The upcoming list has been updated.
The City expansion is available in the shops ![]()
The upcoming list has been updated.
The City expansion is available in the shops ![]()
I received my copy of The City today. Very exciting!
First up, kudos to FFG. They have produced a simple, yet compelling, expansion -- much simpler than 3rd edition (with the different movement die) with its clean layout, separate cards, and a really clever piece of artwork. I was hoping for The Forest, but after the excellent Dragon and now City offerings, I'm even more excited about the last corner -- whatever it proves to be.
After a quick glance I do wonder whether new characters, especially the Bounty Hunter, are stronger than previous ones (e.g, Elf). But some look like a fun change of pace (e.g., Tavern Maid, Tinkerer, Elementalist).
Lastly, my thanks to other posters in the lead up to the new release. I've enjoyed reading your thoughts.
jd3 said:
I received my copy of The City today. Very exciting!
First up, kudos to FFG. They have produced a simple, yet compelling, expansion -- much simpler than 3rd edition (with the different movement die) with its clean layout, separate cards, and a really clever piece of artwork. I was hoping for The Forest, but after the excellent Dragon and now City offerings, I'm even more excited about the last corner -- whatever it proves to be.
After a quick glance I do wonder whether new characters, especially the Bounty Hunter, are stronger than previous ones (e.g, Elf). But some look like a fun change of pace (e.g., Tavern Maid, Tinkerer, Elementalist).
Lastly, my thanks to other posters in the lead up to the new release. I've enjoyed reading your thoughts.
Hi Jd3,
Can you tell me what the abilties from the bounty hunter, tinkerer and the elementalist are?
I am curious about it ![]()
Greetings,
Velhart
Bounty Hunter (Str 5, Cra 2, Fate 2, Life 4; Evil)…
*Whenever you defeat a character that does not match your current alignment in battle or psychic combat, you may gain 1 gold (from the gold stockpile) in addition to your normal reward.
*Whenever you kill an Enemy you may gain 1 gold.
*If you have a stand-off during battle or psychic combat, you win the attack instead.
*You may take 1 trophy of your choice from a character that you land on.
Tinkerer (Str 2, Cra 4, Fate 3, Life 4; Good)…
*You start the game with 3 objects of your choice from the Purchase deck.
*You may turn any Objects you have into automated Followers:
*Whenever you encounter a Construct, you may take it as an automated Follower instead of attacking it. However, while a Construct is an automated follower, you cannot use its ability.
Elementalist (Str 1, Cra 1, Fate 3, Life 4; Neutral)…
*At the start of the game, place 1 fate token on your character card as an elemental marker:
*You automatically kill Enemy Elementals without resorting to battle or psychic combat (you keep killed Elementals as trophies as normal).
From that, my inital thoughts:
Bounty Hunter : Very strong - a lot of useful SA on top of high initial stats
Tinkerer : Must be missing something as I totally don't understand how that works
Elementalist: Very interesting,
BanthaFodder said:
Bounty Hunter : Very strong - a lot of useful SA on top of high initial stats
Indeed. All that Gold is incredibly useful with the City available for shopping, without it the character will still be powerful with an amazing Strength value of 5 (never seen this since the Ogre Chieftain) and the ability to win on a stand-off. Winning battles is ok, but why is he able to win in psychic combat?
Stealing trophies is a nice idea but I don't think it's so easy to use, unless you play with 7-point trophy exchange (I play with 5 to make games shorter).
BanthaFodder said:
It animates Objects making them Followers to him, which do not count towards carrying limit. Moreover, they cannot be taken by other characters, neither by defeating the Tinkerer nor by ANY special ability or Spell. They're not Objects anymore and are "cards that become Followers", as addressed in the current FAQ.
In addition, he can discard one animated Follower (a former Object, or an Enemy Construct in his possession) on draw card spaces, to discard and replace ANY number of cards.
I don't see a reason why the Tinkerer shouldn't turn all Objects he gets into animated Followers. They'll be safer and lighter that way.
BanthaFodder said:
Looks good, a versatile character that's not overpowered. Automatically defeating Elementals is only seldom useful, but the chance to boost Strength or Craft at will once per turn is great but it's better used on draw 1 card spaces, at least in the early game.
One thing I noticed about the City cards is a lot of them are far reaching and have game changing effects. For example you are on the CoC you made it and now only have 2 lives left. Someone in the city draws the Assassin Stranger and pays it 2 gold and send them after the person on the CoC. This is just one. There are others!. Also I see a lot of objects are going to be changing hands when using the expansion.
Oooh, I like the elementalist. Was hoping for something more/different on the other two though. But the three already revealed where all good, so I'm fine =)
What spaces do these three start on?
Tinkerer and Elementalist looks very innovative! FFG still can surprise us and I hope for curious 4th corner with new mechanics!
They started to use dark and light fate, maybe new small expansion set extend it.
I wonder if Tinkerer can take Raft from the Purchase deck and turn it into automated Follower and then not to discard it as it is no longer carried?
Does the City expansion card list is available to check components?
Bounty Hunter -- Start: Sentinel.
Tinkerer -- Start: City.
Elementalist -- Start: City.
The_Warlock said:
It animates Objects making them Followers to him, which do not count towards carrying limit. Moreover, they cannot be taken by other characters, neither by defeating the Tinkerer nor by ANY special ability or Spell. They're not Objects anymore and are "cards that become Followers", as addressed in the current FAQ.
In addition, he can discard one animated Follower (a former Object, or an Enemy Construct in his possession) on draw card spaces, to discard and replace ANY number of cards.
I don't see a reason why the Tinkerer shouldn't turn all Objects he gets into animated Followers. They'll be safer and lighter that way.
So an object has the same purpose as before but is classed as a follower rather than an object…riiigggghhhht.
Sounds like a bit of a large leap in suspension of disbelief and a FAQ nightmare.
Where does it say that you cannot take these automated followers? Guessing that the Sorceress, Hag, Mesmerism spell etc would manage it unless specifically mentioned. What happens to them if they are taken, do they remain followers, revert back to Objects? What about concealed pouch, is that a hidden follower?
I'm all for interesting new abilities but not sure about this one.
Read the FAQ!
Ell.
I have seen several posts reference an FAQ - the only one I can find on the site only goes up to Dragon though, is there an FAQ I'm overlooking? Could someone please link it or tell me where I can find it? We're going to be playing in a few hours…
Croonos said:
The Raft is discarded "whether you cross or not", "as you cannot carry it with you". That last part of the text doesn't mean that you cannot take a Raft and put it in your inventory (in fact, you must take it to use it). In game terms, turning it into an automated Follower doesn't justify you taking the Raft around and ignoring the instruction to discard it in any case.
I admit yours is an interesting observation. A self-moving Raft should be able to follow the Tinkerer, outside the game mechanics.
veryangrydwarf said:
I have seen several posts reference an FAQ - the only one I can find on the site only goes up to Dragon though, is there an FAQ I'm overlooking? Could someone please link it or tell me where I can find it? We're going to be playing in a few hours…
Well, that's the right FAQ. It needs reading…
However, on page 2:
Cards That Become Followers
Some cards and special abilities allow characters to take cards
as Followers even if the card type is not actually listed as a
Follower. For example, the Minstrel’s special ability allows
him to charm Animals into joining him as Followers. A character
that has these Followers in his play area treats them
as normal Followers in all regards, except he cannot choose
to ditch them. If another character has an ability that affects
Followers, he cannot target a card that has become a Follower.
Example: A character cannot cast Mesmerism to take one of
the Minstrel’s charmed Animals because it is only considered
a Follower to the Minstrel.
If a character is forced to ditch or leave a card that has become
a Follower (such as the Cell space in the Dungeon, getting
turned into a Toad, or because the character is killed), the
Follower must be discarded instead.
Apply this to the Tinkerer's "animated Followers" and hopefully you'll get my point.
The_Warlock said:
veryangrydwarf said:
I have seen several posts reference an FAQ - the only one I can find on the site only goes up to Dragon though, is there an FAQ I'm overlooking? Could someone please link it or tell me where I can find it? We're going to be playing in a few hours…
Well, that's the right FAQ. It needs reading…
However, on page 2:
Cards That Become Followers
Some cards and special abilities allow characters to take cards
as Followers even if the card type is not actually listed as a
Follower. For example, the Minstrel’s special ability allows
him to charm Animals into joining him as Followers. A character
that has these Followers in his play area treats them
as normal Followers in all regards, except he cannot choose
to ditch them. If another character has an ability that affects
Followers, he cannot target a card that has become a Follower.
Example: A character cannot cast Mesmerism to take one of
the Minstrel’s charmed Animals because it is only considered
a Follower to the Minstrel.
If a character is forced to ditch or leave a card that has become
a Follower (such as the Cell space in the Dungeon, getting
turned into a Toad, or because the character is killed), the
Follower must be discarded instead.
Apply this to the Tinkerer's "animated Followers" and hopefully you'll get my point.
Consider myself RTFM'd. Makes the Tinkerer a high powered character then in later game. Expect to be hunted down and killed off early if you play this chap.
Hmmm….interesting. The bounty hunter's powers are straightforward and clear; the Tinkerer, though, I will have to play a couple of times to see if he's worth it. Not quite sure I would care to play him yet. Has potential, but seems like it's missing something…
As to the elementalist…pretty versatile, particularly in the early game. But what does that power have to do with elementalism???
I'm guessing there are a lot of elementals in the City cards, or that last power is pretty useless.
BanthaFodder said:
Consider myself RTFM'd. Makes the Tinkerer a high powered character then in later game. Expect to be hunted down and killed off early if you play this chap.
In terms of trying to take Talismans from him, you mean? Why does the power level depend on game progress? You can still only use one weapon at a time, and anyone with a mule can have a bunch of rings and things.
Zozimus said:
BanthaFodder said:
Consider myself RTFM'd. Makes the Tinkerer a high powered character then in later game. Expect to be hunted down and killed off early if you play this chap.
In terms of trying to take Talismans from him, you mean? Why does the power level depend on game progress? You can still only use one weapon at a time, and anyone with a mule can have a bunch of rings and things.
I think you are forgetting his power to ditch an animated follower in favor of redrawing new cards on spaces, a skill useful all the way to the end game. Plus, having a mule to carry extra items vs. not needing it is clearly a disadvantage as the mule can be killed, stolen, etc. The Tinkerer strikes me as incredibly powerful, and I'm eager to check him out in a game.
You can't choose to ditch cards that become followers. If force to ditch you must discard instead.
Uvatha said:
You can't choose to ditch cards that become followers. If force to ditch you must discard instead.
Then the Tinkerer is smoked if he lands on the Icebridge ![]()
It is true that the Tinkerer may not ditch automated Followers to cross the Ice Bridge (normal Followers he can).
However the Tinkerer may discard automated Followers to replace cards on a space as per his ability (this is not ditching).
Ell.
What if tinkerer got his hands on all 4 talismans and automated them. Isn't it game over right there?
Bludgeon said:
What if tinkerer got his hands on all 4 talismans and automated them. Isn't it game over right there?
No, there are Talismans in the Adventure deck too.
I forgot about the regular Adventure deck, but there is also a Talisman in the Dungeon, if you pick it after defeating the end-boss, and there is also a Talisman in the Highlands, which you get after a good roll when encountering the Eagle's Nest or some such card, I believe.
I imagine there will be one available in the City, somehow, based on Encounter.
That means there are at least 6 or 7 Talismans.