Q: With the 4th edition reclassification of poltergeist as a follower can the poltergeist be mesmerized?
A: Yes you can cast the Mesmerism Spell on the character with the Poltergeist. The Poltergeist only leaves a character when he crosses the Storm River by moving 1 space for his turn. This does not include being teleported by the Imp or the Magical Portal.
Q: If a Character draws the Patrol Adventure Card he's moved back to his starting space. Does his turn end immediately or can/must he continue the turn on the starting space?
A: Yes you do encounter the space (see page 9, the Dwarf example at the bottom of the page).
Q: If a Character takes the Warlock Quest Card Travel to the Cursed Glade (or Travel to City), does he receive the Talisman as soon as he lands on the Cursed Glade (or City) or must he encounter the space first
A: To complete one of these types of quests, you simply need to land on the relevant space (you do not have an encounter there) and you are immediately teleported back to the Warlock's Cave, where you will receive a Talisman.
Q: If you lose any Objects to the Gust of Wind Spell in the Inner Region, do you count the Crown of Command as one of the 6 spaces when determining where your Objects are blown?
A: No. You must ignore the Crown of Command when determining where your Objects are blown. For instance, if you are on the Mines your Objects are blown to the Crypt or if you are on the Crown of Command your Objects are blown to the Mines.
Q: if a character is a toad and rolls into the temple and become enslaved does is stay in there until is a character again and rolls for movement or does he roll when is a toad ?
A: The Toad may roll the die to see if it escapes from enslavement as normal and then if successful moves 1 space. A similar scenario would be a character with the Poltergeist enslaved at the Temple. Obviously the character can only move 1 space, but the Temple says roll a 4, 5 or 6 for your move. This would mean the character would never leave the Temple. So again in this case he can roll. The same is true if the character is subject to the Slow Motion Spell.
Q: If you cast mesmerism on a mule or horse & cart, do you also get the items carried by that follower?
A: No. The player chooses which Objects to drop.
Q: Can a good character steal the Runesword from another character and then drop it? Or an evil character steal the Holy Lance from another character and then drop it?
A: You cannot take an Object or Follower from another character if your alignment prohibits you from having it. If you defeat another character in battle or psychic combat and you decide to take an Object from him, you must be able to have that Object (take possession of it).
The same also applies to the Acquisition and Mesmerism Spells.
Q: If you were to pay 15 gold and lose 5 turns to gain strength/craft and an earthquake destroys it or the Academy is displaced or destructed by destruction spell during those 5 turns. Would you not be able to claim your strength/craft because it doesn't exist anymore for you to continue training?
A: Academy
The Academy will remain here for the rest of the game.
You may buy training from expert weapon masters or
philosophers. For every 3 gold you pay, you must miss
1 turn, but gain 1 point of Strength or Craft.
The correct sequence for encountering the Academy is as follows:
1) Pay the chosen amount of gold for your training, in advance (3G, 6G, 9G, etc),
2) Miss your next turn,
3) After each missed turn, you may gain either 1 Strength or 1 Craft!
4) Repeat steps 2+3 for every 3 gold you paid for your training.
If the Academy is destroyed by the Earthquake or the Destruction or Displacement Spell is cast on the Academy, any further missed turns and Strength or Craft gains are forfeited, along with all of the gold you paid for the training!!!
This same process applies to the Instructor.
Q: Can the Alchemist turn an item into gold and immediately pay the Mercenary to engage in combat that same turn? Can this be done any turn or only on the player's turn?
A: The only time you cannot turn an Object into gold with the Alchemist, is when you have just been defeated in battle or psychic combat by another character or the Merchant or Thief have announced which Object they will take from you (you may change an Object into gold before this occurs).
The same rule also applies to the Acquisition, Gust of Wind, or Shatter Spell the moment they are cast.
Rafts.
Turn 1: Land on Woods or Forest (with axe) and encounter the space or character. Turn ends.
Turn 2: Declare that you are building a Raft and immediately place the Raft in your inventory. Turn ends.
Turn 3: If you wish to use the Raft, cross the river to any space directly opposite the space you are in (discard Raft) and encounter the space or character. Turn ends.
You may use a Raft to cross the Storm River to any space of your choice directly opposite the one you are in (any space which would be intersected by the border lines of the space you are in, if those lines were extended).
If you are in the Woods nearest to the Village, you may only move to the Hidden Valley;
If you are in the Woods nearest to the City, you may move to either the Runes or Warlock's Cave;
If you are in the Woods nearest to the Tavern, you may move to either the Desert or Oasis;
If you are in the Forest, you may move to either the Castle or Portal of Power.
This applies to all other spaces when using a Raft.
Q: After turn 2, is a player able to combat me and steal the raft?
A: Yes. Once a character takes a Raft from the Adventure or Purchase deck, he must place it with his other Objects (it does count towards carrying capacity). The Raft remains with the character until the start of his next turn. During this time, the Raft may be taken from him by another character just like any other Object.
Q: Does this mean you can't cross the Storm River on a raft if you already have four objects and no mules etc...?
A: That is correct, although you can drop another Object before taking possession of the Raft.
Q: Q: Can you build a Raft on the Woods Space in the Middle Region and cross the river to the Outer Region?
A: Yes of course you can do this!
Q: Creatures like the Hydra in the Reaper Expansion instruct that once it is killed, you roll another die and on a 1 or 2 the creature regenerates and the battle is considered a Stand Off. If you roll a 1 or 2, can fate be used to re-roll the Regeneration die?
A: You cannot pay a fate token to re-roll the die to see if the Cave Troll or Hydra regenerate. It is a direct effect of the creature and not a direct effect on your character.
Q: If a Character has the Fiend Slayer as a Follower ("If you encounter a space with instructions to draw one of more Adventure Cards, you must draw one more card than requires") and then the Prophesy Adventure Card is played (which has the same instructions), on a space where the Character would draw one card, would he draw two extra cards?
A: These effects do not stack. Just like the effects of the Haunt and Jester.
Q: If I cast teleport and someone else cast Counterspell Is my spell now gone and I miss my turn or do I get to roll to move?
A: It doesn't matter whether or not the Teleport Spell worked. It is cast instead of rolling the die for movement, so therefore your turn ends immediately. You do not move.
Q: Two questions about the use of Fate Tokens.
1. Can I use Fate Tokens to re-roll the dice on "Dice with death" in the inner region?
2. Can I use Fate Tokens to re-roll the dice for the result ("Dice with me") on the Grim Reaper card?
A: You cannot spend a fate point to re-roll a die for "Death". Fate can only be used to re-roll a die for your own character.
Q: When one lands on the Warlock Cave and a quest is generated if that player has the item required (Follower, Gold, etc.) can that player immediately discard (or whatever the case is) the item to complete that quest thus procuring a fabled 'Talisman'?
A: You must immediately complete the quest if you are able to do so.
Q: If one has the hag when one lands on the Warlock Cave and the quest is to 'discard' a follower is the Hag eligible? Or can she only be dealt-with with the mystic?
A: No. The Hag may only be lost if you satisfy the text on the card or an instruction forces you to lose the Hag. You cannot choose to lose her yourself.
Example: The Chasm or Reaper may force you to lose the Hag, but you cannot voluntarily choose to sacrifice the Hag at the Vampire's Tower or Warlock's Cave.
This will apply for the jester too, because you may not ditch him and you only lose him if you visit the tavern.
Q: Can you voluntarily choose to take Jester, Hag and Poltergeist Followers (e.g. with Mesmerism or Beguile Ability)?
A: Yes of course you can if you wish, as they all have the word "Follower" printed on their cards.
To summarize:
a. Any effect that forces you to lose Followers is applicable to "bad Followers" such as Poltergeist, Hag and Jester.
b. Any effect that requires to discard Followers in order to gain/prevent something is NOT applicable to "bad Followers" such as Poltergeist, Hag and Jester.
c. Any effect that you may use on other Characters' Followers is also applicable to "bad Followers" such as Poltergeist, Hag and Jester.
The Werewolf Adventure Card goes under category "a." and is an alternative way to get rid of these Bad Followers, especially useful with the Hag (100% chance of getting rid of her).
Q: Do you still need a Talisman once you are on the Valley of Fire?
A: No. You do not need a Talisman once you are on the Valley of Fire or the Crown of Command.
Q: If you are turned into a Toad while you are on the Crown of Command, can you describe what exactly happens to your character in this situation?
A: 1) Follow the instructions for being turned into a Toad, 2) For your next 3 turns you may not move (a character does not move but remains on the Crown of Command) and you may not cast the Command Spell (Toads cannot cast Spells) and 3) On the turn after you revert to your original character, you may pick up any items that you were forced to drop when you were turned into a Toad and then cast the Command Spell, unless there is another character on the Crown (you must encounter them instead) or one of your Followers has reverted to being an Enemy, in which case you must first defeat or evade the Enemy before picking up your items and casting the Command Spell. If unsuccessful, you may not pick up your items or cast the Command Spell.
Q: What about a situation with three (or more) Characters on the Crown and one (or more) are killed?
Here is the deal. The slain characters items are not placed on the Crown of Command. The character who defeated him may automatically take the items. Any items he doesn't want or cannot take are then placed on the Crown (see page 12 in the rulebook, "5. Claim Reward" sub-heading). Any items placed on the Crown cannot then be taken by any of the characters there (see page 9 in the rulebook, "Encountering Another Character" sub-heading, second paragraph). A character who is alone on the Crown may take any items left there.
Q: So you may pick up items at the crown, if you stand there already. But you don't land there... Because you may pick up items there, does this also mean that the land on ability from characters is still active each turn while they are encountering other players on the crown?
A: Yes the Merchant and the Thief can use their abilities at the Crown!
Q: What do creators here on the forum say about turning back from the Crown of Command? And what about the rule. Once any character has reached the Crown of Command, any character that gets killed is out of the game. Note that this rule stays in effect for the rest of the game, even if a character leaves the Crown of Command.
A: The rules are correct. You cannot voluntarily turn back from the Crown. The Transference Spell can remove you from the Crown of Command & be replaced by another Character in the inner Region. In future expansions, new cards and different ending(s) may force you to leave the Crown, so therefore the other rule would come into effect.
Q: Q: Can a Character cast Transference while on the Crown of Command?
A: Yes, if you really want too!!!
Q: Q: Can a Character use Transference on another Character on the same space?
A: No, you must be on a different space from the other character. Otherwise you may not cast the Transference Spell.
Q: Q: Can Reflection be used to redirect Immobility to the caster? If yes, what happens exactly? Situation: Knight casts Immobility at the start of the Wizard's Turn. Wizard should stop immediately but casts Reflection. Immobility Spell card says that a Character may do nothing apart from negating Immobility with Counterspell. But this is Talisman base set ; Reflection comes with Reaper and works exactly like a Counterspell (it's an improved version of Counterspell).
A: Yes, you can cast the Reflection Spell to negate the effects of an Immobility Spell cast on you (he may do nothing on your turn instead).
Q: When there are two or more enemy cards in a space and you defeat them with a runesword, how much life do you gain. Can we extend this concept to the Dark Cultist?
A: Gain 1 life only. It is resolved as a single battle and the enemies fight as one entity. Yes this is extended to the Dark Cultist.
Q: If the Prophetess kills the Crypt Keeper and searches his tomb for treasure, can she still use her special ability to discard one card of her choice and draw one more card to replace it? How about a character with the Orb of Knowledge?
A: Yes. However in this scenario the Prophetess is not required to encounter the replacement Adventure Card, as it is not a standard card draw.
Q: If 2 monsters are on the same runes space does each monster get +2 (the whole monster force get +4) or just +2?
A: No, if they fight as one creature they receive only +2 on the Runes spaces.
Q: Bag of Holding questions.
1. How can you lose the bag? 2. Can you ditch the bag and what will happen with the objects (is it the same as the mule..)? 3. What will happen if gust of wind is cast. ( does it not effect the bag)?
A: The only restriction is that the Bag (and Pouch) cannot be "taken" by anyone. You can lose them if someone was to use Shatter or Gust of Wind on them. Other than that, you have to drop it or be turned into a Toad. If you ditch it you would be able to rearrange things before you do so. If it has a spell cast on it or you are Toaded then you lose what's in it.
Q: Can you take the bag in a pvp fight if you killed that player?
A: Yes of course. A character being killed means that the Bag of Holding and Concealed Pouch are available for the victor to pillage!
Q: If playing with both The Reaper and The Dungeon expansions, how do they work together? Specifically, is the Reaper able to enter the Dungeon, and what does he do when he reaches the last space?
A: "The Grim Reaper may emerge from the Treasure Chamber on any space of his choosing, apart from the Plain of Peril or Crown of Command, as the Reaper is prohibited from the Inner Region. In addition, the Grim Reaper may freely enter the Treasure Chamber from any of these spaces, as well as entering the Dungeon from the Ruins space."
"The Grim Reaper may freely move from the Treasure Chamber to the Crags, Forest, Chasm, Cursed Glade, Warlock's Cave, Temple, or Portal of Power or visa-versa, at the cost of a single movement point."
Q: If you use the Riding Horse to roll 2 dice for your movement, can you move the Reaper if one of the dice rolled is a 1?
A: No. As you roll 2 dice and add the scores together for your total movement.
Q: If you have the Golden Statue stored inside the Concealed Pouch, do you have to give it to another Character if they defeat you in battle or psychic combat?
A: No. The effects of the Concealed Pouch override the effects of the Golden Statue, as the Concealed Pouch's effect indicates that a character cannot perform the action of taking the Golden Statue (page 15, Can Vs Cannot sub-heading).
Q: If Cerberus is on the Portal of Power do you have to land exactly on the space to be able to fight him?
A: Yes. You may only fight Cerberus by landing exactly on the Portal of Power. If you defeat Cerberus, you may attempt to open the Portal of Power on the following turn.
Q: If you draw the Giant, Stone Golem and Trapper on the same space, how do you handle the encounter?
A: You must roll 2 dice to see whether or not you may evade the Trapper. If you decide to evade the Trapper, you must fight a 12 Strength battle against the Giant and Stone Golem without using a Weapon, unless it is a Magic Object. If you have to fight the Trapper, you must fight a 14 Strength battle against all 3 Enemies without using a Weapon, unless it is a Magic Object and you may not roll a die for your attack roll.
Q: If you use the Druid Staff to change your alignment to neutral, how do you show this alignment change to other characters?
A: When you use the Druid Staff to change your alignment, place an alignment change card on top of the Druid Staff to show whether you are good or evil. If you are neutral just remove the card and place it to one side until it is required again. It doesn't matter what your alignment is when you draw the Druid Staff. If you are already Neutral, don't place an alignment change card on the Druid Staff. If you are already good or evil, place the appropriate side of the alignment change card face-up on the Druid Staff to show you are that alignment!
Q: The Warlocks Cave space says when you complete your quest you are automatically teleported back to the Warlock for your Talisman. Is this the same situation when using the Warlock cards from the Reaper expansion. Are you still teleported back or do you have to make your own way.
A: You are teleported as normal rules indicate (page 2, "Warlock Quest Cards", last paragraph).
Q: Can the Druid and Druid Staff change their alignment after cards are drawn to benefit from alignment specifics? For instance, player 2 draws evil darkness, player 3 is a druid, can he change his alignment as soon as player 2 draws the card?
A: Yes you can change your alignment immediately after any of these cards are drawn, such as the Evil Darkness or Mephistopheles.
Q: If the Knight lands on the same space as an evil/neutral Druid (or an evil/neutral character with the Druid Staff) and declares that he is attacking him, can the Druid or the character with the Druid Staff evade the Knight by changing his alignment to good?
A: No. Once the Knight declares that he is attacking the character, changing alignment to good has no effect on the attack, as the attack has already commenced (it must be done before any attack begins). The Knight's attack may only be evaded by using conventional means.
Clarification of Druids.
The Druid or any other character cannot voluntarily change their alignment more than once in any turn according to the rules. However they may have their alignment forcibly changed during the same turn.
Q: What are the details on the Assassin.
A: This is a direct quote from John Goodenough. The Assassin can assassinate any creature, whether the card is already face-up on the board, he draws it from the Adventure Deck, or it is a creature on a board space.
There is no distinction for attacking or being attacked by creatures. The only time the Assassin's distinction of "when you attack" and "when you are attacked" is important, is during battles with other characters (NOT creatures).
The Assassin can basically kill any Strength 3 creature or lower and has a good chance of killing any Strength 6 creatures. This is a powerful ability but he is also a one-trick pony and the only thing the Assassin excels at is killing Strength creatures. In the first and second edition of Talisman this was very powerful because only Strength Enemies could be kept as trophies and Craft Enemies were just a waste of time. When you look at the big picture there are plenty of other extremely powerful abilities besides killing stuff: like always being able to cast a Spell, or replacing unwanted Adventure cards, or stealing any object you want from another player, or taking an extra turn. I have no doubt that the Assassin is powerful but is NOT over-powered.
Q: If you land on a draw 1 card space & there are no cards there but only 2 gold, do you take the gold first or draw the card, If you draw the card first & get teleported to another space do you have to leave the gold behind.
A: Gold coins are actually Bag of Gold Cards. Treat Gold Coins as if they were Adventure Cards with the number 5, so you have to draw the card first. If you're teleported, gold stays where it is.
Q: One of the merchant's special abilities is to trade an item when encountering another player. The way the ability is described on the card leaves room for interpretation of whether the "victim" must agree to the exchange or whether he has not choice. Example, Merchant moves and lands on another character. Instead of attacking, Merchant decides to trade an item. Merchant takes Talisman and gives "victim" a water bottle. Victim protests that he doesn't agree to that "trade." Does it matter?
A: The victim has no choice in the matter, the Merchant may take any object from the character that he wants, apart from the Bag of Holding or Concealed Pouch.
Q: Can you cast the transfer spell onto another character sitting in the Valley of Fire if the casting character does NOT have a Talisman?
A: You must require a Talisman to cast the Transference Spell and switch spaces with a character on the Valley of Fire.
Q: If you use the finger of death on a enemy that combines strength with another strength enemy, are they both dead then. Together they are one enemy... Same question is for the scroll of exile. You can use the scroll of exile on any enemy to send them to the discard pile. So if you use it on a combined strength enemy ( 2 strength enemies) do they go both to the discard pile? Or is this only for one enemy?
A: The Finger of Death and the Fireball are targeted at only one Enemy I'm afraid! The difference between these Spells and the Assassin's special ability is that the Spells are cast before you engage in battle and the assassin uses his ability in battle.
Q: When you have to draw two or more cards and the first card kills or teleports your character. What happens with the event card that follows? Usually the rest of the cards are not dealt with and sit on their space until the next person lands on it. So does that mean the event is put on the space and wont happen until landed on or does it happen regardless of what happens to your character. For that matter, If you lose a turn, die or get teleported on the first card do you get the other cards?
Example1 : I land on Hidden Valley and draw the Imp, Storm, Runesword. The imp will send me away first. Does the Storm still happen and I get the Runesword? or does the Storm and Runesword stay on the board for the next person to get?
A1: Storm and Runesword stay on the board.
Example 2 : I land on the Runes space and get the Marsh and Bag of Gold. I lose my turn first. Do I get the bag of gold or not? And if I don't, does that constitute as losing the rest of my turn and I go again my next turn or do I still miss next turn.
A2: You encounter the Bag of Gold first (card number 5) and then the Marsh (card number 6).
Example 3 : I pull the Angel, Devil, and Siren. I am an Evil character. So do I die and nothing else happens or do I continue and get healed by the Devil and then lose my next turn form the siren. Or does the Devil and SIren stay on space for next person?
A3: You must encounter the Angel first (lose 1 life), then the Devil (gain 1 life), and finally the Siren (miss your next turn, as there are no more cards to encounter).
Q: Philosopher and Orb of Knowledge... the Philosopher lands on a Dragon card, doesn't want it. Discards it, and draws another card from the deck to replace it. But doesn't like this new card, so uses the Orb of Knowledge to pull another instead. Is this correct?
A: If the Philosopher discards a face-up Adventure Card and draws another one to replace it, he must encounter this new card and he may not use the Orb of Knowledge after doing so.
Q: But what if you land on a draw 2 space and you use the ability of the philosopher to discard the only card on that space. that means you can draw 2 cards. Can you use the orb of knowledge for the second card?
A: Yes of course, for the other card that you draw for the space!
Q: Cross and Vassal of Darkness. The Cross states you can't use a spirit as a trophy if you insta-kill them. The Vassal states to take a craft, not use as a trophy. So if I use the Cross to kill it, do I get the craft?
A: You must defeat the Vassal of Darkness in psychic combat to be able to gain a Craft. If you use the Cross the Vassal is discarded and you gain nothing.
Q: If a Character defeats the Lord of Darkness and another Character throws the Restoration or Resurrection spell on the Lord of Darkness, is the first Character entitled to his treasure or is he forced to flee through the portal same as losing and thus without treasure or does he have to face the Lord of Darkness again the following turn.
A: You may not cast the Restoration or Resurrection Spell on the Lord of Darkness, as he is a "creature" not an "Enemy".
Q: Also does the Clockwork owl work when using riding horses or the speed spell because that just seems way to overpowered. The Clockwork owl in itself seems a bit overpowered to be honest.
A: You may not use a Riding Horse or the Speed Spell when using the Clockwork Owl.
Q: Q: Can the Wand of Dragonfire be used multiple times before engaging into battle, if a Character is about to encounter more than one creature? Finger of Death and Fireball are wasted after use, but the Wand is still working and doesn't say it can be used only once per turn. It says it can be used against a character or creature.
A: No. The Wand is targeted at a single Enemy. Once used, the Wand cannot be used again during that encounter. You must fight any remaining Enemies.
Q: Can a spell be cast legally without it´s abilities taking effect?
A: A player cannot cast a Spell unless he has a legal target. For example, you cannot cast Mesmerism if your opponents do not have any Followers.
Q: Concerning the Swashbuckler, do you have to decide ahead of picking whether or not you're going to draw one card or two? Or are you allowed to see the first card, THEN decide whether or not to draw a second?"
A: You must decide before drawing the Adventure Cards!
Q: Concerning the Hag, Poltergeist, Jester, etc. in Cell. When u land on the cell and have one of these negative followers, can u leave them there, or are they stuck with you?
A: You may not voluntarily rid yourself of these Followers. You cannot voluntarily discard the Hag if you have other Followers. If you do not have any other Followers, then you must discard her.