jesnyder21 Feb 9 @ 6:53am
Command Spell Dragging games out too long!
After a few games with the combo of the spell "hitting" about 20% of the time and the AI healing constantly without them seeming to even try to win and just survive the games are going on too long and taking the fun out of the "late game."

I would love to see some varients at least on winning condidtions to help the games go faster and become more enjoyable.
Showing 1-15 of 16 comments
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Hunter Smith Feb 9 @ 6:55am 
The first expansion after the release, Frostmarch, will be adding Alternate endings.
jesnyder21 Feb 9 @ 6:56am 
Awesome! I can't wait.
scottindeed Feb 9 @ 12:09pm 
The variant modes of play in the back of the rulebook should be brought in as options - e.g. Command Spell succeeding on a 3+, or first to the CoC wins.
Belenus Feb 9 @ 12:37pm 
Scotti. Alot of those varients are reflected in runestones
Blackwych Feb 9 @ 12:39pm 
You will be pleased to hear that one of the Alternate endings in the Fostmarch is called Crown and Sceptre, these are the rules for it:


If a character is on the Crown of Command and no other characters are present, he must cast one Command Spell at the start of each characters' turn (including his own). However, he does not need to roll a die to cast the Command Spell, it automatically succeeds and all other characters lose one life.

If a character is on the Crown of Command and there is another character present, at the beginning of his turn he must attack the other character instead of casting the Command Spell. However, he may choose to fight in battle or psychic combat. He may not choose when he is attacked by another character.

Once a character reaches the Crown of Command, characters cannot heal or gain life for the rest of the game. If all other characters are killed, the character on the Crown wins the game!

This alternate ending was created to end a game extremely quickley once someone aquired the crown.
Iron Monkey Feb 9 @ 12:49pm 
I have to agree I just won a game, but I was stuck on the crown of command for like 20+ turns before I won. Just kept getting bad rolls and when I did get more than one good one in a row one of the characters would find a way to heal. And the stupid Troll had like 7 health. I only got lucky with him because it was taking me so long that he decided to try and get me and he got stuck on the reaper spot losing a life on each turn, if not for that he would have caught up and destroyed be with his 12+ strength and me with only 1 life.

Which was another thing i was really afraid of. After all that I was worried if there would be some spell cast that could cause me to lose a life, which would have made rage quit on that for sure. I realise that it's done this way to give people a chance to catch up or make it interesting, but it really can drag a game out way longer than it should.

I'm looking forward to the alternate endings, and new boards as well.
Last edited by Iron Monkey; Feb 9 @ 12:51pm
rospondek Feb 9 @ 1:20pm 
When can we expect Frostmarch exp or the Runes unlock which gives us
Runestone of Command
Gold - Automatic Command Spell success.
Last edited by rospondek; Feb 9 @ 1:21pm
cartoonman_55 Feb 9 @ 5:13pm 
The end game doesn't always have to end up being a long, dragged out command spell casting event. A character should be able to flee the Crown of Command to the Plain of Peril at will (Talisman rule since version 1).

From the manual: Once any character has reached the Crown of Command, any character that gets killed is out of the game. NOTE THAT THIS RULE STAYS IN EFFECT FOR THE REST OF THE GAME, EVEN IF A CHARACTER LEAVES THE CROWN OF COMMAND.

Therefore, a Character can leave the crown of command and go defeat the other players in straight-up gameplay / combats to still win the game. (Once the crown has been reached, the game can take on the charateristics of the "chaos bloodbath" option from "talisman Adventure" (2nd editon) save for the one talisman rule it has.)

The ability to flee the crown of command at will needs to be implemented!
Last edited by cartoonman_55; Feb 9 @ 5:14pm
vick1000 Feb 9 @ 11:22pm 
The option to leave the CoC WITH the CoC, cast the CoC spell at the start of your turn, as well as take your turn as normal afterward, would be pretty cool. That way you could hunt down the others as you widdle them down with the Crown.
Chief Druid  [developer] Feb 10 @ 1:51am 
Frostmarch next after Reaper and we'll look at doing some kind of 'House Rules' selector.
rospondek Feb 10 @ 10:48am 
Damn... 52 rounds on CoC to get 4 lives of one AI character...
cartoonman_55 Feb 10 @ 3:47pm 
What I pointed out is straight out of the manual, not a house rule. The manual states: EVEN IF A CHARACTER LEAVES THE CROWN OF COMMAND. A character can leave the crown of command if they choose to. They do not have to stand there casting command spells to win the game. We need and option to freely leave the crown of command. This option has existed since version 1 of the board game and it says if a player chooses to flee the crown of command, he goes to the plain of peril. Since a player has been to the crown, all players that die after this point do not restart a new character, so the game can still be won without anyone still actually standing on the crown of command space.
Vendark Feb 10 @ 4:25pm 
That refers to something that forces a character to leave the CoC, like a Transference spell, or simply being killed. The manual specifically states that you do not move and cannot turn back once at the Crown.
Ico83 Feb 10 @ 4:50pm 
Originally posted by cartoonman_55:
What I pointed out is straight out of the manual, not a house rule. The manual states: EVEN IF A CHARACTER LEAVES THE CROWN OF COMMAND. A character can leave the crown of command if they choose to. They do not have to stand there casting command spells to win the game. We need and option to freely leave the crown of command. This option has existed since version 1 of the board game and it says if a player chooses to flee the crown of command, he goes to the plain of peril. Since a player has been to the crown, all players that die after this point do not restart a new character, so the game can still be won without anyone still actually standing on the crown of command space.
The manual states also:
When a character is on the Crown of Command space, a character does not move but remains there instead.Characters on the Crown of Command cannot turn back (p. 20).
+1 Vendark
Last edited by Ico83; Feb 10 @ 4:51pm
Iron Monkey Feb 10 @ 10:21pm 
Honestly this really is starting to get on my nerves, I spend almost more time on the crown than I do playing ang getting up to it. It really is frustrating, the chances of them actually doing something has been really slim from what I have seen so far for it to be dragged out for so long. Don't understand why at the very least make it so if you roll a 6 it takes away 2 lives, that will help a little bit against all the bad rolls.

My last game the guy just kept bouncing back and forth between a healer that was on the board and the castle, plus he kept getting money on the temple. Every time I got lucky enough to get him to 1 he just buy it all back. I was about ready to just say forget it and quit , but was stubborn and finally got lucky.

Of course they reward me after with 98% xp total, so I didn't even get a level after all that garbage lol
Last edited by Iron Monkey; Feb 10 @ 10:30pm
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Date Posted: Feb 9 @ 6:53am
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