Fate, Finger of Death vs. IceQueen, Summoning Stacked

By inkblob, in Talisman Rules Questions

A few more questions, new thread since they are... well, new.

There was some objection in today's gameplay with the Cloak of Feathers and it's replenishing of Fate for movement. Not exactly that, but using Fate again in the same turn. I couldn't find anything explicitly saying you couldn't use Fate more than once, just that you had to accept the 2nd die roll. If you use Fate for movement and then again for combat, and maybe for the Reaper and dodging a Toad as well, that's ok right? As long as it's for different type of dice rolls?

It was the Ice Queen ending and I had the Finger of Death spell. I decided to play it like she was a character and take 2 lives instead of out right killing her, that didn't seem very sporting. What is the right call here?

My wife ended up in the Summoning Circle, and had just previously encountered 3 stacked monsters which she had a standoff with. It says 'Move the Closest Enemy in the Dungeon to this space. If two or more Enemies are an equal distance away, you choose which Enemy is moved here.'

So all the Enemies were in the exact same square, she moved the strongest over. We played that right not moving them all? The only reason I had any hesitation was because they were considered to be one Enemy when she originally encountered them, and if you landed on the space they would be again.

inkblob said:

There was some objection in today's gameplay with the Cloak of Feathers and it's replenishing of Fate for movement. Not exactly that, but using Fate again in the same turn. I couldn't find anything explicitly saying you couldn't use Fate more than once, just that you had to accept the 2nd die roll. If you use Fate for movement and then again for combat, and maybe for the Reaper and dodging a Toad as well, that's ok right? As long as it's for different type of dice rolls?

Yep, if you got it, spend it.

inkblob said:

It was the Ice Queen ending and I had the Finger of Death spell. I decided to play it like she was a character and take 2 lives instead of out right killing her, that didn't seem very sporting. What is the right call here?

"None of the creatures in the Inner Region (nor any of the Alternative Ending Cards) can be affected by any Spell. They also cannot be evaded." (Frostmarch rules, p. 2)

Ice Queen is a Creature as far as game terms go.

inkblob said:

My wife ended up in the Summoning Circle, and had just previously encountered 3 stacked monsters which she had a standoff with. It says 'Move the Closest Enemy in the Dungeon to this space. If two or more Enemies are an equal distance away, you choose which Enemy is moved here.'

So all the Enemies were in the exact same square, she moved the strongest over. We played that right not moving them all? The only reason I had any hesitation was because they were considered to be one Enemy when she originally encountered them, and if you landed on the space they would be again.

Yep, you move one of the three.

Dam said:

inkblob said:

It was the Ice Queen ending and I had the Finger of Death spell. I decided to play it like she was a character and take 2 lives instead of out right killing her, that didn't seem very sporting. What is the right call here?

"None of the creatures in the Inner Region (nor any of the Alternative Ending Cards) can be affected by any Spell. They also cannot be evaded." (Frostmarch rules, p. 2)

Ice Queen is a Creature as far as game terms go.

This is a very basic rule I often forget, perhaps because 70% of the Characters reach the Crown via Treasure Chamber or have no need for Spells against the Werewolf or the Pit Fiends.

I bet there's some thread here were somebody said he used Weakness against the Queen; that user was wrong then. Good to know and possibly remember.

I totally forgot about that, as I never use spells on them either, I think this was the first instance. She actually survived that Finger of Death attack and I had to take a second swing at her legitimatly, she must have known... Thanks for the clarification! NO SPELLS, got it.

I personally don't like the Pit Fiends at all, it's never been a challenge for anyone who's landed on them. Is there a thread about that somewhere? I've been kicking around some ideas for beefing them up but would be curious if anyone has tested some methods already.

inkblob said:

I personally don't like the Pit Fiends at all, it's never been a challenge for anyone who's landed on them. Is there a thread about that somewhere? I've been kicking around some ideas for beefing them up but would be curious if anyone has tested some methods already.

Yes, there was a discussion about the pit fiends long ago.

It must be somewhere on the forums.

I believe there was something with the Lord of the Pit, and if you draw him, the pit fiends in the inner region became stronger.

This was a house rule off course lengua.gif

Pits are there just to force Craft-pathers to increase Str a few points, to prevent very early rushes. Wizard draws Maiden and Solomon's Crown, puts him at Craft 9, that's more than enough for Portal of Power and Mines with 3 Fate, but Str 2 vs Str 4 isn't going to be in his favor, so he'll need a 2-3 points of Str.

We use Pit Fiends as a delaying square. Even though it very clearly states otherwise, we use the home rule that you can only kill 1 Pit Fiend per turn. Means this path is slower but more sure than the Dice with Death one. (Though, with Fate, even the latter path isn't that tough)

That's excellent, I might just adopt something just like that. The craft path is just too much of a cake walk, though it did give a recent Wizard pause as he had Str. 3 or 4, so I definitly see how you it's there to make sure you ~ must be this strong to pass ~

I'll ask our group what they think about this d6 delay idea or 3d6 under your Str or they are stacked idea.