The siren-song of the ocean lures you away from familiar shores. Fabulous treasures await those who can brave the pirates and deadly sea serpents that hunt in these waters. Beneath the waves, the merlings frolic and resent your intrusion into their seas. But even they fear the darkness of the abyss and the things that whisper in it...
Talisman: The Isles
introduces a new Region to the board. This can be used in one of two ways. First, it can be used as an alternative to the Dungeon and placed against the main board in the same fashion. Alternatively, it may be used alongside the Dungeon, but this requires some extra space to place one of these two boards away from the Main Board. In either case, passage from the Outer Region to the Isles is made through the seaside Tavern.
The Isles will feature 140 Isles Adventure cards, plus a handful of new cards for the main Adventure deck. There will be 4 new Characters and at least 2 new Endings. Plus new items to purchase, new Spells to cast, and more!
I'd like to thank Earl Wynn on this one. His Shimmering Isles expansion is a major inspiration for this and you'll see some similar cards and concepts in this one.
Now, onto some previews. Keep in mind that everything is still work in progress, though I am hoping to have this released by the end of the year.
First up, here's a small portion of the Isles board.
Movement within the Isles works differently than it does elsewhere. A character rolls their movement die, and moves along one of three Trade Routes accordingly. I'm still deciding on exactly which colors will go with which routes, but in practice it'll be something like 1-2) Black, 3-4) Red, 5-6) Green. If a character can roll more than one die for their movement, they must then choose one and use that one to determine which route they travel along. In this particular image, one thing that needs to be changed is the 7+ effect of the Maelstrom, to prevent the opponent from *always* moving you onto the Desert Island. Fortunately, if you do end up on the Desert Island, a Water Bottle or similar item will protect you there as it would in the regular Desert.
Next, here are two of the characters you can play as with the Isles:
And finally, a small sample of the Isles Adventure cards. All 140 cards are currently done, though they need a second pass once I pin down a few additional mechanics that still need tweaking.
A quick note on the two new mechanics mentioned in these cards:
- Shipwrecked characters are stranded their current space in the Isles. They gain a special status card indicating this and instructing them on how to proceed.
- When a card is drowned it is placed into the Isles discard pile, even if it would go to another deck's discard pile normally. Characters cannot retrieve any cards from the Isles discard pile unless the effect explicitly allows them to take a drowned card. For example, if a character encounters the Astral Spirit from the Cataclysm expansion, they could not take a Stranger from the Isles discard pile because the Astral Spirit does not rescue drowned Strangers.
I'll also be making a few add-ons to this. There will be some bonus cards for my Hearth & Harvest and my Bardic Inspiration expansions, so you can find Properties and Bardic Auras while exploring the Isles as well as you can in the other Regions. More importantly, there will also be a Four Corners of the World: The Isles expansion released soon after the main release. If you're using my other FCotW sets, this will keep the Isles on par with the other Regions. While the card lists for the main deck, Hearth & Harvest, and Bardic Inspiration are pretty much locked in right now, the FCotW set still has quite a bit of room. So if you've got any suggestions for adventure cards, I'd love to hear them.