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You are here: FFG Forums /  Board and Card Games /  Talisman

Talisman
Enter a mythic world of dragons and sorcery!
Moderator: ffgjafferFFGMarkGeckoThe Spaniard Topics: 1264 | Posts: 16295
The Reaper
Published on 13 December 2008 - 09:39:01
Page 2 of 4 (46 messages) « First page... 1 2 3 4 ...Last page »
Reply #16 | Published on 16 December 2008 - 00:57:05
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Starsaver said:

Did anyone read the article on The Grim Reaper?  Im not sure that I like the idea of the Reaper being able to kill a player outright with no chance of survival.

Gotta use your Fate for something!

 
Reply #17 | Published on 16 December 2008 - 03:43:28
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Roy said:

Killing a player just sucks, its like the bs Cave expansion.  A can hear a house rule 2 lives coming....

Oh come on now, what are the chances of that happening anyway? 1 in 6 that a player is able to move the Reaper at all, undetermined that the Reaper will reach another player's character, and again 1 in 6 that he will kill that character. That's less then being toaded with the Fate rule availible :P

If anything is going to stop me from using the Reaper as is, it's the relative complexity of his movement rules...

Anyway, I think it sort of makes up for the toned down Raiders adventure card ;)

 

I thank you for your time

 

 

Lord Gorthuar de Veris

Cult of Nagash

Reply #18 | Published on 16 December 2008 - 03:58:16
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The Reaper... lame.  Its like the "Key to the Kingdom" nightmare all over again. 

I like these mini optional rules components though, if you don't like it, take it out.

Unfortunetly my excitement is beginning to wain.  Lets see whats in those 90 cards :D

 

Reply #19 | Published on 16 December 2008 - 04:51:49
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I rather like the Reaper and what it can do.  Will hopefully balance out opinion for those who don't like Fate points.  Also like what happens when you roll a 5.

Without signature

Reply #20 | Published on 16 December 2008 - 05:41:51

Yet one more thing to worry about and force you to think twice before you spend your fate.  Very nice.  I always love FFG expansions, they typically make their games a lot more difficult.  Knowing my group we will probably always have the Grim Reaper running around the board to add to the options and tension in the game.

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Reply #21 | Published on 16 December 2008 - 06:52:29

Sounds fun!

I can imagine evil players spending fate to try to move the Reaper knocking the odds down to 1 in 3 and then with a reroll on his movement he's got a semi decent chance of catching someone.

6 Players Talisman anyone? Immobility ? Temporal Warp?

Could get messy.  Wonder if he can move regions?

Geoff

Sin firma

Reply #22 | Published on 16 December 2008 - 07:24:38

The Reaper may move from the Outer Region to the Middle Region or vice-versa, but you will have to wait and see how he accomplishes this!

 

 

Elliott Eastoe

www.ukgamesexpo.co.uk/bookevents.php

Talisman at UK Games Expo 25th-27th May

dl.dropbox.com/u/9409455/Mephisto%20Character%20Cards%20Revised%20Edition.pdf

Mephisto Character Cards (English Revised Edition)

 

Reply #23 | Published on 16 December 2008 - 07:34:40
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I wish they had added some additional effects to the reaper:

(1) If you land on the spot where the reaper is lose a life.  That way a player isn't just trying to move the reaper to land on another player, but also using him to block a location.

(2) When moved, the reaper kills all face up enemy’s and strangers in his new location.  This means the reaper can be used to get rid of things you don't like around the board.  Can't cast spells?  Let the reaper kill the scholar!

(3) I'm not sure how I feel about this but:  If the reaper is in a location all shops, mystics, alchemists, markets, and so on close their doors.  Who is going to be turning swords into gold when death is around.

This would make the reaper a bit more interesting and make it feel like he was bringing death not just to the characters but to the entire game world.

 

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Reply #24 | Published on 16 December 2008 - 08:22:39

Hook Innsmouth said:

I rather like the Reaper and what it can do.  Will hopefully balance out opinion for those who don't like Fate points.  Also like what happens when you roll a 5.

Reaper + nix the Fate = finally some bite back in Talisman (which is the way I'll go definately).

A dirty mind is its own reward.

Reply #25 | Published on 16 December 2008 - 08:57:01

I think it is quite a clever little check for keeping at least one fate around as protection.  The more really nasty things that can be avoided by a re-roll, the more important fate management will be.

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Reply #26 | Published on 16 December 2008 - 10:22:32

I am assuming you will be able to use a fate token (if you have one that is) when you roll a 1.

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Reply #27 | Published on 16 December 2008 - 10:36:49

Does the Reaper have a starting space or does he just appear the first time a dice roll of 1 is thrown?

Does anything happen if you land on a space the reaper already occupies?

Can you use a fate to stop him from appearing?

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Reply #28 | Published on 16 December 2008 - 10:50:14
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alboy said:

Does the Reaper have a starting space or does he just appear the first time a dice roll of 1 is thrown?

Does anything happen if you land on a space the reaper already occupies?

Can you use a fate to stop him from appearing?

Ah, the power of a teaser!

Do not let what you cannot do interfer with what you CAN do.

Reply #29 | Published on 16 December 2008 - 14:13:46
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Dont fear the Reaper..

 

I wish  I could answer all your questions..but I am not allowed to.

All your wishes will come true soon enough with it comes out.

 

The Talisman wrapped with care, under the tree

The reaper in my stocking, staring back at me.

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Reply #30 | Published on 16 December 2008 - 16:14:55

Any rulebook for the Reaper?

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