Following my review of the Talisman Dungeon (what seems like years ago), here is my commentary on The Frostmarch expansion for Revised 4th Edition of the game. Some of the points have been raised and discussed in detail by other commentators, so I won't go into those very much (eg player characters, alternative endings, Warlock's Quests). I have broken the review into sections, though obviously there is a lot of overlap between the individual topics. I am not very familiar with 3rd Edition so there may be incomplete references to it. Also, I am not going into the details of gameplay. And yes, once more there will be digressions... ![]()
Flavour
So, with a name like Frostmarch, I guess I was expecting lots of snow and ice-related card names and artwork. I feel that with any expansion theme it is important to fulfil the promise of the title, while incorporating plenty of non-themed features which will fit smoothly into any Talisman setting. None of the new characters follows the cold-weather theme; it would have been nice to have at least one such, perhaps a Barbarian from the northern wastes. In all, the cards break down like this (can't claim to 100% accuracy and some cards are debatable):
• Cards which reflect the icy theme in name, art and functionality: 2 Spells and 6 Adventure cards (eg Cryomancer, Freeze), plus the Ice Queen alternative ending
• Name and art only: 15 Adventure cards (eg Yeti, Shiver Nymph)
• Art only: 1 Spell and 3 Adventure cards (eg Pack of Wolves, Horn of Summoning)
• Others: 2 Adventure cards (Ragnarok and Fate Bound which both reference Norse mythology but do not have frosty art or effects)
So that's 3 Spells and 26 Adventure Cards, surprisingly low I think. I would have been happy with a few more on-theme cards. The main on-theme mechanic, by-the-way, is missing a turn (ie being frozen or turned to stone) which comes up more frequently than usual in this set.
Of course, there are also a number of Spells and Adventure cards which support the Warlock's Quests sub-theme. The Warlock character is linked to the Quests sub-theme (though to my mind it is confusing to have both a player-character and a boardspace character with the same name, and certainly the artwork on the alternative ending card suggests that the two Warlocks are not the same person).
Production
Generally, the artwork is up to Fantasy Flight's usual high standards. As with other expansions, some of the pictures are rather brutally cropped and the small details are hard to see. Disappointingly, several cards re-use artwork from previous editions. Of course, this is to be expected with Bags of Gold, and even the False Grail's use of the Holy Grail art seems thematically appropriate. However, Dwarf Smith is the same art as Dungeon's Weaponsmith and the new Event, Divine Protection, has the same art (reversed) as Dungeon's spell, Divine Intervention. It's only a couple of cards and hopefully it won't happen too often in future.
The main problem I have with the production of Frostmarch is the character figures. They are at a smaller scale than the previous sets. This is most noticeable with Necromancer and Warlock who are both more diminutive than say Sage or Wizard, jarringly so in my opinion. The figures also feel less sturdy, and in my pack the Leprechaun figure has been bent forward so that his jaunty jig-like pose has become a pronounced stoop (probably from all that gold he's lunking around).
Integration with Main Game and Other Expansions
This is fairly straightforward as there isn't a separate board or card deck as with Dungeon. There are some very welcome toading opportunities and of course the new Fate mechanic gets a look in. There are a handful of Adventure and Spell cards which specifically relate to Warlock's Quests, which, with the new alternative ending, help to integrate this option into the main game (the first Quest cards in The Reaper expansion seemed like a clumsy add-on.) None of the new Spells or Adventure cards (if I remember correctly) has specific reference to the Dungeon; this means there is now a smaller chance of finding a Dungeon Doorway or other entry point. (Aside - I have become aware that across all the various board spaces, Spells and Adventure cards which allow teleportation or movement to specific locations, some destinations are much more common eg Crags, City, while some never get a mention eg Desert; nice to see at least that there is a Warlock Quest which specifically mentions the Black Knight, a rarely visited part of the board.)
Game Balance
Overall, the expansion is fairly balanced, though personally I would like a few more powerful Enemies. There seem to be rather too many Enemies with Craft or Strength of only 1 or 2 and no special abilities. In particular, there are four new Spirits of Craft 1 with no abilities which to me seems like redundancy. Surely such evocative creatures as Barrow Wight (with its 'Lord of the Rings' heritage) and Rimespawn (a bizarre, Lovecraftian beast) deserve to be more powerful or at least have a quirky ability? Although I understand the need to maintain percentages as more and more cards are added to the decks, I think it would only add to the game if creatures such as Frost Drake (functionally identical to Dragon) and Frost Giant (functionally identical to Giant) had a bit more flavour than simply adding a thematic adjective to their name. Sometimes, having multiple cards which are functionally identical (in order to maintain balance without sacrificing variety), works very well eg Lion, Bear, Ape and Raging Bull are all Animals with Strength 3 and no special abilities. But for Spirits, non-humanoid Monsters and Dragons I find uniformity less satisfying.
The game is still awash with Gold. Frostmarch has plenty of it, from Leprechaun's special ability to the interesting combination of Treasure Map and Treasure Chest. One of the least exciting things I remember about my first few games of Talisman, (back in 1983!), was turning over a Bag of Gold card. Frostmarch does add some new shopping opportunities with two Pedlars with eight items to choose from (compared to 2nd Edition's single Pedlar with six items - prices have changed too.) Also, you can buy and sell Spells at the Arcane Archive (two of those). Expectancy is growing that a new Talisman City expansion will provided ample opportunities to spend, spend, spend! (Aside - I hope when the Taxation event card is finally reprinted, it will be truly harsh!!!) (Second Aside - any chance of an alternative win condition which includes the accumulation of vast wealth? This would boost the power of many cards from Alchemist to Raiders (yay!)).
Player Interaction
Frostmarch has a fair variety of cards which encourage player interaction, amongst the most notable being the Toadify! spell, some of the Quests, and the new version of Howl of the Wendigo (more on that below). Perhaps the addition of new cards to the main Adventure deck will draw players back to the main board and away from the Dungeon for a while...
Sources
Reprints, both exact and modified, are drawn from 2nd Edition (The Expansion, Adventure, Dungeon, Dragons, White Dwarf magazine), 3rd Edition (Mountain, Forest, Tower), and Revised 4th Edition (Reaper). Shiver Nymph is the new Spirit equivalent of Ekor from Reaper. Holy Grail gets both an impostor (False Grail) and an evil twin (Chalice of Shadow). Lake of Visions continues the tradition of Places with four free resources waiting to be grabbed. Of course, the Ice Queen alternative ending and her Palace are both based on 3rd Edition Mountain.
For sources outside Talisman, we have 'Lord of the Rings' (Barrow Wight), Norse Mythology (eg Ymir's Glow, Ragnarok), Lovecraft (Rimespawn, Sky Screecher), Magic The Gathering (Planeswalker), Greek Mythology (eg Pegasus, Centaur, Medusa), Oriental Mythology (Eastern Dragon, Yeti), Medieval European folklore (eg Basilisk), Native American folklore (Howl of the Wendigo).
Spells
I love Spells. The Frostmarch batch includes some variations on past themes (eg gaining and losing Strength or Craft), a handful of new ideas (eg Hydra Spell, Path of Destiny) and some nice powerful effects (eg Obliterate, Marked for Glory). Overall, a fairly solid group. Stars of the set are the two copies of Toadify!
Reprints
This is becoming a complex topic for Revised 4th Edition discussion. Reprints now fall into a number of categories, some of which are not really reprints at all, save in name. I have given examples from Frostmarch here, but the other expansions have them too.
• Exact functional reprints with the same name (eg Lich, Centaur [3rd Edition], Pack of Wolves)
• Modified functional reprints with the same name (eg Bag of Carrying, Bolster, Altar)
• Exact functional reprints with a new name (eg Ice Elk, Frost Giant, Apparition)
• Cards with new functionality which use the same name as a previous card (eg Howl of the Wendi[n]go, Winged Boots, Metamorph)
• Cards with a new name and functionality which are closely based on a past card (eg Royal Decree, Syphon Strength)
• Reprints which have changed card type (none in Frostmarch but examples are Lone Dwarf and Mule)
Events
Highlights include Fate Bound which reduces all players' Fate to zero, and Ragnarok, a board-sweeper. Ymir's Glow is a more powerful version of Astral Conjunction (4th Edition version). Planeswalker is unusual in being an Event which more often than not will stick around the board like a mad teleporting Stranger. (Still waiting for the Event which reads "All players become slimy little Toads for three turns") ![]()
Followers
Porter returns and I note that he is very slightly different to Dungeon's Miner (which is a reprint of the original 2nd Edition Porter). Herbalist and Hieromartyr are nice innovations, useful but not overpowered. Champion returns in slightly weakened form (no Craft value) and with a sex-change!
Enemies
The Animals are disappointing in terms of power and variety. Why is a Winter Wolf weaker than a Wolf? Why is an Ice Bear weaker than a Bear? Frostmarch is the first set for Revised 4th Edition to have an Enemy - Elemental, and also adds a second Enemy - Cultist to the main Adventure deck (more of both of these please). The Cryomancer deserves top marks for design. I wonder if enough Cultists and Elementals will be added to the game to justify having characters with abilities which relate specifically to them? Would expect to see a few Cultists in the City...
Good to see Eastern (aka Chinese) Dragon back, but Frost Drake is another vanilla reprint - no breath weapon? Spirits and Monsters are also a mixed bag of vanilla with a few more exciting enemies. Trickster is a nice PvP enabler. Lich is a personal favourite reprint. Basilisk is fantastic: a fairly weak Enemy but with a truly deadly special ability which is not dependant on the player character's power level. The set is missing at least one truly big Enemy (Craft or Strength of 8+); something comparable to Reaper's Cerberus or Lord of the Pit would have been fun.
Objects (Magic and Mundane)
Generally some very useful and not overpowered items. Winged Boots get a makeover (the 2nd Edition ability would not have contributed anything new to Revised 4th Edition). Ancient Artefact is back though slightly weakened (in my mind, this is one of the classic cards which epitomises the randomness and high-risk wackiness which are key to Talisman's flavour.) Rather more gold and gold-producing objects than I think are necessary. Bag of Carrying is less vulnerable and is now a half-capacity version of Bag of Holding (a Dungeon Treasure card). A good selection of weapons and armour, Alignment-related cards (hope to see more of this in future), and another treasure which grants a Character's special ability (Astrolabe = Gypsy). Not sure why some items are classed as non-magical Objects as they have a magical flavour (eg Helm of Warding, Lucky Charm). Treasure Map is a reprint of Treasure Chest from Talisman Dragons (2nd Edition), while the new Treasure Chest has a new ability. The Treasure Map/Chest combo effect is another innovation.
Strangers
Good to see Pegasus, Centaur and Pedlar back. Lore Master and Dwarf Smith appear to be added for game balance, ensuring that the increased Adventure deck size doesn't restrict opportunities to obtain Spells, Armour and Weapons. Talismonger combines the abilities of several existing board characters and Strangers (presumably visiting her is optional - the card doesn't say). Goblin Sapper is a great card with the triple virtues of being destructively fun, another chance to spend gold, and enabling players to affect the board. Also, I presume he counts towards the Goblin King's strength, even though he's not an Enemy.
Places
Lake of Visions (cache of four Warlock's Quests) and Arcane Archive (buy and sell Spells) are both useful gameplay enablers and get two copies each. The Archive solves the problem of being stuck with an uncastable Spell. Least interesting is Mystic Portal (I guess another teleportation device helps to speed the game up, but the possible destinations are the usual suspects; would have liked some more unexpected possibilities eg Desert, Hidden Valley, Monster Pits). The toadacious Transmutor is another classic addition to the Talisman world with a lot of 2nd edition flavour. (Could someone clarify for me whether encounters at Places are optional or compulsory? Some of the cards say 'may', some don't, but from a flavour point of view some cards would seem to work better if they were explicitly stated to be mandatory or optional.)
Further Expansion
For flavour, a few more enemies and inhabitants of the frozen wastes would be welcome, scattered amongst further small expansions (Revenge of the Ice Queen anyone?).
Many commentators are hopeful/confident that City will be the next expansion. I'm not sure. I'd be prepared to wait if it means that set is given a thorough revision to overcome some of the weaknesses of 2nd and 3rd edition. With the appearance of a handful of 3rd Edition expansion cards in Frostmarch, does that mean we won't be getting a new Mountain or Forest? Personally I would like to see a combined Mountain and Forest set called something like 'Talisman Wilderness'.
Conclusion
As a Talisman fanatic since the beginning, Frostmarch is a must-have for me. It's a balanced set with a smattering of weird, wacky and more powerful cards. I would say that of the three Revised 4th Edition expansions so far, Reaper is essential, Dungeon is excellent if you like additional boards, Frostmarch is good but not essential. However, if you aren't keen on extra boards or don't have the funds, I would say take Frostmarch over Dungeon. If nothing else, you need to get your hands on a Toadify! spell. My rating: 8.5/10.
That concludes my commentary. Thanks for reading! ![]()

. Of course, if your play style is that at the start everyone says "let's not attack each other and just boost ourselves for 2 hours, then see if we might go for the Crown", won't get any danger from there.

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