One raft card?

By wastedyuthe, in Talisman

Just got the revised edition delivered and examined the box. I noticed there is only one raft card, and the rules state you can make a raft by collecting a raft card "if available". Surely there are times when someone already has the raft card and another player wants to build one. Isn't it a little silly that they then are not able to build a raft even when they are in the forest or woods and have an axe, just because someone else has a raft?

Do you get any more raft cards in the Reaper pack?

On a side note, I just want to say how amazed I am at the quality of the material in this set compared to the 3rd edition I have been playing with. I LOVE the artwork on the board and cards, and even the card itself is of a higher standard. Can't wait to play this version.

There is one raft card in the Purchase deck, and one in the Adventure deck. But yes, you may only build a raft if the one in the Purchase deck is available. Two characters with axes in the woods space trying to build a raft at the same time should be a very rare occurence, so it should not be a problem 99% of the time. Besides, you have to use the raft on your very next turn or you discard it, thus making it available again.

You can't carry the raft around, it's a "use or lose it" Object. I think in our 40+ games (mostly 3-player), I can count with one hand the number of characters that have crossed the River by raft.

Dam said:

You can't carry the raft around, it's a "use or lose it" Object. I think in our 40+ games (mostly 3-player), I can count with one hand the number of characters that have crossed the River by raft.

That is good to know. In my games we held onto the raft just so others could not buy it or make one! Makes sense that you can't do that.

Frog said:

That is good to know. In my games we held onto the raft just so others could not buy it or make one! Makes sense that you can't do that.

Note that in order to use it, you do take it into your possession, so you need a free Object slot. If you already have 4 and no Mule (or Horse and Cart or Concealed Pouch), need to drop something to use Raft.

On top of that... ( you can also steal the raft from someone after they have aquired the raft gui%C3%B1o.gif

Velhart said:

On top of that... ( you can also steal the raft from someone after they have aquired the raft gui%C3%B1o.gif

Ooooh, that would be nasty, hehe! But I SO enjoyed being nasty in my last game (3rd edition), battling people when they are down on their luck already, making my mum quit the game because of it (haha!), and battling my wife to steal her Talisman and win the game- great!

If the raft purchase card isn't used that much and one is sufficient, then that's ok then. I will take the game to work tomorrow and make sure I am clear on all the new (or old in the case of rules carried over from the 2nd edition) rules. I will have to get used to their being a proper inner realm now (being used to the pack of 5 cards in the 3rd edition), as well as there being a sentinel to beat to cross the bridge instead of paying a toll, and being able to make a raft with the axe etc etc.

Funnily enough, in my last game of the 3rd edition, two of the cards mentioned things that weren't in it, and I am assuming was in the 2nd edition- such as "when you pray" and a card saying it should be placed "at the Crypt" which is in the inner realm!!

I will look forward to seeing how the fate counters work too. Has anyone managed to use a house rule on using dark fate to alter OTHER players die roll? Sounds a great idea, but I am not sure on what rules to set if I wanted to try that. I could have it so that players choose if they want light or dark for each one received, but a light cannot be changed to dark afterwards, and vice versa. Anytime another player rolls BEFORE using one of their own fate counters, you may use one of your dark ones to force them to roll again, even when they don't want to. They then have the option to use one of their light ones to counter that if they have one and keep the original die score. I may also have the rule that you need a certain amount of Craft to use dark fate, say 3 or 4. Or there could be a rule that evil characters can only use dark fate, and good to use light (or would that be too advantageous?). What do you think?

wastedyuthe said:

Velhart said:

On top of that... ( you can also steal the raft from someone after they have aquired the raft gui%C3%B1o.gif

Ooooh, that would be nasty, hehe! But I SO enjoyed being nasty in my last game (3rd edition), battling people when they are down on their luck already, making my mum quit the game because of it (haha!), and battling my wife to steal her Talisman and win the game- great!

If the raft purchase card isn't used that much and one is sufficient, then that's ok then. I will take the game to work tomorrow and make sure I am clear on all the new (or old in the case of rules carried over from the 2nd edition) rules. I will have to get used to their being a proper inner realm now (being used to the pack of 5 cards in the 3rd edition), as well as there being a sentinel to beat to cross the bridge instead of paying a toll, and being able to make a raft with the axe etc etc.

Funnily enough, in my last game of the 3rd edition, two of the cards mentioned things that weren't in it, and I am assuming was in the 2nd edition- such as "when you pray" and a card saying it should be placed "at the Crypt" which is in the inner realm!!

I will look forward to seeing how the fate counters work too. Has anyone managed to use a house rule on using dark fate to alter OTHER players die roll? Sounds a great idea, but I am not sure on what rules to set if I wanted to try that. I could have it so that players choose if they want light or dark for each one received, but a light cannot be changed to dark afterwards, and vice versa. Anytime another player rolls BEFORE using one of their own fate counters, you may use one of your dark ones to force them to roll again, even when they don't want to. They then have the option to use one of their light ones to counter that if they have one and keep the original die score. I may also have the rule that you need a certain amount of Craft to use dark fate, say 3 or 4. Or there could be a rule that evil characters can only use dark fate, and good to use light (or would that be too advantageous?). What do you think?

Why don't you wait until we get the official rules lengua.gif

You need your fate tokens already for battling with creatures..( or re-roll a die for moving- or re- roll a die for cards that does bad things to you...

So, you can bettter save some fate for that ! ( you can also use if the reaper get you lengua.gif

Fate is difficult to replenish unless you are evil...

Hehe- that's me, very impatient!

wastedyuthe said:

I will have to get used to their being a proper inner realm now (being used to the pack of 5 cards in the 3rd edition),

Don't you play with the Dragon Tower in third edition?

I never bought the Dragon Tower for the 3rd, or ANY expansions for that matter. I bought it, played it once or twice, kept it under the bed for months on end as it was gathering dust, and decided it was about time I played it again last week, to see if my daughter would like it. It was only then that I found there had been a 4th edition released since buying the 3rd, and so here I am. Unfortunately, the people I play with wouldn't want the game to last any longer than it already does, so I never thought about getting any expansions. However, I have already ordered the Reaper for this one as you know, and will buy the Frostmarch one, but am not sure about the dungeon, for the reason that it may over-complicate the game for the people I play with (my family).

wastedyuthe said:

I never bought the Dragon Tower for the 3rd, or ANY expansions for that matter. I bought it, played it once or twice, kept it under the bed for months on end as it was gathering dust, and decided it was about time I played it again last week, to see if my daughter would like it. It was only then that I found there had been a 4th edition released since buying the 3rd, and so here I am. Unfortunately, the people I play with wouldn't want the game to last any longer than it already does, so I never thought about getting any expansions. However, I have already ordered the Reaper for this one as you know, and will buy the Frostmarch one, but am not sure about the dungeon, for the reason that it may over-complicate the game for the people I play with (my family).

The dungeon is not complicated.

You can only level up faster in the game, and it's a lot of fun.

And you have another board where you can move too. ( so that means more freedom for you gui%C3%B1o.gif

Good points. I may pick it up at some point, especially now I have seen first hand (not just on pictures from the net) how well made the FFG version is. It is very special indeed, and makes me want to get back into painting miniatures again just for the ones in this game.

wastedyuthe said:

Good points. I may pick it up at some point, especially now I have seen first hand (not just on pictures from the net) how well made the FFG version is. It is very special indeed, and makes me want to get back into painting miniatures again just for the ones in this game.

Yeah, the artwork from the dungeon board is 10 times better than the main board !

I was amazed when i saw for the first time the dungeon board on internet gran_risa.gif

So i wonder how the artwork will be from the forest expansion and mountain expansion.

I am very happy what FFG do for talisman gran_risa.gif

Everything looks very good so far, and i want only more of it !

wastedyuthe said:

Ooooh, that would be nasty, hehe! But I SO enjoyed being nasty in my last game (3rd edition), battling people when they are down on their luck already, making my mum quit the game because of it (haha!), and battling my wife to steal her Talisman and win the game- great!

I told you backstabbing and more PvP is fun demonio.gif .

Dam said:

I told you backstabbing and more PvP is fun demonio.gif .

Yes, you were indeed correct- I thought it was hilarious! partido_risa.gif

Talisman shouldn't be multi-player solitaire, with each player going about their business, avoiding each other, finally checking who wins at the Crown. I mean, I suppose that can be fun and certain groups probably play that way, but not for me thanks. Kicking ass and taking names, setting yourself up for the best possible position to win while reducing the other characters' chances (by taking their good Objects, Followers if able, etc.), that's what it's all about for me.

If you can get a body count with your character AND win, even better demonio.gif .

Yes it was great picking on my mum- especially as she had the really poor character, the wizard. In the 3rd edition, he takes a spell at the beginning of the game, but does not have the rule that he always has one spell. So she started pretty weak, and stayed that way for quite a while till she gave up.

Which reminds me- quick question. The wizard in the revised 4th can always carry a spell, replacing a used one with a new one. So what's to stop him continuing to use spells one after the other constantly? Do we have to have a house rule to only allow no more than one at a time between player moves?

wastedyuthe said:

Which reminds me- quick question. The wizard in the revised 4th can always carry a spell, replacing a used one with a new one. So what's to stop him continuing to use spells one after the other constantly? Do we have to have a house rule to only allow no more than one at a time between player moves?

There is an official casting limit. X spells on your turn (X = number of spells you started the turn with), 1 during each other player's turn. And you have to cast them legally (no Healing if everyone is at full, etc.).

That 1 per other player's turn can sometimes get you into trouble. If you Counter Spell something on their turn, if they have another Spell, it will go through. Similarly, if you Random on them, bam, Reflection gets it back to you, even if you have Counter Spell in hand (maybe they were about to move to the Valley of Fire, last ditch effort to Toad them or something).

wastedyuthe said:

Yes it was great picking on my mum- especially as she had the really poor character, the wizard. In the 3rd edition, he takes a spell at the beginning of the game, but does not have the rule that he always has one spell. So she started pretty weak, and stayed that way for quite a while till she gave up.

Which reminds me- quick question. The wizard in the revised 4th can always carry a spell, replacing a used one with a new one. So what's to stop him continuing to use spells one after the other constantly? Do we have to have a house rule to only allow no more than one at a time between player moves?

You can only cast as many spells in your turn, as you have at the start of your turn.

So.. if the wizard has 1 spell at the beginning of his turn, then he can only use 1 spell in his turn.

You can also use only 1 spell in another players turn.

Don't forget that each spell has his own text when you can use it.

So the wizard can end up with spells that he cannot use, like counterspell if no other player use spells.

I think that the wizard is one of the best characters in the game, and i want to play with him soon.

I have only test him, and my opponent has won already twice with him

Wizard started pretty poorly in our games, but climbed to tied 3rd place in the win column after each char had been played 8 times (Thief 9). His poor start is shown in the mid-game death column, top spot with 3 deaths (along with Minstrel and Sorceress).

Does it explain that in the rule book Velhart, or are they house rules you use? I am just starting to read them from the beginning, between posting on here.

Page 13 is what you want to read.

"These ARE the rules you are looking for." cool.gif

Ahh, yes. Almost word for word with what Velhart said. There is a lot more to learn with this version than with the 3rd edition. Saying that, there are a few times when you have a situation in the 3rd edition where you need to make the rules up, as the rule book doesn't tell you. So maybe it's just that this version has more or less the same rules, only better explained and more in depth.

****, I want to read these rules, but it's nice to converse with you like-minded fine people on here, too. I wish we could all play a game. Pity there's not an online version.

wastedyuthe said:

Ahh, yes. Almost word for word with what Velhart said. There is a lot more to learn with this version than with the 3rd edition. Saying that, there are a few times when you have a situation in the 3rd edition where you need to make the rules up, as the rule book doesn't tell you. So maybe it's just that this version has more or less the same rules, only better explained and more in depth.

****, I want to read these rules, but it's nice to converse with you like-minded fine people on here, too. I wish we could all play a game. Pity there's not an online version.

About the casting limit...

The problem in third edition is that there is no casting limit..

When we drew the wand in third edition. i could cast spells like there is no end !

This was no fun at all for the other player...

So the 4th edition revised has put a end to that !!

FFG did a good job to make that rule.

I think you must also take a look at the armour

In third edition, you can use every armour to safe your life... ( this may not be possible ! )

So in 4th edition, you can only use one armour if you want to save a life.

We have house rule in third edition the same rule about the armour from 4th edition revised