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Beside that triss can move up to 2 spaces in the board to travel, she gets 2 leads per turn. Why do you bother to waste a movement to take a investigation card if you can get 2 leads every turn? We know that investigation cards have setbacks, so the only smart move to play with triss is play and use development card untill you get teleport, if the case is in the early game ( 1-5 turn) is 99% sure you going to win. i think this break the game bcause you don't need strategy at all, is just luck.

I did an experiment playing with triss with my friends and when I get this card from 1-5 turn i beat them easly :/

i hope fix the rule, for example, when you get this card, only take one lead instead 2 leads, but you can move two locations and advance the wartrack.

Is very OP because no one can take 2 leads without using investigation cards.
Post edited August 23, 2015 by Geraltjim
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Geraltjim: Beside that triss can move up to 2 spaces in the board to travel, she gets 2 leads per turn. Why do you bother to waste a movement to take a investigation card if you can get 2 leads every turn? We know that investigation cards have setbacks, so the only smart move to play with triss is play and use development card untill you get teleport, if the case is in the early game ( 1-5 turn) is 99% sure you going to win. i think this break the game bcause you don't need strategy at all, is just luck.

I did an experiment playing with triss with my friends and when I get this card from 1-5 turn i beat them easly :/

i hope fix the rule, for example, when you get this card, only take one lead instead 2 leads, but you can move two locations and advance the wartrack.

Is very OP because no one can take 2 leads without using investigation cards.
I absolutely agree. This is absolutely NOT how the cardboard game works.

I suppose the programmers have an oversight and for Triss' teleport they used the normal movement subroutine, including getting the lead at the end.