Talisman: Digital Classic Edition

Talisman: Digital Classic Edition

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Warlock Cave Mechanics?
I'm curious as to what the official rules say about this space.

Just played a very fun 2 player online match. Opponent was inside at the crown and I did not have a talisman yet so I went to the Warlock's Cave and rolled for a quest, I did not have any fate left and I rolled a 1, "Take 1 life from and enemy player" or whatever it is.

Now my opponent was on the crown already making this quest unfinishable.

So I went back to the Warlock Cave thinking i'd be able to try to roll again, however this did not happen. Making my player unable to make a run for the crown.

Curious as to what the offical ruling on the Warlcok Cave is? Is this normal or should you be able to reroll everytime you land on the space if you so choose?

Hope it's the latter if not the Warlock Cave will be something to avoid once opponents are in the inner region.

Thanks
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Showing 1-3 of 3 comments
The official rules before the Reaper Expansion are exactly as you have indicated. Nomad could include an option (if using just the core game), that if there are 2 players left in a game and a player rolls a 1 in the Warlock's Cave, it automatically changes the result to a 2 instead.

With the Reaper Expansion turned on, a player simply chooses which Warlock Quest to accept.

With the Frostmarch Expansion turned on, a player randomly draws a Warlock's Quest, which if a player draws the 'take a life from another character' you could be made to draw a different quest.

Alternatively, you could wait until a Talisman is drawn from the Adventure Deck!!!

Ell.
Although there are indeed other ways to get a talisman, the problem lies in the fact that the warlock PREVENTS you going through the portal of power until you have completed his quest.

For example:

I played a game with 3 AI players and one of them had already reached the crown of command.
I actually caused problems for myself by stealing other valuable objects instead of taking a life.
Another player got killed off with the command spell and I begun to panic so I made a beeline for the only living player (priest), I was able to take the last life but could not help thinking of the situation if I had not.

The portal of power is the easiest and most common way to get to the plain of peril but there are certain adventure cards that can get you there.

I think the magic portal and the imp.

Other than that I think that unfortunately this is one of those TOO BAD situations but remember that accepting a warlocks quest is optional.

This actually happened to me today. I was playing the warrior and had an 18 strength and a 15 craft but had taken the Warlocks quest which was kill another player. I also had gotten 2 talismans after taking the quest but could not go through the door until I finished the Warlocks quest. The Wizard eventually got to the crown while I kept chasing players all over the board trying to kill one. The Wizard using the command spell eventually killed the other 2 players and at that point I was out of luck since the Warlocks quest left me unable to go through the portal because I had not killed another player. 12 lives later I was dead and the Wizard won the game.

It friggin sucked!
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