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Talisman
Enter a mythic world of dragons and sorcery!
Moderator: ffgjafferGeckoThe Spaniard Topics: 1264 | Posts: 16302
The characters and other cards that aren't in 4e yet
Published on 31 May 2010 - 08:31:53
Page 2 of 3 (33 messages) « First page... 1 2 3 ...Last page »
Reply #16 | Published on 18 June 2010 - 16:11:34

I doubt very much that the Timescape expansion will ever return. Certain cards may well appear with new names and different mechanics. The Behemoth for one would be a good card to reintroduce (teamed with a new card - Leviathan). Psi-Helm is another idea for a revised 4th card.

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)

 

Reply #17 | Published on 20 June 2010 - 04:57:06
0
8

I wish FFG had chosen forum software with Edit facilities.

 

The Omnipotent Being is the only Timescape card I faield to describe last time. Upon ecnounter this starnger roll a dice. On a 1 - Gain one Craft, 2 - gain one Strength, 3 - Gain two Lives, 4 - Gain two Craft, 5 - Gain two strength and 6 - Teleport to any space on any board (including the CoC, unless the Demon Lord has erected a barrier)

It's a woefully unbalanced and forms part of the infamous Timeloop exploit. Whilst it could make a comeback as "Odin" or somesuch, I don't think it's a major loss if we never saw it again.

There is also a very small difference in the TtA Cave Troll and the current one, inasmuch as the TtA Troll had text which allowed the Troll to evade it, if he so wished, whereas that ability is absent in the present version of the game. Again, this isn't a major loss.

DRAGON'S TOWER

The Dragon's Tower supplemented the third edition ending. The original 3e ending worked thus: You crossed the Causeway and then had to encounter in turn the following cards: Portal of Power (discard a Talisman or lose d6 lives), Magical Trap: roll for each object on a 1-2 you lose it, Pit Trap: roll for each follower, on a 1-2 you lose them, Dragon King - Fight a S12 / C12 Dragon. If you lose, go back to the Causeway. Crown of Command (You win! No end game, no race to get to the crown, no death-defying struggle between two titanic opponents, you win!)

The Tower replaced the Inner Region with a 3D structure, for which you had to use the realms die, a cubic dice with 1,1,2,2,3 and 4. Consequently movement through the Tower was significantly slower than in other regions. Players who encountered one another in the Tower could still fight as normal, unlike the Inner Region. Most (but not all) of the cards in the Tower were hazardous, as would be expected.

The Cards

Events

Portcullis – 2d6 <= Str to pass. You must pass this test to progress.
Puzzle Lock – Craft version of Portcullis
Rotating Room– Must move backwards next turn.
Secret Passage (Oddly it’s an event, not a place) – If you go through 1- Back 2 Spaces, 2 – Back one space, 3-4 +1 Space, 5 +2 Spaces, 6 +3 Spaces
Werewolf – As the existing werewolf event.
Wizards Curse – Keep this card. You must half your stats in the next (psychic) combat.
Trip Wire – Lose one life. You may try to use armour to prevent this loss.
Cursed Ring – You must take it. You get -1 penalty in all combats and psychic combats. If you beat another player you may force them to take it instead of taking a life.
Falling Block – Kills one follower.
Dice with Death – As regular DwD
Pit Trap – Opens up behind you, you are safe, but must roll for each follower. On a 1-2, discard them.
Magical Trap – Roll a die for each object. Discard it on a 1-2.

A good selection of dangerous traps. Portcullis and Puzzle Lock are simplified versions of the Mines and the Crypt. (And without the Mines on the board, the Dwarf is significantly downgraded)

Objects

Potion of Strength – +3 Str for one turn (discard)
Potion of Wisdom – +3 Craft for one turn (discard)
Potion of Healing – Heal all Lives (discard)
Lucky Charm– Discard to force reroll of one dice roll (NB It doesn’t have to be one affecting you!) - Notes: Fate on a stick. Slightly more powerful than normal fate, as you can use it to shaft someone else.
Pandora’s Box – Open any time to gain a spell (even if you can’t normally hold it) Notes: Conflicts with an alternative ending. Functonally the same as a Scroll.

Notes: We’ve seen the potions before. Lucky Charm is Improved Fate on a stick, as you can shaft someone else with it. Pandora’s box conflicts with one of the more inventive ending cards and is functionally the same as a Magic Scroll. Some of these would be trinkets.

Stranger

Madman – If you follow him, roll a dice. 1 – Go back to Portal of Power. 2-4 Leads you nowhere. 5-6 Move straight to CoC.
Raven – If you speak with him, roll a die. 1- Miss next turn, 2-3 Ignored, 4-6: You may ignore the next Event you encounter in the Tower.

Madman could be cheap with Fate. Perhaps he should only work if someone was already at the CoC. Raven is OK and could easily be turned into a regular Adventure card.

Enemies

Undead Champion – Str 7. Must be killed before you can progress.
Liche – Craft 8. If he beats you, lose 1 Craft and the Liche gains 1 Craft.
Skeleton Warriors - Each has Str 2 and there are d6 of them.
Mummy – C6 – If you lose, lose 2 lives.
Vampire Lord – Craft 7. If you lose roll a die. 1-3 -1 Life, 4 -2 Lives, 5 -3 Lives, 6 – Lose all followers.
Hydra – Str 8
Chimera – Str 6

Vampire Lord has a name conflict with a Dungeon card, but I like his effect. It’s unclear whether or not Skeleton Warriors stack. Undead Champion could do with a Craft equivalent, but is a nasty surpise for any lopsided characters taking on the Tower. Many of the Talisman Dragon’s cards could find a good home here.

Places

Wizards Study – If searched. 1 – Turned into Toad. 2-3 Nothing 4-6 You find the Wizards Spellbook, gain your complement of spells.
Magic Fountain – If you drink, 1 – Poison. Lose 1 life. 2-3 Nothing. 4 +1 Life. 5 +1 Str, 6 +1 Craft

Good balance of risk vs reward, though with Fate, I’d change the Study to a 5-6 for gain full spell complement and 1-2 for Toad. Getting turned into a toad in the tower could be pretty deadly, but the Tower is meant to be a challenge.
 

Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
 

Reply #18 | Published on 22 June 2010 - 11:22:48
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ABOUT TIME(SCAPE)... I don't think even using it as inspiration is necessary.  Even the examples you  point out aren't really necessary, as such concepts could would and will be conceived without reference to Timescape cards.  In fact, it might be better that way to avoid carrying over the many glitches that were introduced by that expansion.  Many of its enthusiasts (though certainly not all) loved it for the very abuses/advantages you mention rather than anything it brought to the game as a whole... which was very little.  Nearly all the other cards you've inventoried, pointing ones not yet recreated, would much more widely preferred.

NOBLEDEAD.ORG (The Noble Dead Saga)
FANTASTICDIVERSIONS.COM
(Blog for Games Additions)
CONTACT (via F.D. secured web form)

 

Reply #19 | Published on 28 June 2010 - 15:35:27
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THE CITY

 

Cards marked with an asterisk were in 3E. In general 3E did a good job of streamlining some of the more unnecessarily complicated City cards, but made a hash of the city itself, removing lots of the buildings and turning it into one long street. I’ll cover the buildings and rules in another post sometime.

Events

CONSCRIPTION - Choose one: Miss three turns / Discard a follower / Bribe the recruiter with 2G / Next turn, locate another player and attack them. If you win, send them instead. (Loophole: Conscription never said what happened to you if you failed to find another character next turn)

CORRUPT SHERIFF (*) S6 (Law) - If you have a warrant or have just broken the law, the sheriff demands 3G or attempts to arrest you. If you don't have a Warrant, he charges use 1G for a made up charge. Pay 1G or fight him. If you lose, you are arrested. (2E version is somewhat tied up with the concept of Warrants, but the evade for 1G effect is a nifty idea)

CUTPURSE - Lose all your Gold. If you are the Thief, Rogue, Pirate or Space Pirate, do not lose your gold. Instead, take the Cutpurse as your follower who adds 1 to your craft. (The 3E version does not have the take him as your follower option. Personally I quite liked this, but I like “quirk” cards that abet a particular character)

DRUNKEN REVELRY - Miss a turn. Draw a card. If it is a Law card you are automatically arrested. If not roll a die for each object you possess. On a 1 it is lost. (Clever idea for a card)

EMPLOYMENT (*) - You may choose to miss your next turn and gain 3G.

FESTIVAL (*) - Close all City locations for a turn. Discard all strangers in the streets. (In 3E: You may only move one space next turn)

GAMBLER (*) - C4. If you lose discard an object (not a life). If you win, claim an object here or 2G. The Gambler remains here until he is defeated. (Should be an enemy, not an event)

HERETIC PRIEST (*) - C5. Either fight them, pay 3G or become Evil. If you lose, lose 1G and become Evil. (Should be an enemy, not an event)

HONEST DEPUTY - S7. If you have been the victim of any crime, the deputy will not arrest you and will repair any damage which has been caused to you. (Depends on how FFG decide to handle the Law in the City, as to whether this one could make a comeback)

HORSE THIEF (*) - Steals all unattended animal followers within the City. (Already in main deck, although a City specific one could make the City a little more dangerous for lovers of our four legged friends)

LOST (*) - Miss a turn. On the turn after you may move to any location or street in the City.

MARKET DAY - Until the end of your next turn, each player in the City may only move one space. (In 3E this was combined with the Festival, a good choice for 4E as it avoids the name conflicts with a potential Market Day adventure card)

MASTER THIEF (*) - S4. Sell him all your objects for 1G ach or fight him. If you lose, lose all your objects and 1 Life. If you win and are Neutral or Evil you may choose to take the Master Thief Master Level character. (In 3E, he was S6, you didn't have the sell him all your goods option and there was no alignment restriction. This is my preferred version)

PLAGUE (*) - All characters in the city must leave the City on their next turn or lose a life.

WAR - Place this card on the City Gates. All characters leaving the City must have their papers checked. Characters with Warrants are automatically captured if they try to leave the city via the Gates. (Warrants were questionable in the first place, but making characters miss a turn when they go to or leave the City is fine)

WATCH (*) - (Law) - S4, S5 x 2, S7 x 2, S8, S10, S12 (Notes: The rules for the Law in 2E were a mess. 3E was far simpler, as it only had a couple of Law encounters, but you had to fight them unless you were the Sheriff or the King’s Champion)

CARD GAME (3E only) – You may gamble. 1 – Lose everything, 2 – Lose all your gold, 3-4 +1G, 5 - +1G, 6 – x2G. (Notes: The Big Money Card Game from the Seven Fates Inn on a card. Far less abusive than seven fates, and a lot better on a card IMO)

Enemies

AIR ELEMENTAL – C5. If you lose, lose a life, it blows you to a Fields space of your choice outside the city Gates. (Unlike the other elementals this one works in the City – if you are using Warrants – as it provides an escape route)

BRAVO – S4. If you lose, lose 1G and 1 Life. If you win gain 1G.

CITY RAT (*) S3. Oddly, not an animal in 2E.

DOG PACK S3 – Animal. Attacked by d6 dogs. If you lose, lose a life or a follower. All of the dogs must be defeated. (They don’t stack in 2E, but might lead to rules questions unless this was specifically stated in 4E. I think giving them lives might work better)

DRUNKEN SOLDIER (*) – S3

EARTH ELEMENTAL – C5. If you lose it drags you to the first space in the dungeon. (In Dungeon set already, don’t think we need this one in the City)

FIRE ELEMENTAL – C5. If you lose, lose 1 life and all your non-magical objects. (All your objects – Ouch! By comparison the Water Elemental only kills one follower. Works better as a plain adventure card)

GHOUL – C5. The Ghoul may take this enemy as a follower instead. It will fight in his place for one Psychic combat. (Notes: I like the Ghoul may nick him effect)

GIANT FLY (*) – S2 Animal

GREMLIN – C4. If you lose, don’t lose a life but put one of your objects in a city street. Keep fighting til you run out of objects or you stand off / defeat the Gremlin. (Overly complex. Teleporting one Object would have been sufficient)

MILITIA MAN – S4.

MUMMY – C4. Lose 1 Str / turn til you visit the Doctors Surgery. (Name Conflict. Effect is awkward, loseing 1S and 1C would be far less intensive on bookkeeping)

PRESS GANG (*) – S4. If you lose, lose a life and move to the Wharf. In 2E the Press Gang moved to an adjacent street. In 3E, they don’t. (3E is better, they don’t need to move)

THUG (*) – S4. If you lose, lose 1 Object. Objects can only be claimed once the Thug has been defeated.

WATER ELEMENTAL (*) – C5. If you lose, lose one follower as well. (Probably better as a normal adventure card)

Strangers

BAKER (*) – Buy a doughnut for 2G. Remains.

BARTERER (*) – Swap one object for another one of you choice in the purchase deck. Remains.

BEGGAR (*) – If you pay 1G, roll a die on a 6 you may become the King’s Champion. Discard.

BUTCHER – Buy dragon bones for 2G. Remains.

GRIFTER – Must roll d6. 1 No Loss. 2 Lose 1G. 3 Lose 2G, 4 Lose 1 Object, 5 Lose 1 Follower, 6 – Win ½ gold and objects here. Remains.

GRUMPY WIZARD – Teleports you (You don’t get a choice) Go to 1: CITY GATE, 2: CRAGS, 3:FOREST, 4: CHASM, 5: CURSED GLADE, 6: VILLAGE. Discard.

SALESMAN (*) – Pay 1G per follower or lose them to the discard pile. Remains.

STREET SAGE – If you want pay 1G. Roll. 1 – Look at top three cards of one deck. 2: +1 Craft. 3: Move to a city Space of your choice. 4: +1 Life, 5: Lose all gold, 6: -1 Craft.

With the exception of the Barterer, I have no issue with these cards. Fate helps ameliorate some of the worst excesses and may mean that we actually see the King’s Champion once in a while. The Barterer is intensive abusive, consistently swapping away Plate Mail and Warhorses for Water Bottles and Helmets. A reworked version that handled out the next object in the Adventure deck would be a lot more interesting.

Objects

BAG OF GOLD (*)

BROKEN HELMET – Can be repaired for 1G. (Notes: Filler at best, usually ended up being sold for gold at the alchemist in our games)

DAMAGED ARMOUR – Can be repaired for 1G. (Notes: A far better deal than Broken Helmet. This one is actually worth lugging to the Armoury)

MONEY BELT – Neither the belt nor your gold may be stolen from you, except by magical means.

STILLETTO – Weapon, +1S in combat, unless your opponent is wielding a Sword. (Notes: Usually +1S, but a minor adventure for any adventure wielding a sword. Not enough to sway me from buying the Axe though)

Followers

DANCING GIRL (*) – Discard to space to automatically evade one enemy or character. (Notes: Great card)

DOG – S2. Frightens off Animal enemies on 4+, but if it does not fight them off will automatically try to fight them. (Notes: Doesn’t need the frightens animals text)

DRAGON MASTER – Give him a magic object (which you may still use) to take him as your follower. If you lose that object, you lose him as a follower. The Dragon Master can enslave any Dragons you encounter. An enslaved dragon may be ridden for up to 4 spaces you may only take the Dragon Master and your carried objects with you. (Notes: Benefit depends on number of Dragons in the deck. Far too complicated for a fairly limited effect for my liking)

DRUID – Wants to leave the city. Will allow you to auto-evade all animlas. Will not follow you back into the City, Dungeon or Timescape. (Hopefully he’ll be found in the forest in 4E)

ERRAND BOY (*) – Bring any non-place adventure cards within 2 spaces of you to your current location, if you want. (In 3E was called “Urchin”, his range was one space, he could only collect objects and followers and he was discarded after a single use. On balance I prefer the 2E name but the 3E function)

GAMEKEEPER – Capture one animal you encounter. In the next combat you face it will add it’s strength to yours. Reusable. (The 3E version was Royal Zoo-Keeper and could be discarded to evade one animal.) Notes: If he wasn’t reusable he’d be fine. It’s his reusability that devalues the Minstrel.

URCHIN – Grants you immunity to the Horse Thief event. Will not leave the City. Notes: Don’t have a problem with him leaving the city. Almost every fantasy film of the 80s had a chipper little kid to appeal to the nippers and help sell happy meals.

Places

DUNGEON DOOR – May use the door to move to the dungeon. (Another escape route from the City / Dungeon)

LIBRARY (2E) – May roll d6. 1 – Lose follower. 2 – Miss a turn. 3 – Lose a spell. 4 – Lose 1 Craft. 5 - +1 Spell, 6 - +1 Craft.

LIBRARY (3E) – Pay 2G. Name a spell. Search the spell deck for that spell, reveal it to everyone and take it in your hand.

Notes: IMO 2E is better cos I’d prefer to see the Mage Guild back for buying spells.

SIDE SHOW (*) – Lose 1 follower. (3E name was Circus. I think in 4E this is now an adventure card)

WISHING WELL – May pay 1G. If so roll d6. 1-4 No effect. 5+ Gain either 1 Craft, Life, Strength or a Spell.
 

Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
 

Reply #20 | Published on 29 June 2010 - 07:47:55

Jake yet again said:

I agree. I doubt we will see all the old cards from Talisman, but by keeping all the information in one thread it'll be a lot easier for anyone who wants to make home-brewed versions of the missing cards or wants to know what is in other versions. It also makes it easier to discuss which cards we think will make it into other sets and which won't.

Absolutely!  And don't get me wrong, I certainly see the value in a thread such as this.

Reply #21 | Published on 29 June 2010 - 07:51:22

 

 

 

talismanamsilat said:

 

I doubt very much that the Timescape expansion will ever return.

 

 

I wouldn't rule it out.  After the wildernesss and city expansions, and possibly a central tower, they'll want to make something.  If people will buy it, FFG may well print it.

Reply #22 | Published on 29 June 2010 - 08:21:17

crimhead said:

 

 

 

talismanamsilat said:

 

I doubt very much that the Timescape expansion will ever return.

 

 

I wouldn't rule it out.  After the wildernesss and city expansions, and possibly a central tower, they'll want to make something.  If people will buy it, FFG may well print it.

There are already many other good ideas for future expansions in the game, if and when they are made!

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)

 

Reply #23 | Published on 29 June 2010 - 18:32:24

talismanamsilat said:

 

 

There are already many other good ideas for future expansions in the game, if and when they are made!

Well i wouldn't rule them out either!

But so far i seems like FFG is producing a (sometimes modified) version of everything in Talisman's past, I don't see why Timescape would be an exeption.

Reply #24 | Published on 02 July 2010 - 13:47:04
0
8

THE CITY – BOARD SPOTS

 

2E was significantly more complex than 3E but in general it worked a lot better. 3E was one long street (you entered at the middle, whereas 2E was circular and had an extra street leading to the palace. All street spaces (except the town square and, in 2E at least, the Wharf) required you to draw one City Card. In 2E there were two streets that required you to draw two City Cards.

With 4E being larger than 3E hopefully we can get the larger city and extra buildings from 2E. Including additional alleyways would be pretty nice too.

Town Square (2E) – Either Arm Wrestle a guard (S5) or roll a die: 1 – Seen Bribing a guard, take a Warrant, 2: Sent away to the fields, 3: As 2, unless you pay 1G. 4-5: Pay 1G + 1G per follower. 6: No effect.

Comments: Pointless location. No-one willingly landed on it. Miss a turn whilst they check your papers would have been a perfectly sufficient penalty. Heck, a Market Square, that functioned like the market card would be even better.

Doctors: As main board. Has two entrances / exits in 2E but only one in 3E.

Comments: Quite often this space was used for it’s two entrances and exits in 2E, doubling the chances of reaching that sweet Street card you want to land on. The Doctors was very close to the entrance in 2E, which makes sense as it’s the building players will want to use most urgently. I suggest it remains this way.

Stables – Store your steeds here for 1G / steed. Grants them immunity from the Horse Thief effect, but you have to collect your steeds on the way out of town. May purchase Mules for 1G, Horse for 2G, Horse and Cart 5G, Warhorse for 5G) (In 3E – this spot was called Horse Market. There was no stabling effect. It’s cost were: Mule : 2G, Horse: 3G, Horse and Cart: 4G)

Comments: I never was particularly keen on the Warhorse. A permanent Psionic Blast was far too powerful. Keep the Stabling option though to dodge the Horse Thief and put Horse and Cart up to 5G.

Armoury – May repair broken / damaged items for 1G. Sells the following: 2E: 2H Sword (4G), Great Axe (4G), Full Face Helm (3G), Kite Shield (4G), Plate Mail (6G), Sword (2G), Helmet (2G), Shield (3G), Armour (4G), Axe (2G). 3E: Did not have 2H Sword, Full Face Helm, Kite Shield or Plate Mail, did sell Bow for 2G and Arrows for 1G.

Comments: Why would I want to buy a Sword when I could buy an Axe for the same price? The Bow and Arrows could be discarded for a +2 bonus in combat. This depends on your take on ranged attacks though 3E seems better than 2E on this front. Other than that, this makes a fine gold sink and makes a good alternative to the village.

Anarchists Guild: (2E only) Good / Evil characters swap their alignment. Neutral character either heal all their lives or else may address the guild: 1-3 Ignored. 4: +1G, 5: +1 Life, 6: +1 Spell

Comments: Great spot! I finlly get a decent say in my alignment. The free heal can be a little powerful, but with the introduction of Fate maybe it should be +1 life and +1 Fate. Giving Neutral characters their own spot like the Chapel and Graveyard is a nice touch too.

Six Fates Inn: (2E only) You may a Water Bottle here for 1G. You must roll a dice. 1-3 Miss a turn, 4: Boatman offers to take you anywhere in the Outer Region for 1G. 5 Hear something in the street, draw a City card. 6: You may join the Big Money Game. D6+Craft 3 or less: Lose everything and one life to boot as well. 4 -2G, 5 -1G, 6-7 Break even, 8: +1G, 9: +2G, 10+ x2G.

Comments: Nice to have somewhere to buy a Water Bottle. The Big Money Card Game is abusive (even more so with fate rerolls) 6: You win 2G through gambling might be better. Would be nice if it were called the Six Fates Tavern so the Swashbuckler gets his bonus here.

Royal Castle / Palace: (2E Only: Buy a Warrant on another player for 1G.) You may attempt to become sheriff. D6+Str. 4 or less lose a life, 5-6: Fined for wasting time -1G, 7-8 Ignored, 9: May buy post for 1G, 10+: Appointed Sheriff (In 3E the table is 5 or less -1 life, 6-9 Ignored, 10+: Appointed Sheriff)

Comments: I’d quite like to see the Sheriff have to surrender a Monster Trophy before rolling. Not too sure about the buying Warrants effect either. It’s fun for a little mischief, but does almost block off an entire board for one player, which isn’t so great.

Donjon: You only get here if the Watch arrest you. Your choices are: Bribe (2G). Escape: Stay here til you roll a 1 for movement. Judgement: Roll d6. 1 -1 Life and see 2. 2 Jailed, You can only leave through Bribery or Escape. 3: Fined. Pay 4G or be jailed. 4: Fined. Pay 2G or go to the City Gates. 5: Pardoned. May leave. 6: Wrongful arrest +1G and may leave.

In 3E, the Bribe was 1G + 1G per follower and the escape roll was 1: -1 Life, 2-3: No effect, 4-6: Escape. There was no judgement roll.

Comments: I prefer the 3E Escape table as opposed to trying to roll a 1 on a d6. Is the judgement table needed? I’m not convinced. Bribes in 2E are far too costly.

The Wharf: You may pay 4G to move to a space of your choice in the Middle Region or may stowaway, in which case the player to your right chooses which spot in the Outer Region you end up in. In 3E this was a draw one card space and the cost to move to any spot was 2G.

Comments: 4G is a heck of a lot to get to the middle region. 2G feels right. Draw a card? Not sure, could add some odd rules shenanagins about what to encounter first. Stowaway. This is a great idea, even if it did usually result in Good characters going to the Graveyard and Evil ones going to the Chapel. Siccing the Troll on the Sprite was always good for a laugh too.

Enchantress: As regular enchantress but could open a Gate to the Timescape too.

Comments: And given the opportunity to be turned into a toad for nothing, how many player visit the enchantress out of choice in the first place? Timescape is unlikely to happen and can always be house ruled. If you want to use the Timescape board

Magic Emporium: (2E: You may purchase a spell for 2G. You may purchase a spell from the discard pile for 4G) You may become the High Mage. (2E: Discard a Magic Object. 3E: d6+Craft:5 or less: Turned into a Toad, 6-9: Rejected, 10+: Become the High Mage)

Comments: The capacity to buy spells is nice. I prefer the 3E method of becoming the High Mage, although forcing the player to discard a Spell or Magic Object in addition might be good.

Bank: You may take out a Loan. Neutral and Evil players may attempt to rob the bank. If they do so, roll a die. 1: Turned into a toad, 2: Spotted. Take a Warrant. 3: No opportunity. 4: 1G, 5: 2G, 6: 4G and a Warrant.

Comments: The City didn’t have that many ways of making money, so players almost never took out Loans, except when they were the High Mage (who cannot be turned into a Toad and was therefore immune to the negative effects of the Loan) Not sure about robbing the bank either. Theoretically the Bank could allow players to store their cash there as a defence against Fools Gold or other players robbing them, but it’s such a marginal use, that I can’t imagine it would see much play either.

Apothecary (2E): Discard any number of objects to gain 1G per object. You may purchase a potion for 1G. Roll a die. 1: Poison -1 Life, 2 No Effect, 3: +1 Craft, 4: +1 Strength, 5: +1 Life, 6: Anger the Apothecary, move to the street.

Alchemist (3E): Buy a potion for 1G. Roll a dice. 1 – Poison -1 Life, 2-4 No effect, 5-6: +1 Craft, Strength or Life.

Pawnbrokers (3E): Discard any number of objects to gain 1G per object. Any player may purchase the objects discarded here at a cost of 2G per objects.

Comments: The Pawn effect and Potion table in 3E are far better than the 2E version. (Why buy a potion in 2E when half the time it will only have a negative effect?) The only idea is whether or not they should be split into two shops or amalgamated into one.

High Temple (2E): You may pray. If you do, roll 2d6. 2: +1 Craft and +1 Strength, 3: +1 Craft or +1 Strength, 4:+1 Life, 5-6: Ignored, 7: Donate 1G to the church roof fund, 8-9: Ignored, 10: +1 Spell, 11: +1 Object from the Purchase deck, 12: Shown secret passage, you may move to the temple next turn.

Comments: I quite like the fact that the “you may add one when praying characters” were immune to contributing towards the roof, but didn’t find this temple quite so beneficial.

I will post notes on the Master Level Characters and the City Rules at a later date...

Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
 

Reply #25 | Published on 12 July 2010 - 17:01:10
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THE CITY – MASTER LEVEL CHARACTERS

 

Rules... predominantly 2E unless stated elsewhere.

Warrants

If you possessed a Warrant whenever you encountered a Law card you had to fight them or be Arrested. Once arrested you were sent to the Donjon. Players could also be sent to the Donjon instead of taking a Life or an Object. To get rid of a warrant the Bribery or Judgement Donjon needed to be used. If a player escaped he maintained the Warrant. Furthermore players could stitch one another up by buying Warrants for their rivals at a cost of 1G

The Law

If a player broke the Law he had to draw a City card. If it was a Law they tried to arrest him. A pretty neat mechanic. What wasn’t so tidy was the application of the Law. The law triggered whenever you were involved in a Combat, when you cast a Spell, when you used many special abilities (e.g. Steal, Beguile)... so far, so good, although you could argue that if a player didn’t choose to initiate a combat they shouldn’t have to draw a card. It’s not like the player chose to be attacked by a Giant Fly, nor is it likely that the Fly would press charges. However, the law also kicked in if you were one of several characters (Orc, Hobgoblin, Ghoul, Troll, Cyborg or Warrior of Chaos) or if you possessed no Gold! This could end up with a player drawing and discarding City Cards every turn.

In 3E the Law always tried to arrest you, but there were only a couple of Law encounters and the Gaol was a lot easier to escape from.

Loans

Loans immediately provided 3G, but if the player left the City without repaying 4G they were turned into a Toad. Quite why anybody other than the High Mage would take up this offer was unstated. I guess

Horses

Horses could not fit inside shops and had to be left outside of them. Leaving them outside left them as particularly nice targets for other players...

Master Level Characters 2E

MASTER THIEF
Neutral
+1 Craft, +1 Life

Don’t need to draw City Cards in the Streets
Roll d6 every turn. 1-2 Gain a Warrant, 3-5 No effect, 6: Lose a Warrant
Roll d6 every turn. 1: +2G, 2: +1G 3-5 No effect, 6: -1G
If the Master Thief is drawn again you must teleport straight to where he is drawn and challenge him once more.
If another character beats you in combat they may take this card.
If you encounter the Judge, discard all your gold and move to the Castle.
You may steal one object or Gold from any character you land on.
+1 when Stealing from the Bank.
You may steal from any location offering goods. 1-4: successful take one item, 5-6 unsuccessful lose 1 life.
You may not resign.

Verdict: So I just got to the Crown of Command. Do I really give a damn that another thief has muscled onto my patch? Couldn’t I just zap with him with a Lightning Bolt. Throw in the horrendous book-keeping – and then add the fact that I’ve just taken away the principal ability that makes the Thief special....

SHERIFF
Good, Start = Castle
+2 Strength

You may healed free of charge at the Castle.
You may not receive Warrants. You automatically evade any law encounters.
You may take the Instructor as a follower. He will give you +1 in Combat.
You may move to any square in the City without rolling a die.
The Man At Arms will become your follower if he is within three spaces of you.
You get a 1G discount to any Sword, Armour, Helmet or Shield you purchase whilst in the City.
You may not resign.

Verdict: Pretty Balanced. The Instructor and Man-At-Arms abilities are pretty scarce.

HIGH MAGE
Neutral, Start = Magic Shoppe
+2 Craft

You always have at least two spells.
You may move one Spirit to an adjacent space each turn.
You may never become a Toad.
The Enchanter, Mage or Magician become your followers if you encounter them. Each adds one to your Craft.
You may never wear a Helmet or use Armour.
If a Spell is cast on you roll a die. 1: reflected upon caster, 2: No effect, 3: no effect and you can take it if you want. 4-5 Normal Effect, 6: Additional effect, lose 1 Life.
You may not resign.

Verdict: The pseudo spell immunity effect (do you really want to cast a spell on me when there’s a half chance it won’t work?) is overpowered. Moving Spirits seems unjustified – it’s not like you’re a High Priest. Toad Immunity is nice but exploitative with Bank Loans. 3G from a Bank Loan is almost enough for a Kite Shield – and that isn’t prohibited and provides the same protection as Armour. Also the mechanism for becoming a High Mage (discard a Magic Object) allows the Troll to become the High Mage at Craft 1. Even with the bonus Craft he can never hold the two spells which his job entitles him to.

KING’S CHAMPION
Good
+1 Strength, +1 Craft

You are immune to Alignment Change.
You may be healed free of charge at the Castle.
The Prince and Princess will become your follower if within 3 spaces. You cannot exchange them for Gold.
May take the following as a follower. Each gives you +1 in Combat: Man At Arms, Mercenary, Champion, Archer. If you have all four you get an additional bonus +1 in Combat.
You may not receive Warrants. You automatically evade any law encounters.
You may take the Instructor as a follower. He will give you +1 in Combat.
If you encounter the outlaw or the Raiders, you automatically defeat them and may take them prisoner. Each is worth a Bounty of 3G at the Castle.
You may not resign.

Verdict: Hard to become, but a fun selection of fairly minor abilities. Good luck collecting all four henchmen for that +5 bonus.

WHITE DWARF 115 Master Level Cards

Recruiter – Stranger

If you are of Good Alignment and Strength 5 or more you may choose to move to the Chapel and become the Templar. The Recruiter remains until someone takes up his cause.

Noble – Event

Roll under your Craft on D6. If you succeed, you may become the Herald.

Champion of Chaos - Event

If you discard all your Gold and Followers, and then roll a die and add your Strength and Craft and get 9 or more you may become the Champion of Chaos.

Spell: Way of the Lotus

You may immediately take the Mystic card.

TEMPLAR
Good, Start = Chapel
+2 Strength

May never have Gold
If you get a Psychic Combat you immediately lose, but then get to fight again using your Strength.
Ignore all instructions to gain Craft, gain Lives instead.
You always have a Horse.
You always have a Sword.

Verdict: Yuk! So, I have to lose a life cos I can’t fight the demon then lose another one when it beats me in combat. I can’t gain any more Craft, so my spell-casting ability is curtailed and I’ll have to take the Strength route and Dice with Death. In return I get +2 Strength, a Horse, a Sword and Lives instead of Craft. Meh! I’ll pass, thanks.

HERALD
Neutral

Each turn roll a die. If you score less than your Craft gain 1G.
Before a Combat you may sing of your deeds, roll D6. 1: Doesn’t listen, lose a life, 2: Doesn’t believe you. Foe gets +1 in this combat. 3: You are fortified, +1 this combat. 4: You lull him to sleep, you may evade him if you wish, 5: You cannot lose. If you are defeated, you do not lose a Life or any Objects, 6: Epic tale. Permanently gain one Strength or Craft.

Verdict: Bookkeeping again. The singing ability is overpowered.

CHAMPION OF CHAOS
Evil
+2 Strength, +1 Craft

Gain an Object of you choice from the Purchase Deck.
You may never gain Gold.
You may never have Followers
If you can land a character you must land on them and attack them. If you win gain 1 Strength, if you lose, lose 1 Strength. If you strength falls to your starting quota you are stripped of your rank.
You may not resign.

Verdict: I hope that object is a good one, cos you’re never going to have any Gold to buy any others. Forced movement onto other players can disrupt your plans too. Only good if you plan to win by slaughter rather than by the CoC.

MYSTIC
+1 Craft

Each turn you may either move your ethereal body or your physical body.
You may return to your physical body instead of moving.
If you physical body is attacked it has a Strength and Craft of one, though your followers may fight as normal (if they have the ability to do so)
You always have two Spells.
You may choose to ignore any cards already on a space.

Verdict: But where do you cast the Way of the Lotus without opening yourself up to attack? It might be fun out of Pandora’s Box, allowing you to track down all who would stand in your path. Taking ethereal form, gaining two spells and then immediately abandoning it is another tactic.

3E ML characters

These were a lot easier, pretty much brewing the master characters down to their essence.

MASTER THIEF (3E)
+1 Craft, +1 Life

Any gold taken by the Cutpurse, Bandit or Outlaw becomes your instead of being discarded.

SHERIFF (3E)
+2 Strength

Whenever you encounter the Law you may send them to another character instead.

HIGH MAGE (3E)
+2 Craft

You always have at least two spells.

KING’S CHAMPION (3E)
+1 Strength, +1 Craft

You may be healed free of charge at the Castle.
You automatically avoid any law encounters.
 

Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
 

Reply #26 | Published on 06 February 2011 - 04:06:56
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Minor update for the Sacred Pool. (I wish FFG had chosen forum software with an edit facility!)

The Sacred Pool has filled in a few gaps in the spell list. Temporary Change has been added; it fits in with the theme of the Sacred Pool. Mini Vortex has been added, and Feeble Mind - whilst different from the original version - has been added as a complement to Weakness.

Glittering Gorge is the new analogue for Dragon's Horde. Whilst slightly les generous (1G per visit instead of 2G), it's a close enough match. Treasure Chest is a Casket in all but name. Pit Fiend is a nice touch - good to see those guys getting out once in a while ;) Horse Thief replicates the City card, except that it isn't limitted to the city.

Kudos to the artists on this set. There's some great art in this expansion.

Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
 

Reply #27 | Published on 06 February 2011 - 04:16:28
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Characters from the Sacred Pool.

Cleric is an analogue for the original Priest character. She loses the +1 Pray ability, but +1 Fate = a reroll for those times you get a "2" in the Temple. Automatically killing spirits and getting a bonus fate into the bargain is sweet, though it may make it hard to level up. The 1 Fate = 1 Life ability is an interesting one - With only three lives, you'd better get praying! The loss of the Priests restrictions (no Axes of Swords) isn't a major one.

Chivalric Knight is the Questing Knight fixed. Far better than the original Questing Knight, he is still restricted and cannot attack other Heroes (except via the Crown of Command), so it'd be good to see the Judge card from the Talisman Expansion as a complement.

Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
 

Reply #28 | Published on 06 February 2011 - 04:19:11
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Endings from the Sacred Pool.

These are mainly new, although the Demon Lord is an old one. He is slightly changed - if you beat him, you carry on fighting, so it's good to keep momentum up. IMO this improves the Demon Lord, as other players do not know when the game will end.

Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
 

Reply #29 | Published on 25 April 2011 - 04:05:53
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International Cards

These cards were made available to french player in Citadel magazine. They were never published in English. See http://www.boardgamegeek.com/image/671791/talisman-2nd-edition-le-heraut-citadel-2-cards?size=original and http://www.boardgamegeek.com/image/671786/talisman-2nd-edition-le-heraut-citadel-4-cards?size=original

Skaven. (S3, C3, Evil Ruins)

1. Whenever you land on a place you may choose not to be affected by that place but instead teleport to another place in the same region.
2. You are unaffected by the Leper and may take him as a follower.
3. You may use two weapons in combat (Not Holy Lance or Runesword)
4. You are unaffected by the Siren.

Notes: Very GW. His abilities appear on 4e cards already.

Herald (S2, C4, Neutral, City)

1. When you land on another player you may force them to discard a follower. If you do not have any followers you may take this follower instead.
2. You may be healed free of charge at the Castle.
3. You are unaffected by the Black Knight or the Patrol.

Notes: Name clash with Herald master level character. Follower destruction could get annoying fast. Immunity to Black Knight is interesting. Clashes with the minstrel as a concept.

Key (Object)

1-2 Opens the Portal of Power.
3-4 Doesn't work this turn.
5-6 The key is no good. discard it.

Notes: Waste of an object slot.

Pillager (Enemy)

S5, C5

On a 1-3 attcks using Strength, on a 4-6 attacks using Craft. If he wins, as well as losing a life, you must discard an Object. if you do not possess an object, lose a follower instead.

Notes: A bit like the Chinese Dragon. Certainly an interesting variation to add to the game.

Hydra

S4

The Hydra has four heads. Put four Lives on the Hydra. You may only slay one head per visit.

Notes: Cool. No-one will want to land on it til it's down to one life and you can claim it for experience. Nice idea.

Lyre (Magic Object)

You may play the Lyre before combat. If you do so roll a die. 1: Opponent doesn't listen. It gets +1 in this combat. 2-4 No effect, 5-6: Your opponent does not attack, you may evade it. (Presumably you have sent it to sleep)

Notes: An interest risk vs reward card.

Charm (Spell)

Play this spell when you encounter an Enemy. Instead of attacking you may take it as a follower. It will add its Strength or Craft in the next combat and then disappear to the discard pile.

Notes: Nice idea for a spell.

Mantrap (Event)

Choose one: You may not move until you roll a 5 or a 6, or discard a follower, mule or horse.

Notes: Miss a turn would be better than wait for 5 or 6. Even enslaved is 4+.

Skaven Flamethrower (Object)

May not be used by Good characters. Roll a die to determine the coverage of the flamethrower. All cards within range are discarded and all Charcaters lose a life. If you roll a 1, lose two lives and discard the Flame Thrower.

Notes: Stinks of GW. Far too powerful.

Troglodyte (Enemy)

S4.

If you are of Evil Alignment you get a -1 penalty to your die roll.

Notes: Variable strength enemy. We have these in Sacred Pool, but nevertheless...

Chaos (Event)

Roll a die 1-2: All cards on the board are replaced by new ones. 3-4: Each player gives his cards to the player on his left. 5-6 Each player discard their current character and draws a new one.

Notes: 5-6 is a bit of a game wrecker and 3-4 would work better if it was pass one card left.

Frog King (Stranger)

If a toad lands upon this space he is restored to normal and gains one Strength and 1 Craft. The Toad King is then put on the discard pile.
 

Notes: Nifty idea. Not too sure if it would ever see much use though.

Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
 

Reply #30 | Published on 25 April 2011 - 03:57:28
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White Kinght Cards. We're not sure of the providence of these cards. They were found in a garage but had been professionally printed. It may have been that these cards had been created for a fanzine. They are, at best, of dubious "official" status, but given that they had been profesionally printed they seem a little more relevant than other fan cards. You can read about them here: http://www.talismanisland.com/competition.htm

Event (5): Fog, Lightning Storm, Vultures, Apparition, Jewel of Envy

 

Fog (Event)

The fog lasts for two rounds. Movement is as normal but roll a dice. On a 4, 5 or 6 you do not encounter anything (cards, the space or other players)

Notes: Nice idea.

Lightning Storm (Event)

Roll aid for each player and each follower. On a 1, lose a life or discard that follower. Subtract one for each weapon and / or item of armour you own.

Notes: We already have a lightning storm. Was this card the original inspiration?

Vultures (Event)

A flock of vultures circles overhead eating any trophies you defeat in combat. You can only frighten them off by using a Fireball or a distance weapon.

Notes: The solution to the Vultures is to hard to obtain.

Apparition (Event)

Prevents you using your character’s special abilities until you visit the Chapel or Temple and pay 1G.

Notes: Not keen, takes away a lot of the unique flavour of each character.

Jewel of Envy (Event)

Cannot be resistsed. Counts as an item which must be taken. When you take it lose 1S. If another player defeats you in combat they must take the Jewel of Envy (and hence lose 1S) When the combined craft of two duelling characters total 12 or more they see the folly of their ways and destroy the jewel instead.

Notes: Fairly inventive event.


Trapper’s Cabin - Place

May heal lives. For each life healed, miss a turn.

Notes: Trading time for lives is a neat idea. Should be discarded when the CoC is uncovered.

Stonehenge - Place

Whenever you cast a spell here roll a die. 1: Discard all your spells with no effect. 2: Discard the spell you have just cast with no effects. 3-5: Keep the spell card after you cast it. 6: You may choose to affect all your opponents with this spell.

Notes: Needs to be limited to one use per turn.

Phantom Cliffs - Place

Must roll less than or equal to your starting Strength + Craft to pass, else next turn must return the way you came.

Notes: Meh! Takes away options from the player.

Cleric - Follower

Will resurrect you with 4 Lives, -1 Str and -1 Craft after you die but charges you one magic object and all your gold to do so.

Notes: ...or he could just heal you for similar costs at the start of your turn and not cause any timing headaches.

Nightmare - Follower

Will not join Good characters. All enemies get -1 when combating you. All good characters get -2 when combating you.

Notes: OK, he’s basically the Ring on a Follower for non-good characters. Has a Name Conflict with an existing card too.


Ring of Wisdom (Magic Object)

Allows you to collect Craft for experience.

Notes: Unnecessary.

Sword of Berserking (Magic Object)

You become Evil and favour this weapon over all others. +2S. You will keep fighting until an enemy is dead or you are reduced to one life. You may pay 1G at the Chapel or the Magic Emporium to rid yourself of this blade.

Notes: This takes away a lot of choice from players, especially as this is a forced alignment switch. I can’t say that I’m keen on it.

Venom Blade (Magic Object)

Cannot be used by Good characters. +1S. If you roll a 6 and your opponent rolls a 1, you inflict 2 Lives damage on them.

Notes: What if you have S1 and you opponent has S8? Nice idea, but Fate rerolls will probably mean that it won’t see that much use.

Sorcerer’s Purse (Magic Object)

If, at the start of your turn, you have no gold, gain 2G.

Notes: Should probably be 1G, but it’s a nifty idea. A bit redundant without the City to act as a money sink.

Ring of Assimilation (Magic Object)

Whilst you have this ring you are always equal when fighting in combat. (e.g. if your opponent is S4, you will be at S4) No stronger player may take this card from you.

Notes: Boring. Equalises all combats to a roll-off.

Excalibur (Magic Object)

No evil player may use Excalibur. To claim it you must pull it from the stone by rolling a 6. Whilst it is in your possession: 1: +1C, 2: +1S in Combat, 3: An additional +2S against Evil characters.

Notes: Sweet card. Probably meant to be a counterpart to Venom Blade, but appears to be a lot stronger.

Wand of Fire (Magic Object)

Shoots a fireball which auto kills (lose one life) an enemy. Range of two squares. When acquired roll a dice to determine how many charges it has: 1-3: 1, 4-5: 2, 6: 3

Notes: Name conflict. Too powerful.

Staff of Healing (Magic Object)

Before you roll for movement you may attempt to predict your die roll. If you are successful, heal one life. You may snap the staff (discard) to completely heal all your lives.

Notes: Not too sure about the “snap” power, but I love the “predict-my-roll” effect.

Trainer - Stranger

Will teach the first player that lands here and rolls a 6 how to use two weapons in combat. Then disappears to the discard pile.

Notes: Devalues the Warrior

Chess Master - Stranger

May take him on in a battle of wits. If you do so roll a die, 4+ you win gain one Craft and you may challenge him again. 3 or less. You lose, lose two Craft.

Notes: Interesting card. Not too sure about the name.
 

Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
 

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