Tavern

By hawgboy, in Talisman

Making cards for the Tavern and other stuff should be easy enough. I can use the card set program. Since they will have different backs the look will not be too jarring.

Of course the weather just hit amazing in my area so the real adventures of the great out doors are calling! That tends to put the kibosh on some of my creative projects for a while.

At least I got to use kibosh in a sentence! Twice!!

Feldrik said:

Making cards for the Tavern and other stuff should be easy enough. I can use the card set program. Since they will have different backs the look will not be too jarring.

Of course the weather just hit amazing in my area so the real adventures of the great out doors are calling! That tends to put the kibosh on some of my creative projects for a while.

At least I got to use kibosh in a sentence! Twice!!

I wonder what for adventures it would be...

Maybe that you can draw a tavern card if you roll a 3 or 4 or something.

Because Dth has made the gamble option, you can erase number 3 and 4 and changed it for drawing a tavern card.

Maybe that something nice would happen.

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Hi Dth,

Maybe you could change the rental room to healing 1 life. Then it is not too powerful against the village or city. This will resolve everything i think.

Ok, I hear ya Vel,

I wasn't without my own misgivings, so I've thought about a solution. I don't like the die roll mechanic purely because I don't think we need more than one die roll per location.

How about:

Pay 1 Gold Coin for a room. You can heal up to 2 lives each one costing an additional turn of rest.

So its more economical but not any better than the others which are "instant healing". Missing two turns is a fair trade I think.

Is that amenable to y'all? :)

dth said:

I'm sure Talismanisland is sick of me sending him stuff, so I decided not to bother him again (after giving him nearly 100mb of stuff...via E-MAIL!).

There is no need to worry Dorian. Just send anything you want and I'll upload it.

dth said:

Ok, I hear ya Vel,

I wasn't without my own misgivings, so I've thought about a solution. I don't like the die roll mechanic purely because I don't think we need more than one die roll per location.

How about:

Pay 1 Gold Coin for a room. You can heal up to 2 lives each one costing an additional turn of rest.

So its more economical but not any better than the others which are "instant healing". Missing two turns is a fair trade I think.

Is that amenable to y'all? :)

Yeah that's a fair trade.

You are missing 2 turns if you want to spend 2x the night.

Off course, this way, you can also choose for spending one night. But if you are spending 2 night's, your opponent has get already 3 turns.

this is good. The balance is better now.

aplauso.gif

I'd like to second that, the balance is better for the two nights' stay.

I'm going to try the your tavern out this weekend, dth, I think my little circle of friends will be pleasantly surprised.

Thanks gran_risa.gif

The_Warlock said:

Velhart said:

So it is actually the same as a raft.

With the raft, you must also wait for your next turn to move to the other side...(after getting the raft)

Yes, the same as with the Raft (or Boatman Adventure Card or Water Walking Spell from Reaper Expansion). Crossing the river is your next turn's move and you encounter the space where you land on.

I was just thinking about the water walking spell.

If you read it, you could think that you can get to the other side on the same turn that you have cast the spell before you move.

With a raft or boatman, you must wait for your next turn, to cross the river, but if you read water walking, you can cross on the same turn when you have cast the spell as if you are using a raft

It would be weird if you can only cross on your next turn. The card says before you move...( so you can move on that turn to the other side as if you are using a raft..

This is what i think..

The Water Walking spell i supposed to be cast instead of using the normal move, so you'll move across the river and encounter a space there rather than enacting a normal turn. You do not have to wait until the next turn, so the spell is better than the Raft, IMO.

Lubricus said:

The Water Walking spell i supposed to be cast instead of using the normal move, so you'll move across the river and encounter a space there rather than enacting a normal turn. You do not have to wait until the next turn, so the spell is better than the Raft, IMO.

Thanks.

I was just thinking that already, but wanted to hear it from someone lengua.gif