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- From: dalamb@qucis.queensu.ca (David Alex Lamb)
- Newsgroups: rec.games.board,rec.answers,news.answers
- Subject: Talisman Boardgame 2nd Edition FAQ (Frequently Asked Questions)
- Supersedes: <faq2_871818907@qucis.QueensU.CA>
- Followup-To: rec.games.board
- Date: 21 Sep 1997 11:55:16 GMT
- Organization: Computing and Information Science, Queen's University at Kingston, Ontario, K7L 3N6, Canada
- Lines: 1811
- Approved: news-answers-request@MIT.Edu
- Distribution: world
- Expires: 2 Nov 1997 11:55:07 GMT
- Message-ID: <faq2_874842907@qucis.QueensU.CA>
- References: <faq3_874842907@qucis.QueensU.CA>
- Reply-To: dalamb@qucis.queensu.ca (David Alex Lamb)
- NNTP-Posting-Host: requin.qucis.queensu.ca
- Keywords: FAQ, Talisman, board game
- Originator: dalamb@qucis.queensu.ca
- Xref: senator-bedfellow.mit.edu rec.games.board:112641 rec.answers:34220 news.answers:113065
-
- Last-Modified: Sat Jul 8 12:34:45 1995 by David Alex Lamb
- Archive-name: games/talisman/edition2
- Version: 0.75
-
- This is a draft of a regular posting about Talisman, a fantasy board game from
- Games Workshop. This message covers the older second edition. A companion
- posting covers the third edition, released in the Spring of 1994. Both FAQs
- are available on the World Wide Web (WWW) via URL:
- http://www.qucis.queensu.ca/home/dalamb/Talisman/
- The WWW versions are the master copies; these posted FAQs are derived from
- them.
-
- [Note: July 1995: This is significantly reformatted because of new
- automated generation from the WWW pages. I still have about 120
- messages which have arrived since September 1993 that haven't made it
- into the FAQ yet]
-
- Each item starts with a Subject field, which many news readers let you find
- quickly (in rn/trn use the "control-G" command). Most also have a Date field
- saying when I last changed it.
-
-
- SUBJECT: WHAT DO I GET IN EACH BOX?
-
- Date: 17 June 1993
- From: Nicholas.J.Sauer@att.com
-
- This is a list of components in the 2nd Edition TALISMAN game and all
- its expansions. Thanks to Dave Katleman, katleman@corp.sun.com, for
- the TALISMAN DRAGON listing.
- * TALISMAN Game Components
- * TALISMAN EXPANSION SET
- * TALISMAN ADVENTURE
- * TALISMAN DUNGEON
- * TALISMAN TIMESCAPE
- * TALISMAN CITY
- * TALISMAN DRAGON
-
-
-
- Subject: TALISMAN Game Components
-
- These are components for the original game; you need this to play at
- all.
- * CHARACTER CARDS(14): Assassin, Druid, Dwarf, Elf, Ghoul, Minstrel,
- Monk, Priest, Prophetess, Sorceress, Thief, Troll, Warrior,
- Wizard.
- * SPELL CARDS(24): Acquisition, Alchemy, Counterspell(2), Destroy
- Magic, Destruction(2), Divination, Healing(2), Hex, Immobility(2),
- Invisibility, Mesmerism, Nullify, Preservation, Psionic Blast(2),
- Random(2), Teleport(2), Temporal Warp.
- * ADVENTURE CARDS(104):
- + Event(14): Angel, Blizzard, Book of Spells, Cursed by Hag,
- Devil, Evil Darkness, Imp, Magical Vortex, Market Day,
- Mephistopheles, Pestilence, Poltergeist, Raiders, Storm.
- + Enemy: Animal(6): Ape, Bear, Boar(2), Lion, Wolf.
- + Enemy: Monster(10): Bandit(2), Giant, Goblin(2),
- Hobgoblin(2), Ogre(2), Serpent.
- + Enemy: Dragon(3): Dragon(3).
- + Enemy: Spirit(5): Demon, Ghost(2), Spectre, Wraith.
- + Stranger(9): Enchanter, Fairy, Healer, Hermit, Mage, Phantom,
- Siren,Sorcerer, Witch.
- + Object(25): Armour, Axe, Bag of Gold(13), Helmet, Mule, Raft,
- Shield, Sword(2), Two bags of Gold(3), Water Bottle.
- + Magic Object(13): Amulet, Cross, Holy Grail, Holy Lance,
- Magic Belt, Orb of Knowledge, Potion of Strength, Ring,
- Runesword, Solomon's Crown, Talisman(2), Wand.
- + Follower(10): Alchemist, Gnome, Guide(2), Maiden, Mercinary,
- Pixie, Prince, Princess, Unicorn.
- + Place(9): Cave, Fountain of Wisdom, Magic Portal, Magic
- Stream, Market, Marsh, Maze, Pool of Life, Shrine.
- * PURCHASE CARDS(28): Armour(4), Axe(4), Helmet(4), Mule(4), Raft,
- Shield(4), Sword(3), Waterbottle(4).
- * MISCELLANEOUS: Main Board, Talisman Cards(4), Toad Cards(4),
- Alignment Change Cards(4), Stands(6), Counters(40 Strength, 40
- Craft, 40 Gold, 20 Life), Rule Book.
-
-
-
- Subject: TALISMAN EXPANSION SET
-
-
- * CHARACTER CARDS(14): Amazon, Barbarian, Gladiator, Halfling,
- Hobgoblin, Knight, Leprechaun, Merchant, Necromancer, Philosopher,
- Pilgrim, Ranger, Rogue, Satyr.
- * SPELL CARDS(6): Barrier, Brainwave, Displacement, Metamorph, Mind
- Steal, Slow Motion.
- * ADVENTURE CARDS(36):
- + Event(6): Astral Conjunction, Earthquake, Halloween, Patrol,
- Taxation, Volcano.
- + Enemy: Animal(1): Giant Lizard.
- + Enemy: Monster(5): Berserker, Doppleganger, Gargoyle, Goblin,
- Golem.
- + Enemy: Spirit(3): Banshee, Lich, Shade.
- + Stranger(8): Centaur, Cyclops, Demigod, Judge, Magician,
- Outlaw, Pegasus, Sphinx.
- + Object(6): Bag of Gold(3), Casket, Map, Shovel.
- + Magic Object(2): Rod of Ruin, Winged Boots.
- + Follower(2): Champion, Genie.
- + Place (3): Arena, Idol, Secret Door.
-
-
-
- Subject: TALISMAN ADVENTURE
-
-
- * CHARACTER CARDS(8): Centaur, Ninja, Orc, Samurai, Soldier, Warrior
- of Chaos, Witch Doctor, Woodsman.
- * SPELL CARDS(11): Finger of Death, Fireball(3), Gust of Wind,
- Lightening Bolt, Misdirection, Reflection, Speed, Summon Storm,
- Water Walking.
- * ADVENTURE CARDS(37):
- + Event(4): Fool's Gold, Jester, Werewolf, Whirlwind.
- + Enemy: Monster(4): Band of Zombies, Cave Troll, Griffon,
- Harpy.
- + Enemy: Dragon(1): Chinese Dragon.
- + Enemy: Spirit(4): Ghast, Shadow, Vampire, Vampire Bats.
- + Stranger(3): Instructor, Leper, Pedlar.
- + Object(10): Bag of Gold(3), Concealed Pouch, Golden Statue,
- Horse(2), Horse and Cart(2), Warhorse.
- + Magic Object(5): Ancient Artifact, Bag of Carrying, Staff of
- Mastery, Talisman(2).
- + Follower(5): Archer, Familiar, Man-at-Arms, Porter(2).
- + Place(1): Tomb.
- * MISCELLANEOUS:
- + Rule Sheet
- + Character Sheets(6), for keeping track of attributes and
- possessions.
- + Alternate Ending Cards(6)
- Adds the alternative endings: when you get to the Crown of
- Command space, you choose a card to determine the endgame.
- o Crown of command: as normal
- o Demon lord: fight a craft 12 demon with 4 lives, one
- psychic combat per turn; other characters can't enter
- the Valley of Fire.
- o Pandora's box: each turn take D6 spells and D6 adventure
- cards to inflict on your opponents.
- o Belt of Hercules: your total strength becomes 12 (or
- current, if higher than 12); you get 5 lives (or
- current, whichever is higher). Each turn you can
- teleport to the location of another character and fight
- "to the death" (combat continues until one of you loses
- all lives).
- o Horrible back void: first person to the Crown gets
- tossed out of the game (or sent to the Timescape if you
- have it); the Void card is then replaced with one of the
- other endings
- o Dragon King: strength 12 craft 12; his reaction is
- random, leading to 6 possible sub-endgames
-
-
-
- Subject: TALISMAN DUNGEON
-
- Adds the Dungeon board with its own adventure deck.
- * CHARACTER CARDS(14): Conjurer, Dark Elf, Inquisitor, Gypsy,
- Highlander, Martial Artist, Pirate, Saracen, Scout, Sprite, Spy,
- Swashbuckler, Swordsman, Zulu.
- * ADVENTURE CARDS(4):
- + Place(4): Dungeon Doorway(4).
- + DUNGEON CARDS(36):
- o Event(7): Cave-In, Fire, Green Mist, Magic Mirror(2),
- Slaver, Trap Door.
- o Enemy: Animal(2): Giant Rat(2).
- o Enemy: Monster(8): Crawling Slime, Giant Beetle, Giant
- Spider(2), Giant
- o Worm, Goblin(2), Living Statue.
- o Enemy: Dragon(1): Bronze Dragon.
- o Enemy: Spirit(2): Nightmare, Phantom Hound.
- o Stranger(1): Lone Dwarf.
- o Object(5): Bag of Gold(2), Decree of Banishment,
- Torch(2).
- o Magic Object(2): Crystal of Power, Gauntlet of Might.
- o Follower(2): Dog, Wiseman.
- o Place(6): Altar, Chest, Gong, Secret Passage, Snake Pit,
- Tunnel.
- * MISCELLANEOUS: Dungeon Board, Rule Sheet, Question and Answer
- Sheet.
-
-
-
- Subject: TALISMAN TIMESCAPE
-
- Adds the Timescape board with its own adventure deck.
- * CHARACTER CARDS(8): Archeologist, Astronaught, Astropath, Chainsaw
- Warrior, Cyborg, Scientist, Space Marine, Space Pirate.
- * SPELL CARDS(2): Warp Gate(2).
- * TIMESCAPE CARDS(42):
- + Hand of Fate(10): Dimensional Rift(4), Orks, Supernova(4),
- Warp Storm.
- + Enemy: Alien(10): Astral Hound, Alien Spores, Behemoth, Star
- Predator(2),
- + Sun Worm, Psychic Parasite, Space Vampire, Will o Wisp(2).
- + Stranger(2): Omnipotent Being, Time Travelers.
- + Object(17): Alien Artifact(4), Anti-Grav Platform, Battle
- Armour, Chameleon Suit, Combat-Enviro Suit, Force Shield,
- Gyro Compass, Jet Pack, Medikit(2), Mining Laser, Power
- Glove, Psi-Helmet, Warp Belt.
- + Follower(3): Battle Droid, Star Sprites, Symbiote.
- * PURCHASE CARDS(12): Chain Sword, Combat-Enviro Suit(2), Gyro
- Compass(2), Jet Pack(2), Mining Laser(2), Power Axe,
- Psi-Helmet(2).
- * MISCELLANEOUS: Timescape Board, Timescape Data Sheets(4), Rule
- Book.
-
-
-
- Subject: TALISMAN CITY
-
- Adds the City board, which replaces the City location on the main
- board.
- * CHARACTER CARDS(2): Minotaur, Valkyrie.
- * SPECIAL CHARACTER CARDS(4): High Mage, King's Champion, Master
- Thief, Sheriff.
- * SPELL CARDS(10): Craft, Feeble Mind, Magic Shell, Mini-Vortex,
- Restoration, Spell Call, Spell Turning, Syphon, Temporary Change,
- Weakness.
- * ADVENTURE CARDS(7):
- + Event(2): River Barge(2).
- + Event: Law(2): County Patrol(2).
- + Object(3): Broken Shield, Broken Sword, Damaged Armour.
- * DUNGEON CARDS(3):
- + Object(3): Broken Helmet, Broken Shield, Broken Sword.
- * CITY ADVENTURE CARDS(72):
- + Event(15): Conscription, Cutpurse, Drunken Revelry,
- Employment(2), Festival, Gambler, Heretic Priest, Horse
- Thief(2), Lost!, Market Day, Master Thief, Plague, War!.
- + Event: Law(10): Corrupt Sheriff, Honest Deputy, Watch(8).
- + Enemy: Animal(2): Dog Pack, Giant Fly.
- + Enemy: Monster(7): Bravo, City Rat(2), Drunken Soldier,
- Militia Man, Press Gang, Thug.
- + Enemy: Spirit(7): Air Elemental, Earth Elemental, Fire
- Elemental, Ghoul, Gremlin, Mummy, Water Elemental.
- + Stranger(10): Baker, Barterer, Beggar(3), Butcher, Grifter,
- Grumpy Wizard, Salesman, Street Sage.
- + Object(9): Bag of Gold(4), Broken Helmet, Damaged Armour,
- Dog, Money Belt, Stiletto.
- + Follower(7): Dancing Girl, Dragon Master, Druid, Errand Boy,
- Game Keeper, Urchin(2).
- + Place(5): Dungeon Door(2), Library, Side Show, Wishing Well.
- * PURCHASE CARDS(20): Doughnuts(4), Dragon's Bones(4), Full Face
- Helm, Great Axe, Horse(2), Horse and Cart, Kite Shield(2),
- Mule(2), Plate Mail, Two-Handed Sword, Warhorse.
- * MISCELLANEOUS: City Board, Warrant Cards(5), Loan Cards(5),
- Stands(6), Rule Book.
-
-
-
- Subject: TALISMAN DRAGON
-
- The official board, not David Katleman's "DRAGON'S LAIR".
- * CHARACTER CARDS(4): Dragon Priest, Dragonrider, Dragon Slayer,
- Questing Kight
- * ADVENTURE CARDS(87):
- + Event(12): Deadly Rivals, Dragon Dawn(2), Dragon Rage(2),
- Dragon Raid, Dragon Sleep(2), Electrical Storm, Shaman's
- Bones, Surprise Attack(2)
- + Enemy: Monster(3): Wyvern(3)
- + Enemy: Dragon(17): Amber Dragon, Blue Dragon, Cloud Dragon,
- Dragon's Lair(2), Dragon Prince(3), Emerald Dragon, Frost
- Dragon, Gold Dragon(2), Mountain Dragon, Red Dragon, Sea
- Dragon, Shadow Dragon, Storm Dragon
- + Enemy: (3): Dragon Cultists(3)
- + Spirit: Dragon(1): Zombie Dragon
- + Object(6): Dragon Eggs, Dragon's Tears, Lance, Morning Star,
- Treasure Chest, Wyvern Staff
- + Magic Object(32): Arcane Scroll, Book of Dragon Lore,
- Bracelet of Might, Crown of Domination, Dragon Amulet, Dragon
- Bane, Dragon Blood, Dragonhelm, Dragonscale Shirt, Dragon
- Skull, Dragonskull Wand, Dragon's Teeth, Dragon Venom,
- Dragonwing Cape, Exorcist's Blade, Golden Gauntlet, Grimnir's
- Axe, Healing Potion, Horn of Horror, Magic Arrow, Magic
- Banner, Magic Harness, Magic Helmet, Magic Mace, Magic Ring,
- Magic Shield, Magic Tankard, Phoenix Potion, Psionic Wand,
- Ring of Command, Rod of Dragon Fire, Wand of Terror
- + Follower(5): Dragon Rider, Dragonet, Dragonslayer, Goblin
- Fanatic, Storm Giant
- + Place(8): Alter of Dread, Black Temple, Cave of Bones,
- Eagle's Lair, Sacrificial Stone, The Great Portal, Treasure
- Hoard, Wizard's Tower
- * MISCELLANEOUS: Dragon King, Rule Card, Stands(4)
-
-
-
- SUBJECT: TALISMAN 2ND EDITION OFFICIAL ANSWERS
-
- Date: 4 January 1993
- From: 11366ns@hogpa.ho.att.com (Nick Sauer)
-
- Nick Sauer (11366ns@hogpa.ho.att.com) send a list of questions to
- Games Workshop and got back the following answers; they should be
- considered as official as anything gets until GW publishes another Q&A
- sheet.
- * Talisman
- * Expansion Set
- * Adventure
- * Dungeon
- * Timescape
- * City
- * Combat vs Psychic Combat
-
-
-
- Talisman
-
-
-
- CHARACTERS
- 1. Can the Sorceress use her fourth special ability to take a
- follower that is an Enemy: Monster? (e.g. Could she take a Goblin
- from the Hobgoblin?)
- Answer: No
-
- SPELLS:
- 2. Can Mesmerism be used to take a follower that is not normally a
- follower?
- Answer: No
-
- ADVENTURES:
- 3. If a Character draws the Raiders while in the Oasis does he get to
- pick up all of his equipment assuming he doesn't lose his turn and
- defeats all Enemies in the Space (the Raiders card says that the
- Character's possessions are placed in the Oasis immediately)?
- Answer: Yes
-
-
-
- Expansion Set
-
-
-
- ADVENTUERS
- 1. Does the Astral Conjunction stay on the space it was drawn in
- until it is over (like the Blizzard does)?
- Answer: Yes
- 2. Doppleganger
- 1. When a Character defeats the Doppleganger, does he get to
- keep him to trade for additional Strength later?
- Answer: No
- 2. If you use the Staff of Mastery on the Doppleganger what
- value is used for its strength in the next Combat you fight?
- Is it equal to:
- o a) Your Strength at the time you absorbed it with the
- Staff.
- o b) Your opponent's Strength in the next Combat you use
- it in.
- Answer: b
- 3. Does the Patrol return Characters to:
- + a) Their Starting Space as listed on that Character's Card.
- + b) The space that they started that Turn from.
- Answer: a
- 4. May Taxation be Evaded (as it has a figure on the card)?
- Answer: No!
-
-
-
- Adventure
-
-
-
- CHARACTERS
- 1. In the first Q&A sheet you specified that the Centaur DOES get to
- keep Enemies killed with his bow for Strength gains. However, the
- Samurai, Archeologist, Space Marine, or any Character using the
- Archer Follower DO NOT get to do this. Does the Centaur get to
- keep Enemies killed with his bow?
- Answer: The first Q&A sheet is wrong. The Centaur does not get to
- keep the enemies for Str.
-
- ADVENTURES
- 2. Familiar
- + A) How does the Familiar work? Once you give him a life and
- gain two Craft do you:
- o a) Immediately draw three spells and choose the one you
- want.
- o b) Draw three spells and choose one whenever you gain a
- Spell?
- Answer: b
- + B) In either case, do the two unchosen Spells go to:
- o a) The discard pile.
- o b) The top of the Spell Draw Pile.
- Answer: b
- 3. If you defeat a Character who owns the Golden Statue do you:
- + a) Have to take the statue.
- + b) Take the statue only if you force the other Character to
- lose a Life.
- Answer: a
-
-
-
- Dungeon
-
-
-
- CARDS:
- 1. May a Character strike the Gong (and thus place it on the discard
- pile) even if there are no other Characters on the Dungeon Board?
- Answer: Yes
-
- RULES:
- 2. When a Character enters the Dungeon he must discard any Horses,
- Horse and Carts, or Warhorses that he has. Does he:
- + a) Leave them on the Space that he entered the Dungeon from
- (as with entering the Timescape).
- + b) leave them on the Dungeon Entrance Space.
- + c) Place them on their appropriate discard piles.
- Answer: a
-
-
-
- Timescape
-
-
-
- CHARACTERS:
- 1. Under the Archeologist's second special ability it says he may add
- one to his die roll on the Planetfall Space of the Timescape
- board. Is this supposed to read the Deathworld Space (as you don't
- roll a die on the Planetfall Space)?
- Answer: Yes
- 2. Can the Astronaut replace any of the Objects listed under his
- first Special Ability if there are none left in the Timescape
- Purchase Deck?
- Answer: No
- 3. If the Scientist uses his second Special Ability to repair the
- Ancient Artifact does it add four to his Strength in Combat?
- Answer: Yes
-
- CARDS:
- 4. If a Character defeats all of the Orks, can he keep them for
- additional Strength (they are an Event)?
- Answer: No
- 5. If a Character with equal base Craft and Strength encounters the
- Sun Worm, does he roll randomly to determine which the Worm
- attacks (as per the Chinese Dragon)?
- Answer: Yes
- 6. A) If a Character encounters the Warp Storm, does the turn that he
- drew it count as his lost Turn (as per the Talisman rules section
- 15:4)?
- B) If not, and he is on Planetfall, does he still get to encounter
- both Timescape Cards drawn?
- Answer: He encounters any other cards and misses his next turn.
-
-
-
- City
-
-
-
- CHARACTERS:
- 1. For the Valkyrie's fourth Special Ability, who are human Enemies?
- Answer: 'Pure-strain' humans only (no orks, elves, etc.).
-
- SPECIAL CHARACTERS:
- 2. If a Character becomes one of the Special Characters does he keep
- his original Character's Special Abilities as well (it is not
- explicitly stated whether he does or not in the City rules)?
- Answer: Yes
- 3. For the King's Champion's last Special Ability, should Outlaw and
- Raiders be replaced with Bandits?
- Answer: Yes
- 4. Can the Sheriff use his fifth Special Ability, to teleport to any
- Space in the City:
- + a) From any other board (e.g. can he teleport from the main
- board, Dungeon, or Timescape to any Space on the City board).
- + b) Only while on the City board.
-
- Answer: b
-
- ADVENTURE CARDS:
- 5. After the Air Elemental has moved itself and the Character
- encountering it to one of the two fields Spaces, must the
- Character then fight a Psychic Combat with it?
- Answer: Yes
- 6.
- + A) If a Character who draws Conscription opts to defeat
- another Character in Combat and fails to do so (either due to
- lack of other nearby Characters or he loses the Combat) does
- he get to choose one of the three remaining options to avoid
- Conscription?
- Answer: No
- + B) If a Character loses three turns, does the Turn that he
- drew Conscription on count as his first lost Turn (again, as
- per rule 15:4)?
- Answer: Yes
- 7. Will the Cutpurse become a follower of a Character who is the
- Master Thief?
- Answer: Yes
- 8. If a Character uses the Dancing Girl to Evade an encounter does
- she:
- + a) Stay on the Space that the Character used her in.
- + b) Go to the discard pile?
- Answer: b
- 9. Should the Dog be a follower rather than an object (like the Dog
- in the Dungeon Cards)?
- Answer: Yes
- 10.
- + A) If the Dragon Master captures a Dragon for you, does the
- Dragon increase your carrying capacity to that of the
- Anti-Grav Platform or Horse and Cart (the Dragon Master's
- Card seems to imply this)?
- Answer: Yes
- + B) Will the Dragon carry a Warhorse?
- Answer: No!!
- 11. If a Character with the Druid enters the Timescape, City, or
- Dungeon does he:
- + a) Leave the Druid in the Space that he entered from.
- + b) Is the Druid discarded.
- Answer: b
- 12. If the Earth Elemental moves a Character to the Dungeon, must the
- Character then fight a Psychic Combat with it?
- Answer: Yes
- 13. If a Character encounters Employment, does the Turn he drew it on
- count as his lost Turn (again, as per rule 15:4)?
- Answer: Yes
- 14.
- + A) If a Character loses to the Fire Elemental does he lose
- any Objects on a Horse and Cart?
- Answer: Yes
- + B) If so, does he lose the Horse and Cart, also?
- Answer: Yes
- + C) If a Character loses to the Fire Elemental does he lose
- any Objects on an Anti-Grav Platform?
- Answer: Yes
- + D) If so, does he lose the Platform, also?
- Answer: Yes
- 15. If you defeat the Gambler, do any unclaimed objects:
- + a) Stay on the board.
- + b) Go to their respective discard piles.
- Answer: b
- 16. If the Ghoul (Enemy: Monster), taken as a follower by the Ghoul
- Character, is used in Psychic Combat, and loses, is it placed on
- the discard pile?
- Answer: Yes
- 17. If a Character is Lost, does the Turn he drew it on count as his
- lost Turn (again, as per rule 15:4)?
- Answer: Yes
- 18. If a Character with an Urchin leaves the City, does he:
- + a) Leave the Urchin in the Space that he left the City from.
- + b) Discard the Urchin.
- Answer: b
- 19. Does War remain on the City Gate for the rest of the game?
- Answer: Yes
- 20.
- + A) Will the Watch arrest a Toad (for having no Gold)?
- Answer: No
- + B) Similarly, if a Character is turned into a Toad while in
- the City does he have to draw for the Watch at the end of
- each of his Turns as a Toad (for having no Gold)?
- Answer: No
- 21. If a Character loses to the Water Elemental, does he:
- + a) Choose which follower to lose.
- + b) Roll randomly.
- Answer: b
-
- BOARD:
- 22. When a Character uses the Enchantress Space to enter the
- Timescape, does he:
- + a) Roll two dice under his starting quota of Craft and
- Strength (as per the Timescape rules).
- + b) Roll two dice under his current quota of Strength and
- Craft (as stated on the Space)?
- Answer: b
-
- RULES:
- 23. Can a Toad rob the Bank?
- Answer: No!!!
- 24. As the rules are currently written, a Character with a Warrant
- does not have to draw for the Watch at the end of his Turn while
- in the City (having a Warrant does not violate any of the statutes
- of the City). Is this correct?
- Answer: Yes it is. Breaking the law causes a 'hue & cry' which may
- bring the watch. Simply carrying a warrant will not (though you
- may encounter them normally).
- 25. If a Character with a Warrant is defeated by another Character in
- Combat, that Character can opt to move the defeated Character to
- the Donjon Space on the City board. Does this work:
- + a) While Characters are on the City board, only.
- + b) While Characters are on the Dungeon or main board, also.
- Answer: a
- 26. If a Character rolls poorly for judgement, and is forced to make
- an escape, does he still retain his Warrant even though he rolled
- for judgement?
- Answer: Yes
- 27.
- + A) If a Character draws a Horse, Warhorse, or Horse and Cart
- from the Adventure Deck, does he replace it with the
- appropriate Purchase Card (as per rule 20:1)?
- Answer: Yes
- + B) If this is the case, does any Character who draws an
- Adventure Card of an item that is not currently in the
- Purchase Deck get nothing?
- Answer: Yes
- 28. Finally, when a Character enters a City location he must leave any
- Mules, Horses, Horse and Carts, Warhorses, or Dragons on the
- Street Space outside of the location. On his next Turn may the
- Character:
- + a) Move back to that Space automatically and reclain his
- Objects (as a person with the Horse may reclaim followers).
- + b) Must he roll for movement normally.
- Answer: a
-
-
-
- SUBJECT: COMBAT VS PSYCHIC COMBAT
-
- From: sh666@selway.umt.edu (Scott Hensley)
- Date: 27 October 1993
-
- During a debate on whether the term "Combat" (sometimes) included
- "Psychic Combat", Scott reported:
- I wrote GW about his very exact same question (the 'Combat', 'Psychic
- Combat' distinction). Their reply was as follows...
- 'Combat always refers to Strength based combats... Psychic Combat
- always refers to fights using Craft. They should never be
- mistaken.'
-
-
-
- SUBJECT: TALISMAN 2ND EDITION HOUSE RULES
-
- "House Rules" means none of these are official - use the ones you
- like, drop the ones you don't. Sometimes these are "interpretations"
- of the official rules in places where the official ones were ambiguous
- (or at least non-obvious).
- A rule marked "Heli N" is the N'th rule from Rick Heli's gaming
- group's FAQ (Rick.Heli@Eng.Sun.COM), the April 6 1992 edition. One
- marked "Mill N" is the N'th rule from The Mill Gaming Dudes' house
- rules (contributed by Ned Utzig ). Several contributions came from
- Howard Kim (hkim@cs.cornell.edu) in the summer of 1993, with the aid
- of Sten Drescher (smd@floyd.brooks.af.mil), Doug Gibson
- (doug@abby.chem.ucla.edu), Kurt Grossman (KurtG@yang.earlham.edu),
- Dave Katleman (katleman@corp.sun.com), Jay Lorch
- (lorch@cs.berkeley.edu), and Petri.Maaninen (Petri.Maaninen@hut.fi).
- * Principles for resolving issues ("meta" house rules)
- * Talisman "Dragon's Lair" expansion set
- * Tournament Rules
- * Cycling through spells
- * The Amazing Warp Belt Trick
- * The Ninja's Secret Attack
- * The Warhorse and charging into combat
- * Centaur
- * Warrior of Chaos
- * Followers
- * Priest
- * The Bandit
- * Spell casting restrictions
- * Amulet
- * Order of encounters
- * Witch Doctor's curse
- * Genie
- * Ghoul
- * Events left on the board
- * the Idol
- * "before rolling the die for movement"
- * Attacking strangers
- * Staff of Mastery
- * The Demon Lord
- * Dragon King
- * Magic Pouch
- * Supernova
- * Loans
- * The Town Square
- * Entering the City
- * Leaving animals at the Stable
- * City offices
- * Dungeon doors
- * The Watch
- * Anarchist's Guild
- * Leaving the City
- * Dancing Girl
- * Ninja versus Knight
- * Isn't it too easy to become the High Mage?
- * When you leave the Donjon, where do you go?
- * Crown of Command
- * Multi-creature cards
- * Doppelganger
- * Losing lives to creatures with special attacks
- * Questing Knight
- * Characters adapted to the City board
- * The Horse
- * Teleporting in/out of the City
- * The Siren
- * Snake Pit
- * Great Portal
- * The Sentinel
- * Strengthening monsters
- * Enemies that Move
- * The Zulu
- * The Familiar and Extra Spells
- * Unwanted followers
-
-
-
- Subject: Principles for resolving issues ("meta" house rules)
-
- From: dalamb@qucis.queensu.ca (David Lamb)
- Date: 27 October 1993
-
- Having been involved in a few Talisman rules arguments lately, I
- thought I'd propose some guidelines for helping resolve such disputes.
- 1. Be clear about whether the argument is about resolving an
- ambiguity in the "official" rules, or about defining a new "house"
- rule.
- 1. If you're resolving an "official" rule, then the rules as
- written are definitive (including the official answers in the
- previous section). Check the official rules! Arguing from
- memory, or from your own group's house rules, is probably
- counterproductive.
- 2. If you're defining a "house rule" it makes sense to point out
- that it contradicts an "official" rule if the other party
- doesn't seem to know about the official rule, but once it's
- clear they don't like the official rule and are trying to
- define a house rule, harping about the official rules is
- pointless.
- 2. Combat vs Psychic Combat. A lot of people, including me, tend to
- think of "Combat" as being generic for both "(Strength) Combat or
- Psychic Combat". Psychologists and sociologists will tell you
- about "marked" versus "unmarked" terms and point out there'd be
- fewer misinterpretations if the "unmarked" term "Combat" meant
- both kinds, and there were 2 marks, e.g. Strength/Craft, or
- Normal/Psychic, for distinguishing the two forms of combat.
-
- Unfortunately that does not appear to be what Games Workshop chose
- to do: Combat, unmarked, means combat with Strength. "Combat or
- Psychic Combat" is what they say when they mean the combat in the
- generic sense. So: if a rule or card says Combat, unadorned, it
- means exactly "Combat based on strength". Thus for example we can
- deduce:
- 1. Armour doesn't protect against losing a life in psychic
- combat.
- 2. A creature you "save" to use in the next "combat" can only be
- used in the next strength-based combat.
- 3. The astropath can evade Combat, but not Psychic Combat.
- Of course, you can always reject this "meta house rule" and substitute
- one that lets "combat" include "psychic combat" whenever you feel
- like it - but bear in mind it's just that, a house rule.
- 3. Any rule change that increases the power of spell-cyclers (those
- who "always have K spells") is probably "wrong" (meaning "makes
- the game less fun for most players").
-
-
-
- Subject: Talisman "Dragon's Lair" expansion set
-
- From: David.Katleman@Corp.Sun.COM (David Katleman)
- Date: Thu 29 July 1993
-
- While waiting for the official Dragons release, David Katleman
- developed a "Dragon's Lair" expansion set; contact him directly at the
- above address if you want a copy. Basically, the Dragon Adventure deck
- cards are now considered the entrance to the Dragon's lair and are
- considered places. The expansion is still in a Alpha, maybe Beta test
- state.
-
- Subject: Tournament Rules
-
- From: bl375@cleveland.Freenet.Edu (Brian G. Greenberg)
- Date: 27 October 1993
-
- Since the game can be very unbalanced, my group runs a tournament. We
- have five in our group and we deal out nine characters to each of us.
- We keep these characters hidden from each other. (We write them down
- and have my mom initial the peice of paper). We do not allow a
- character to have more that one spell caster. If this happens those
- without one may bid as to how many characters to show the person with
- the extra spell caster and let that person choose two of the shown.
- Then we play six games. Whoever wins the most is the Champ. If there
- is a tie there is a tie breaker game. A player who uses all nine
- characters is then allowed to draw two from those not chosen; the
- other players choose which one to play. The only time the High Mage is
- in the game is if two or more spell casters are played in a game or if
- a six is rolled on one die before the game (after characters are
- picked.) Because we think the Dragon King (from Dragons expansion) is
- too easy to beat, we use the alternate endings. Once one is picked it
- cannot be picked again until the fifth game, when we recycle them.
- Because the Great Portal and the Cave of Dragon Bones can be very
- cheap wins (a character may not have enough natural strength to get
- past the crypt), we only allow each player to use either of these
- once.
-
- Subject: Cycling through spells
-
- Date: 11 March 1993
- Characters who "always have a spell" can really take over, since so
- many of the spells can be cast "when needed" (that is, just about any
- time). So they can cast a lot of spells on their own turn, then cast a
- lot more on the next person's, and so on. How can we fix this without
- being too unfair to the spell cyclers?
- 1. (GW in Talisman City): cast spells only on your own turn, except
- for defensive spells
- 2. (GW in Talisman City): cast only one spell "at a time" [DAL - it's
- unclear what they mean by this, but presumably either "one spell
- per turn" such as one on your own turn, one on the next person's,
- and so on]
- 3. [LondonTowne Gaming Gang]: Make "always have N spells" true only
- at the start and end of the spell caster's own turn, at which time
- the caster can freely discard spells, then draw enough to have N
- spells.
- 4. [Jeremy Gates ] To cast a spell it must be able to take effect
- (eg. Heal - subject must be not fully healed). Secondly the player
- can only get his new spells via the "always have a spell" at the
- start of his turn.
-
- Aside: in the "standard" rules the only way to get rid of a spell is
- to
- 1. cast it
- 2. discard it if you acquire more spells than your limit.
-
- So a spell-cycler can get "trapped" with an uncastable spell (e.g.
- counterspell, if no one ever casts a spell on the cycler).
-
- Subject: The Amazing Warp Belt Trick
-
- From: KURTG@EARLHAM.BITNET
- Date: 20 October 1994
-
- If you have the Warp Belt, or if you are the Astropath, you can choose
- to follow the Red line from the Negative Zone to the Time Loop,
- returning to "the space you came from" - where you draw another
- Timescape card. This lets you get all the treasure fromthe Timescape
- Deck!
- 1. Do nothing. It's not necessarily so bad if you do this with the
- Warp Belt, since you also cycle through all the Monsters in the
- Timescape deck, such as the Str 12 Behmoth or Cra 12 Space
- Vampire. The Astropath, on the other hand, gets a 2/3 chance to
- Evade the Behemoth (though not the Vampire), and doesn't even need
- to find the Belt, so he's even worse.
- 2. Limit people to a small number of loops, e.g once. Thereafter they
- roll normally for what path to follow.
-
-
-
- Subject: The Ninja's Secret Attack
-
- Date: 11 March 1993
- From: KURTG@EARLHAM.BITNET
-
- Can the Ninja make a Secret Attack in an endgame where you have to
- fight, such as against the Dragon King?
- 1. No. It says against an upturned Enemy card or player; several of
- GW's Q&A items show they mean Enemy to refer to cards with the
- word Enemy on them, and not fixed monsters like the Sentinel, the
- Spirit at the crags, the Brigand in the forest, the Warp Demon,
- and so on.
-
-
-
- Subject: The Warhorse and charging into combat
-
- Date: 11 March 1993
- From: wrr3118@tamsun.tamu.edu (Rick Russell)
-
- The Talisman Rules and Q&A state that the Warhorse allows you to add
- your Craft to your Strength for *any* combat in which you would
- normally use Strength. Hence, the Warhorse is exactly equivalent to
- the Monk's special ability and the spell Psionic Blast. For a measly
- price of 5G in the City, or for free if you pick it out of the
- Adventure Deck, the Warhorse seems like an inordinately powerful
- object. The Warhorse will allow most Strength 2 and 3 characters to
- take on Dragons and Giants with ease, given a sword and a spot of good
- luck. Later in the game, characters fortunate enough to have a
- Warhorse become extremely powerful. In a 2 player game, this is
- practically a ticket to the Crown of Command.
- 1. Note the rules and Q&A sheet for some standard limitations: If the
- owner of the Warhorse loses a life in combat, the Warhorse is lost
- instead. The Warhorse may not be used more than once per combat
- round; this is important when the character using the Warhorse is
- fighting the Pit Fiends, Zombies or characters who have the
- ability to fight or re-fight a second round of combat.
- 2. The Warhorse *only* allows you to add your Craft to your Strength
- when you land on/encounter a face-up Adventure Card or Character.
- When you are attacked, the Warhorse is useless (i.e. you don't
- have the opportunity to charge). Comment: This rule is good on the
- face of it, but has some problems. In the center of the board, the
- *second* character to enter the Crown of Command space will get to
- charge, and on their attack they can steal their opponent's
- Warhorse. The first character is dead meat. If the character at
- the center gets the Belt of Hercules, then they can do the same
- thing by teleporting on top of another character.
- 3. The Warhorse works as originally specified, but you may *only*
- take Life away from your opponent, not Gold or Objects. Comment:
- Makes a certain amount of sense, since it would be difficult to
- use a Warhorse for subdual combat. It still allows low-strength
- high-craft characters to kick the rear out of dragons and such,
- which doesn't seem sensible. Instant strength for weak characters.
- 4. The Warhorse adds a random Charge Bonus (1d6) to your Strength in
- every standard Combat, whether you attack or are attacked. Instead
- of rolling one die and adding to your Strength, you roll two dice.
- Comment: Easy to implement, simple to understand. On average, the
- Warhorse will provide a Strength bonus of 3 or 4 at a cost of 5G,
- slightly better than two-handed weapons at a cost of 4G. About the
- same as the Mercenary. Provides no guarantee of easy success in a
- given situation.
- 5. Same as (4), and in addition the Warhorse will not necessarily be
- killed by attacks which would normally take a Life. The player has
- the option of allowing the Warhorse to be killed instead of losing
- a Life in Combat. Comment: My personal favorite. Since the
- Warhorse no longer provides a constant Strength bonus in combat,
- it seems unfair to kill it anytime the Character loses a combat
- while using the Warhorse.
- 6. Same as (4) or (5), but the Warhorse only provides a bonus if the
- Character encounters/lands on a face up Adventure Card or
- character. Comment: Another sensible variation of (3) and (4).
- 7. By itself, the Warhorse provides adds 1 to your Strength in
- Combat, and it may be combined with any normal weapons (Axe,
- Sword, etc) and Armor. A new weapon is introduced into the game:
- The Lance. The Lance may be purchased at the City Armoury for 3
- gold. It is a one-handed weapon which adds 1 to your Strength
- while in Combat. When the Lance is used with a Warhorse in Combat,
- both items used together provide a net bonus of +4 to your
- Strength. When used *against* a Character with a Warhorse, the
- Lance provides a +2 bonus to your Strength in Combat (then you
- might call it a Polearm). The Holy Lance works just like a normal
- lance, except that it is adds 3 to your Strength in Combat with
- Enemy-Dragons and when combined with the Warhorse provides a net
- bonus of +6 to your Strength in Combat against Enemy-Dragons.
- Comment: It would require printing up some new Purchase cards, but
- otherwise it's a really neat idea. I haven't playtested anything,
- so I don't know if it's a well-balanced solution.
- 8. [jjohnson@ccscola.Columbia.NCR.COM (Jeffrey H. Johnson)] Tone it
- down by:
- 1. It adds your craft or 6, whichever is less.
- 2. You may only use it against face-up cards and characters you
- land upon.
- 3. You may not use it against foes that you land upon via
- teleport, etc.
- This addresses most of the problems save the Crown of Command. We play
- that you can only take items which you can use, and since you
- can't use two warhorses, you can't charge someone already on the
- center space AND take his warhorse. You only get the charge when
- you enter the space.
-
-
-
- Subject: Centaur
-
- Date: 26 Oct 1993
-
- What "plains" space does the Centaur start in?
- Answer Player's choice. Can the centaur use his +2 movement in the
- dungeon?
- Answer No
-
- Can he "outrun" his followers, as does someone using the Horse?
- Answer Yes, but he can return to them next move, as with the Horse
-
- Can he ride a horse or warhorse?
- Answer No (this being an extension of the Q&A that suggested
- reasonable limits on how big an object the Mule might carry)
-
- Subject: Warrior of Chaos
-
- Date: 12 July 1993
-
- If the Warrior of Chaos is turned Good, e.g. by the Mystic, can he
- still corrupt other characters to Evil?
- Answer Yes; whenever possible, it's simplest to assume 'change of
- alingment' has no effect on special abilities.
-
- The Chaos Gift ability is very powerful; to tone it down, make the
- Warrior first pass a roll of 2D6 >= the characteristic just used in
- combat.
-
- Subject: Followers
-
- Date: 27 October 1993
-
- [Heli 1] The Minstrel may have an unlimited number of animal
- followers.
-
- [Heli 12] Creatures turned into Followers via special abilities (e.g.,
- the Minstrel's Animal, Ghoul's undead, etc.) can be stolen like any
- other Followers (e.g., via Mesmerism or the Sorceress' special
- ability), but these followers are left face up in the space where the
- former owner is.
-
- [Heli 23] The Mercenary, Man-at-Arms and any other followers who add
- Strength do not count when firing a bow at an Enemy or another
- character.
-
- Followers cannot use objects (although the Porter can carry some).
-
- Followers that "add to strength" (e.g. Unicorn) count when opening the
- Portal of Power and Crypt. Those that "add to strength in Combat"
- don't count. (And similarly for "add to craft" and the Mines).
-
- Subject: Priest [Heli 2]
-
- Date: 6 April 1992
-
- The Priest, when he automatically destroys a Spirit in the space he
- lands in, does not count it as an encounter; he encounters the space
- as normal. The Priest has a starting Craft of 6. When the Priest is of
- Good alignment and is visited by the Angel, instead of the normal
- benefits of the card, he may choose to receive either two Strength,
- two Craft or a teleport to any space in the same region.
-
- Subject: The Bandit [Heli 3]
-
- Date: 6 April 1992
-
- When gold is surrendered to the Bandit, it remains there until
- recovered by the character who defeats the Bandit. If the Bandit card
- is destroyed with the Destruction spell, the gold is destroyed also.
-
- Subject: Spell casting restrictions
-
- Date: 6 April 1992
-
- [Heli 4]: The following spells cannot be played unless they are the
- first spell cast by the player in a given turn: Acquisition, Barrier,
- Craft, Destruction, Fireball, Mesmerism, Misdirection, Random,
- Teleport, Temporal Warp
-
- [Heli 7]: The Counterspell, Reflection Spell and Spell Turning must be
- played immediately after the spell is played and before any other
- activity occurs. A Counterspell, Reflection Spell and Spell Turning
- may not be used to counter a spell cast by the same player.
-
- [Heli 9]: The Immobility and Destroy Magic Spells may be used to
- prevent casting of the Command Spell. In addition, a Character at the
- Crown of Command may not the cast the Command Spell if currently a
- Toad.
-
- You need to decide on a house rule for whether Destruction can remove
- an Event. Some groups play yes, others no. Destruction can remove "any
- card on the board". So it can't destroy possessions that are off the
- board, on the character's sheet. We don't know why the Amulet says
- Destruction cannot be cast on the holder.
-
- W.D. Bradford's group (wdb1000@cus.cam.ac.uk) allows Destruction to
- apply to any card in play, including those in characters' possession.
- However, this strengthens spellcasters, whom many believe to be too
- powerful already.
-
- Subject: Amulet [Heli 5]
-
- Date: 25 March 1993
-
- The Amulet protects the owning player from the following spells:
- 1. those listed on the Amulet card.
- 2. the following from Talisman City: Craft, Feeble Mind, Magic Shell,
- Mini-Vortex, Restoration, Spell Call, Spell Turning, Syphon,
- Temporary Change, Weakness
-
-
-
- Subject: Order of encounters [Heli 6]
-
- Date: 6 April 1992
-
- When encountering Adventure Cards bearing the same number, the player
- decides the order in which he will enounter them.
-
- Subject: Witch Doctor's curse [Heli 8]
-
- Date: 6 April 1992
-
- When cursed by the Witch Doctor, the cursed player must move so as
- never to end his move further from than his destination than he
- started. If he overshoots the target, he must overshoot the minimum
- possible distance, i. e. may not use horse, boots or other means to
- increase movement. The player remains cursed until he lands directly
- on the Chapel (or Ruins if evil).
-
- Subject: Genie [Heli 10]
-
- Date: 6 April 1992
-
- The Genie is not a Player; hence its spell is not affected by the
- Magical Vortex. Likewise, the Prophetess does not get to see the spell
- (unless she owns the Genie, of course), and it cannot be stolen by
- Mindsteal or Nullify.
-
- Subject: Ghoul [Heli 11]
-
- Date: 6 April 1992
-
- The Ghoul decides in which Combat to use any of his zombie Followers.
- That is, they do not automatically fight in the next combat. Also, the
- Ghoul can NOT raise defeated Spirits (for feeding to the Vampire,
- say).
-
- Subject: Events left on the board [Heli 13]
-
- Date: 6 April 1992
-
- Note that some Events (Astral Conjunction, Blizzard, etc.) count,
- until they expire, toward the total number of cards on a Draw Cards
- space. This does not apply to Spells such as Hex and Barrier.
-
- Subject: the Idol [Heli 14]
-
- Date: 6 April 1992
-
- If enslaved by the Idol, you re-encounter the space with whatever
- effects that implies.
-
- Subject: "before rolling the die for movement" [Heli 15]
-
- Date: 6 April 1992
-
- Whenever an instruction says you may (or must) do something "before
- rolling the die for movement", interpret it to mean that the action
- takes place just before the Movement phase of the turn, regardless of
- whether you actually roll the die. Thus, for example, you can cast
- Destroy Magic during the Blizzard.
-
- Subject: Attacking strangers [Heli 16]
-
- Date: 6 April 1992
-
- Despite what the character or adventure cards may say, Strangers may
- not be killed by bow and arrow. The GW Q&A sheet says no one can ever
- attack strangers.
-
- Subject: Staff of Mastery
-
- Date: 20 October 1994
-
- [Heli 17]: When a player loses the Staff of Mastery, the Enemy under
- control reverts to normal and is placed in the current space.
-
- [Heli 18]: Neither the Demon Lord nor the Dragon King may be mastered
- with the Staff of Mastery.
-
- An enslaved Enemy gets used in the next combat in which it could
- participate; thus a Strength monster doesn't get discarded after a
- Psychic Combat.
-
- Subject: The Demon Lord
-
- Date: 25 October 1993
-
- The Demon Lord may not be automatically defeated with the Cross or
- with the Priest's Special Ability, or anything else that automatically
- defeats other spirits. [Heli 19, Mill 4]
-
- If the Demon Lord slays a character, what happens to their
- possessions?
- 1. [impliction of normal "fight first, pick up cards after" rule]:
- Discard all such possessions; there's no way for anyone to pick
- them up until they've defeated the D.L and thus won the game.
- 2. Let the next character to reach the Crown of Command space pick up
- the items before fighting the D.L.
-
-
-
- Subject: Dragon King
-
- Date: 17 June 1993
-
- [Mill 4] Characters, Magical Items / followers, etc. that
- automatically defeat Dragons do not defeat the Dragon King. Items that
- add plusses for Dragons still apply, however. Thus for example [Heli
- 20] the Holy Lance does add 3 to the Strength of its user when
- fighting the Dragon King.
-
- [Mill 6] If the Dragon King decides to eat one of your followers and
- you have none, you lose a life instead.
-
- Subject: Magic Pouch [Heli 22]
-
- Date: 6 April 1992
-
- The Magic Pouch may only contain 1 object. It may not contain
- aggregate objects, e. g. the Horse and Cart. Objects in the Pouch may
- not be used, they are in the Pouch. To put something into the Pouch or
- take something out is a transfer. Only one transfer is allowed per
- turn. When it is carrying another object, the Magic Pouch does not
- count against object carrying limits.
-
- Subject: Supernova [Heli 24]
-
- Date: 6 April 1992
-
- The Supernova causes the character to advance along the blue warp
- line, not the red as stated on the card.
-
- Subject: Loans
-
- Date: 6 April 1992
-
- [Heli 25]: Leaving the City (regardless of method) without repaying an
- outstanding loan causes the character to be turned into a toad. The
- Loan card is removed from the game.
-
- [Heli 34]: The Bank will loan out money only to the extent of its loan
- cards; when these are all out, no further loans are available.
-
- Subject: The Town Square [Heli 26]
-
- Date: 6 April 1992
-
- If simply landing in the Town Square, draw one City card unless there
- is one there already.
-
- Subject: Entering the City
-
- Date: 6 April 1992
-
- [Heli 27] Do not count weapons in your strength total when wrestling
- with the guard to obtain entry to the City. You may still count items
- such as the Potion and Magic Belt which confer basic strength,
- however.
-
- [Heli 39] When bribing the guard to enter the city, a roll of 6 means
- that entry is denied.
-
- Subject: Leaving animals at the Stable [Heli 28]
-
- Date: 6 April 1992
-
- Other players may not pick up animals which you leave at the stable.
- If your character dies, discard any cards left at the stable.
-
- Subject: City offices
-
- Date: 6 April 1992
-
- [Heli 29]: A single character may only hold one of the City offices
- (High Mage, Sheriff, Champion, Master Thief) at a time.
-
- [Heli 31]: The Sheriff and the Champion may disregard any pre-existing
- Warrants upon taking office, but may still not discard these Warrants
- in the event that they later lose the position.
-
- [Heli 32] When your character holds a City office, this becomes the
- character's new alignment for all purposes until something (Mephisto,
- Mystic, Anarchist's Guild, Temporary Change) causes that alignment to
- change. Even if the character loses the office, he still retains the
- current alignment.
-
- Subject: Dungeon doors [Heli 33]
-
- Date: 6 April 1992
-
- The new dungeon door cards in the City card deck still count against
- the maximum two dungeon door cards which may be visible at any one
- time.
-
- Subject: The Watch
-
- Date: 6 April 1992
-
- [Heli 35] The Market Day card in the City deck allows trading of items
- between players just as the Market Day card in the Adventure Deck
- does. Note however that Trading is deemed illegal in the City (without
- a license); thus, characters currently in the City who trade must
- thereafter draw a City card to check for the Watch.
-
- If you have multiple offences in the same turn (e.g. fighting and
- being a Troll), you only draw once for the Watch. If you fight the
- watch, you draw again for the new fight, though.
-
- Subject: Anarchist's Guild [Heli 36]
-
- Date: 6 April 1992
-
- The Anarchist's Guild automatically changes the alignment of any
- character using its services to Neutral.
-
- Subject: Leaving the City [Heli 38]
-
- Date: 6 April 1992
-
- When you are taken to the City Gate as a result of Judgement, you are
- not allowed to retrieve your animals from the stables.
-
- Subject: Dancing Girl [Heli 40]
-
- Date: 6 April 1992
-
- The Dancing Girl can be used on human enemies only.
-
- Subject: Ninja versus Knight [Heli 43]
-
- Date: 6 April 1992
-
- When the Ninja fights the Knight, whoever initiated the attack has his
- power take precedence.
-
- Subject: Isn't it too easy to become the High Mage?
-
- Date: 11 March 1993
- 1. [Heli 41] To become the High Mage, in addition to turning in a
- magic object, the player must roll his Craft or less on two dice.
- If successful, he becomes the High Mage. If unsuccessful, he must
- still discard the Magic Object.
- 2. [LondonTowne Gaming Gang] Donate N magic objects, then roll D6
- less than or equal to the number of object donated. You can donate
- several objects at once, but can only make one roll per turn. If
- you fail you can come back later and donate more, counting both
- the old and the new donations toward the number you must roll.
-
-
-
- Subject: When you leave the Donjon, where do you go?
-
- Date: 12 July 1993
-
- When escaping from the Donjon, or when found not guilty:
- 1. [Heli 37] Roll a die for movement in the subsequent turn as
- normal, counting the Royal Castle as the first space entered.
- 2. Start in Imperial Avenue, and assume your horses (if any) have
- been left there (if you didn't leave them at the stable already).
- 3. When escaping (only), start in any square adjacent to the Donjon
- (you're escaping, after all).
-
-
-
- Subject: Crown of Command
-
- From: utzig@mast.enet.dec.com Date: 17 June 1993
-
- [Mill 1] The Crown of Command spell affects ALL players when cast, not
- a single player. (text on the C-of-C conflicts w/ the rulebook..)
-
- [Mill 2] Loss of life from the Crown of Command Spell cannot be
- prevented by items such as shields, armour, helmets, etc.
- Counter-spells may negate the C of C spell, however.
-
- Subject: Multi-creature cards
-
- Date: 25 October 1993
-
- If you fight an Enemy that consists of several creatures that you must
- fight in sequence (e.g. Band of Zombies), if you defeat a few before
- they kill you, the next time someone lands on that card, the Band is
- back to full strength.
-
- Subject: Doppelganger
-
- Date: 25 October 1993
-
- Fighting the Doppelganger seems always to be a straight roll-off of
- D6's, since the card says you fight with the same TOTAL strength,
- including strength from weapons, followers, potions, and so on. Things
- that "add craft to strength", e.g. Warhorse or Monk's ability, don't
- get around this - they add to your strength, and thus the D. gets the
- same total strength as you. The one exception *might* be the special
- ability that "subtracts your craft from your opponent's strength"
- which is phrased not to change your own strength, but many people
- regard that the D's ability overrides even that.
-
- You can't save the D. for strength (see official answers from GW).
-
- If the D. shows up on the same square as another tough creature, so
- that you get to fight "yourself" at big minuses, the best hope is to
- attack the Doppelganger with a missile weapon or Fireball from a
- different hex.
-
- Subject: Losing lives to creatures with special attacks
-
- Date: 27 October 1993
-
- If a moster, such as the Air Elemental, does something special, such
- as taking you out of the city, when it defeats you, does it *also*
- drains a life first?
- 1. In the case of the Air Elemental, there's an official answer: if
- it takes you out of the City, you then fight a normal Psychic
- Combat (and similarly for the Earth Elemental).
- 2. For other cases, take your pick of interpretations:
- 1. Yes. The only exceptions are creatures whose descriptions say
- "instead of taking a life".
- 2. No. It only has the effect stated on the card.
-
-
-
- Subject: Questing Knight
-
- Date: 25 October 1993
-
- Why should the QN start the game with Helmet, Shield, and Armour,
- since you can only use one of the three, presumably Armour, in any one
- combat (question 5 in the Q&A).
- 1. Treat it as another special ability, letting him use each in turn.
- 2. Treat the Helmet and Shield as Alchemist fodder.
- 3. Treat the Helmet and Shield as spares, in case someone steals the
- Armour.
-
-
-
- Subject: Characters adapted to the City board
-
- Date: 26 October 1993
- From: hkim@cs.cornell.edu (Howard Kim) and Kurt Grossman.
-
- The Thief description dates from before the City expansion. How should
- he steal from shops in the city?
- 1. Take an object at random [straightforward extension of Thief card]
- 2. [variant of Master Thief] Roll D6:
- + 1-2: Successful, take an item of choice.
- + 3-4: Successful, take a random item.
- + 5-6: Failure, lose 1 life.
-
- The Merchant can trade with shops in the city.
-
- The Inquisitor's victim automatically goes to the Donjon; the
- Inquisitor's power supersedes the "judgement" that normally happens at
- the Donjon.
-
- Subject: The Horse
-
- Date: 26 October 1993
- From: hkim@cs.cornell.edu (Howard Kim)
-
- The horse can "outrun" followers. Does this apply to the Hag, Jester,
- and Poltergeist?
- 1. No. These can never be outrun.
- 2. Yes.
- 3. Yes to the hag and jester, no to the Poltergeist. The Poltergeist
- prevents you from moving +3 with a Horse, so prevents outrunning.
-
- If the player uses the +3 movement, then he/she leaves his/her
- followers behind unless they have horses. Certain followers like the
- unicorn do not seem to be logical candidates as horse riders. Should
- these followers have to have a horse to follow a player w/ a horse?
- 1. Strict interpretation of the rules says they can't follow.
- 2. A house rule can say these followers need not have a horse:
- Unicorn, Familiar, Spirits, and Animals.
-
-
-
- Subject: Teleporting in/out of the City
-
- Date: 26 October 1993
- From: hkim@cs.cornell.edu (Howard Kim)
-
- Since spellcasting is illegal in the city, is teleporting in/out
- illegal?
- 1. Draw to see if you get a Law card when you teleport in, but not
- out. [Kurt Grossman, Petri Maaninen]
- 2. Neither is illegal. For "out" you're not in the city at the time
- you would draw, and for "in" you weren't in the city when you cast
- the spell.
-
-
-
- Subject: The Siren
-
- Date: 27 October 1993
-
- Non-human characters generally appear to be immune to the Siren.
- Non-human characters added in expansions usually list "immune to
- Siren" as a special ability. If you're creating a nonhuman character,
- think about whether they should be immune.
-
- One exception appears to be the Sprite. Consistency might suggest
- making her immune - but she's already quite powerful, and doesn't need
- to get any better!
-
- Subject: Snake Pit
-
- Date: 26 October 1993
- From: hkim@cs.cornell.edu (Howard Kim)
-
- The snake pit only stops those who land on it; it doesn't stop players
- passing it.
-
- Subject: Great Portal
-
- Date: 20 October 1994
-
- May a character drink the Dragon Blood (lose one life, but double your
- strength for one turn) and then attempt to open the Brian> Great
- Portal and defeat the Dragon King?
- Answer: Yes; fighting the Dragon King is immediate after moving
- through the Great Portal, so is still on the same term.
-
- Subject: The Sentinel
-
- Date: 20 October 1994
-
- If a player attempts to pass the Sentinal and does not beat him it
- says that he remains on the space. Does he encounter the space? i.e.
- Pick a card if there is not one already there or fight an existing
- card?
- 1. No. You already made a choice as to which aspect of the space you
- were encountering, and decided on the sentinel.
- 2. Yes. You would encounter the space at the end of your move if you
- won, so why not encounter the sentinel space if you lose?
-
-
-
- Subject: Strengthening monsters
-
- Date: 20 October 1994
- From: wdb1000@cus.cam.ac.uk (W.D. Bradford)
-
- Monsters quickly cease to be a threat to strong characters. We've
- tried a number of ways to reverse this such as Double Strength
- Talisman, +1d6 Talisman, and the following scheme:
-
- When a monster/animal/dragon/spirit/alien is encountered, roll 1d6 and
- consul the table below:
- 1. Strength/craft halved (round up)
- 2. Strength/craft doubled
- 3. Strength/craft as normal
- 4. Strength/craft normal + 1d6
- 5. Strength/craft at least equal to yours (i.e doppelganger if
- weaker, normal if stronger)
- 6. Strength/craft at most equal to yours (i.e doppelganger if
- stronger, normal if weaker)
-
- In all cases the normal strength value applies when enemies are kept
- for strength. If 1 and 6 seem too wimpy, then instead rolls of 1-3 can
- indicate normal strength, while 4,5,6 indicate +1d6, double, and "at
- least" respectively. This type of system really makes the early stage
- of the game tense - boars and apes are no longer "breakfast" and
- dragons can be truly terrifying! Even at the end of the game any enemy
- potentially poses a serious threat, and you never get to the point
- where picking up Adventure cards becomes a tedious (and pointless)
- chore.
-
- Subject: Enemies that Move
-
- Date: 20 October 1994
-
- Enemies that move after combat, such as the Berserker and Vampire
- Bats, don't encounter the character(s) they land on.
-
- Subject: The Zulu
-
- Date: 20 October 1994
-
- If the Zulu routs a character, the character does not encounter the
- space to which s/he is routed (by analogy with the Satyr's panic).
-
- Subject: The Familiar and Extra Spells
-
- Date: 20 October 1994
-
- If the Philosopher has the Familiar as a follower, how many spell
- cards does he draw before deciding which one he wants?
- 1. 4. His special ability gives +1 and the Familiar's gives +2, for a
- total of +3.
- 2. 3. This is the maximum of his own ability and the Familiar's.
-
- What happens to the extra cards?
- 1. There's an official answer: the top of the spell draw pile.
- 2. Some people play that you discard them.
-
-
-
- Subject: Unwanted followers
-
- Date: 20 October 1994
-
- Several mechanisms let you get rid of normal followers: you can outrun
- them with the horse, the Dark Elf can drain their lives, the Saracen
- can enslave them. Do these apply to the "unwanted" followers: hag,
- jester, poltergeist?
- * The horse was handled above: you can choose whatever rule you
- like.
- * No; these uses of special abilities would make those characters
- immune to the unwanted followers.
-
-
-
- SUBJECT: TALISMAN 2ND EDITION HINTS, SUGGESTIONS, AND STRATEGIES
-
- This page gives hints, suggestions, and strategies for playing
- particular Talisman characters. In particular it covers:
- * Are some characters more powerful than others?
- * Dwarf
- * Abusive Combinations
- * Scout
-
-
-
- Subject: Are some characters more powerful than others?
-
- Date: 11 March 1993
-
- Some people don't think so - in that every character *can* win, luck
- being such a big part of the game. It certainly seems that for most
- characters, by the end of the game it's the "stuff" you've acquired
- during the game (objects, followers, extra strength and craft) that
- matter, not your special abilities (except possibly for spell-cycling
- ("always have a spell"), which seems very powerful).
-
- Others think there's a definite split between "strong" and "wimpy"
- characters. The LondonTowne Gaming Gang splits characters into the
- Tough and Wimp decks, and lets each player choose one of 3
- randomly-dealt Tough characters, with the option of choosing any
- character from the Wimp deck. Their Tough characters include: Amazon,
- Astronaut, Astropath, Centaur, Chainsaw Warrior, Cyborg, Dark Elf,
- Elf, Gypsy, Gladiator, Highlander, Knight, Leprechaun, Monk, Ninja,
- Philosopher, Prophetess, Soldier, Sprite, Swashbuckler, Swordsman,
- Troll, Valkyrie, Warrior, Warrior of Chaos, Wizard, Woodsman, Zulu.
-
- Rick Heli's group rates the characters as follows:
-
- Weak:
- Amazon, Druid, Ghoul, Halfling, Highlander, Hobgoblin, Martial
- Artist, Minstrel*+, Orc, Pilgrim, Pirate, Priest+, Ranger,
- Samurai, Satyr, Thief*, Warrior
-
- Average:
- Archaeologist, Assassin, Astronaut, Barbarian, Centaur,
- Chemist[H], Collector[H], Conjurer, Cyborg, Dark Elf,
- Dragonlord[H], Dwarf, Elf, Gladiator, Inquisitor, Leprechaun,
- Merchant*, Minotaur, Necromancer, Ninja, Rogue*, Saracen,
- Scientist, Scout, Soldier, Space Marine, Space Pirate, Sprite,
- Spy, Swashbuckler, Swordsman, Torturer[H], Warrior of Chaos,
- Witch Doctor, Woodsman, Zulu
-
- Powerful:
- Astropath, Chainsaw Warrior, Gipsy, Knight*, Mechanician[H],
- Monk, Philosopher, Prophetess, Sage[H], Sorceress*, Troll,
- Valkyrie, Wizard
-
- * means becomes more powerful with more players
- + means becomes more powerful with additional rules (Heli's rules for
- these particular characters; see previous sections).
- [H]
- is a special character invented by Rick Heli's group; for details,
- contact Rick.Heli@eng.sun.com.
-
- Subject: Dwarf
-
- Date: 11 March 1993
-
- The dwarf seems weak to some people, but, if he is lucky enough to
- gain an extra few points of craft before others get very powerful, can
- try for a quick win via the Craft route because of his Special
- Abilities 4 and 5.
-
- Subject: Abusive Combinations
-
- From: jdean@nmsu.edu (Jonathan Dean), gitzlaff@uxa.cso.uiuc.edu (Jim
- Gitzlaff), bl375@cleveland.Freenet.Edu (Brian G. Greenberg)
- Date: 23 Jun 1993 15:44:59 GMT
-
- Sometimes characters get one or two cards that make them nearly
- invincible or untouchable. For example:
- 1. The Ghoul with the Runesword. The Ghoul will gain a life at the
- end of almost every combat.
- 2. The Valkyrie with the Champion. If the Valkyrie does want to fight
- she puts forth the Champion. If he dies then she picks him up as a
- follower again. Thus, she does not need to fight any non-psychic
- battle.
- 3. The Astropath with a chameleon suit. If the Astropaths inate
- ability to evade fails then it has the chameleon suit to fall back
- on.
- 4. The Conjurer High-Mage. Always has two spells and can discard one
- spell while casting another. Eventually he will get the Finger of
- Death spell. "I cast Finger of Death at you and throw away
- Alchemy." We limited him to casting one Finger of Death per
- encounter...
- 5. The Sprite (or other always-has-a-spell character) with the
- Familiar. Minimum of two spells at all times, and gets to examine
- the top three (!) each time one is cast. Limit them a bit by
- placing the 2 unclaimed spells back on the unused pile, not the
- discard.
- 6. The Scientist with the Ancient Artifact. Actually, this seems to
- be part of his design. He'd get +4 in every combat - but starts
- off quite weak.
-
- It may not be necessasry to "tone down" these combinations. Particular
- cards "will appear eventually" only if the game goes on for a long
- time or there are a lot of players - there are a *lot* of adventure
- cards if you have all the expansions (275 according to numbers in the
- FAQ). If they occur very late, other characters may have already
- become quite powerful before the "abusive" one gets this chance. Also
- there may well be some way to take the object or follower away -
- Mesmerism, theft, defeating the character in combat or psychic combat.
-
-
- Subject: Scout
-
- Date: 20 October 1994
- From: David Wildstrom
-
- Hide both dungeon doors, and whenever a stream of life, magic stream,
- or fountain of wisdom pops up, hide it. You can get all the strength,
- wisdom, or life from the waterays to yourself, and you have your own
- little "hideaway" (the dungeon). You need the hideaway because as soon
- as you start hiding things, the other players are going to focus all
- their abilities on killing you.
-
-
-
- SUBJECT: NEW CHARACTERS
-
- The following are character descriptions submitted by people from the
- Net. Some contributors have asserted claimed copyright, noted in the
- individual entries, but have given permision for this work to be
- included in the FAQ. Playtester comments are not included in the
- copyright.
- * Hero character
- * Robot character
- * Sentinel character
- * Space Knight character
- * Space Ork character
- * Timelord character
-
-
-
- Subject: Hero character
-
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 25 Oct 1993
-
- Updated because of playtesting information from Kurt Grossman.
-
- Start:Vortex Alignment:Good Str:4 Cra:3
- 1. You start the game with a sword.
- 2. You may enter the Timescape at any time from the Main board or the
- Dungeon.
- 3. In the Timescape you may move to the Vortex as your next move.
-
- Discussion: seemed quite powerful to one playtester, but perhaps not
- compared to, for example, the Sprite. #3 let him avoid the Warp Demon
- - but evasion, e.g. via the Chameleon suit, or the Warp
- Belt/Astropath's select-lines ability, also do the same (and more).
- Whether #2 is too powerful depends on whether you see the Timescape as
- too generous - you can get good stuff there, but also run into 12-Str
- or 12-Cra creatures, too.
-
- Subject: Robot character
-
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 12 July 1993
-
- Start:Space Port Alignment:Neutral Str:5 Cra:2
- 1. No spells may be used against you.
- 2. You may not use any spells.
- 3. If you encounter or are encountered by another player he may not
- use any magic objects against you in combat.
-
- Playtester comment: not bad.
-
- Subject: Sentinel character
-
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 25 Oct 1993
-
- Start:Sentinel Outpost Alignment:Neutral Str:3 Cra:3
- 1. You may encounter other players in the Timescape.
- 2. When you encounter another character in the Outer or Middle
- regions or the Timescape, instead of fighting him you may arrest
- him. Arrested players go to Donjon or the Castle (whichever is in
- the same region) as their next move. Arrested players in the
- Timescape go to the Vortex as their next move.
- 3. You may look at the top Timescape card at any time.
-
- Playtester comment: interesting. Automatic arrest may be too powerful.
-
-
- Subject: Space Knight character
-
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 25 Oct 1993
-
- Updated because of playtesting information from Kurt Grossman.
-
- Start:Space Port Alignment:Good Str:3 Cra:3
- 1. Every time you lose a life in combat you gain 1 Craft.
- 2. If you aquire a sword it adds two to your stength in combat.
- 3. When you draw an Adventure, Timescape, or Dungeon card you may
- attempt to use the force. If you roll 2d6 under your current craft
- you discard the current card and draw a new one. You may only do
- this once per turn.
-
-
-
- Subject: Space Ork character
-
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 12 July 1993
-
- Start:Space Warp Alignment:Evil Str:4 Cra:2
- 1. If you draw the Space Ork Timescape card they become your
- followers and fight for you until they are all destroyed.
- 2. You are uneffected by the siren.
- 3. You are safe in the Rad Zone and need not roll the die there.
-
- Playtester comment: pretty quiet - comparable to some "average"
- existing characters. Nick replied: yep, just like the ordinary Orc.
-
- Subject: Timelord character
-
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 25 Oct 1993
-
- Updated because of playtesting information from Kurt Grossman.
-
- Start:4th Dimension Alignment:Neutral Str:2 Cra:4
- 1. You start the game with 6 lives. This is your full quota for
- healing purposes
- 2. When you land on another player you may take one of his followers
- or give him one of yours (this includes the Hag and the
- Poltergeist).
- 3. You need only roll 1 die vs. Craft at the Portal of Power and 2
- dice vs. Craft in the Mines.
- 4. Whenever you roll a 6 for movement, roll again and move according
- to the following chart:
- + 1-4 Move six normally
- + 5 Move to the warp gate
- + 6 Move to any space in the region you are currently in (or in
- the Timescape, if on the Timescape board). All your followers
- go with you.
-
- Discussion: Doctor Who would have been Good, and had more Lives, but
- it's too easy for Good characters to get healed back to starting
- quota.
- --
- http://www.qucis.queensu.ca/home/dalamb/
-