Most Hated Cards

By lonely_writer, in Talisman

Velhart said:

8 is pretty low. You need a lot of luck and fate to roll lower with 2 dices in the mines or crypt.

I should say that you need at least 10 or 11 to make a chance, including fate

2 dice even a 6 will do (hi Dwarf). Normal Crypt/Mines is 3 dice, but you only need to equal your stat. With Fate, you only really need two low-mid rolls, rerolling a high number will get you through. Just say to yourself you're rolling for Str on your D&D character, no way you'll roll 9 or higher partido_risa.gif .

Velhart said:

8 is pretty low. You need a lot of luck and fate to roll lower with 2 dices in the mines or crypt.

I should say that you need at least 10 or 11 to make a chance, including fate

Having 10 Str or Cra gives you exactly a 50% chance of success in the Crypt/Mines with no fate. I've been calculating reroll odds for another game, so I may come back to you on the odds with fate, but they're pretty good.

Séamus Mór said:

Velhart said:

8 is pretty low. You need a lot of luck and fate to roll lower with 2 dices in the mines or crypt.

I should say that you need at least 10 or 11 to make a chance, including fate

Having 10 Str or Cra gives you exactly a 50% chance of success in the Crypt/Mines with no fate. I've been calculating reroll odds for another game, so I may come back to you on the odds with fate, but they're pretty good.

Seems i made a mistake here.

I mean,that if you roll 3 dices in the mines, you need at least a str/cra 10 or 11 to make a chance including fate

Off course, if you roll 2 dices then 7 or 8 could get you through...including fate

The chance of success if you have 10 Str or Cra and fate to spare: 73.1%

The Hag...The Hag...Ohhh the dreaded Hag. Please friends...don't leave me all alone with her nagging ways!! partido_risa.gif

To further the debate on what you realistically need to get through the Crypt/Mines in the Inner region (ignoring Fate):


For 3d6

Chance of 3 or under is 0.46%
Chance of 4 or under is 1.85% (+1.39%)
Chance of 5 or under is 4.62% (+2.77%)
Chance of 6 or under is 9.25% (+4.63%)
Chance of 7 or under is 16.20% (+6.95%)
Chance of 8 or under is 25.92% (+9.72%)
Chance of 9 or under is 37.50% (+11.58%)
Chance of 10 or under is 50.00% (+12.50%)
Chance of 11 or under is 62.50% (+12.50%)
Chance of 12 or under is 74.07% (+11.57%)
Chance of 13 or under is 83.79% (+9.72%)
Chance of 14 or under is 90.74% (+6.95%)
Chance of 15 or under is 95.37% (+4.63%)
Chance of 16 or under is 98.14% (+2.77%)
Chance of 17 or under is 99.53% (+1.39%)
Chance of 18 or under is 100.00% (+0.47%)

and while we are at it, for the Portal of Power (or Mines if you are the Dwarf or have Gnome follower)


For 2d6

Chance of 2 or under is 2.77%
Chance of 3 or under is 8.33% (+5.56%)
Chance of 4 or under is 16.66% (+8.33%)
Chance of 5 or under is 27.77% (+11.11%)
Chance of 6 or under is 41.66% (+13.89%)
Chance of 7 or under is 58.33% (+16.67%)
Chance of 8 or under is 72.22% (+13.89%)
Chance of 9 or under is 83.33% (+11.11%)
Chance of 10 or under is 91.66% (+8.33%)
Chance of 11 or under is 97.22% (+5.56%)
Chance of 12 or under is 100.00% (+2.78%)

So 10 is your average for a 3d6 - so depends how aggresive you want to be and what kind of ending you are playing. Certainly with CoC I would think about going up with 9 normally - if someone was already on their way then 8 would be plenty. With Fate, even more so.

You can see that after 12/13 you are really not helping your chances much at all by hanging around.

Anyone who waits until they have stats of about 20 can come round my place to play Poker.

BTW - I like the house rule about only keeping for a Trophy if you have to roll a die to determine outcome - that will be in next time.

Nice list Banthafodder

So i was right gran_risa.gif

You need at least a strength of 10 or 11 to make a chance, if you roll 3 dices

everyone who travel there with a strength of 8 needs a lot of luck lengua.gif

Well, I guess that depends upon what you regard as luck.

Remember this is without fate that can make the odds a lot more favourable.

Still, with Strength/Craft of 8 gives you a better than 1 in 4 chance, or 3-1 in bookmaking parlance.

For me, that is pretty favourable - maybe it is from playing poker or maybe just personality.

If you played poker and only bet on hands that gave you a better than 50:50 chance you would go broke very quickly I would suspect.

The thing with the Mines/Crypt is that the only downside is you get moved, there is no penalty to your attributes. This makes the risk a lot easier decision to make. Risk vs Reward means you can go for sooner than you normally would. Of course this would all be tempered with the other characters in play, not only how strong the character is but the way that person plays. If they generally want to hang around until they are invincible I might take a bit more time to give myself better odds but make sure I attempt to go up before I think they would be comfortable in doing so.

Assuming I don't get Toaded 4 times in one game that is.

I can't remember the name of it, but I hate the card that takes all the spells away, especially when you are about to kick some ass with them! llorando.gif

The Doppelganger and Instructor are definitely near the top of my list.

Back on-topic. In the old days it was Warhorse as it always resulted in fights.

Due to the confusing wording, we used to total up all the craft to add to the strength rather than just starting craft.

It was just a war to see who controlled the Warhorse, in the end we pulled it from the deck.

Most hated card in current deck would be the nerfed Raiders. Was going to house rule it back to proper state, forgot to tell my bro but he READ the card and still gave up all his objects... I just kept quiet partido_risa.gif

There is another one in the new deck, don't recall the name but a spirit that runs away if you have more than minimal craft. Dull.

@banthafodder

You mean the Shiver Nymph with craft 2?

There is another one... the Ekor gran_risa.gif

Those cards are only filling those spaces.

I like them.

If the outer region becomes full of cards, then you must go to other regions.

These cards will do the job gran_risa.gif

I would put 3 cards on this list:

1. The basilisk, which was mentioned before.

2. Mimic (or it's spirit counter part) with any other monster with the same encounter number fighting together.

3. And, transmutor... I really dread that card. They could change the text to: "Sorry, but you're turned into a toad... better luck next time"

But I'm not sure I really hate these cards. I just don't like to get them in the game. I think I have to agree with a previous post about the cards that allows you to search through decks are bad. They don't seem to fit in the game.

Dam said:

Raiders, but not because of what it does, how it got nerfed. Old Raiders (whose text we still use) were the great equalizer, especially now that you can Evade them anymore unless using optional rules.

This was exactly what popped into my head when I saw this thread.

Big++

BanthaFodder said:

Back on-topic. In the old days it was Warhorse as it always resulted in fights.

Due to the confusing wording, we used to total up all the craft to add to the strength rather than just starting craft.

Err that's still how we play it, isn't that right? Does the card say starting craft?

Daniel.

Darklord said:

BanthaFodder said:

Back on-topic. In the old days it was Warhorse as it always resulted in fights.

Due to the confusing wording, we used to total up all the craft to add to the strength rather than just starting craft.

Err that's still how we play it, isn't that right? Does the card say starting craft?

Daniel.

Yes, warhorse is craft value.

So you can't add all your craft to your strength.

But you can buy more warhorses, that gives the character more strength in battle, so he can almost not be defeated...

Seems like bantha fodder use a houserule then gui%C3%B1o.gif

The value you add is your "Craft Value" which means you "starting craft" - the number printed on the card. (Although I guess you could double that with a Brainwave spell ? - not sure)

This is opposed to your "Craft" which is the total of adding up your "Craft Value, tokens, objects, followers)

So the Monk, who has this as a special ability, always adds 3 to his score in Battle as this is his starting craft, his Craft Value

As I said, this has caused confused over the years, you will probably find many threads on it. It makes sense as well, otherwise the character with the warhorse (or the Monk) become ridiculously powerful very quickly.

Maybe not hated, but more of a "lame" card.

The Holy Grail, come on it´s the holy grail and all it does is "you dont loose a life in the dessert" thats a bit lame.

I think it should atleast have the same abillity as the Cleric has "instead of loosing a life, you loose one faith"

Best Regards.

D_M