Mythtalia

By Cidervampire, in Talisman

I keep on hesitating on buying Mythgardia but the Mythtalia article http://www.harris-authors.com/mythalia.html may have pushed me over the edge.

Has anyone tried giving this varient a go and if so does it actually work?

Looks like you have to do a bit work yourself deciding how to convert the characters, I may have a go at designing talisman character cards for the converted characters. Is anyone able to tell me what the characters are that come with Mythgardia.

The article doesn't say what to do if your character dies and I don't know if characters are able to die in Mythgardia as I'm yet to see the rules.

My madness hinges on Frostmarch and how the alternative endings work. Warlock Quests ending looks like it has to be decided before the game starts so I was thinking along the lines of throwing a d10 at the start of the game:

1: Warlocks Quest

2-9: Random Ending chosen when the 1st player enters crown of command space. This would drawn from a deck containg the original 6 endings from Talisman Adventure together with the Crown and Sceptre and the Ice Queen from the Frostmarch set

10: Mythtalia

Guess I'll have to see how Frostmarch works before I get too worried about this!

Geoff

I've done a fair amout of work in rewording the alternative ending cards from The Adventure and plan on making cards for them so they match up to the new ones in Frostmarch. Pandoras Box was probably the most flawed and there was a lot of vagueness on how certain cards worked in multiple round combats with the Belt and the Dragon King but I think I've got that sorted. Here is my current version:

ALTERNATIVE ENDINGS
Shuffle the six cards before the game and place them face down at the side of the board. The first player to reach the Crown of Command space must draw the top card from the pile, and should then refer to the appropriate rule section below.

There are two main types of Ending Cards, Legendary Treasure and Legendary Monster.

Legendary Treasure:
Whilst a Legendary Treasure is in play no player may draw a new Character if their Character is killed. The winner is the last Character left in the game. Legendary Treasures do not count as objects and may not be the target of any ability of any character or card.

Legendary Monster:
You win the game if you defeat a Legendary Monster. The Dragon King also has several other victory conditions as noted on the appropriate table. If a Legendary Monster is in play you may draw a new Character Card if your character is killed. It is also possible to win the game if you are the last Character left in the game due to the Character Deck becoming exhausted.


CROWN OF COMMAND
Legendary Treasure: If alone, you must cast one Command Spell per Turn. Roll 1 die. If a 4-6, all other players must admit defeat or lose 1 Life. 1-3 means no effect. You may not take the Crown from the Crown of Command space.


DEMON LORD
Legendary Monster: The Crown of Command has been destroyed by a huge and malevolent Demon Lord. You must defeat the Demon Lord in Psychic Combat to win the game. The Demon Lord has a Craft of 12 and 4 Lives. To defeat him you must take all of his Lives. You may choose to flee from the Demon Lord at any time in which case you return to the Plain of Peril and the Demon Lord regains all his Lives. While you are fighting the Demon Lord, an impenetrable mystic barrier prevents any other players from entering your space. If you are killed, the Demon Lord regains his Lives and awaits the next challenger.
You fight one round of Psychic Combat per turn. Other Characters may not enter your space while your are fighting the Demon Lord


PANDORA’S BOX
Legendary Treasure: The Crown of Command has been replaced by a large magic chest. If you are alone, you must open the chest and use its power to defeat your rivals. Each turn the chest will give you Spells and Adventure cards to attack your opponents. Roll one die for the number of Spells you pick up each turn and one die for the number of Adventure cards you pick up each turn. You must use these on the turn that you collect them. They may be used against any of the other players. You win the game when all of your opponents have been killed.
Each Card you draw from Pandora's Box is played separately and therefore attacks are not combined. Adventure cards are exactly as if the player had drawn them themselves.

Place a Pandora’s Box token on any Enemy cards that are played in this manner. The following rules apply to Enemies with this token:
a) For each turn beyond the first that you are alone on the Crown of Command space you must add an additional +1 to the attack roll of the Enemy.. Eg. On the second turn the cards add 1, on the third turn they add 2 etc.
b) Enemies may not be kept as trophies and must be discarded instead.
All Spell cards must be cast before your next turn. If you have any Spell cards at the start of your next turn they are discarded. Otherwise all the normal rules for Spell Cards apply. You may play any of the cards you draw on yourself if you wish and all the normal Game Rules apply.

BELT OF HERCULES
Legendary Treasure: The Crown of Command has been replaced by a magic belt. If you are alone, you may don the Belt or turn back. The following rules apply for the Belt:
1. You may increase your Lives to 5 when you take the Belt.
2. Your total Strength in Battle before rolling the attack die is always a minimum of 12.
3. If you are alone at the start of your turn you must either ditch the Belt or teleport to a space on any board other than the Timescape where there is another character and then Encounter that Character.
4. The Belt does not enable you to Teleport into the Timescape. If there are no Characters on any other boards, you must remain on the same space until a Character returns from the Timescape.
5. If you ditch the belt, it automatically teleports back to the Crown of Command.
6. The Belt cannot be taken from you by any means however it will be left on your space if you are killed or turned into a Toad.
7. When you use the Belt to encounter another Character the following rules apply: Both you and the other Character may not move by any means and both Characters turns must consist of encountering the other Characters. Neither Character on the space may be evaded. All other players must skip their turns and may not draw Sepll cards by any means until one of the Characters in the fight is killed.


HORRIBLE BLACK VOID!
You are sucked into a seething mass of darkness, move your Character immediately to the Warp Gate space on the Timescape board. Discard any Followers and Objects you are unable to take to the Timescape with you. Return the Void card to the Alternative Ending Card stock pile. The game continues and nobody is considered to have reached the Crown of Command Space. If you are not using the Timescape Expansion you are killed outright!


THE DRAGON KING
Legendary Monster: Roll one die: (You may not use Fate Points on this roll)
1: The Dragon King thanks you kindly for the meal, eats one of your followers and throws you into the Plain of Peril. Try again!
2: You must fight the King’s three younger brothers in normal Battle; each one is a Strength 9 Dragon and you must fight each in turn. If you lose you are thrown in the Plain of Peril. Try again! If you defeat all three Dragons you must roll again at the start of your next turn. All three of the Kings brothers re-appear if you roll a 2 again
3: You must defeat the King himself to win the game. He has a Strength of 12, a Craft of 12, and 5 Lives. You must alternate in attacking him one turn in Battle followed by Psychic Combat in the next turn until either you or the Dragon King is killed. All other players must skip their turns and may not draw further Sepll cards by any means until the fight is concluded. If you lose all your Lives, he has eaten you and all your Followers.
4: The King decides he really likes you and promptly flies off to eat your opponents at your request as detailed above. Each of the other players must fight the King or be eaten, they may not choose to flee.. He will only attack one player at a time and always gets his Lives regenerated between attacking Characters. If any player kills the Dragon King, they win the game. If all of the other players are killed then you win the game. The Dragon King fights each player in turn (your choice as to which order) as per a result of a 3. The Dragon King cannot Teleport into the Timescape. If there are no Characters available to attack, you must remain at the Crown of Command space until a Character returns from the Timescape.Alternatively, you may decide to attack the King instead as per a result of 3.

5: The Dragon King is soundly asleep atop his mountainous piles of treasure. Roll under your Craft on one die to assassinate the King and win the game. If you fail your roll, the King awakes and eats one of your Followers, throwing you into the Plain of Peril.
6: You are in luck, the Dragon King is out to lunch! You take possession of all his treasures and magic and win the game!