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Question about Deactivate and Reload. During Standoff, the rulebook says 'Pay 3 EP to return 5 deactivated cards to your hand'.

Reload - During Standoff, pay 3 EP to reload 4 discarded spells to your hand. It sounds like they are two separate things, so it follows the rule of one standoff action only. Is this correct? I didn't see any other changes in the rules for Tall Tales in the core game other than these two, unless I am mistaken. In terms of the tall tales, yeah, not much has changed other than no backtracking and how deactivating works. Mostly just a lot of clarifications.

Also defeat works a bit differently now in creature duels. And yes, reactivating and reloading are two separate things, only one can be done per standoff. I have a concern regarding the 1 standoff action limit and the Witchborn archetype. The Witchborn archetype is currently the only archetype with a standoff action, but since you are now limited to only 1 such action a turn and reactivating cards also now requires a standoff action this will severely reduce the amount of opportunities to use the Witchborn's Spell Flare action. Was this taken into consideration?

Perhaps Spell Flare should receive errata to compensate for this. I had just finished playing my first play session of the co-op campaign and I was theorycrafting what could be done with the Witchborn. I thought of the epic combo of Spell Flare, Surge, the Bloody Grimoire, the Hexilion Blade, and Magnify giving the magnified spell +5 NV (such as casting Water for 7 DMG and 7 EP). I was a bit disappointed when I read the third edition rules as it wouldn't allow for most of this to be combined. Speaking of the Bloody Grimoire, did this card miss the errata changing 'do not discard' to 'deactivate on use' in the second edition print? Lucky Charm also still has 'do not discard' in its FX. Being defeated during a creature duel does not count towards the total allowed defeats, based on your difficulty setting, unless a player has 0 HP when the creature duel endsI'm confused here.

Isn't the only way to be defeated in a creature duel is to have your HP reach 0? So it will always count towards total allowed defeats? Yes, but I see I didn't stipulate that in the rest node section of Landmarks. Thanks for pointing this out! I just cleaned up the whole defeat section to be way more straightforward. (this is reflected in the latest upload).

I have a concern regarding the 1 standoff action limit and the Witchborn archetype. The Witchborn archetype is currently the only archetype with a standoff action, but since you are now limited to only 1 such action a turn and reactivating cards also now requires a standoff action this will severely reduce the amount of opportunities to use the Witchborn's Spell Flare action. Was this taken into consideration? Perhaps Spell Flare should receive errata to compensate for this. I had just finished playing my first play session of the co-op campaign and I was theorycrafting what could be done with the Witchborn.

I thought of the epic combo of Spell Flare, Surge, the Bloody Grimoire, the Hexilion Blade, and Magnify giving the magnified spell +5 NV (such as casting Water for 7 DMG and 7 EP). I was a bit disappointed when I read the third edition rules as it wouldn't allow for most of this to be combined.

Speaking of the Bloody Grimoire, did this card miss the errata changing 'do not discard' to 'deactivate on use' in the second edition print? Lucky Charm also still has 'do not discard' in its FX. Well, I kept Bloody Grimoire as is because reducing your HP is penalty enough. The lucky charm is just worded poorly, it gets deactivated if it's effect is successfully, but goes back into your hand if it is not. The Witchborn's ability is still very good at buffing your next spell. I get that you enjoyed being able to potentially create a super spell using all those various things, but ultimately one standoff action is best for the whole game.

In the new expansion, and with character skills, there are some very, very cool combos and theorycrafting you can do. So look forward to that! Well, I kept Bloody Grimoire as is because reducing your HP is penalty enough. The lucky charm is just worded poorly, it gets deactivated if it's effect is successfully, but goes back into your hand if it is not. The Witchborn's ability is still very good at buffing your next spell. I get that you enjoyed being able to potentially create a super spell using all those various things, but ultimately one standoff action is best for the whole game.

In the new expansion, and with character skills, there are some very, very cool combos and theorycrafting you can do. So look forward to that! I haven't played enough yet to know if I agree or disagree that one standoff action is better. I just feel that the Witchborn loses out too much with this particular change. All the other archetypes still have fairly unique and powerful abilities that are unaffected by the changes in the third edition rules, but now the Witchborn feels like they just have a slightly better Surge ability available to them. Would it be too powerful to allow the Witchborn to use their Spell Flare as a bonus action during the standoff phase perhaps?

Is this something you tried in your playtesting and found it was too powerful? I don't think it would be if all the archetype abilities were balanced before this change. Anyway, I appreciate all your hard work creating this game. I bought the game simply on the strength of the box art and I am very much looking forward to the expansion, but unfortunately I only discovered your game after the expansion Kickstarter closed.

In the third edition of the aftermath phase, it states that 'If your card says “do not discard,” return it to your hand.' But on the 2nd edition errata, it says that 'All “do not discard” items changed to “deactivate on use.”'. May I confirm that return to hand is correct from third edition forward?

Ms Word 2007 Free Download Utorrent. Hrmm, well this was written more with the idea in mind that players are going by what the cards say, not the errata (as I have no way of knowing if players with the first edition will have read the errata). There is only card that stayed 'Do not discard' (bloody grimoire) in 2nd/3rd edition, and one that is sort of 'do not discard' (lucky charm). It was supposed to say up to 4 players originally. But now the collector's pack has enough for 6. I know it's ridiculous, but I'm going to see that PDF updated with that change and feel an immense level of pride.

Hopefully one day I'll get a third edition copy of the game and I'll show my wife and kids and go, 'you see this sentence here?' They'll roll their eyes, and I'll still be happy.

I'm still reading through the book learning how to play, so if I find anything else, I'll be sure to let you know. So I just got a good deal and obtained a new 2nd edition copy. It is still in shrink-wrap at the moment. Are the 2nd edition rules that much different than these? Is it playable out of the box with 2nd edition rules? Do the 3rd edition rules assume different cards or revisions to what is printed on the cards? As a point of reference I just intend to play it as a solo game at this point.

Thanks and have a great day! Michael Hello fellow solo player.

Yes, the 3rd edition (draft as of writing) is basically a refinement of the rules and adds further clarifications. It sped up order resolution and also tweaked the deactivate pile handling. I also have the same copy.

The 2nd edition is totally playable with it and no new cards were introduced.

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