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Crag78 said:
In the previous City board editions every street spaces was connected to a location whether you visit or stay in the streets and draw 1 or 2 City cards.Here are the locations from 2nd edition:
-The Enchantress and the Doctor are still there and do pretty much the same thing.
-The Alchemist is replaced by the Apothecary and still transform objects into gold but you may also buy a potion and roll a dice to see what happen.
-The High Temple is similar to the Temple.
-Magic Emporium a place to buy spells.
-Stables to buy horses and mules.
-Armoury to buy weapons and armours.
-Anarchists' Guild a place for neutral characters.
-The 6 Fates Inn is similar to the Tavern except you may participate a money card game in which you must roll a dice and add your craft then look at the chart to see what happen.
There's more locations in which you must roll a dice like the Royal Castle and it's Donjon prison,Town Square,the Bank,etc.I hope the future City board will be a mix of old locations and new ones.
I think that the stables is the most important location that you want to visit, because mules is not so easy to get.
And Armoury can become interesting if FFG will add a lot a good weapons that you can buy.
A great axe or great sword that gives +2 in battle, or craft based items that add + 1 or 2 to your craft that are not weapons for the priest or other characters.
They can add craft weapons too of course.
You get plenty of gold in the highlands, so now you must spend it in the City.
Anyway, a idea came into mind.
How about a shop where you can buy every object for a price, that has go to the discard pile. You can search through the discard pile and take that object back.
I think the City Expansion will work better as a small expansion than as a board expansion. Travelling around a board full of shops and with curious events will not an adventurous experience. But this doesn't mean that old favourite City cards should not be seen in 4th edition: they can arrange them into adventure cards that add the presence of authority and civilization on the board as some cards already do (Royal Decree, Patrol come to mind).
I will like a City Expansion that expands the City Space, adding additional rules to it, for example a shop with a wider Purchase Deck, or even some special quest to achieve the Master Classes, which will need a lot of rebalancing to suit the current game. For example, the three standard locations (Enchantress, Doctor and Alchemist) could be reworked into decks, just as the Warlock Cave has been replaced by WQ deck since Reaper Expansion came out. To justify a whole small box expansion, and considering the decreasing need of additional Adventure Cards and Spells, this expansion could address non-draw spaces like City, Village, Chapel, Graveyard, Castle.
A wizard is never too late. Nor is he early. He arrives precisely when he means to.
The_Warlock said:
I think the City Expansion will work better as a small expansion than as a board expansion. Travelling around a board full of shops and with curious events will not an adventurous experience. But this doesn't mean that old favourite City cards should not be seen in 4th edition: they can arrange them into adventure cards that add the presence of authority and civilization on the board as some cards already do (Royal Decree, Patrol come to mind).
I will like a City Expansion that expands the City Space, adding additional rules to it, for example a shop with a wider Purchase Deck, or even some special quest to achieve the Master Classes, which will need a lot of rebalancing to suit the current game. For example, the three standard locations (Enchantress, Doctor and Alchemist) could be reworked into decks, just as the Warlock Cave has been replaced by WQ deck since Reaper Expansion came out. To justify a whole small box expansion, and considering the decreasing need of additional Adventure Cards and Spells, this expansion could address non-draw spaces like City, Village, Chapel, Graveyard, Castle.
I like your idea´s
So you are not actually moving into the city, but they add more shops to the city board, with instructions what you can do if you land on the city space on the mainboard.
They could make some new rules for the city cards, to draw them on the village, tavern or city space itself, or maybe something else.
mmm not bad i think.
In this manner, we will not lose a lot of time.
Why can't the next big board expansion have both a (smaller) Cityscape and *something else*?
Previously I have queried that the 'River' seems to flow off the main board on both the City and Village corners. My thought is that those expansion boards could feature a lake, sea, ocean or something that the river flows into.
So out of all the spaces on the board (and what is that, around 30?), certainly the most adjacent spaces to the main board could feature a slightly enhanced City - afterall, we don't need all those shops, but maybe 3 or so? A stable - royal or not, a High Temple, - hey how about a zoo, magical or otherwise?
The other spaces could be the river and whatever it flows into, the much spoken of Ocean, with Islands and Pirates. How about a sewer that flows from the City to a potential Dungeon. Oops, there I go again, thinking it would be cool to integrate the expansions rather than them all being stand alones…
-Oberon
Without Signature
it should be the forrest. because its not the last corner , so the next and last corner would be the big "finish". the forrest is nothing more than the highland, and thats ok.
if something like bloodmoon comes i throw away my talisman and avoid ffg any further. i hate these brainwashers who wants to make evil attractive and looking good. go to hell satanists !
Without Signature
magicrealm said:
it should be the forrest. because its not the last corner , so the next and last corner would be the big "finish". the forrest is nothing more than the highland, and thats ok.
if something like bloodmoon comes i throw away my talisman and avoid ffg any further. i hate these brainwashers who wants to make evil attractive and looking good. go to hell satanists !
Blood Moon is one of the best expansions added to the game, so I welcome any expansion in a similar vein!
Ell.
Elliott Eastoe
www.ukgamesexpo.co.uk/bookevents.php
Talisman at UK Games Expo 25th-27th May
dl.dropbox.com/u/9409455/Mephisto%20Character%20Cards%20Revised%20Edition.pdf
Mephisto Character Cards (English Revised Edition)
Our world, fantasy one too, is 'dualistic'-oriented. Evil is the other side of good. Chaos against order.
What kind of fantasy concepts could step beyond dualism? We have a neutral alignment, but what is the third (or fourth, fifth, etc.) spoke of order and non order.
Do people think that 'non-order' or chaos automatically translate to evil?
Example: In Marvel Comics, like the Fantastic Four, "Galactus" is an entity that lives by eating planets' energies, thus destroying all life upon them. But is he really evil (vampiric like, I suppose), or does he/it just what he must to survive - its his only food source, apparently.
I feel that Blood Moon actually added a number of 'opposite to good' concepts, events, objects, followers, etc. , that to some degree the balance is maintained.
In fact, Blood Moon stands out to me as very balanced compared to most of the other sets. But they all have pretty good balance imho.
Without Signature
0beron said:
So out of all the spaces on the board (and what is that, around 30?), certainly the most adjacent spaces to the main board could feature a slightly enhanced City - afterall, we don't need all those shops, but maybe 3 or so? A stable - royal or not, a High Temple, - hey how about a zoo, magical or otherwise?
The other spaces could be the river and whatever it flows into, the much spoken of Ocean, with Islands and Pirates. How about a sewer that flows from the City to a potential Dungeon. Oops, there I go again, thinking it would be cool to integrate the expansions rather than them all being stand alones…
Making the City a seaport and making it a start point for Sea/Ocean corner board (exactly, with Islands and Pirates) is a very viable idea. But still, it doesn't require a City board and will be better suited without an expanded city with shops, zoo and recreation areas.
The reason why I suggest to avoid a City board is that rolling a die for travelling within a city is cheesy, at least in a game like Talisman. Randomity is the randomity of adventure, of journeying, of unforeseen encounters; not which shop or building I will be visiting next turn. A shop should be chosen among the shops available and this does not require a City board, but an expanded City Space.
The Sewers are a classic paired to a city and I'm sure I've suggested the same idea some time ago (look at the City thread somewhere in this forum). Making a double-purpose City board may work (half City and shops, half Sewers and adventures underground), but requires a lot of thinking with uncertain results. 2nd Edition City was never ok IMHO, not only for unbalanced master classes but also for the city deck with its share of cards. Some of them were good, but others… it never felt like a meaningful expansion to me, but that's me.
A wizard is never too late. Nor is he early. He arrives precisely when he means to.
magicrealm said:
it should be the forrest. because its not the last corner , so the next and last corner would be the big "finish". the forrest is nothing more than the highland, and thats ok.
if something like bloodmoon comes i throw away my talisman and avoid ffg any further. i hate these brainwashers who wants to make evil attractive and looking good. go to hell satanists !
If you don´t like it, don´t buy it my friend
Regards
"Magic is like a combination lock. If each tumbler falls into place, the lock will open"
magicrealm said:
if something like bloodmoon comes i throw away my talisman and avoid ffg any further. i hate these brainwashers who wants to make evil attractive and looking good. go to hell satanists !
The Blood Moon is the greatest expansion at this moment.
No need to throw away your talisman game.
On the matter of the next board expansion set and why it should or should not be a City:
Well, before I speculated about the river that seems to run off the main board and whether that meant it served a purpose on the expansion set(s). I told my wife who is my regular coplayer and she said that maybe a river can separate 1 or *more* cities from each other - or sub-divisions of the City; ie; a seamy side, a more upscale side, etc. Each city-sub might have different advantages and disadvantages; you're more likely to encounter thugs, pickpockets, etc in the bad side of town - or even more Evil?
Even if not 'played' for evil, aggressive encounters, there could be reasons for evil aligned characters to quest or journey on that side of town, just as Good characters might find results more to their liking in the other part of town. Churches, temples, monasteries, universities, academies, "brother" or "sister" - hoods could be various spaces or encounters for adding strength, craft,, etc. Graveyards, tombs, covens, nests, laboratories, etc. would be the Dark/Evil version.
Would there need to be an additional "sub" for neutral based characters? Or the design of spaces or encounters of the good/bad sides of town would be neutral / general in nature, with the occasional caveat card that spells out different things for different alignments.
So the Anarchist' guild, I think from the 2nd addition, would go in the seamy side. The High Temple would go on the good side.
There are 29 spaces on the previous Dungeon and Highland boards, If you didn't want to divide a board between Right side/Wrong side of the Tracks (or the River), you could have expanded additional City spaces and then 'surrounding countryside' with the river forming into little lakes or ponds or water falls in some spaces ("Refresh in the Water Fountain - Heal 1 life"). Rolling a dice in a 'lake' space could be something like "1-3 go fishing, lose a turn, 4 fight a serpent/other 3 strength, 5 find X gold, 6 Lady of the Lake gives 1 fate, 1 life, etc.
Without Signature
I would be in favor of a heavily-undead themed expansion board, such as the "necropolis" idea somebody mentioned earlier. I realize the Blood Moon expansion already has a horror theme, but I really think the game would benefit from an increase in traditional undead monsters. The possibility of becoming a non-sparkling vampire through some encounters would be neat (but no more wandering NPCS…the reaper and werewolf are enough!). I also really like the day/night dynamic introduced with Blood Moon and think it could be used more heavily in an undead setting. Bring on the ghosts, ghasts, wights, ghouls, liches, etc. etc!
Also, it would be cool if an official solo variant was included in the next expansion, along with a way to score the results. I already use a homebrewed version (mostly copied from one on boardgamegeek), but it would be nice to be able to compare scores with others that are playing the exact same way. An Ipad app with the ability to play AI opponents and random online opponents would be a nice substitute, though ;)
Well, you mostly just add undead creatures to the Adventure packs. Not sure how much more specific you can 'theme' an Undead expansion, perhaps, you could have an alternate ending with more emphasis on Undead. Well I certainly wouldn't mind more undead myself, and I truly believe that the night/day dynamic has added quite a bit to the game.
I almost wish that future expansions would take advantage of this factor. For example, in the recent discussion on whether or not and/or how to do a 'City' expansion, I think maybe those who say NO are right. Perhaps the expansion that takes up that corner should use other board spaces for effects that the old City expansion provided: And maybe you have a space, an inn or something, that you can't easily leave, when its night. You have to roll for a sneak out or some other strategy.
Instead of the Royal Dungeon, there could be a space called The Stockade, and would be the space that characters are 'rendered' to if we reintroduce Sheriff and Warrants. Characters either have 'escape' options or ways of bribing or serving a sentence.
There could be some other sort of 'City' or 'Compound' that could have a stable and a market for buying things.
The spaces in between these Text/direction spaces could be similar to the board in the outer region; fields, plains, hills, etc. with draw 1 card. For some reason I like the idea of this region being an extension of the outer region, so perhaps it needs no special deck; its not an ocean, its not forest, just regular spaces and a few new ideas.
I would like some sort of (1 space, text/options) Wizard's Citadel, where you can buy or trade magic objects. The set up could involve the other expansion set decks; "Draw the top 3 cards from the Dungeon, Highland, Adventure *and* each of the Dragon Decks, keep all Magic Objects, and reshuffle or discard the rest. Place them on the Citadel" Items are either 2 gold, or a trade of a Magic Object.
How about a monastery space or similar, where you can earn craft? An academy for strength? Perhaps another option for the Wizard Citadel, or similar is a fee and/or loss of turn and you receive a special "Book" of spells that always lets you have 1 or 2 spells, even if you don't have enough Craft? (another idea is that a new class of 'general' spells pertains to these books. For example 2 spells, 1 is a general evasion spell, the other amplifies Craft or Strength)
Since my idea treats this expansion as part of the Outer region in a way that Highlands and Dungeon are not, maybe the board doesn't lead towards an "End/Boss" but can loop you back out to the main board?
But if we're going with End Boss, how about using the extra Fields, plains, etc. spaces and have the Pumpkin King be the end boss? For this I sort of see a maze of corn fields and such leading to the grinning Pumpkin King!
oberon
Without Signature
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