Guilds - new big expansion

By Bludgeon, in Talisman Home Brews

This project combines and upgrades several of my old ideas into something more cohesive.

Various cards allow characters to gain favours with one of three guilds. A favour works pretty much like a spell but effects are stronger in general. Favours are harder to get than spells as well. A character has no limit of favours he can have.

Three new denizens can be found who will let you become a member of one of the guilds. Once a guild member, favours you use of that guild have an improved effect.

Components (final?)

- 3 denizens

- 6 membership cards

- 46 adventure cards

- 2 city cards

- 6 dungeon cards

- 36 guild quest cards (12 per guild)

- 45 guild favour cards (15 per guild)

Edited by Bludgeon

DENIZENS

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GUILD QUESTS

Fighters

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Mages

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Rangers

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Scoundrels

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ADVENTURE CARDS

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Edited by Bludgeon

Have you considered making the Guild requirements more specialized? Like the Fighter's Guild might require you to have X Strength in Battle to join their ranks, then you just pay your 2 Gold or so as membership dues. Mages might need a certain amount of Craft and / or Spells to prove they're adept at the occult, while Scoundrels might need so many Objects and gold to prove their skills as a thief. Not sure about Rangers though my first thought is to have them focused on Followers (guiding people across the land, gaining animal companions, etc.).

Makes membership less about discarding things you've collected and more about reaching milestones and paying occasional dues, and makes each feel a bit more unique.

Making guilds more unique from each other is the goal I have in mind, and I appreciate your ideas.

I first have to make all four membership cards, then I will know better how to develop other cards.

GUILD CLASSES

How to put them together during play:

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description:

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CLASSES

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Edited by Bludgeon

2 new cards

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**** this expansion looks crazy good!

Thanks!

Edited by Bludgeon

I'm liking this conceptually, but I'm concerned that the current implementation is too sprawling to be practical. How many copies of each card would be needed in, say, a full 6-player game? Can everyone be part of the same Guild? If so, you'll need almost 100 cards just to account for guild membership and the leveled bonuses, assuming you put both Adept, Expert, and Master abilities on the front and backs of each.

There will be 2 copies of each guild card, meaning no matter the number of players there's room for 2 members per guild only. That gives 8 cards per guild, 32 cards in total.

Ah, I see! I missed that you had edited the card list in the original post. That's significantly more manageable.

I also just noticed that in the original post you mention that there might be 6 Guilds? Any idea what the other two could be? I briefly considered a Hunter or Explorer Guild but I think those themes could potentially be folded into the Ranger Guild. An Assassin Guild could be interesting, gaining favor for defeating other players, among other things. Maybe a sort of Clergy Guild to serve whatever morality-neutral religion is based in the Temple. Or make the Assassin Guild restricted to Evil characters and the Clergy Guild restricted to Good characters (or not-Good, and not-Evil, respectively, if Neutrals are allowed to join too).

No no , just four guilds. The main reason is the more guilds you make the lower the chances of encountering a card from your guild.

I really like the idea behind this expansion. I'm relatively new to talisman 4th after playing the 2nd edition in my youth. I rediscovered it after getting out my old game to play with my kids. Will this expansion be put on talisman island?

Very cool idea. Great minds think alike -- with the kung-fu / shinto corner board I made earlier this year, I used the same template for "Techniques" as you did for action cards. Similar way that they're used too. I gotta get that expansion (and the others I've been tinkering with) to Jon soon so that y'all can see them. :)

I really like the advancement idea. That's really well done.

Update!

- removed actions completly from this expansion. If you liked them, I'm working on turning fate points into fate cards, and they will have very similar feel

- added new category of cards: guild quests

- changes to all 4 denizens

- fully redone guildhouses, minor changes to other adventure cards

- updated table of contents

- partially redone fighter and scoundrel skills

Edited by Bludgeon

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Edited by Bludgeon

Another big update - replaced skills with guild classes.

EDIT: added several more quests.

Edited by Bludgeon

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Edited by Bludgeon

The expansion is almost finished :)

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Have you had a chance to play with the Guilds yet? If so, how'd it work out?

Either way, is there a way the rest of us can take a look at the full version?

EDIT: I just saw the link in the Double-sided characters thread that includes the Guild material. I'm a bit surprised how unevenly distributed Guild cards are in the corner boards. The City has 2 and the Dungeon has 6. There are some Woodland cards included, but they seem unrelated to the new Guilds mechanic, so I'm guessing they're just making up for the lack of Woodland cards in the Great Talisman 1.32 file you showed me a few months back. Nothing at all for the Highlands. Is that intentional? It would make sense to keep the Guilds largely confined to the main board so they can be used even if you're not using the side expansions, but the fact that there are a few makes me think that the file might just be incomplete. You did mention having deleted a lot of the old graphics to save space and only had this available by luck.

Also there are 3 Guilds: Mage, Scoundrel and Sentinels. Did Fighters and Rangers get merged, or is this perhaps an older set before they were split?

Edited by Reedstilt

Have you had a chance to play with the Guilds yet? If so, how'd it work out?
I played with guilds once, but no one met new denizens and almost no new adventure cards appeared. So not really a test I guess.

I think this is the most up to date version
https://www.dropbox.com/s/3de4q661uavgxem/guilds.rar?dl=0

Is that intentional?
Yes. The corners don't have to be balanced with each other.

Also there are 3 Guilds: Mage, Scoundrel and Sentinels. Did Fighters and Rangers get merged, or is this perhaps an older set before they were split?
Rangers were dissolved into other guilds. Fighters became sentinels but I will have to change the name to Sentries to avoid confusion with the sentinel space.