"Ooh, I have to give up a craft counter!!! Oh my, how am I going to cope? What a quest that will be!" NOT!
Even with the Reaper expansion, the Warlocks quests are SO underused in my opinion. To make them interesting, why didn't we have quest cards such as this:
"Make your way over to the Ruins, where you will not encounter adventure cards, but automatically fight a goblin hoard (total strength 7) who are holding a Princess captive. If you win, place a life counter on this card to show you have the Princess, then make your way to the Castle to return her to it."
If the Talisman cards are removed from the Adventure deck, forcing players to take on quests such as these, it would make it far more interesting and (optionally) longer.
This game is great and I love it, but saying "give up a spell/strength/craft" is not what defines a quest in my opinion.
Opinions? Can anyone think of any quests they would like to see in the game?
), and am extremely happy with it. But, there is always room for improvement, and the quest cards were most certainly under-developed. Perhaps with more developed quests, they could have even added more rules- complete 3 quests and the warlock transports you to the CoC! Imagine that!
. Very few better feelings than knowing you doomed the Princess to a life of hell, especially if you're a Knight. Guides and Prince are #1 choices for Vampire's Tower.
!!! Once the Gladiator hit the Crown, it was all over. Ghoul had normal Crown stats, Strength 8 (in battle), Craft 9, but the Gladiator came in at Strength 27 (in battle), Craft 20 (in psychic combat, 16 normal)!!! At one point the Gladiator traded in 22 points of Craft (6+6+5+5)! Game took 90 mins.