At the start of the turn

By Nemomon, in Talisman Rules Questions

Dunno, maybe I've played MtG too much. However that table at the end of Rules sheet is über idiotic (You can take gold Raiders stole them from You while being at Oasis space, many other stupid paradoxes like Druid, who is able to replenish Fate and take Holy Lance from Graveyard Space). This time the problem is " At the start of your turn "

Which effects has a priority? When there is a start of the Turn. Example of Warlock, today I've played two games with it:

1) Start of the turn: I cast a Spell, for example: "Temporal Warp"

2) It's still Start of the turn, so Warlock (or Sage, whatever) is getting a full complement of Spells

3) Still still start of the turn, so our Character cast a "Temporal Vortex"

4) We have 5 cumulative turns.

5) It's still "start of the turn" and Warlock don't have full complement of the Spells, so he's taking next one gui%C3%B1o.gif

The question is, when or where exactly "start of the turn" still is a start of the turn, and when it isn't anymore. I don't even want to complicate this situattion more using other effects, which are working "as required".

I think the start of the turn is before you roll the movement dice.

The rest of your problem I wasn't to clear on.

Yes, yes, but before I roll a die for Movement, I can perform that many actions which could be half hour long. That's the problem - how long that "start ot the turn" is? In other words, when I cannot anymore use effects that state: "You can use/perform it at the start of your turn" while still being in the "start of the turn" step.

lf you are referring to casting spells before movement then you can only cast as many spells as you started with that turn, you can never cast more spells than you started with regardless of how many you can return to your hand after casting.

True, You are right, but Warlock can has max amount of Spells each turn, 3, so he is able to use them in any order in his "Start of the turn" step, before and after he will draw new spells.

I believe start of the turn is before your first action.

If the Sage has no Spells at the start of his turn, gets 1 Spell. But he can't cast it that turn, since he started his turn with 0 Spells.

But both effects work in exactly same time, counting the number of spells, and replenish a spell, so which one is first? You both are saying, counting the number of SPells is first. But that could be little unfair to Sage, who could be able to cast 1 Spell, once per 2 turns, so rather should be replenish effects first (getting resources), then counting max number of spells this turn. Eventually, player-source of all effects can "encounter" them in the order he want, as long as all effects will be encountered.

I have contacted Jon about it, and he says that drawing a spell at the start of your turn comes first and then you can cast a spell( random spell for example) if you have already a spell before the start of your turn.

So you may not cast a spell before you draw a spell at the start of your turn.

If you have spells that says that you can use it at the start of your turn, then the ability comes first and then the spell cards.

I hope that it has anwer your questions..


I still don't quite understand what exactly means "start of the turn". I wonder if it is before or after rolling a die for movement.

For example Misdirection spell: "Cast on another character at the start of his turn. The character takes his move as normal, except you decide which direction he moves in." Does that mean I cast Misdirection before he rolls a die? So I don't know where he'll land after my intervention?

Another example, Magic Portal spell: " Cast at the start of your turn, before you move. Roll 1 die to determine where the Magic Portal leads to (...) You may move to this space instead of taking your normal move. " Does that mean I cast it before a die roll, then I roll a die, roll e.g. 2 and decide either go 2 spaces, or teleport to Village?

Is there a difference between at the start of your turn and at the start of your turn, before you move or is it a same thing (only with the distinction you can't cast the second type if you're not going to move)?

Rimmer said:

Is there a difference between at the start of your turn and at the start of your turn, before you move or is it a same thing (only with the distinction you can't cast the second type if you're not going to move)?

There is nothing official AFAIK on this matter. Personally, I read the Move part as consisting of the roll and the move, so both wordings above would need to be cast before any die rolling or alternate movement method is used.

"1. Movement – The player rolls a die and moves his character
that number of spaces around the board." (p. 8)

Dam said:

If the Sage has no Spells at the start of his turn, gets 1 Spell. But he can't cast it that turn, since he started his turn with 0 Spells.

Are you sure?

According to the FAQ, the Sage can cast a spell that he picked up at the beginning of the turn. It's an official ruling.

I guess it must work this way, then:

1) Activate any auotmatic spell-drawing ability (i.e. Sage, Warlock)

2) Count the number of spell you own, to see how many you can cast during your turn.

3) Cast spells that must be cast at the beginning of your turn. (Except for Counterspell, I'd resolve them in order of declaration, since Talisman is not very much inclined to MtG-like timing aubtleties).

If you note the time stamp on my post which you quoted, it is well before the FAQ, which changed things gui%C3%B1o.gif . Not a fan of the ruling because it allows the Warlock to spell-cycle 3 spells on his turns even when he starts with 0, IMO a clear change from how the rules are written. Still, I'll play by the official rules even when I don't necessarily like them (except for the bat-$hit insane RAW Assassin, even I'm not that crazy).