follow the printed board instructions to roll the die for escaping. Suppose cards are on the Jail, which would most often occur if a character is forced to ditch Objects or Followers due to a Spell or Event. As per normal Talisman rules, you would encounter the cards first, and then the space.

Example: The Thief and Assassin are in the Jail. Someone casts Random on the Thief and turns him into a Toad. He ditches all his Objects and gold. On the Assassin's next turn, he encounters the cards (takes the Objects and gold) before he encounters the space instructions to roll a die for escaping.

Example: The Thief is in Jail. Varthrax is the Dragon King, and there is a Varthrax dragon scale on the Jail. The Thief must encounter the scale instead of his space, so he draws a Varthrax card and encounters it, ignoring the space instructions (and doesn't roll a die to escape).

Is any/all of the above right? What might be incorrect?

I think everything is right in principle, but the part about the dragon scale has something wrong with it. There are no elements in the current rules to support a different solution instead of the one you described. Probably it's advisable to disallow placing dragon scales on Jail, like it was done with Terrain Cards in Firelands rules.

Let's hope to have it clarified in the FAQ.

Wow you replied to everything...thanks!!