Remnants expanded

By Bludgeon, in Talisman Home Brews

I'm thinking about changing how remnant deck works. How about:

- don't put any cards on the board at the start

- when a character ends his turn on a space with a remnant symbol and is to draw cards, he may dig for remnants . Doing so means he draws cards from the remnants deck instead of adventure deck equal to the number of remnant symbols on the space, but normal limit of cards on the space still applies.

- If a character digs for remnants , he must lose his nex turn.

What do you think about this houserule and what cards should I add to the remnant deck? I want that deck to have mostly good stuff, since you pay time to access it.

Edited by Bludgeon

It's a good idea to just use the Remnant symbol as a trigger for drawing cards, much like Dragon scales.

Maybe add more hazards to the deck and remove the lose a turn condition. Just make it an alternate draw.

9 minutes ago, talismanisland said:

It's a good idea to just use the Remnant symbol as a trigger for drawing cards, much like Dragon scales.

Maybe add more hazards to the deck and remove the lose a turn condition. Just make it an alternate draw.

If the deck isn't a bit different from adventure deck, what's the point?
If not different how I propose, how else? I'm open to suggestions.

What makes it different is the content, plus the choice.

It can be medium risk, medium reward, or any other combination. Similar to your realm deck idea, you could add conditional text etc.

Lots of possibilities.

4 minutes ago, talismanisland said:

It can be medium risk, medium reward, or any other combination. Similar to your realm deck idea, you could add conditional text etc.

Sure, but I don't want this to duplicate functionality of any corner deck.

Edited by Bludgeon

Another idea:

Deck has mostly good things but there are some weak enemies.

However, each time someone draws a card from remnants, some sort of countdown takes place (maybe put counter on alternative ending card), and those counters make remnant deck more dangerous as time goes on.

It's gonna work like this:

Deck has 60 cards.

20 enemies

40 other cards, mostly items, almost all are good or great, including places and events. No strangers.

You can draw from remnant deck on spaces with remnant symbols.

If a remnant card is discarded, if it's an enemy, it goes back to the deck. If it's anything else, it goes to the main adventure deck discard pile.

That way, the deck is tempting at the beginning, but slowly gets worse as good cards are being removed from it and only enemies remain.

All enemies have strong abilities so their trophy value is lower compared to what you must do to defeat them.

Several items are cursed but they are still useful.

A preview:

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Edited by Bludgeon

Love the sand shark!!!

2 hours ago, Sithassassin said:

Love the sand shark!!!

Me too, I was giggling when putting this card together :D

How about this:

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Edited by Bludgeon

Expansion finished, not to printer and playtesting.

Needs a jabberwocky as well

I was trying to keep the cards around the theme of digging, or things from a far past.