Two questions that arose in last nights games...

By lonely_writer, in Talisman Rules Questions

One of them kind of silly, and one of them not so much.

1) A character obtained the Gilded Compass (lets you subtract 1 from your dice roll for movement). On a roll of 1 for movement the character has to move regardless of the effect of the compass - can movement ever be 0 alloweding the character to stay and encounter the square again?

Yes - that was the kind of silly question. Now for the not so silly question.

2) I was playing the necromancer and drew the Heavenly Host, a nasty Craft 10 Enemy Spirit. The Heavenly Host cannot be evaded by evil characters and the necromancer can evade enemy spirits. In this scenario which ability takes precedent? I am sorry if this has been answered before or is written somewhere clearly in the rules but if anyone can answer this for me I will give them a Talisman I happened to find sitting in an Eagle's Nest.

Thank you!

Geeeesh can you ask easier questions :) .

I have always played it that each player has to move at least 1 square unless a card says they can stay at same space.

I think because the Neco is evil he can't but not sure, would be great to get official word on these...

lonely_writer said:

One of them kind of silly, and one of them not so much.

1) A character obtained the Gilded Compass (lets you subtract 1 from your dice roll for movement). On a roll of 1 for movement the character has to move regardless of the effect of the compass - can movement ever be 0 alloweding the character to stay and encounter the square again?

Yes - that was the kind of silly question. Now for the not so silly question.

2) I was playing the necromancer and drew the Heavenly Host, a nasty Craft 10 Enemy Spirit. The Heavenly Host cannot be evaded by evil characters and the necromancer can evade enemy spirits. In this scenario which ability takes precedent? I am sorry if this has been answered before or is written somewhere clearly in the rules but if anyone can answer this for me I will give them a Talisman I happened to find sitting in an Eagle's Nest.

Thank you!

The necromancer ability says that," spirits will not attack you, although you may choose to attack them " but thats not the same as evading as far as i know, so if you choose not to attack the Heavenly host, then nothing happens that turn I think, because the spirit will simply not attack you. If the ability had said " you may evade enemy spirits " then the necromancer would have to fight the host.

Thank you. I should have picked up on that. That clarifies it and changes the wording of the question somewhat. Cheers!

The Wizard said:

The necromancer ability says that," spirits will not attack you, although you may choose to attack them " but thats not the same as evading as far as i know, so if you choose not to attack the Heavenly host, then nothing happens that turn I think, because the spirit will simply not attack you. If the ability had said " you may evade enemy spirits " then the necromancer would have to fight the host.

Thats so right. Wish I looked :)

lonely_writer said:

1) A character obtained the Gilded Compass (lets you subtract 1 from your dice roll for movement). On a roll of 1 for movement the character has to move regardless of the effect of the compass - can movement ever be 0 alloweding the character to stay and encounter the square again?

Yes - that was the kind of silly question. Now for the not so silly question.

If the Gilded Compass doesn't mention a minimum of 1, then I'd say you can use it to move 0. However, not much point in doing so as you never encounter the space you start your turn in. Could of course happen you move to another space and then get teleported back to the space you started from, but you've encounterer another space, so you'd now encounter that new (old) space. Highlands added a Follower that you could discard to decline to move and encounter the space you started in as if you had moved there normally.

Encountering the space you start in is uber-VERBOTEN in Talisma, so I would house-rule that you have to move at least one space even if you roll 1. Anyway, this is a really quick and straightforward question; mailing JG could be a good idea.

Dam said:

"If the Gilded Compass doesn't mention a minimum of 1, then I'd say you can use it to move 0. However, not much point in doing so as you never encounter the space you start your turn in."

In tonight's game, I was on the Oasis and rolled one, had no fate or water bottle, but did have the gilded compass. In this situation, if one were on one's last life there would be a point in using the gilded compass to stay put and do nothing. My bf let me stay then proceeded to trounce my Assassin with his Troll.

I´m pretty sure the rule says, that you MUST move every turn min. 1 space, unless you have something, like the follower from the highland as Dam mentioned above.

Best Regards

"(to a minimum of 1)." - this wording was suggested during playtesting, but it was decided that it was not necessary, as a character has to move at least 1 space per turn for movement (unless otherwise stated). In other words, you cannot use the Gilded Compass if you roll a "1" for your movement !!!

Ell.

I think that´s what i was trying to say happy.gif

Regards

"More specifically, each player’s turn consists of two parts, in this order:

1. Movement – The player rolls a die and moves his character that number of spaces around the board.
2. Encounters – Once a character has finished his move, he
must encounter either the space or a character in the space
where he lands." (Talisman revised edition rulebook, page 8)

As I see it, and I looked through the rules, there is nothing to keep you from encountering you space you start your turn on as long as your movement ends there. So if you allow, which I think is cool, the guilded compass to reduce your movement to 0 then you have to encounter the space you end your movement on which would be the space you started your turn on. A more common scenario would be teleporting to any space in the region and choosing the space your on. Note that I do not mean the teleport spell which clearly states "any other space". But maybe I missed something.

When it comes to the Necromancer thing become clear when you read the rules for psychic combat. Which shows us that you have to be in the fight to evade.

Resolving Battles vs. Creatures

Battles against creatures are resolved in the following steps:
1. Evade
The character first declares whether he is evading or not
(see “Evading” on page 14). If not, then a battle takes
place. [...]
Resolving Psychic Combat
Psychic combat is resolved in exactly the same manner as
battles (see “Battles” on page 10), except:
1. Craft is substituted for Strength.
2. No Object can prevent the loss of a life.

PluTT said:

As I see it, and I looked through the rules, there is nothing to keep you from encountering you space you start your turn on as long as your movement ends there.

"They may never encounter anything in the space where
they start their move." (p. 9)

PluTT said:

"More specifically, each player’s turn consists of two parts, in this order:

1. Movement – The player rolls a die and moves his character that number of spaces around the board.
2. Encounters – Once a character has finished his move, he
must encounter either the space or a character in the space
where he lands." (Talisman revised edition rulebook, page 8)

As I see it, and I looked through the rules, there is nothing to keep you from encountering you space you start your turn on as long as your movement ends there. So if you allow, which I think is cool, the guilded compass to reduce your movement to 0 then you have to encounter the space you end your movement on which would be the space you started your turn on. A more common scenario would be teleporting to any space in the region and choosing the space your on. Note that I do not mean the teleport spell which clearly states "any other space". But maybe I missed something.

The only statement that's in the rules is that you must always move. By rolling a 1 and subtracting 1 with Gilded Compass you technically don't move, and this is not allowed.

I think that all cards/spaces that allow a Character to teleport to a destination of choice have the wording "any other space". This is how it was meant in the past and in 4ER, as far as I know.

"Characters can only have encounters in the space where they

land. They may never encounter anything in the space where
they start their move." p9
I was going to say: "I stand corrected." which I partly do, but then i started thinking. The reason for the second part is to prevent characters from not making their move or to pick upp items first and then roll for your move. The second sentance does not have to contradict encountering the space in which you start it just forbids you to encounter the space at the start of your move, not the end of it. Yes you may not encounter anything where you start your move but you must encounter everything where you end it, even if it is the same space. I am just trying to put the three rules together and see what happens.
Maybe I'm insane.

The_Warlock said:

The only statement that's in the rules is that you must always move. By rolling a 1 and subtracting 1 with Gilded Compass you technically don't move, and this is not allowed.

I think that all cards/spaces that allow a Character to teleport to a destination of choice have the wording "any other space". This is how it was meant in the past and in 4ER, as far as I know.

Forget teleport, lets say I use the speed spell and a riding horse, I think you can do that, and ride all around the middle region and land on my starting space?

You never encounter anything before you move, so that reading of the rules is moot IMO. First you move, then you encounter, can't do it the other way around. You can only encounter a space you land in, but if you start your move in the same space as you land in, you can never encounter that space. In order to encounter the space you started your turn/move in (let's say space X), you'd first have to move to another space (space Y) and from there get teleported back to the original start space (X), then you would be able to encounter the space as your current move started in space Y, not X.

PluTT said:

Lets say I use the speed spell and a riding horse, I think you can do that?

No you can't. If you use the Speed Spell you cannot use a Riding Horse and if you use a Riding Horse you cannot use the Speed Spell!

Ell.

I thought that powers from difference sources always stacked. Speed let you add one extra dice to your movement, same thing with the Riding Horse, why can't you combine the two and roll 3 dice? To me this is the same as the Monk using a Warhorse or using Psionic Blast.

frogemoth said:

I thought that powers from difference sources always stacked. Speed let you add one extra dice to your movement, same thing with the Riding Horse, why can't you combine the two and roll 3 dice? To me this is the same as the Monk using a Warhorse or using Psionic Blast.

I think Speed comes down to wording.

Speed:

"Cast on yourself after you have rolled a die for your move. Roll 1 additional die and add the results together to make your movement roll."

It specifically mentions "a die for your move", meaning vanilla movement. If you use the Riding Horse you're rolling 2 dice and don't meet the requirement, just like you can't Riding Horse, roll 3+3 (or 6+6) and use Magic Carpet 'cos you rolled a 6.

Ok I see your point. The wording could have been more explicit but since it clearly state "a die" I have to agree with you.

I challenge you to come up with a way to do a round the world in at least the middle region! =P

how about any combo of speed, black ice, marked for glory and/or hydra spell that should give you 3 or 4 way to get to get their.