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- From: dalamb@qucis.queensu.ca (David Alex Lamb)
- Newsgroups: rec.games.board,rec.games.miniatures.warhammer,rec.answers,news.answers
- Subject: Talisman Boardgame 3rd Edition FAQ (Frequently Asked Questions)
- Supersedes: <faq3_871818907@qucis.QueensU.CA>
- Followup-To: rec.games.board
- Date: 21 Sep 1997 11:55:14 GMT
- Organization: Computing and Information Science, Queen's University at Kingston, Ontario, K7L 3N6, Canada
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- Keywords: FAQ, Talisman, board game
- Originator: dalamb@qucis.queensu.ca
- Xref: senator-bedfellow.mit.edu rec.games.board:112640 rec.games.miniatures.warhammer:121300 rec.answers:34219 news.answers:113064
-
- Last-Modified: Thu Sep 14 08:33:25 1995 by David Alex Lamb
- Archive-name: games/talisman/edition3
- Version: 0.4
-
- This is a draft of a regular posting about Talisman, a fantasy board game from
- Games Workshop. This message covers the third edition, released in the Spring
- of 1994. A companion posting covers the older second edition. Both FAQs are
- available on the World Wide Web, via URL:
- http://www.qucis.queensu.ca/home/dalamb/Talisman/
- The WWW versions are the master copies; these posted FAQs are derived from
- them.
-
- Each item starts with a Subject field, which many news readers let you find
- quickly (in rn/trn use the "control-G" command).
-
-
- TALISMAN 3RD EDITION BOARDGAME AND EXPANSIONS CONTENTS
-
- This section describes the contents of the third edition of Talisman,
- and its expansion sets as they become available.
- * Talisman 3rd Edition Boardgame Contents
- * Dungeons of Doom expansion
- * Dragon's Tower expansion
- * City of Adventure expansion
- * New characters from White Dwarf
-
-
-
- Subject: Talisman 3rd Edition Boardgame Contents
-
- Unless otherwise noted, all of this is based on the review posted by
- Charles Brabec <brabec@pysgjb.physics.ncsu.edu> to rec.games.board on
- 9 September 1994.
- * Basic Game Contents
- * Game Board
- * The Rules
- * The Characters
- * Adventure Cards
- * Tower Cards (The Endgame)
- * Counters and Coins
- * Comments on Play
-
-
-
- SUBJECT: BASIC GAME CONTENTS
-
-
- * Game Board
- * 1 Rules Sheet
- * 11 Plastic Citadel Miniatures
- * 11 Character Cards
- * 129 Adventure Cards
- * 30 Spell Cards
- * 40 Purchase Cards (Box claims 40, I got 48)
- * 5 Tower Cards
- * 6 Talisman Cards
- * 6 Toad Cards
- * 30 Strength Counters: one (x24), five (x6)
- * 30 Craft Counters: one (x24), five (x6)
- * 30 Lives Counters: one (x24), five (x6)
- * 20 Experience Counters: one (x16), five (x4)
- * 32 Coins: one (x12), three (x8), five (x12)
- * 12 Alignment Markers: Good (x4), Neutral (x4), Evil (x4)
- * 6 Toad Counters
- * 6 Dice (all D6)
- * 1 Painting Guide
- * 8 Resealable bags for counters
-
-
-
- SUBJECT: GAME BOARD
-
- The new board is a single piece, fold in the middle.
-
- The Inner Region is gone. It has been replaced with "The Wizard's
- Tower", players encounter a series of traps in the Tower Cards. See
- Below.
-
- The Outer Region has been rearranged slightly: the Graveyard has been
- moved to the middle square on the opposite side of the board. Also,
- the Sentinel is gone. In his place is a Hills square with a toll
- bridge across the river. Other changes by square:
- * Chapel: No praying
- * City: Now "The City Gates" (probably for future expansion). No
- enchantress, alchemist, or doctor. Has a market to buy equipment.
- * Tavern: New table.
- * Village: No blacksmith. Healer is the same. Mystic has the same
- table except #4 only changes alignment if you want to.
- * Sentinel: Replaced by toll bridge. One gold to cross in either
- direction.
-
- The Middle Region has also changed slightly. Only the Runes square
- next to the Warlock remains, the other two were changed to Wilderness
- (Draw 2) squares. The Portal of Power is now The Causeway, which still
- leads to the center. Other changes by square:
- * Chasm: Roll once, lose life OR follower on 1-2
- * Runes: the one remaining Runes square is a +3 penalty.
- * Warlock's Cave: New quest table. Beat a player, monster, or
- spirit, 1/3 chance of each.
- * Desert: Draw one card after losing a life.
- * Temple: New, less beneficial table.
- * Portal of Power: Now "The Causeway", no dice roll to enter the
- Tower.
-
-
-
- SUBJECT: THE RULES
-
- The third edition introduces experience points (EP) in place of
- saving monsters for strength. Every time you win a combat or psychic
- combat, you collect EP equal to the strength or craft of the enemy you
- defeated (except other players). Every seven EP can be traded in for
- one strength, craft, gold or life.
-
- You can carry only four objects (without help) and as many followers
- or gold as you want. Horses and Mules are now followers, so they do
- not count against your tally of four.
-
- There are no rafts. You must cross the river by the toll bridge or by
- some magical means.
-
- The rules have generally been streamlined and rewritten in a few
- places so as to be less ambiguous. Otherwise, the spirit of the game
- is the same as in the 2nd ed. The last rule is noteworthy:
-
- The Most Important Rule: If you get completely stuck with a problem
- not covered by the rules, state the problem in the form of a yes/no
- question and roll the dice: 1-3 = No, 4-6 = Yes. If you want an
- official answer, send an SASE to them, stating your problem as a
- yes/no question if possible.
-
- SUBJECT: THE CHARACTERS
-
- There are only 11 Characters with the new game. :( On the other hand,
- it probably wouldn't be too hard to adapt most of the 2nd ed.
- characters, although that could upset the game balance a bit.
-
- Each character has a thick cardboard stat sheet, and a corresponding
- Citadel miniature. Everyone starts with 1 Gold, 4 Lives, 0 EP, and
- Craft and Strength according to the card.
-
- The characters are...
- * Barbarian: S=4, C=2, Neutral
- * Dwarf Warrior: S=4, C=2, Neutral
- * Goblin Fanatic: S=2, C=3, Evil
- * Knight Templer: S=3, C=3, Good
- * Minotaur: S=5, C=2, Evil
- * Ranger: S=3, C=3, Good
- * Skaven: S=3, C=3, Evil (Rat-man)
- * Swashbuckler: S=3, C=3, Good
- * Warrior: S=3, C=3, Neutral
- * Wizard: S=2, C=4, Good
- * Wood Elf: S=3, C=4, Good
-
- The characters have different abilities from their 2nd ed.
- counterparts. Note that none of the characters have "always one spell"
- although the wand can still give this power.
-
- SUBJECT: ADVENTURE CARDS
-
- Some of these cards have been changed slightly from 2nd ed. to
- improve playability. I won't take the time to list all the changes.
- * Events (18 cards): Angel, Astral Conjunction, Blizzard, Book of
- Spells, Cursed by Hag, Devil, Earthquake, Electrical Storm, Fools'
- Gold, Imp, Jester, Magical Vortex, Patrol, Pestilence,
- Poltergeist, Raiders, Storm, Taxation
- * Monsters (23 cards):
- + S=1: Boar, Wolf
- + S=2: Goblin (x2), Gorilla
- + S=3: Bandit, Berserker, Giant Lizard, Grizzly Bear, Lion, Orc
- (x2), Serpent
- + S=4: Highwayman
- + S=5: Gargoyle, Golem, Manticore, Ogre
- + S=6: Cave Troll, Chinese-Dragon, Giant
- + S=7: Red Dragon
- + S=?: Doppelganger
- * Spirits (9 cards):
- + C=3: Banshee, Ghost, Shade, Succubus, Zombie
- + C=4: Phantasm, Spectre, Wraith
- + C=10: Daemon
- * Strangers (11 cards): Demigod, Ferryman, Healer, Hermit, Magician,
- Outlaw, Pegasus, Siren, Sorcerer, Sphinx, Witch
- * Followers (16 cards): Alchemist, Bodyguard, Familiar, Genie,
- Guide, Homunculus, Horse, Horse & Cart, Maiden, Mercenary, Mule,
- Porter, Prince, Princess, Squire, Unicorn
- * Objects (43 cards): Ancient Artifact, Armour, Bag of Carrying,
- Bow, Broadsword, Casket, Cross, Crystal Ball, Doomsword, Gold
- Coins (x13), Golden Guineas(=2G,x3), Golden Statue, Helmet, Holy
- Grail, Holy Lance, Magic Amulet, Magic Belt, Magic Ring, Potion of
- Strength, Quiver of Arrows, Shield, Skullwand, Solomon's Crown,
- Staff of Mastery, Talisman (x2), Water Bottle, Wand, Winged Boots
- * Places (9 cards): Arena, Cave, Fountain of Wisdom, Magic Stream,
- Market, Marsh, Maze, Pool of Life, Shrine
-
-
-
- Subject: Spell Cards
-
- There are 30 cards. Some of these spells have changed a little from
- the 2nd ed: Acquisition, Alchemy, Barrier, Brainwave, Counterspell
- (x2), Curse, Destroy Magic, Destruction (x2), Displacement,
- Divination, Finger of Death, Fireball, Healing (x2), Immobility,
- Invisibility, Lightning Bolt, Mesmerism, Preservation, Psionic Blast
- (x2), Random, Reflection, Syphon, Teleport (x2), Temporal Warp, Water
- Walking
-
- Subject: Purchase Cards
-
- The back of the box says there are 40 purchase cards. I got 48.
- Here's what I got:
- * Armour (x6) 4G at city
- * Battleaxe (x6) NA at city
- * Bow (x5) 2G at city
- * Broadsword(x6) 2G at city
- * Helmet (x6) 2G at city
- * Quiver of Arrows (x7) 1G at city
- * Shield (x6) 3G at city
- * Water Bottle (x6) 1G at city
-
-
-
- SUBJECT: TOWER CARDS (THE ENDGAME)
-
- The new endgame is fairly easy to survive once you've built up your
- abilities. You enter the Wizard's Tower, then encounter a series of
- traps on your way to the Crown of Command. The Tower Cards are, in
- order:
- 1. Portal of Power: If you have a Talisman, you are safe, but you
- must discard the Talisman. [You can only have one Talisman in the
- new rules.] If you don't have a Talisman, lose D6 lives.
- 2. Magical Trap: For each item you or your followers carries, roll a
- die. On 1-2, the item is discarded.
- 3. Pit Trap: You escape, but each follower must roll 3,4,5 or 6 on
- one die or be lost.
- 4. Dragon King: The Dragon King is S=12, C=12. Fight him in combat or
- psychic combat (your choice). If you lose or draw, you must leave
- the tower on your next turn.
- 5. The Crown of Command: You win. Game Over. Each time you enter the
- Tower, you start over with card 1. You cannot fight other
- characters in the Tower.
-
- SUBJECT: COUNTERS AND COINS
- Strength, Craft, Life and Experience counters are all color coded
- plastic cones. Small cones are one point, large cones are 5
- points. Str is red, Craft is Blue, Life is Green, EP is Purple.
- They stack easily and are MUCH easier to pick up than the little
- cardboard squares.
-
- Gold is counted with plastic coins in 1G, 3G, and 5G
- denominations.
-
- Only the Toad Counters (used while your character is a toad), and
- alignment cards are little cardboard pieces.
-
- SUBJECT: COMMENTS ON PLAY
- I have played one game with my fiancee since I bought the game
- earlier today. I played the Swashbuckler, while my fiancee had the
- Warrior. Early in the game she got the Doomsword (used to be
- Runesword), and that combined with her ability to roll twice and
- choose the higher die in combat tipped the balance for a while.
- But, she had trouble encountering monsters, so I gathered
- experience, and thus strength, more quickly. We had only one rules
- conflict, an interpretation of what "spells" the magic amulet
- negated. The middle region seems a bit too easy to get into, which
- is part of how I kept building up faster. (Middle region now has 3
- draw-2 squares and one draw-3 square, so lots of monsters came
- up.) Running out of money in the middle can be deadly: you can't
- bribe the knight, pay the castle, or cross the toll bridge to get
- out. The temple isn't as nice, it is a 50-50 shot, and it gives
- out EP instead of other things.
-
- Overall opinion: I'm glad I got it. My local game shop says
- they'll have the first expansion in November, and I already can't
- wait. In the mean time, I'll play with adapting 2nd ed characters
- so I have more choices. I could have done without the miniatures
- if it meant they gave me more characters or the game cost less. (I
- paid $50, by the way.)
-
- I will not be getting rid of my 2nd ed, though. I miss the larger
- variety of game boards and places. And I think the uneven
- characters and rule problems make the game interesting. Also, it
- would be pretty easy to use the new counters and implement the EP
- rules into the old game to make it play better, IMHO.
-
-
-
- Subject: TALISMAN Dungeons of Doom expansion
-
- Date: Thu, 10 Nov 1994 15:43:20 -0500
- From: "Charles J. Brabec" <brabec@pysgjb.physics.ncsu.edu>
- * Contents
- * The Characters
- * New Adventure Cards
- * Realms
- + Dungeon Realm
- + Mountain Realm
-
- SUBJECT: CONTENTS
- * 2 Game Boards: Dungeon, Mountain
- * 1 Rules Sheet
- * 6 Plastic Citadel Minatures
- * 6 Character Cards
- * 40 Dungeon Cards
- * 37 Mountain Cards
- * 4 Special Cards
- * 3 Adventure Cards
- * 1 6-Sided Die, Marked 1,1,2,2,3,4
-
- SUBJECT: THE CHARACTERS
-
- There are 6 New Characters with the new game. Each character has a
- thick cardboard stat sheet, and a corresponding Citadel minature.
- Everyone starts with 1 Gold, 4 Lives, 0 EP, and Craft and Strength
- according to the card.
-
- The characters are...
- * Beastman: S=4, C=2, Evil
- * Chaos Warrior: S=4, C=2, Evil
- * Druid: S=2, C=4, Neutral
- * Fire Wizard: S=2, C=4, Neutral
- * High Priest: S=2, C=4, Good
- * Shaman: S=2, C=4, Neutral
-
- SUBJECT: NEW ADVENTURE CARDS
- * Trapdoor - Try to avoid the trap door, or land in the Dungeon. (2
- cards)
- * Harpies - Beat off the harpies, or get carried off to the
- Mountains. (1)
-
- SUBJECT: REALMS
-
- Each new expansion board represents an additional realm around the
- Talisman game board. This expansion includes the Dungeon Realm of the
- Lord of Darkness, and the Mountain Realm of the Eagle King. Movement
- in the realms is slower, roll the special realm die (1,1,2,2,3,4) for
- movement. Each realm includes new monsters, new treasures, and a
- strength 6 bad-guy at the end. You can move in either direction in the
- realms, and you can enter or leave at any time (by moving through the
- entrance of course.)
-
- Subject: Dungeon Realm
-
- Board
-
- The dungeon opens onto the Ruins square of the main board. Most
- squares in the dungeon have you draw one, two, or three dungeon cards.
- Special squres include the Library and the Hall of Darkness (similar
- to 2nd Edition dungeon). At the end, is the Lord of Darkness, str 6.
- Beat him, and gain a Talisman plus 2 gold. Win or lose, on your next
- turn you exit to the Causeway.
-
- Dungeon Cards
- 1. Events (7 cards): Cave-In, Fire, Green Mist, Magic Mirror, Slaver,
- Sliding Walls, Trap Door
- 2. Monsters (14 cards)
- + S=2: Goblin (x2)
- + S=3: Giant Rat, Orc, Skaven(x2)
- + S=4: Rat Ogre
- + S=5: Giant Spider, Giant Worm, Living Statue, Ogre
- + S=6: Crawling Slime, Giant Beetle
- + S=8: Bronze Dragon
- 3. Spirits (2 cards):
- + C=4: Phantom Hound
- + C=6: Nightmare
- 4. Strangers (1 card): Lone Dwarf
- 5.
- + Followers (2 cards): Dog, Wise Man
- + Objects (7 cards): Crystal of Power, Gauntlet of Might, Gold
- Coins (x3), Spell Ring, Weighted Dice
- 6. Places (7 cards): Altar, Chest, Gong, Secret Passage (x2), Snake
- Pit, Tunnel
-
- Subject: Mountain Realm
-
- Board
-
- The mountains open onto the Crags square of the main board. Most
- squares in the mountains have you draw one, two, or three mountain
- cards. Special squres include the Mountain Pass, the Karak Doom, the
- Abyss, and the Snow Bridge. At the end, is the Eagle King, str 6. Beat
- him, and on your next turn he will teleport you to any square,
- including the Wizard's Tower. Lose or draw, and he drops you in the
- Chasm.
-
- Special Cards (4 cards)
-
- The mountains include a couple new weapons you can find or be given.
- They are:
- * Runesword (x3) - +2 str, +1 craft in battle
- * Morak's Hammer - for one battle, add 6 to your str.
-
- Mountain Cards
- 1. Events (6 cards): Cliff, Hidden Chasm, Howl of the Wendingo, Snow
- Storm, Tumbling Boulder, Volcano
- 2. Monsters (10 cards):
- + S=2: Snow Wolf
- + S=3: Chaos Dwarf, Mt. Lion, Orc(x2)
- + S=4: Yeti
- + S=5: Griffon
- + S=6: Woolly Mammoth, Wyvern
- + S=7: Ice Dragon
- 3. Spirits (2 cards):
- + C=5: Earth Elemental, Medusae
- 4. Strangers (2 cards): Dwarf Runemaster, Prospector
- 5.
- + Followers (3 cards): Dwarf Mercenary, Guide, Merchant
- + Objects (12 cards): Dawnstone, Diamond, Emerald, Gold Coins
- (x3), Golden Guineas, Potion of Flight, Ring of Protection,
- Ruby, Scroll, Talisman
- 6. Places (2 cards): Ice Queen's Palace, Landslide
-
-
-
- Subject: TALISMAN Dragon's Tower expansion
-
- Date: Fri, 9 Jun 95 09:56 BST
- From: robin.goodall@cai.cam.ac.uk (Robin Goodall)
- * Contents Summary
- * The Characters
- * Special Rules
- * New Tower Cards
-
- SUBJECT: CONTENTS SUMMARY
- * 1 Self-Assembly Card Tower Playing Board
- * 1 Rules Sheet
- * 1 Multipart Plastic Dragon King Miniature
- * 4 Plastic Citadel Minatures
- * 4 Character Cards
- * 28 Tower Cards
- * 1 6-Sided Die, Marked 1,1,2,2,3,4
-
- SUBJECT: THE CHARACTERS
-
- There are 4 New Characters with the suppliment. Each character has a
- thick cardboard stat sheet, and a corresponding Citadel minature.
- Everyone starts with 1 Gold, 4 Lives, 0 EP, 2 Strength, and 4 Craft.
-
- The characters are...
- * Alchemist: Neutral
- * Astronomer: Neutral
- * Chaos Sorcerer: Evil
- * Sorcerer: Evil
-
- SUBJECT: SPECIAL RULES
-
- Basically, there is no change to the original rules. The game is still
- won by killing the Dragon King but you must now reach him by passing
- through the treacherous rooms of the Tower. Movement is slower, as the
- special realm die (1,1,2,2,3,4) is used. You can move in either
- direction in the Tower and enter or leave between the Portal of Power
- square and the Causeway square on the main board.
-
- Most squares in the Tower have you draw one or two Tower Cards. The
- special squares are the Portal of Power at the bottom (a Talisman is
- still required to pass), and the Dragon King sqaure at the top (battle
- or psychic combat as before). If you lose or draw the combat against
- the Dragon King you are blasted to the Causeway square on the main
- board.
-
- SUBJECT: NEW TOWER CARDS
-
- These replace the original Tower Cards that are supplied with the main
- game.
- 1. Events (5 cards): Cursed Ring, Rotating Room, Secret Passage, The
- Wizard's Curse, Werewolf
- 2. Monsters (4 cards)
- + S=6: Chimera
- + S=7: Undead Champion
- + S=8: Hydra
- + S=?: Skeleton Warriors
- 3. Spirits (3 cards):
- + C=6: Mummy
- + C=7: Vampire Lord
- + C=8: Liche
- 4. Strangers (3 cards): Dice with Death, Madman, Raven
- 5. Objects (5 cards): Lucky Charm, Pandora's Box, Potion of Healing,
- Potion of Strength, Potion of Wisdom
- 6.
- + Places (2 cards): Magic Fountain, Wizard's Study
- + Traps (6 cards): Falling Block, Magical Trap, Pit Trap,
- Portcullis, Puzzle Lock, Trip Wire
-
-
-
- TALISMAN City of Adventure expansion
-
- Date: Mon, 5 Jun 95 14:01 BST
- From: robin.goodall@gonville-and-caius.cambridge.ac.uk (Robin Goodall)
- * Contents
- * The Characters
- * New Purchase Cards
- * New Adventure Cards
- * Realms
- + City Realm
- + Forest Realm
-
- SUBJECT: CONTENTS
- * 2 Game Boards: City, Forest
- * 1 Rules Sheet
- * 6 Plastic Citadel Minatures
- * 6 Character Cards
- * 37 City Cards
- * 40 Forest Cards
- * 7 Purchase Cards
- * 10 Special Cards
- * 4 Adventure Cards
- * 1 6-Sided Die, Marked 1,1,2,2,3,4
-
- SUBJECT: THE CHARACTERS
-
- There are 6 New Characters with the new game. Each character has a
- thick cardboard stat sheet, and a corresponding Citadel minature.
- Everyone starts with 1 Gold, 4 Lives, 0 EP, and Craft and Strength
- according to the card. The characters are...
- * Assassin: S=3, C=3, Evil
- * Black Orc: S=4, C=2, Evil
- * Chaos Dwarf: S=4, C=2, Evil
- * Dragonslayer: S=4, C=2, Neutral
- * Halfling: S=2, C=3, Good
- * Witch Elf: S=3, C=3, Evil
-
- SUBJECT: NEW PURCHASE CARDS
- * Great Axe (x2) - 3G at Armoury
- * Horse - 3G at Horse Market
- * Horse & Cart (x2) - 4G at Horse Market
- * Mule (x2) - 2G at Horse Market
-
- SUBJECT: NEW ADVENTURE CARDS
- * Country Patrol - Quietly go to jail or fight to avoid it. (2
- cards)
- * Dryad - Roll under your craft on 2 dice or be moved to the Forest.
- (2)
-
- SUBJECT: REALMS
-
- Each new expansion board represents an additional realm around the
- Talisman game board. This expansion includes the City Realm of the
- Emporer, and the Forest Realm of the Wraith Lord. Movement in the
- realms is slower, roll the special realm die (1,1,2,2,3,4) for
- movement. Each realm includes new monsters, new treasures, and one has
- a strength 6 bad-guy at the end. You can move in either direction in
- the Forest, and many directions in the city. You can enter or leave at
- any time (by moving through the entrance of course.)
-
- Subject: City Realm
-
- Board
-
- The city opens onto the City Gates square of the main board. Some
- squares in the city have you draw one or two city cards but most are
- buildings (see below). Special rules apply to moving in the City
- realm: There are two squares which allow you to reverse direction.
- Movement stops as soon as you enter a building square. You may not
- enter the jail square voluntarily.
-
- Buildings
- * Doctor's Surgery: Heal up to two lives for 1G each
- * Armoury: May buy weapons and armour
- * Enchantress: Roll a dice to either be turned into a toad, gain or
- lose one strength, gain or lose one craft, or gain one spell
- * High Temple: May buy a blessing card for 1G
- * Horse Market: May buy a mule, horse, or horse & cart
- * The Palace: Apply to be appointed Sheriff
- * Alchemist: May buy a potion for 1G
- * Wizard's Guild: Apply to be appointed High Mage
- * Pawn Brokers: Buy or sell objects
-
- Special Cards (10 cards)
- * Blessing (x4) - reroll any one dice roll
- * Pastry (x2) - +1 str in one battle
- * High Mage - always have at least two spells, +2 craft
- * King's Champion - healed for free at Royal Castle. Not arrested by
- City Watch or County Patrol. +1 str, +1 craft
- * Master Thief - given gold taken by Bandit, Outlaw or Cutpurse
- instead of being discarded. +1 craft, +1 lives
- * Sheriff - not arrested by City Watch or County Patrol but instead
- may direct them to arrest another player in the same region
-
- City Cards
- 1. Events (13 cards): Card Game, Circus, City Watch (x2), Corrupt
- Sheriff, Cutpurse, Employment (x2), Festival, Gremlin, Horse
- Thief, Lost, Plague
- 2. Monsters (5 cards)
- + S=2: Giant Fly
- + S=3: Drunken Soldier, Giant Rat
- + S=4: Press Gang, Thug
- 3. Spirits (2 cards):
- + C=5: Fire Elemental, Water Elemental
- 4. Strangers (7 card): Baker, Barterer, Beggar (x2), Gambler, Master
- Thief, Salesman
- 5.
- + Followers (4 cards): Dancing Girl, Horse, Royal Zoo-keeper,
- Urchin
- + Objects (4 cards): Gold Coins (x3), Money Belt
- 6. Places (2 cards): Library, Wishing Well
-
- Subject: Forest Realm
-
- Board
-
- The forest open onto the Forest square of the main board. Most squares
- in the forest have you draw one, two, or three mountain cards. Special
- squares include the Swampland and the Mystic Glade. At the end, is the
- Wraith Lord, craft 6. Beat him, and gain a Talisman plus 2 gold. Win
- or lose, on your next turn you exit to the Woods space in the Inner
- Region.
-
- Forest Cards
- 1. Events (6 cards): Forest Fire, Lost (x2), Pixies!, Timber!,
- Will-o-wisps
- 2. Monsters (7 cards):
- + S=1: Boar
- + S=2: Boar, Forest Goblin (x2)
- + S=5: Beastman
- + S=6: Minotaur, Treeman
- 3. Spirits (9 cards):
- + C=2: Ghoul (x2)
- + C=3: Apparition
- + C=4: Night Gaunt, Wraith
- + C=5: Barrow Wight, Jabberwock
- + C=6: Forest Elemental
- + C=7: Shadow Dragon
- 4. Strangers (3 cards): Centaur, Magus, Woodsman
- 5.
- + Followers (3 cards): Guide, Healer, Lion
- + Objects (10 cards): Gold Coins (x2), Magic Arrow (x2), Magic
- Mushroom (x2), Scroll (x2), Snare, Sword of Power
- 6. Places (2 cards): Forest Temple, Hidden Path
-
-
-
- Subject: TALISMAN White Dwarf New Characters
-
- Date: Fri, 9 Jun 95 09:56 BST
- From: robin.goodall@cai.cam.ac.uk (Robin Goodall)
-
- These are the extra characters that have been printed in certain
- issues of the White Dwarf magazine. The originals can be photocopied,
- stuck on card, and used the same as those supplied in the game and
- suppliments. Citadel miniatures mail-order claim that their staff can
- suggest the most appropriate figures to use for the new characters.
-
- All characters start with 1 Gold, 4 Lives, and 0 EP. Strength, Craft,
- Alignment, and Special Abilities are listed below:
- * Dragon Rider
- * Necromancer
- * Thief
- * Wardancer
- * Dark Elf
- * Ogre
- * Swordsman
- * Vampire
-
- SUBJECT: WHITE DWARF 177, PAGES 13 & 15
- * Dragon Rider: S=3, C=3, Good, City Gates
- 1. Take a broadsword, helmet and armour from the purchase deck
- at the start of the game.
- 2. If you defeat a Dragon in combat you may enslave it and take
- it as a follower. As long as it is your follower you may add
- 3 to your dice score in combat, and may roll two dice for
- movement and use the one with the highest score. You may
- never have more than one enslaved Dragon at a time.
- * Necromancer: S=2, C=4, Evil, Graveyard
- 1. You begin the game with one spell.
- 2. When you defeat a monster or spirit, you may raise it from
- the dead. Take any experience points as normal. The monster
- then becomes your follower and adds its strength or craft to
- yours in the next battle or psychic combat that you fight,
- after which it crumbles to dust and you must discard it. You
- may not have more than one raised follower at a time.
- * Thief: S=3, C=3, Neutral, City Gates
- 1. You may attempt to steal from any player that you encounter
- instead of fighting them. Roll a die. If the score is lower
- than or equal to your Craft then you succeed in stealing one
- object or 1 gold (you choose which). If you fail then nothing
- happens.
- 2. You may attempt to steal an item whenever you land on a space
- where anything is for sale. Shuffle the Purchase Cards and
- take a card: if it is for sale in the space you may keep it,
- if it is not for sale, return the card and your turn ends.
- * Wardancer: S=3, C=3, Good, Forest
- 1. Take a broadsword from the purchase card deck at the start of
- the game.
- 2. When you are in battle you may decide to charge before you
- roll the dice. This adds two to your score, but you miss your
- next turn while you catch your breath.
- 3. You may never wear armour or a helmet. You must leave these
- cards in the space where you encounter them.
- 4. You may use a shield, and are allowed to add one to your
- score when you roll to see if the shield saves you from
- losing a life.
-
- SUBJECT: WHITE DWARF 179, PAGE 27
- * Dark Elf: S=3, C=3, Evil, Ruins
- 1. Take a broadsword and shield from the purchase card deck at
- the start of the game.
- 2. You do not lose a life in the Desert.
- 3. At the end of your turn you may sell any of your followers
- into slavery. Discard the follower and roll a dice: 1-3 =
- Gain one gold; 4-5 = Gain two gold; 6 = Gain three gold.
- * Ogre: S=6 [yes six!], C=1, Neutral, Crags
- 1. You need not roll the dice in the Crags unless you wish to.
- If you choose to roll you must accept the result.
- 2. You are not affected by the Siren.
-
- SUBJECT: WHITE DWARF 186, PAGE 21
- * Swordsman: S=3, C=3, Neutral, Tavern
- 1. Take a broadsword from the purchase card deck at the start of
- the game.
- 2. You may disarm a character in battle. The character must drop
- one object of your choice before the battle is resolved.
- Neither of you may take the object when you leave the space.
- 3. You may parry when you are in battle. You must declare this
- before any dice are rolled, and may add two to your score.
- However, if you win the combat counts as drawn.
- * Vampire: S=4, C=3, Evil, Graveyard
- 1. Whenever you defeat another player in battle or psychic
- combat and take one of their lives, you may add it to your
- own.
- 2. Whenever you defeat a monster you may raise it from the dead.
- Take any experience points as normal. The monster becomes
- your follower and adds its strength or craft to yours for one
- battle or psychic combat, after which it disintegrates and
- you must discard it. You may only have one raised moster at a
- time.
- 3. You may drain the life-force of your followers. To do this,
- discard the follower and add one to your lives.
- --
- http://www.qucis.queensu.ca/home/dalamb/
-