Hello,
i have few question about the rules:
1. The spell Transference (Cast on yourself instead of your normal move). Switch spaces with any other character in your Region. Can you play this in the dragon tower, instead of your move??
2. The spell Acquistion (Cast at the start of your turn, before you move. Take one Object of your choice or one gold from any character). Can you steal any objects, here isn't (except Magic Object)....?
3. When the first player stay on the Plain of Peril in the Dragon Tower and second player goes throught the Portal of Power to Plain of Peril, could second player attack the first player on the Plain of Peril? The Dragon tower turn rule is draw that many cards then move = 2 while win the battle/psychic combat or move = 1, but no attack other characters except Crown of Command or Plains of Peril, but the turn are reversed, firstly draw, then move. If you move to plain of peril, you must end your turn, or you must attack another character? In the Dragon tower the rule is questionably.
4. If the third token is stacked on Draconic Lord, then he is King and you add one token to place where is your character etc.. The other tokens from dragon king is discarded from the game? We play it like this, but discard means from the game or to throw this tokens into draw pile?
5.I have last question about rules - Warlock Quest Cards. Can you complete more than one quest each turn? We like to play only one per turn. If you are teleported to complete quest, you must encounter Warlock to complete quest? or you may encounter the cards on warlocks cave or attack another character? Or you may try all of this? (this is gag, or real?) The main question is: Can the character attack another character that land on the Warlocks Cave and complete a quest together?
- Can you complete quest if you land on the Warlocks cave? and then move normally?
i have some good rules what we play:
1. The battles/psychic combats we resolved as two 1k6 dice, where each player have two dices with different colors. Example (the Knight have white dice and black dice) at the start of the game, players chooses Colors of they're choice and specified what color is for enemies and what color for character. If some players needs more dices with the same color as needs, then take additional dice.
2. At the start of the game each player have 5 dices (specially characters may have one more combat dice). 2 dices for combat (two different colors), 2 Original talisman dices for Move, Temple and cards to throw specially one or more dices. And last dice is for the Dungeon and Highland expansion - as listed in another topic in this forum - the special dice with 1-1-2-2-3-4 values instead of 1k6 dice.
3. Absolutely we like playing with reducing trophies values. For each one hour that getaway, we subtract 1 from trophy value. (example Upon first hour, you need only 6 points of trophy), but we like to make cap at 5. Under 5 points is too many and the game loose chic.
4. For the dungeon we have special rules to move. As well as we uses special dice, we go throught the dungeon always forward, unless you wish to go backward, but you must specify the direction before you throw the die. (This rule is optionally i think, but its seriously bloody
)
Thanks for replies.