Here's my usual, highly subjective account of the latest Talisman expansion set, The Highland. Thanks for reading.
I won't cover areas which have been discussed in depth on other threads (Characters, Eagle King, Alternative Endings, Relics and the Board) all of which are great in my opinion. I would have preferred six Relics instead of four.
General Overview
The Highland is strong on flavour, with a recurrent theme of birds and bird-related encounters (owls, eagles and crows). It is a little different from the usual, stereotypical fantasy mountain setting - there are no trolls, only one goblin and few dwarfs. There are some great innovations on the board, with the Characters, and individual cards. However, as with The Frostmarch, the Enemies are not as varied and imaginative as I had hoped. Again, there is some arbitrary duplication of Enemies which have different names but are functionally identical in every aspect including sub-category. Places, Strangers, Followers and Events are in greater abundance than usual - a good thing in my book. Alignment is nowhere to be seen on the Highland or Adventure cards. I hope a future expansion will really bring Alignment to the fore.
Production
Production on the board and cards is up to the usual high standard. The biggest disappointment with this expansion is the plastic figures. They are small and very flimsy, with bent weapons and limbs. I can only suppose that FFG are trying to keep production costs down. As with The Dungeon, the box is far bigger than necessary.
Characters (6)
The Characters have been discussed in detail on other threads. I would just like to say that Rogue is a great remodelling of the 2nd edition version - not only is He now a She, the special abilities are much more flavourful and distinctive. Great to see my favourite 2nd edition Character back - Sprite. She is almost identical to the original, with just a slight tweak to her evasion abilities and the addition of 1 Fate. Special props to FFG for the boost in female Character numbers.
Adventure Cards (12)
The Adventure cards for the main board comprise 5 Events, 2 Animals, 1 Elemental and 4 Places. Excluding duplicates there are seven different cards. There are two Rune Gates (reprinted from The Dungeon). Earth Elemental and Landslide are both reprints from previous editions, though changed. All the Adventure cards help to integrate The Highland with the main board, similarly to the Adventure cards in The Dungeon. The artwork for Magic Gateway reuses the art from the Magic Portal spell (something similar was done in The Dungeon set). Several of these Adventure cards also occur in the main Highland deck.
Spells (10)
There are five new Spells, each of which occurs twice. They include reprints of Mind Steal and Lightning Bolt from 2nd Edition. Lightning Bolt now only affects other Characters. Soul Shatter is a cousin to Finger of Death. Simulacrum is defensive and Eyes of the Hawk is a movement enabler. I think the move to reduce the number of Spells is a good one - this an area of the game with relatively little design space left. I expect future expansions to have generally fewer new Spells, 6-12 being optimum.
Highland Cards (142)
There are a fair few reprints from the other three Revised 4th Edition expansions and a couple from the base set. Notable reprints from 2nd Edition include Cyclops (the Expansion), Dragon Blood (Dragons) and Electrical Storm (Dragons). 3rd Edition reprints include Hidden Chasm (= Horse Thief) and Prospector. Most of the reprints are flavourful, particularly the Frostmarch crew. A few appear to filler (eg the two Lucky Charms).
Events (12 including a couple of reprints): Some good levellers here, helping you rid yourself of all that pesky gold and those annoying followers and horses that insist on coming along for the adventure. Only two of the Events are beneficial.
Places (12 including a few reprints): The extra Rune Gates are great board integrators. Eagle's Nest is based on 2nd Edition Eagle's Lair (Dragons). Highlights are the new variants on the magic pools, streams etc. Instead of 4 craft, 4 strength etc, you now have a choice of 2 life tokens and 2 of another attribute. Gong of War is a more useful version of 2nd Edition Dungeon's Gong - you can now summon another Character from any Region!
Strangers (12): There are two Prospectors and ten unique Strangers. There's a Hermit who appears to be the identical twin of the base set's Hermit, but hangs out in different locations. Most of the Strangers are beneficial. There are, however, three fickle types who can turn you into a Toad (yay!) or increase/decrease your life, fate or gold. Astrologer is a neat little PVP enabler. Cyclops returns from 2nd Edition unchanged.
Followers (12): Miner is a reprint from The Dungeon. There are two Trailblazers. Vagabond is a welcome addition to that little group of annoying types (Hag, Poltergeist etc), although he is rather too easy to get rid of. Personal favourite new card is Magpie. Wayfarer is a contender for weakest ever Follower. Overall a good showing with a lot of innovation and twists on old themes.
Enemies (50): Dungeon had about 1/2 Enemies, Highland has a little over 1/3. When time permits I will be doing a comparative statistical analysis of the various card decks. First impression of the Enemies is that a few more with special abilities would have been preferable. I have the same feeling as I did with Frostmarch - too many weak Enemies, too many of which are just the same as existing cards except for name. Name changes are fine for flavour reasons, but this isn't always apparent (eg Phantasm and Revenant are just more vanilla C1 Spirits with nothing 'Highlandish' about them). Carrion Crows stands out for me as a poor design; the flavour is good but the ability is underpowered - if you lose against it (S1) you lose your trophies, but how often is that going to happen? You are only likely to lose against it if you encounter it very early in the game and have a low Strength yourself - at which point you probably haven't got many trophies. The ability is great but would be better on a more powerful creature.
Enemy - Constructs (0) - Hope The Dungeon isn't the last we see of them.
Enemy - Dragons (5)! - Four are reprints from Frostmarch or 2nd Edition Dragons. Two of them have breath weapons... Strength 4-8.
Enemy - Cultists (2) - Storm Caller and Cryomancer, great cards but both reprints. No new Cultists. Craft 2 or 3.
Enemy - Elementals (4) - I have high hopes for the future of this category of Enemy (first appeared in Frostmarch); only Earth Elemental (also in the Adventure deck) has a special ability. More please. Craft 3-8.
Enemy - Animals (10) - Another somewhat disappointing group. Only three have special abilities (including the aforementioned Carrion Crows). Crag Crawler is yet another spider which can't spin webs. Strength 1-5.
Enemy - Spirits (15) - Nine of these have no special abilities, the only new thing about them is their names and artwork. Of the 6 with special abilities, 2 are reprints from Frostmarch. The most powerful new Spirit is the Felclaw, a Spirit equivalent of the Eastern Dragon (Encounter 1; Craft 6, Strength 6). A couple more new abilities would have been welcome. Craft 1-6.
Enemy - Monsters (14) - As with the Spirits there is a strong avian subtheme and some good new names and artwork. However, there is little new in the way of special abilities. Only 3 of the monsters have an ability. The two Harpies have Craft instead of Strength; they are similar to 2nd and 3rd edition versions. There are three reprints from other 4th Edition sets. Manticore is the same as 3rd Edition, but, like Chimera in The Reaper, it's a highly fantastical monster given no flavourful ability; a wasted opportunity. Strength 1-6.
Objects (non-magical) (21); magical (23); there are 31 Trinkets, 3 Weapons and 2 Armour cards.
The Objects make a strong showing in number and variety, ranging from useful to powerful. Personally, I prefer fewer Objects and more Enemies.
Lodestone is a welcome addition to the small number of 'cursed' objects, taking up valuable carrying space. Reprints include two Lucky Charms, Treasure Map and Treasure Chest (all last seen in Frostmarch). Magic Shield, Magic Helmet, Magic Mace, Dragon's Teeth and Dragon's Blood are all from 2nd Edition Dragons. Spellsword and Lightning Hammer have new abilities.
The Trinkets include the gemstones from 3rd Edition Mountain. There are four types now: 5 x Opal (1G), 4 x Emerald (2G), 3 x Ruby (3G) and 2 x Diamond (4G). All the other Trinkets are Magic Objects. They include various dragon body parts, potions, stones and miscellaneous objects. The three magic stones are based on 3rd Edition Mountain's Dawnstone. Ring of Protection is also from 3rd Edition. Renewal Potion is a valuable solution to the problem of unwanted Spells. Unstable Potion is another Toad risk. Most of the Trinkets are discarded for use; Ice Sceptre is an example of a Trinket you can keep and reuse… The Trinkets are one of The Highland's best innovations. Some are as good as the normal Magic Objects but with the added advantage of having no carrying capacity, surely making them a powerful reason for exploring The Highland. I hope that Trinkets don't become too common in the future though as the single use ones somewhat overlap the characteristics of Spells.
There are no Bag of Gold cards and no Talisman cards!
Conclusion
Overall, I rate The Highland 8.5 out of 10. I realise some of my comments have been a bit negative. Having been a fan since 1983 (1st Edition) I'm greedy for constant innovation. I just have that same feeling of missed opportunity with the Enemies as I had with Frostmarch. Still, there is a lot of really great stuff in the cards, board, Characters and endings. All Talisman fans will find some lovely new toys here and some much loved old favourites. I place Highland as better than Frostmarch, though not as good as Dungeon, with Reaper being my favourite expansion to date. I am particularly pleased to see lots of new Events, Places, Followers and Strangers.
Thanks again for reading this far and may your Toadings be few yet strangely fun