Talisman The Woodland Expansion!

By Nemomon, in Talisman

I bet Granville will LOVE the Spider Queen too!

*** also *** how can anyone read the verbiage on these cards? If I blow it up large it gets fuzzy-ier. So not sure how you see some of that detail.

If anyone, has any information on the detail, please don't hold back! I'm beyond fatigued with waiting for FFG to give out more...

Edited by 0beron

I have my eye on the lady "Spider Queen".

I gather the "enter a space" means moving on a space to land on it or move past it?

And "makes a roll" means after you see the roll?

Or is it just wishful thinking on my part..

"Enter a space" is not the same as "land on a space", otherwise the Web Token ability won't make any sense. You land on a space when you finish your movement on it, but the Web tokens allow the Spider Queen to stop movement as soon as she enters a space with a Web Token, and force other characters to stop movement as soon as they enter that same space. Such an effect cannot use the "land on" wording.

I think the ability to influence rolls must to be applied after rolling to have a purpose, otherwise it's just blind random roll adjusting. The text could have been a little more explicit, though.

*** also *** how can anyone read the verbiage on these cards? If I blow it up large it gets fuzzy-ier. So not sure how you see some of that detail.

If anyone, has any information on the detail, please don't hold back! I'm beyond fatigued with waiting for FFG to give out more...

If you are a BGG registered user, you can enlarge the pictures to "large" or "full size", which makes them perfectly readable.

Edited by The_Warlock

Previously, The Warlock said:

If you are a BGG registered user, you can enlarge the pictures . . . <<snipped>>

By all means please spoil me more!

I transcribed the cards, information below.

Ancient Oak

Strength: 3 (got the info from the poster since the miniature is covering the value)

Craft: 2
Fate: 2
Life: 4
Special Abilities:
  • You begin the game with 1 Growth token on your character card, witheither side faceup.
  • Whenever you turn in trophies to gain 1 point of Strength or Craft, you may put a Growth token on your character card instead. You cannot have more than 5 Growth tokens on your character card.
  • For each Growth token on your character card increase your life value by 1. For each Growth token with the red side faceup, increase your Strength value by 1. For each Growth token with the blue side up, increase your Craft value by 1.
  • At the start of your turn, you may flip your Growth tokens to any side you wish.
  • When you end your turn in the Woods or the Forest, you may either heal 1 life or replenish 1 fate.
  • You cannot use Armour or Weapons.
Start: Forest
Alignment: Neutral

Leywalker

Strength: 1
Craft: 5
Fate: 3
Life: 4
Special Abilities:
  • You begin the game with 3 Portal tokens on your character card.
  • Whenever a character not in the Inner Region casts a Spell, you may place a Portal token from your character card onto his space.
  • Instead of your normal move, you may teleport to any space with one of your Portal tokens. After moving, return that Portal token to your character card.
  • Whenever you land on the Runes and/or on a space with one of your Portal tokens, you may gain 1 Spell, if your Craft allows.
  • When you are about to engage in battle, you may discard a Spell to use your Craft instead of your Strength during that battle.
Start: Portal of Power
Alignment: Neutral

Scout

Strength: 3
Craft: 3
Fate: 3
Life: 4
Special Abilities:
  • You begin the game with 5 Hidden Path tokens on your character card.
  • When you draw an Enemy, Stranger, or Place, you may place one of your Hidden Path tokens from your character card onto that card. If you do so, draw 1 extra card and add it to your space.
  • You may choose not to encounter cards with Hidden Path tokens on them. Other characters cannot encounter card with a Hidden Path token on them. They still count as faceup cards in that space. If a card with a Hidden Path token is removed from its space, return that token to your character card.
  • When you roll the die for movement, you may add 1 to the result.
  • You need not roll the die in the Chasm, Crags, or Forest unless you wish to. If you chosse to roll, you must accept the result.
Start: Crags
Alignment: Good

Spider Queen

Strength: 2
Craft: 4
Fate: 3
Life: 4
Special Abilities:
  • You begin the game with 6 Spider tokens on your character card.
  • At the start of your turn you may place a Spider token from your character card onto any space with a character, with its Web side faceup.
  • When you enter a space with a Web token, you may immediately end your movement. When another character enters a space with a Web token he must immediately end his movement. Whenever a character ends his movement in a space with a Web token, flip the token to its Crawler side.
  • Whenever a character on a space with a Crawler token makes a roll, you may return a Crawler token on his space to your character card to add or subtract 1 from that roll, to a minimum of 1.
Start: Cursed Glade
Alignment: Evil

Totem Warrior

Strength: 3
Craft: 3
Fate: 2
Life: 4
Special Abilities:
  • You begin the game with an Axe from the Purchase deck.
  • When you defeat an Enemy in battle or psychic combat, put 1 Totem Spirit token on your character card. You cannot have more than 3 Totem Spirit tokens on your character card.
  • After dice are rolled in battle or psychic combat, you may discard 1 Totem Spirit token from your character card to add 1 to your attack score.
  • At the start of your turn, you may discard 1 Totem Spirit token from your character card to either heal 1 life, replenish 1 fate, or gain 1 Spell, if your Craft allows.
Start: Forest
Alignment: Neutral

Edited by bowlwoman

Thank you bowlwoman for the spoilers. So sounding awesome. In a way, they make me think of the Master class characters from the old 2nd edition (I think those were actually in a magazine supplement, not direct purchase/game)

Looking very good!

Yeah, very excited for the expansion to actually come out! These characters seem a bit complicated with all the tokens, but yes, Master Class seems to describe them very well.

That seems to be the thing with this final corner; they're upping the ante, or detail-of-play quotient some what. The new rules for Fate, these characters that have a bit more going than most previous characters.

I am in awe.

PS - Master Level characters in 2nd Ed were in White Dwarf AND the City expansion.

Dark/light fate, fatebound effects, path cards that modify your trip through the Woodland, character tokens. It's jam packed!

"Enter a space" is not the same as "land on a space", otherwise the Web Token ability won't make any sense. You land on a space when you finish your movement on it, but the Web tokens allow the Spider Queen to stop movement as soon as she enters a space with a Web Token, and force other characters to stop movement as soon as they enter that same space. Such an effect cannot use the "land on" wording.

I think the ability to influence rolls must to be applied after rolling to have a purpose, otherwise it's just blind random roll adjusting. The text could have been a little more explicit, though.

Goodstuff, I read it right. The thing I like about the Spider Queen is she may end her move at a web but everyone else has to.

I agree the "make a roll" needs more information.

I just realised something (sorry about double post).

The Leywalker can "in effect" land on the same space every turn if played right! eg cast spell place portal counter on his own space next turn teleport there again draw a spell encounter space cast spell place prtal counter on his own space etc etc. So long as he keeps casting a spell :). How interesting.

I just realised something (sorry about double post).

The Leywalker can "in effect" land on the same space every turn if played right! eg cast spell place portal counter on his own space next turn teleport there again draw a spell encounter space cast spell place prtal counter on his own space etc etc. So long as he keeps casting a spell :). How interesting.

There's a latent FAQ about "teleporting to the same space" which still needs clarification. There is no written rule that says that a character cannot teleport to the same space where he already is, but in old threads many people argued that this would mean not moving at all. I hope this will be answered soon.

If teleporting on the same space were allowed, the Leywalker but also other effects (e.g. Shrine) would give way to strange and unpredictable loops.

As to "teleporting to the same space", I thought it was conventional wisdom, that each 'space' represents a potential large area; i.e.; maybe you teleported a distance away, but the space contains such a large area, you aren't exactly where you were.

Its like when you land on the space that the Reaper or Werewolf are; they are not in the same clearing or what have you. They could be several miles away, but its considered the same space, because the land of Talisman is really larger than the board can show.

But others may disagree if only because the looping can overpower a character (Alchemist gets this criticism, or any player that finds the Follower Scribe from the City for example)

Chipping in without reading much of the thread:

Not thrilled to see 5 new characters, each bringing in their own tokens. While Talisman has its "fair" share of decks :P , up to now, you weren't digging through multiple bags of tokens for the right ones.

There's a latent FAQ about "teleporting to the same space" which still needs clarification. There is no written rule that says that a character cannot teleport to the same space where he already is, but in old threads many people argued that this would mean not moving at all. I hope this will be answered soon.

If teleporting on the same space were allowed, the Leywalker but also other effects (e.g. Shrine) would give way to strange and unpredictable loops.

So the answer will be in there. Your right about "No written rule" :). I don't think it would be that bad personally, just another special ability to think about. But all in all a simple "Other" characters in the Laywalker would fix the issue, maybe its a typo.

From page 9 of the rulebook:

"A character must always move, even if he starts the turn in a space with an Adventure Card or another character. The space where a character lands is the space where he ends his movement or the space to which he is moved to as the result of an encounter or effect."

From the back page of the Talisman Rulebook:

"Does the encounter result in you being moved to a different space?" >>>>>>>>>> "Move to the new space."

If the answer is no, you carry on and follow the instructions on the space!

"A character must always move," means a player cannot teleport to the same space as he has not moved away from the space he started his turn on. Most cards in the game say any other space, a couple do not mention the word any, but it is handled the same way.

The Pathfinder card says any other space so that one is easy.

The Imp teleports you to roll 1 die & the Planeswalker lets you teleport anywhere in the Outer or Middle Region. Both these cards fit into the encounter flowchart on the back page. If you wish to teleport with the Planeswalker, you have to move to a different space from the one you are already in. If you roll for the Imp and it is the same space you are already in, you do not move any further that turn and you continue with any cards left in that space.

Ell.

Edited by talismanamsilat

With the nomad being the only true sitter in the same space effect then.

Edited by Uvatha

Well, its been some time since the last official info-thingee for Woodland. Today is August 20 and the so-called release date indicates August 30, a mere 10 days from now.

I'm sure we should get the info on new characters as well as info on the new aspects of play with the paths and such. We also usually get the rules published in a pdf.

So, possibly 3 different postings, or maybe only 1 or 2. 10 days....

when are we going to see them?

Well, its been some time since the last official info-thingee for Woodland. Today is August 20 and the so-called release date indicates August 30, a mere 10 days from now.

I'm sure we should get the info on new characters as well as info on the new aspects of play with the paths and such. We also usually get the rules published in a pdf.

So, possibly 3 different postings, or maybe only 1 or 2. 10 days....

when are we going to see them?

I called our local gaming store yesterday to see if they knew anything and to put in a prerelease order. She has two distributors. One didn't have any additional info, but the other stated that all preorders must be in by August 20 (today) and release is in September (no day mentioned). She said "on the boat" generally means 4-6 weeks until release, and someone posted July 15 that current status. She said the process is getting to Long Beach, then up to a week to do customs paperwork, then a few days to truck to Minneapolis, then get out to distributors and then to the stores. So, based on her experience, she said that early September would make sense.

Barnes and Noble online lists August 28, others mention August 30, and now we have September for my local store. I'm thinking Labor Day weekend maybe?

Edited by bowlwoman

Well, my life is so boring, this is about all I can think of, so its getting obsessive. My wife is more nonchalant, she'll take it when it comes. She loves the game but doesn't need to play as often as I would like to. We did play a few weeks ago, about 2 and it was fun though I don't remember much of it. She probably one, naturally.

It's often been the case that someone on ebay will be the first to offer an expansion for sale...

I'm certainly not that desperate or obsessed. I've reserved it through a nearby store, Shenanigans. If I happen to get "the call" I'll be telling you all right away.

Had a game today 4 characters Leywalker, Spiderqueen, Spy and Swashblucker.. (just printed out Woodlands characters). The Spider Queen is alot harder to use than I first thought. But the Leywalker is very good indeed so long as spells are casted. Laywalker won he ran "The Gauntlet" hehehe popping around everywhere. I was playing correctly without teleporting to same space :).

You rascal!

Make sure the Leywalker casts his first spell and creates his first portal before he leaves the Middle Region. That way he has an easy way back. :)