Quantcast
Channel: Gloom of Kilforth: A Fantasy Quest Game | BoardGameGeek
Viewing all 12752 articles
Browse latest View live

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by CalvinG35

Before I got GoK I watched a couple of play through videos. I too find the layout of the rule book is different from my mental organization, and I had to go back a number of times to figure parts out. GoK is definitely not an entry level game, but each play through under your belt helps you understand it better. Looking through the Forums also helps answer some questions pretty quickly. Plus, there are definitely some good veterans on here that respond pretty quickly and Tristan (designer) often visits BBG too.

Point being, hang in there, you will totally love the game. I can't get enough of the art and thoroughly looking forward to Shadows of Kilforth and eventually Veil Wraith.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: Ancient One and an enemy at the same location - how to fight

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by FireExile

So I finally decided I will look at all the cards, rather than getting surprise to my eyes when I find one.

I feel I am getting the hang on the rules, so I suppose most assumptions should be correct. Please let me know if I am understanding stuff correctly.

Yes/no questions for easy help..
(spells)
1. deed(veil)"fireball" spell: I can use it once a day - forever..

2.1. "Inner strenght:" use it forever, each round in fights.
2.2 Only one asterix card possible in my hand, no matter the type: combat, aid, healing..
2.3. "Elephant rider" doesnt help me have more asterix cards
2.4. I can have each asterix card of different types: combat,aid, healing..etc..

3. "Demon consul: defeat a quest at your location - cannot kill places like black castle or necropolis that is on location.

4. "True sight - defeat a place at your location" - can indeed remove black castle or necropolis.?

5. "Rock body - prevent up to 3 HP" - I dont lose AP as well.

6. "Soothing touch: heal 3HP" does not give back my lost AP??

7. "Lightning: 2damage to enemy in adjacent location.." If I kill enemy, I gain its loot when I next day go to that adjacent location?

Yes/no questions for easy help..
(night cards)

1. "doom surge: discard a card from play" - that means my hand
1.1. not in kilforth location if I am standing
1.2. no quests removed from anywhere even if I have no quests in my hand as an asset or rumour.

2. "Rosen Knight" removes enemy from any kilforth location?

3. "Orc assassin" removes stranger from my hand or from any kilforth location?

4. "Demonic rite: discard a place from play" - removes any non night places from kilforth. It doesnt harm necropolis or other night places.

Yes/no questions for easy help..
(mountain,plains, forest, badlands)

1. "Arena: perform 3 fight" I can spend 1fate point if I roll bad rolls, and continue rolling dice as long as I have AP left.
2. "Ravenous werewolf: map trap sacrifice 1 ally" - being hidden does not prevent ally loss.
3.1. "minotaur: perform 2 study" - ignored hidden. Cannot perform study while hidden. Cannot attack before study test.
3.2. If I study but run out of AP to kill it, I dont need to study minotaur next day.

4. "Watchman: map weakness:rank" - ALL weakness are peacefuly solved encounter, no need to roll dices.
5.1. "Trader: map trophy" - cant perform market action before solving 1 influence.
5.2. Killing trader prevents me from performing market action.

6.1. "vast wall: map trophy: all heroes lose 1ap" - player loses 1AP before rolling dices.
6.2. If I walk away and come back next day to "vast wall" i dont lose 1AP.

7.1. "Goodwife: weakness jewelry" Do I lose jewelry or not?
7.2. Which weaknessess make me lose my assets?

8. place -> "unseen bridge: trophy: relocate to any location" - I keep this card as asset even if its a place and not item or spell or something else.
9. "Nymph: perform influence 3" - can I not solve the test?
10.

Yes/no questions for easy help..
--other--

1. I cannot use assets as fate substitutes, only rumours..
2. thunder hammer: asset(item) is mine forever..

3. If there is an enemy on woods, and I move to that location, no AP needed to fight if I decide to or if I am not hidden.
4. "Veil of fog" - I move once, but I can move more spaces if I use loot token or dragon rider, or with horse rider I can move twice if I veil it.

5. Uncovered ally is in mountains. I use 1ap to go there. To convert it into my ally I have to use 1AP.
5.1. I lose hidden. and gain its gold/loot token.

difficult questions:
1.1. "druid circle: defeat noble stranger in your location" - it does not kill stranger but subdues it in a friendly way?
1.2. Stranger must be also noble.

2. "dog ninja" is permanent ally, not one time use to gain its buffs?
3. "astral seer" deed sacrifice, peacefully solves quest? p.s. this card soo pretty to look at.
4. How to use "lightning" spell card, one example would be great!

5. If I perform search in location and uncover a "place or quest or stranger", I can do another search or not until I solve the uncovered "place or quest or stranger"?
6. I cannot throw away loot tokens?

Thats all questions I managed to think of. I really thought Id rather ask in forums directly, than play the game incorrectly!

of topic:
Card graphics:

Few cards took my liking to next level:
"death" - incredibly moving card. Must be either quality print or colors Im not sure.
dwarf male(race) and human female(race) wizard female (race)

The only few cards i really dislike was:
Race cards: orc male, orc female, elf female, human male.

The other 99% of cards were pure eye candy to look at. Super thematic game!

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by CalvinG35

I'll take a crack at some of these, but, because it is long I'll break it into multiple replies (so I can just focus on each section)...
1. deed(veil)"fireball" spell: I can use it once a day - forever..

As long as it remains in play as an asset.
2.1. "Inner strenght:" use it forever, each round in fights.

Same, must be in play as an asset.
2.2 Only one asterix card possible in my hand, no matter the type: combat, aid, healing..

You can have as many "asterisk" cards in your hand as will fit, but you can only have one of each type in play as an asset at a time.
2.3. "Elephant rider" doesnt help me have more asterix cards

Elephant rider is actually a Title not a Spell, additionally it only impacts your hand size, not the number of asterisk cards in play as assets.
2.4. I can have each asterix card of different types: combat,aid, healing..etc..

Yes, again as assets in play only one of each asterisked keyword.
3. "Demon consul: defeat a quest at your location - cannot kill places like black castle or necropolis that is on location.

Demon Consul removes one revealed encounter card at location that has the Quest keyword. Neither of the specified cards have the keyword Quest.
4. "True sight - defeat a place at your location" - can indeed remove black castle or necropolis.?

Similar to Demon Consul except using the Places keyword. Black Castle has the keyword Place so it is a valid target, Necropolis has only the key word Event, so it is not.
5. "Rock body - prevent up to 3 HP" - I dont lose AP as well.

Correct, no lose in HP -> no loss in associated AP.
6. "Soothing touch: heal 3HP" does not give back my lost AP??

Actually Soothing Touch is heal to maximum HP, but no, it does not restore AP.
7. "Lightning: 2damage to enemy in adjacent location.." If I kill enemy, I gain its loot when I next day go to that adjacent location?

No, if you kill an enemy in an adjacent location, that encounter card is removed with no reward. This is done "outside" of an Engagement or a Confront, so there is no Reward: Loot and Rumour phase.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by CalvinG35

Part 2
(night cards)
1. "doom surge: discard a card from play" - that means my hand
1.1. not in kilforth location if I am standing
1.2. no quests removed from anywhere even if I have no quests in my hand as an asset or rumour.

No, that means in play, i.e. a revealed encounter/night or plot card on the board or as an asset. (Don't forget the keyword Quest), very helpful to remove plot cards...
2. "Rosen Knight" removes enemy from any kilforth location?

Similar to Doom Surge except keyword Enemy instead of quest. Note that while Strangers that have become your enemy are Enemies they do not have the keyword enemy and I don't believe they can be targeted with Rosen Knight.
3. "Orc assassin" removes stranger from my hand or from any kilforth location?

Again, not from your hand at all, only from cards in play. Cards in your hand are rumours until they are brought into play as assets.
4. "Demonic rite: discard a place from play" - removes any non night places from kilforth. It doesnt harm necropolis or other night places.

The key here is using the Keywords on the cards in play. How the card was brought into Kilforth is irrelevant, if the night card has the keyword Place it can be targeted.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by CalvinG35

Part 3
(mountain,plains, forest, badlands)
1. "Arena: perform 3 fight" I can spend 1fate point if I roll bad rolls, and continue rolling dice as long as I have AP left.

No, this is an event not an Engagement/Confront, so it is a "one off test," i.e. you have one chance to roll three successes using your Fight attribute score, but Yes you can absolutely use a fate to grant you a much needed single success.
2. "Ravenous werewolf: map trap sacrifice 1 ally" - being hidden does not prevent ally loss.

Incorrect, Traps trigger just before the first Skirmish portion of the battle which comes after Evasion Opportunity, so if you perform a Sneak check your ally is safe (assuming no further engagement with this enemy)
3.1. "minotaur: perform 2 study" - ignored hidden. Cannot perform study while hidden. Cannot attack before study test.

similar to Ravenous Werewolf...
3.2. If I study but run out of AP to kill it, I dont need to study minotaur next day.

If you run out of AP before it it killed you must escape to a nearby enemy free location and thus would be required to perform a new study test the next time the Minotaur is engaged.
4. "Watchman: map weakness:rank" - ALL weakness are peacefuly solved encounter, no need to roll dices.

Correct.
5.1. "Trader: map trophy" - cant perform market action before solving 1 influence.

Correct
5.2. Killing trader prevents me from performing market action.

I think you get the Trophy benefit even if you defeat this stranger in combat. Seems anti-thematic but rules don't specify otherwise...
6.1. "vast wall: map trophy: all heroes lose 1ap" - player loses 1AP before rolling dices.
6.2. If I walk away and come back next day to "vast wall" i dont lose 1AP.

No, the Trophy is only "rewarded" after the confront test(s) is successful. not all Trophies are beneficial...
7.1. "Goodwife: weakness jewelry" Do I lose jewelry or not?
7.2. Which weaknessess make me lose my assets?

No, weaknesses do not cause you to lose an asset unless specifically stated.
8. place -> "unseen bridge: trophy: relocate to any location" - I keep this card as asset even if its a place and not item or spell or something else.

No, as with all trophies the action is resolved after the engagement or confront test is successful. The trophy action is taken immediately, no storing the trophy for later use.
9. "Nymph: perform influence 3" - can I not solve the test?

If you have influence 2 (with fate) or greater it is possible to succeed. Even if you fail the influence test you can still defeat her in battle. Wait until you come across the Ghost!

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by CalvinG35

Part 4
--other--
1. I cannot use assets as fate substitutes, only rumours..

Correct and only one fate per day.
2. thunder hammer: asset(item) is mine forever..

While in play, there is a limit to assets in play and you may like another more and decide to drop this one.
3. If there is an enemy on woods, and I move to that location, no AP needed to fight if I decide to or if I am not hidden.

Engagement with an Enemy is automatic and does not cost AP.
4. "Veil of fog" - I move once, but I can move more spaces if I use loot token or dragon rider, or with horse rider I can move twice if I veil it.

As long as you are not using more than one "move action". For example using "Map" loot token is not a move action it is a relocation. Dragon Rider allows you to move 2 space with one Move action, so that would be your one move. I don't think things that "gain" you a move actions will allow you to use a second move action during Veil of Fog, one move action only.
5. Uncovered ally is in mountains. I use 1ap to go there. To convert it into my ally I have to use 1AP.
5.1. I lose hidden. and gain its gold/loot token.

Generally to gain an (outside of a market action), you must have the card in your hand as a rumour, be at the location specified on the card, and perform a Discovery action. Performing the Discovery action does not cause you to lose your hidden status.

Part 5
difficult questions:
1.1. "druid circle: defeat noble stranger in your location" - it does not kill stranger but subdues it in a friendly way?
1.2. Stranger must be also noble.

Yes, the title can be used as an automatic successful confront test against a Noble Stranger. The Stranger must have keyword Noble (all strangers have keyword Stranger).
2. "dog ninja" is permanent ally, not one time use to gain its buffs?

Just like any other asset.
3. "astral seer" deed sacrifice, peacefully solves quest? p.s. this card soo pretty to look at.

Correct, but in the process, Astral Seer is lost, sacrificed.
4. How to use "lightning" spell card, one example would be great!

Use lightning before entering a location to reduce the enemies HP. A Goblin (3HP) is exposed beside you and you have the Thunder Hammer and Lightning as assets. You could veil Lightning causing the Goblin to lose 2HP, then move into the location, engagement begins and the Goblin immediately loses another HP due to the Thunder Hammer. The battle is over without a skirmish or any fight test.
5. If I perform search in location and uncover a "place or quest or stranger", I can do another search or not until I solve the uncovered "place or quest or stranger"?

To perform a Search action the location must not have any obstructions or encounters, so no.
6. I cannot throw away loot tokens?

Yes, though unless you are forced to by the limit of six, I'm not sure why you would.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by Pearscw

Just wanted to chime in to say that all the responses look correct.

CalvinG35 wrote:


5.2. Killing trader prevents me from performing market action.

I think you get the Trophy benefit even if you defeat this stranger in combat. Seems anti-thematic but rules don't specify otherwise...


This is the only one I am unsure about. As you say its Anti thematic. You killed the trader how do you get the trade. It didn't get an update with the reprint, at least looking at my "Dark" version its wording is the same. I would play on the side you don't get the trade. After all you killed the trader so there is no one to trade with you. But I would class this as a variant/homerule as I don't think anything rules wise stops the trophy.

I know when you kill a stranger you must take the gold and you must take the stranger as a rumour.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by ninjadorg

Hats off and :bag: to Karl for nailing all of these questions - thank you, sir. :)
With the Trader you would still gain the Trophy for killing her because, as has been pointed out, no rule prevents that from happening. It's up to you to weave that into your saga in whatever thematic way suits - maybe the other traders accompanying her are so terrified of your murderous predilections that they are eager to trade quickly and peacefully with you! :D

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by FireExile

I really appreciate the answers! Seems I was correct in most questions, but some important ones I didnt knew... more might come :whistle:

EXAMPLE:
How do I kill minotaur if I have 4AP.
My character in total has: 4 fight, 3study.

I use hidden. 1AP spent.
I move to mountains.1AP spent. Minotaur pops-up. 2AP left in total.

I use 1AP, and roll 2study success.
I use last 1AP to roll for study. I succeed.

No AP left to kill minotaur.
But engagements are free, so I can roll my fight dices once?
Is this example correct?
If not correct, what is step by step process?

big thanks!

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by Pearscw

FireExile wrote:

I really appreciate the answers! Seems I was correct in most questions, but some important ones I didnt knew... more might come :whistle:

EXAMPLE:
How do I kill minotaur if I have 4AP.
My character in total has: 4 fight, 3study.

I use hidden. 1AP spent.
I move to mountains.1AP spent. Minotaur pops-up. 2AP left in total.

I use 1AP, and roll 2study success.
I use last 1AP to roll for study. I succeed.

No AP left to kill minotaur.
But engagements are free, so I can roll my fight dices once?
Is this example correct?
If not correct, what is step by step process?


big thanks!


Ok. Your first two points are correct. However I have bolded where you start to go wrong.

You do not need to spend an AP to roll the study test. Rather as its an enemy you start a battle, for free.

Then at the start of battle you roll a study test and need to get 3 successes or you can't do damage.

If you fail the test you take a full round of hits and then your best option is to retreat. You cannot spend AP to try gain more successes.

Sometimes it is best to just leave encounters on the map

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by FireExile

Pearscw wrote:

FireExile wrote:

I really appreciate the answers! Seems I was correct in most questions, but some important ones I didnt knew... more might come :whistle:

EXAMPLE:
How do I kill minotaur if I have 4AP.
My character in total has: 4 fight, 3study.

I use hidden. 1AP spent.
I move to mountains.1AP spent. Minotaur pops-up. 2AP left in total.

I use 1AP, and roll 2study success.
I use last 1AP to roll for study. I succeed.

No AP left to kill minotaur.
But engagements are free, so I can roll my fight dices once?
Is this example correct?
If not correct, what is step by step process?


big thanks!


Ok. Your first two points are correct. However I have bolded where you start to go wrong.

You do not need to spend an AP to roll the study test. Rather as its an enemy you start a battle, for free.

Then at the start of battle you roll a study test and need to get 3 successes or you can't do damage.

If you fail the test you take a full round of hits and then your best option is to retreat. You cannot spend AP to try gain more successes.

Sometimes it is best to just leave encounters on the map


Dont leave me hanging. I asked for step by step.

So I:
I use hidden. 1AP spent.
I move to mountains.1AP spent. Minotaur pops-up. 2AP left in total.
Study test is free. I roll 2 successes.
The minotaur rolls his dice and hits me.?
I roll study test. I succeed. 1AP left.
Engagements are free so I attack for free? Or I ust my last AP to roll my fight dice?

thanks

Review: Gloom of Kilforth: A Fantasy Quest Game:: Review from someone who is new to "board games"..

$
0
0

by FireExile

First of all,

I have only played monopoly and few mini board games like snakes & ladders in my whole life.

1) First impression:
From the moment I received the game, it blew my mind. The box is amazing, the manual looks great and the cards begs you to not look at them all at once, but instead savour the high quality visuals they provide during gameplay.

Negatives: you, as I, will have high temptation to just play the game while learning the rules! You can't. The game has difficult rules to understand. The manual will leave you hanging what to do in certain situation quite often. The impatience is built up by how amazing the game looks.

The game itself seems vast. You put 25location cards on table, set up a hero, put all other cards and you see are overwhelmed as much as your table is.

POSITIVES: I am absolutely glad the game has 25locations and not 15! Id rather have my table unable to handle the size of the game world, rather than having smaller game that fits on table easily and have so much less game in itself.

Screw the convenience - more is better!

2) GAMEPLAY

The idea, is you play the game, and visit locations during the day. You can do many things during a single day. At night 1 location turns into gloom. Making you lose 1HP if you sleep there.

HP will feel precious! So night gives you thrills! Exceptional variety of weather effects, encounters, strangers, places and quests will engulf your brain metaphorically speaking. The world feels alive and thematic. You will love it!

Negatives: The build up impatience followed by immersive game, will make you suffer with a rulebook written by smart people for smart people. Every explanation leaves me hanging, because it doesn't explain the situation I am currently encountering.

The anxiousness to know the rules is quite strong, purely at fault that yet again, the developers decided NOT to shrink the game mechanics. Its great!

Id rather have a complex game that is big and I learn rules slowly, than having small game that i learn how to play in a day and it feels empty boring and unfulfilling... The longevity thrives!

3) What you have is what you are:
You start as a hero with a race and class. You mow down the monsters, finding allies, getting loot as items or spells while getting rich in gold. Pure adventure!

Leveling up is most exciting thing, because it makes you feel significantly more powerful. +1 ability, and 1HP and 1Action point is so big deal in this game!

Picking the card that looks out of this word gives great feeling! Really, ive never seen cards so amazing and with powerful abilities!
Monstrous fireball, dragon rider ability that lets you fly...

4) The difficulty:

As i played the game around 4 times, I have a good idea what the game is about. The rules are not straight forward enought (for me at least). The gameplay is simple, the game mechanics are many - thus making game alive, complex and intriguing.

Very thrilling game, until you meet the endgame boss. At that point you can overwhelm him, since you can fight him when you feel ready.

I have a feeling if you know the rules, you can have a blast through the game - the game doesnt stop you in your tracks for 5mins every turn. Game is not a puzzle game.

The endgame is a little bit sloppy. While there are 4 bosses, sometimes you can just gear up your powerful character and just have too easy time at the last boss.

example:
12HP BOSS that can deal 5HP is not a threat when you start the fight with 6HP, an armor that absorbs 3HP, blessing, spells, an ally, where you can roll 16+ dice and one shot the boss if very lucky, or kill him in 2 turns, while easily staying alive.

5) What this game gives me:

Early and mid-game the game at certain encounters make you feel this game is a cut-throat survival game.

Amazing game, worth the negatives which in my opinion are the rules..

The game also has 54card adventure set.

Almost on the horizon there is "shadows of kilforth" that can be a monstrous addition in all aspects of game - mostly cards. So you will have much more replay value!

10/10 Im not going to rate game lower simply because my table is loaded, and my brain is overloaded with game mechanics and rules that I still dont understand fully.

(Like a car driver doesn't complain that he cant drive properly yet..)

Once you master the game.. only then you can grab a friend and play duo where you handle the game swiftly and accurately. Before - its pure single player board game.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Reviews:: Re: Review from someone who is new to "board games"..

$
0
0

by Toc13

Oh certainly, if you have time, you can make the Ancient fight a little less stressful.
If you have time

The clock is ticking & the Gloom is spreading.


Welcome aboard

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by gjerde

FireExile wrote:

So I:
I use hidden. 1AP spent.
I move to mountains.1AP spent. Minotaur pops-up. 2AP left in total.
Study test is free. I roll 2 successes.

This far you are fine. What happens next is this:
• Because you succeeded in the Study 2 test, you proceed with an engagement as usual
• Engagements do not cost action points, but remember that if you lose HP, this causes APs to be lost as well.
• Thus, if you are lucky enough to defeat the Minotaur without taking damage, you will still have two of your original four AP left. If you took one damage, you will have lost one AP and is left with only one. As the location is now empty, you are allowed to spend that on a Rest action, regaining the HP. If you lost more than one, you will not have any AP left, and will start the next day with just two APs.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by CalvinG35

The study test is a "one shot" attribute test (not a Confront Action), so a) it requires no AP, and b) if you do not get 3 successes (including a fate if you want) in your one roll, you fail. You only get one chance to do the study test for a given engagement. So you would need to escape (after being hit by the Minotaur) to another location and then come back to the Minotaur's location to reengage it, thus getting a "fresh engagement and study test.

In your example:
1AP to become hidden
1AP to move into Minotaur's location
Engage Minotaur with Surprise attack (lose hidden)
Perform Study test (no AP required) - fail
Take damage from Minotaur skirmish
Escape - Relocate to a nearby enemy free location (no AP required)
Immediately Camp (forced by Escape)

Try again tomorrow...

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Reviews:: Re: Review from someone who is new to "board games"..

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Few quick questions

$
0
0

by CalvinG35

An Engagement with an Enemy cost no AP, once the Battle portion of the Engagement starts, the Battle will continue round after round until a) the Enemy is defeated, b) you are defeated, or c) you Escape to a nearby enemy free location. The Fight Tests in the Skirmish portion of the Battle rounds do not require AP. Damage taken does remove HP (and associated AP).

If you chose to Escape (after the Hero Defeated check, i.e. after the damage has been dealt from the current Battle round) you must relocate to the nearest enemy free location and immediately take the camp action. Escape does not require an AP and does not force you to lose any AP that you do have. It does however, prevent you from using anymore AP on this day.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Reviews:: Re: Review from someone who is new to "board games"..

$
0
0

by FireExile

atomicnate wrote:

Good review!

The game is amazing and a pleasure to play. Once I got the rules down I found that I could really get immersed in the game.

Looking forward to Shadows of Kilforth: A Fantasy Quest Game.


Same, preordered shadows even before getting gloom. Decided to commit. Turned out it was good call.

Thread: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Sacrifice a Rumor?

$
0
0

by Robert Leonhard

Can you sacrifice a rumor? Trying to defeat a plot that requires sacrificing a spell. I have a spell rumor, but I have no ability to use it. Do I need to discover it before sacrificing it?
Viewing all 12752 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>