My Expansion, spelling correction needed

By Drakkkan, in Talisman Home Brews

Hello everybody,

I am playing Talisman for some time (started with 2nd edition). Now, when some cool tools around, I decided to create my own small expansion, including some new characters and about 60 new Adventure Cards. As English is not my first language, I am askig you to check and repair my bad spelling. You may correct whole sentences, not just single mistakes, to make wording "Talisman-as-feeling-right" and coresponding to the rules. So if you are just boring or roaming around, please help.Of course, welcoming any ideas for improving Cards itself, or any comment you may have, I will definitely credit you at least.

I´ll be updating cards time to time, as (and if) correction will be proceeding (delete the corrected and adding new ones), so anyone could join anytime with current batch.

Thanks a lot

Just short summary so far: about 60 Adventure Cards, 2-3 new characters, 2-4 new Spells

Batch 1 -Thanks a lot for editing to JCHendee

Batch 2 -Thanks a lot for lots of inspirative ideas and editing to JCHendee

Batch 3 - Again Thanks a lot for lots to JCHendee, very nice improvements !

Batch 4 - Again Thanks a lot for lots to JCHendee, very nice improvements !

Batch 5 - Again Thanks a lot for lots to JCHendee, very nice improvements !

Batch 6 - Again Thanks a lot for lots to JCHendee, very nice improvements !

Current - Batch 7

Goblin Chieftan

Creature – Monster
STR 3
When Goblin Chieftan attacks you with roll 5 or 6 in the Battle, roll once again and add this number to the first roll.

Planar Cleansing

Event
Move every face-up Adventure Card on the Board from Middle Region to opposite space in the Outer Region. If there is card already, discard it instead.

Treasure

Dolphin Neclace
Magic Object
Instead of your turn, you may cross Storm River to opposite field, then your turn ends.

Peace

Spell

Play this at the end of your turn. Until end of your next turn, no character including you may enter the combat with another character, or creature (take it as automatic evade)

Timespace Travel
Spell
Cast on yourself or another character after movement, but before encouter phase. Roll a die and immidiately teleport yoursefl or another character to:
1 Black Knight 2 Desert 3 Graveyard 4 Temple 5 Crags 6 Chasm

Here's some editing (with some minor notions built in for re-wording):

ARCHDEMON

Enemy - Spirit

CRAFT 10

Place him on the Castle.
Until he is banished, no character may exchange
the Prince or Princess for gold or be healed here.
If you defeat the Archdemon: discard him,
gain
1 Craft, heal all lives, and take the King's
Crown if it is still in the Treasure Deck.

NOTES: I assume the Crown of the King (or "Royal Cown" perhaps) is a Treasure card you will add to the game. The problem here is that this requires a Treasure deck, meaning that anyone playing this expansion must have the Dungeon expansion... yes?

GREAT TOAD

Enemy - Monster

STRENGTH ??

Place him in the Oasis.
He has plugged up the Oasis spring. Until he
is killed, the Oasis becomes another Desert space.
When you face him in Battle, his Strength is equal
to yours. If he defeats you, lose a life and become
a toad. If you defeat him, discard him and take the
Toad Skin if it is still in the Treasure Deck.


NOTES: Making his Strength always equal to the character's produces the same odds as reducing the character to Strength 1 with no bonuses. The change above takes fewer words and will cause less confussion.

BLACK KNIGHT

Enemy - Monster

Place him on the Black Knight.
His greed knows no bounds. Pay him 2G, or lose 2 Lives.
If you pay 5G, discard him and take the Cloak of
Darkness if it is still in the Treasure deck.

NOTE: Not sure about this one; probably would leave it out if I played this expansion. You might want to peek at a similar notion called "The Darkest Knight", which can be found in the "Space Expanders" expansion at TalismanIsland.com

KING'S CROWN

Magic Object

While worn, you gain a Craft and a Strength.
When you cast the Command Spell, you may cast it
twice instead of once per turn.

TOAD SKIN

Magic Object

While you have it, you can never become a toad for
any reason. When you encounter another character,
you may discard the skin to turn that character into a toad.

NOTES: Interesting, and could bring about some good mayhem. However, since it is an object, I wouldn't want it around if it didn't have some instructions for the "character" to use it rather than the "player" using it however, whenever, and upon anyone anywhere in the land. TOO MUCH!

GOLD MINE

Place

Place 4 Gold on this card.
Any character visiting here, may take 1G.
When there is no gold left, discard this card.

NOTES: Wouldn't use this one. There is a ton of free gold in the game, not counting the Pot of Gold and similar cards, and then there is a flood of gold that comes out the Highlands too. Here is an alternative suggestion for the card.

You may search with Strength or Craft by rolling two
dice below your choice. if you succeed, gain 1G; if you roll a 12, gain 1G.

If you roll a 2, a cave-in occurs. Roll one die for yourself
and each Follower. Lose a Life or a Follower on a roll of 1.

Something a little riskier and less automatic... because there is enough freebie gold already in the game.

VOLCANIC ASH

Event

An erupting volcano has fogged the air with ash. For the
next two rounds, no combat can take place. All creatures
and characters automatically evade each other.

JCHendee said:

ARCHDEMON

NOTES: I assume the Crown of the King (or "Royal Cown" perhaps) is a Treasure card you will add to the game. The problem here is that this requires a Treasure deck, meaning that anyone playing this expansion must have the Dungeon expansion... yes?

Good point. Problem is, I do NOT want any expansions to be need. So I decided to Royal Crown be part of Purchase Deck for now. Problem is, if there are cards which allow players to obtain any item from Purchase Deck (of for Example if it is ability of any character, like Thief). Any advice, how to make Treasure Items without Dungeon expansion ?

GREAT TOAD
NOTES: Making his Strength always equal to the character's produces the same odds as reducing the character to Strength 1 with no bonuses. The change above takes fewer words and will cause less confussion.

good Idea, thanks

BLACK KNIGHT

NOTE: Not sure about this one; probably would leave it out if I played this expansion. You might want to peek at a similar notion called "The Darkest Knight", which can be found in the "Space Expanders" expansion at TalismanIsland.com

You are right, two lifes are too brutal. I will rework, eventually dissmis this.

TOAD SKIN

NOTES: Interesting, and could bring about some good mayhem. However, since it is an object, I wouldn't want it around if it didn't have some instructions for the "character" to use it rather than the "player" using it however, whenever, and upon anyone anywhere in the land. TOO MUCH!

agree, I will follow your advice here.

For all of your items (objects) pick up for rewards, you do not have to make them fit in to a standard deck. You could give them a new look and call them something else. THEN, these other magic objects (let us call them Artifacts for now), can only be gained by facing one of these challenges.

The only problem with this is that a new card design (at least a card back) might be needed.

JCHendee said:

For all of your items (objects) pick up for rewards, you do not have to make them fit in to a standard deck. You could give them a new look and call them something else. THEN, these other magic objects (let us call them Artifacts for now), can only be gained by facing one of these challenges.

The only problem with this is that a new card design (at least a card back) might be needed.

I understand this, however primary I do not want to add some new "rules" or cards type. At the end I think, I will let "rewards" as a treasures, but without needin Dungeon Expansion - this way treasures could be gained just by completing these "quests". In case players are using Dungeon Expansion, it becomes part of Treasures as standard. Coresponding to this I will slightly rework Cards with these rewards, like giving character two options when completing: one gaining directly bonuses and second to obtain this Treasure Item.

by the way second batch of cards is out, you can check if you want :) or anybody

Straight up rewards as an option sounds good. Keep in mind that if any of these cards are classified as Enemies, they are already going to gain a Strength or Craft. Thereby I wouldn't make S/C cones/tokens part of the alternative reward as well, as there are already bunches of ways to gain freebie S/C in the gain. Perhaps gold, Purchase Cards, Spells, a Talisman, etc. might be some nice options for whatever hoard these creatures have. Also one time effects such as healing all lives, gain a Life, gain a Fate (which might be a good for all of them in addition to other rewards)... and so one. Teleport once to any space in the Region is another nice one.

Sirroco

Event

A great wind clouds the Middle Region with dust and sand.
Disacard all Enemies there of Strength 3. All characters there
lose Lives according to their Strength: 1-2) 3 Lives, 3-4) 2 Lives,
5-6) 1 Life, 7+) None.

NOTE: The term I used for a title is one of about seven describing different types of weather that produce this type of Event. That way your card is more unique in case another generic "sand storm" card is ever made by FFG. And the storm isn't happening in the Desert space.

Interesting card, but I have never liked automatic loss of Life when a card's title (by its concept or notion) suggests something that can be challenged or overcome in reality. Here is an alternative.

Sirocco

Event

A great wind clouds the Middle Region with dust and sand.
Discard all Enemies there of Strength 3 or less.
All characters there roll one die, twice. Lose a Life or Follower
for each result above your Strength.

- - - - - - - - - - - - - - -

Necromancer's Journey

Event

A powerfull necromancer roams the Middle Region.
For every Enemy in the discard pile, roll a die
to move and place it clockwise from you in the Middle Region.

OPENING NOTE: I know this is the popular idea of what a "necromancer" does, though it is not correct (see HERE). Even so, this card will not be liked by most groups. If it is drawn even halfway through a game, it will clog the Middle region with cards. Here is an alternative.

Necromantic Storm

Event

Draw the top 20 cards from the discard pile.
For each Enemy drawn roll two dice and place
it that many spaces from your space clockwise around
the Middle Region.

- - - - - - - - - - - - - - -

Cursed Sword

Magic Object

Weapon
You must take and use this sword in Battle if you are
allowed to use a Weapon. Discard it if you have or gain
another Magic Object for use in Battle. Take -1
in Battle so long as you have it.

NOTE: Cursed Followers (Hag, Poltergeist, etc.) always have a way to get rid of them. So it must be if you wish to create cursed Objects or Magic Objects. That is the standard of the game... or players will not use this card in their deck.

- - - - - - - - - - - - - - -

Cursed Shield

Magic Object

Armour
You must take and use this shield if you are
allowed to use Armour. Discard it if you have or gain
another Magic Object for use in Battle. When you lose a Life
in Battle, roll a die. On a 1 or 2, lose another life.

NOTE: By game standards, the Armour card affecting a character on two results of a die roll is a "Shield," not "Armour."

Again, too much, and few groups would use this card. While the number of free Strength and Craft keeps growing in the game's new components, combat and especially Battle is still the way Strength is sometimes gained. Here is an alternative.

Cursed Shield

Magic Object

Armour
You must take and use this shield if you are
allowed to use Armour. Discard it if you have or gain
another Magic Object for use in Battle. Take -1 to any
Armour roll to save a Life lost in Battle.

- - - - - - - - - - - - - - -

Goblin Berserker

Enemy - Monster

Strength 3
When you face him in Battle, you lose a Life whether
you defeat him or not. You may still use Armour to save
a life lost in Battle.

NOTE: The only way an Enemy like this could automatically take a life is in Battle. The change in wording gives a player (one who thinks) a clue on how to avoid that. Just find a way to kill him without engaging in Battle.

JCHendee said:

Sirroco

Sirocco sounds fine and I like your Idea to give player a chance to challenge this. I slightly reworked to throw once for each follower. Thanks a lot !

Necromancer's Journey

I know that Necromancer is not just about rasing dead, however Talisman is in general about classic fantasy categorizing (Dragons are evil etc..). I laso agree, that rasing all creatrues could be brutal in later game, so I slightly reworked.

Necromancer's Journey

Event

Necromancer is roaming through middle Region and rasing dead creatures back to the board. For top five discarded Enemy roll two dice and place it that many spaces from your space clockwise around the Middle Region. Then discard Necromancer's Journey.

Cursed Sword, Cursed Shield

Slightly reworked, thanks for your oppinion.

Batch 3 is up. Welcome any advice and check

Living Armor

Enemy – Spirit

Strength 4
If you defeat Living Armor in Battle, you may
take it as Armour instead of a a Trophy.

If you are defeated in Battle and have just lost
a Life, roll a die. If you roll 4, 5, or 6, you did not lose
a Life but still lost the Battle.

NOTE: The last paragraph is essentially the same format / structure as found on all english Armour cards ("Shield" "Helmet" etc.)

NOTE: I'm not certain what the point is here. Why does a Spirit have Strength? If someone defeats this, they are unlikely to take it as armor when the game is so Strength based for trophies. And it is no better than regular armor, though one might consider it magical. I would suggest the followingt.

Living Armor

Enemy – Spirit

Craft 4
You must defeat the Living Armor in Psychic Combat
to take it as a Magic Object.

If you are defeated in Battle or Psychic Combat and have just lost
a Life, roll a die. If you roll 5, or 6, you did not lose
a Life but still lost the Battle.

- - - - - - - - - -

Mad Treant

Creature – Monster

Strength 4
You cannot use a Weapon or an Armour
in the Battle against the Mad Treant.

NOTE: Do not understand. The most effect weapon against a plant enemy (and these have come up in expansions before) are metal edged weapons and fire. Since fire has no standard for bonuses in Talisman, then metal edged weapons are all that remain. And the no armor does not make sense to me.

NOTE: There is a way to do something like what you want but not stop magic weapons from being used. I suggest the following.

Mad Treant

Creature – Monster

Strength 4
If you use a Weapon to Battle the Mad Treant,
it becomes enraged and gains +1 to its Battle result.

- - - - - - - - - -

Bounty Bandit

Stranger – Bandit

He lurks here for the rest of the game.
If you are Evil, each time you visit him,
he will steal 1 gold from another character
in your Region and give it to you.

NOTE: A "Bandit" and a "Thief" are not the same thing. Bandit steals by threatening, a Thief is a general term for all who steal but usually means stealing by stealth/cunning. And there is no cost here - no 'bounty' is being paid to the bandit. Such a stranger would not work for no pay or reward.

NOTE: Adding new subtype of Enemy or Stranger is tricky, unless you have some special rules in your expansion that are for this new subtype of stranger. New subtypes should be general terms and not specific to a title term on one card - or they will cause confusion over other cards with that word in the title. Here is a suggestion.

Thief for Hire

Stranger (– Criminal?)

He lurks here for the rest of the game.
If you are Evil, you may pay him 1 Gold to steal
3 Gold or 1 Object from another character
in your Region and give it to you.

- - - - - - - - - -

Chrome Mule

Follower

It can carry 5 Objects.
You may sell it in City or Village for 1G

NOTE: In a medieval-like world, the term "chrome" would not be known. It did not come into use until almost the 1800s. It refers to process and/or mineral not yet discovered. It might make some sense in using the old Timescape expansion, but no in the general game.

NOTE: You are referring to a machine here, I would guess, or a magic "Construct" (a term used for a new subtype of Enemy in Talisman). I suggest the following based on this idea.

Mule Construct

Follower

It can carry 6 Objects. It cannot be driven off in any way and
can only be killed by an Enemy of Strength 5+ than affects Followers.
You may sell it in City or Village for 2G

- - - - - - - - - -

Keeper of Fate

Follower

While you have him (her?), you may use a Fate to re-roll
another character´s rolls in the your current Region

NOTE: Would never allow it in my games. Fate is misinterpreted and abused in Talisman as is. Fate is upon an individual and not transferrable in any myth, legend, or folklore upon which Talisman was based.

Now you are turning it into a demigod ability... I do not see any way that a Follower could ever do this. However, there is another notion that might bring something similar to the game.

Hireling Hag

Follower

Pay 1 gold to take her as a Follower.
Discard 1 Gold, Object, or Magic Object to have her
curse a character in your region. The targeted character
must re-roll one die just rolled.

Living Armor
Enemy – Spirit
Craft 4
You must defeat the Living Armor in Psychic Combat to take it as a Magic Object - Armour.
If you are defeated in Battle or Psychic Combat and have just lost a Life, roll a die. If you roll 5, or 6, you did not lose
a Life but still lost the Battle.

-

Definitely Good Idea about Craft, not Str fight, I will use this change.

Mad Treant
Creature – Monster
Strength 4
You are entangled by roots and you cannot use any Weapon while fighting with Mad Treant
-

Treant is Forest Creature and you are probably right about the fire and edged weapon. However how can adventurer use any weapon , when he is entangled by roots of this Mad creature ? He cannot. And this is my view of this creature, so I have just slightly changed the text at the end.

Thief for Hire
Stranger
He lurks here for the rest of the game. If you are Evil, you may pay him 2G Gold to steal any Object or 3G to steal any Magic Object from other character in this Region and give it to you.

- - - - - - - - - -
As you can see, I have slightly change it at the end. Stealing Gold is boring, so possibility to steal Object for Gold is very nice opportunity how to use gold.

Sick Mule
Follower
While Sick Mule is your Follower, you can carry two less Objects, than alowed. You may sell it in City or Village for 1G
NOTE: In a medieval-like world, the term "chrome" would not be known. It did not come into use until almost the 1800s. It refers to process and/or mineral not yet discovered. It might make some sense in using the old Timescape expansion, but no in the general game.
Ha this time this is my bad grammar. I did not ment chrome as "steel". but like really really sick Mule - so sick you can carry less object, than normal. so my correction above.

Keeper of Fate
Follower

Since Keeper of Fate is your follower, you can use your Fate counters to reroll any character´s roll in the same Region you are.

NOTE: Would never allow it in my games. Fate is misinterpreted and abused in Talisman as is. Fate is upon an individual and not transferrable in any myth, legend, or folklore upon which Talisman was based.
I think this is just you oppinion and altough I respect that, I still think Fate counters are one of pretty excelent stuff in new Talisman, which eliminate randomity effect a lot. Fate counters are depleted very very fast and I do not think that you will have chance to abuse this Follower much. Perhpas one, or twice. Also do not forgett you can use Fate just once per a turn. I however limited it only to Region you are.

Thanks a lot for you improvements and ideas and hope you like at least some of my cards.

Batch 4 is out

Drakkkan said:

Living Armor
Definitely Good Idea about Craft, not Str fight, I will use this change.

Change the final word from "Battle" to "combat," which means either Battle or Psychic Combat. That was my typo.

Drakkkan said:

Mad Treant
Treant is Forest Creature and you are probably right about the fire and edged weapon. However how can adventurer use any weapon , when he is entangled by roots of this Mad creature ? He cannot. And this is my view of this creature, so I have just slightly changed the text at the end.

This is a case where you original concept / intent cannot be made clear on one small card. It will confuse players as to why they cannot use a weapon. The -1 accomplishes the same effect but does not confuse them with reasoning that is not on the card. And if a character were "tangle" it would not be able to use anything but Starting Strength. Strength tokens = Skill gained. You cannot use Battle skills if you bound up.

Drakkkan said:

Thief for Hire
As you can see, I have slightly change it at the end. Stealing Gold is boring, so possibility to steal Object for Gold is very nice opportunity how to use gold.

Better! I like it! Such an opportunity to affect another character from far away should be costly.

Drakkkan said:

Sick Mule
Ha this time this is my bad grammar. I did not ment chrome as "steel". but like really really sick Mule - so sick you can carry less object, than normal. so my correction above.

I do not see how having a sick animal would decrease what a "character" can carry. The character is not carrying the sick animal, so what it can carry does not change. The game makes too much of stating mechanics for Object Limit applying to "Player." What can be carried should always be referenced against the Character or Follower doing the carrying. In this case, a sick Mule as a Follower would carry less than a standard Mule. The Followers carrying capacity would be reduced, not the Character's carrying capacity.

Drakkkan said:

Keeper of Fate
I think this is just you oppinion ...

Yes, though I did not provide the support to turn the opinion into a viewpoint. I did not want to bore you. Probability calculations would show that Fate does not always work the way players think, and often can incease the "randomness" in a the moment it is used. Essentially, the way Fate is used in the game...

The more slim the chance of success, the less chance that Fate has to improve a random result such as rolling dice. The less chance it has to improve the chance of success, the more randomness through degree of failure it (re)introduces.

I won't go beyond that, as it would take too long to show you the calculations. Most people ... especially for just a game... are not interest in how compound and/or sequential probabilities actually work. The concept of "incalculable influences" from Chaos theory would also show a deeper level to the misunderstanding in the way people assume a Fate point works. And that would really put players to sleep. gran_risa.gif

Fate used as godly effect against other players (characters) is something that me and my group (and a few others) are tired of. But we also know that we are the minority; most players like that stuff.

You certainly should do whatever you think is best and take everything I say as just an outside opinion or viewpoint.

I'm running short on time this morning. I'll try to come back tomorrow and look at the new cards.

JCHendee said:

Keeper of Fate
I think this is just you oppinion ...

Yes, though I did not provide the support ............ or viewpoint.

you are some kind of math expert yo ? :D I understand your view and appreciate it, however in this case I think chance to reroll once or twice some opponents roll is going to be more often fun, than abuse.

Next think is Sick Mule think, I have reworked it in this way:

False Friend
Follower
Whenever you gain any Object or Magic Object, put Craft Counter on False Friend. When fifth counter is given on it, take at least three Objects you have and place them on City space. Then discard False Friend.

False Friend

Follower

When you gain an Object, put Craft on him. If he gains 5 Craft,
you must place 3 Objects on City space and discard him.
If you have less than 3 Objects, place all that you have on the City.

NOTE: I'm not certain I understand this one. It appears to be of the "cursed" Follower type, like the Hag or Poltergeist. Unlike those two, it does not have a way to get rid of it. It should, if it is to be as balanced as those other two Followers. I changed some wording to help compress the amount of text. For example, by game standards, referencing Objects also includes Magic Objects. Here is an different idea using Fate.

Sychophant

Follower

He may carry 2 Objects for you. When you gain an Object,
put a Fate on him. If his Fate exceeds your current Fate, he runs off with 3 Objects [discard].
If your current Fate exceeds your Fate value, you may discard him.

- - - - - - - - - -

Ooze

Creature – Monster

Strength 2
If you defeat it, roll a die below your Craft.
If you fail, you must Battle it again.
Each time you fail your Craft roll,
it gains +1 Strength.

NOTE: Hmmm... sounds too much like the Gelatinous Cube from D&D an other FRPGs. Not sure I follow what the Craft roll means.

- - - - - - - - - -

Phase Spider

Creature – Monster

Strength 2
If you defeat it, you must fight it again.

NOTE: this type of spider is not normal, so it would be classified as a Monster. For one, it is very large, like a lot of the giant animals of Celtic and Norse mythos. Also, it does not work. The higher the characters current Strength, the more likely the character will win. Any character with a Strength of 8 or more will always win = creating and infinity loop for always winning, over, and over, and over...

Phase Spider

Creature – Monster

Strength 2
If you defeat it, roll a die below your Craft. If you fail, you must Battle it again.

- - - - - - - - - - -

Quest for Magic

Event

Take this card. When you cast a Spell, put a Craft
on this card. When the card has 5+ Craft, discard it,
gain any Spell of choice, and reshuffle the Spell deck.

- - - - - - - - - - - -

Quest for Fate

Event

Take this card. When you use a Fate, put it on this Card.
When the card has 5+ Fate, discard it and gain its Fate for yourself.

- - - - - - - - - -

Quest for Life

Event

Take this card. When you lose or gain a Life, place a Life
on this card. When the card has 5+ Lives, you may discard
it at any time to heal all lost Lives.

NOTE: I think the "lose" a life is too much, too easy, because it happens too often. Better to go with just gain and leave it at that.

- - - - - - - - - - - -

[Treasure Card]

Sword of Victory

Magic Object

Weapon
Gain +3 Strength in Battle

NOTE: Time for me to be fussy again. The standard wording for commercial Weapon cards is as I have written above, but it is both a logic flaw and thereby a rhetorical fallacy. This minor flaw has existed in the game since its earliest version. Again, I won't bore you with an explanation.

The correct way to have written any of those weapon (or other) cards for Battle is "Gain [something] in Battle". I have used this approach on my cards, past and present; only two people in twenty years have ever been confused. "Strength" does not belong in there, as that is not where the bonus (or a penalty) is correctly applied in the mathematics and/or logic schema.

I am guessing you prefer to have your cards read like the commercial ones.

- - - - - - - - - - -

Quest for Victory

Event

Take this card. When you defeat another character in Battle,
put a Strength on this card. When the card has 5+ Strength, discard it,
take the Sword of Victory if available] from the Treasure deck, and reshuffle that deck.

As always thanks to lots of recomendetions, I will definitely use some of it. I am going to be out for two weeks now, so if you will have time you could check batch5.

Happy to bounce some notions your way. I'll look at the next batch in a day or so.

NOTE: Had a break in my morning schedule, so here goes..

Treasure Hunter
Strength: 3 Craft: 2 Fate: 4 Lives: 4

  • NOTE: the Fate is too high, as the Powers of the Alignments wouldn't care this much about a greedy scavenger. And treasure hunting isn't for the stupid. I suggest:
  • Craft 3
  • Fate 2
  • [You might also consider the following abilities...]
  • You may evade in the Ruins and Runes.
  • You may roll a two dice below your Craft to discard any card worded with "trap" or "snare."

You start the game with 4 Gold and a Mule

  • NOTE: Too much. A treasure hunter with 4 gold can buy a Mule and should have to find one. A treasure hunter that already has that much gold isn't going to be interested in treasure hunting at the moment, because s/he already has treasure. You're taking the motivation for the character's concept out of the character.

Whenever you draw a "Bag of Gold" card, gain 2 gold instead, or for "2 Bags of Gold" gain 3 Gold instead.

  • NOTE: Too much. I'd stick with doubling the single gold card or add 1 to other multiple gold cards, not both. You're trying too hard to make this like that Highlands card.

You may pay 1G to discard a drawn Adventure Card and draw another in its place, which you must encounter. You may only do so once per turn.

You may excavate instead of taking your normal turn. Pay 2G to take an Object or Magic Object atop the Adventure discard pile. You may not take Bags of Gold.

Alignment: Neutral

Start: City

  • NOTE: Maybe change the starting space to the "Ruins."

- - - - - - - - - -

Fairy Fog

Event

Take this card. While you have it, you may evade
any character, creature, or Spell except
in the Inner Region. If you use a Special Ability, discard this card.

- - - - - - - - -

Quest of the Hunter

Event

Take this card. When you defeat an Enemy, put 1 Strength
on this card. When the card has 5+ Strength, you may
double any Strength Trophy you discard to gain a Strength.

NOTE: Too much. Strength is already the more abundant than Craft, and a hunter's true skill is cunning, tracking, and the ways of creatures of the wild. If you go with Strength, then you might make the last clause read "you may add 1 the total of any Strength Trophies you discard to gain a Strength." But... here's another notion.

Quest of the Hunter

Event

Take this card. When you defeat an Animal or Monster, put 1 Strength
on this card. When the card has 5+ Strength, you may
add 2 to the total of any Craft Trophies you discard to gain a Craft.

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Relic of Power

Magic Object

Take this card and place 5 Craft on it. At the start of your turn,
you can remove 1 token and add it to your Craft. If you do so,
choose one other character to gain 1 Spell, Life, and Fate. When
all 5 Craft are used up, discard this card.

NOTE: I really don't understand this one, so my corrects are only guess. Overall, it just seems too general and does too many different things in ways that make no sense. Plus, you will never get that much text on one card in a font that is large enough to read.

Here's another notion (but much different) that isn't so complicated or overpowered in the long run.

[Relic?]

Orb of Maji

Magic Object

Take this card and place 5 Craft on it. At the start of your turn,
you can discard 1 token to: 1) add +2 Craft for 1 round, or 2) gain 1 Fate.
When all tokens are used up, discard this card.

- - - - - - - - - - -

Ring of Sacrifice

Magic Object

Whenever you lose a Life, you may instead sacrifice
[discard] a Follower, Object, or Magic Object.

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Keeper of Ways

Stranger

The Keeper dwells here for the rest of the game.
When you visit him, you may pay 2G and on your next turn
teleport to any space in Outer or Middle Regions.

- - - - - - - - -

Keeper of Talismans

Stranger

Any character rewarded with Talisman by a Quest or
Adventure card must place it on his space.

NOTE: I do not understand this one. Do you get one of the Talismans if you visit him? What happens to Talismans he has if he is removed through a Spell, Event, or Special Ability? Too many questions unanswered, and this card will cause both confusion and annoyance for players. I will get removed by many player groups.

- - - - - - - - - - - - -

Cold Snap

Spell

Cast before Battle. Your opponent does not roll a die to add to its Battle result.

NOTE: Here's a slight variation....

Frost Strike

Spell

Cast before Battle with a character or creature.
Your opponent suffers -2 to its Battle result. A character
personally carrying any Armour suffers another -1.

just few cards which are almost done.

736736cursed%20s.jpg848848thief.jpg

46614661fire%20volcano.jpg15041504magic%20in%20the%20air.jpg83258325necrom%20journey.jpg

Suggestions and corrections.

_____________________________
Cursed Sword...

NOTE: I don't think the citizens of the Village and City would like to have that sword dumped on them gran_risa.gif. Maybe have it dumped in the Ruins or Runes... which also gives the cursed character a space in the Middle Region? Also, Ruins and Runes are a bit more challenging, so the character has to face a little risk in getting rid of the C.S.

  • "Gain -1 Strength during battle" == "Take -1 to Strength in Battle"
  • "...in City or Village" == "...in the City or Village"

_____________________________
Thief for Hire

NOTE: Is the thief able to steal from a character anywhere, in any Region or Realm (expansion board) across the whole game? Ouch!

_____________________________
Fire Vulcano == Fire Volcano

  • "Until end of..." === "Until the end of..."

_____________________________
Magic in the Air

  • "Powerful magic has leaked from the Valley of Fire and through the Portal of Peril into the land. Starting with you, all characters may cast the Command spell once."

_____________________________
Necromancy Journey === Necromancer's Journey

  • "A roaming necromancer is raising the dead. Take the top five Enemies from the discard pile. Roll two dice for each, and move each card that many spaces clockwise around the Middle Region from your space."

NOTE: Since this is an Event (and all such are discarded after being read), this card does not need to tell the player to discard it.

thanks a lot as usually, I repaired all these bugs. Next batch is out.

Hmmm... I'm not seeing the next batch. Are they in another topic somewhere?

JCHendee said:

Hmmm... I'm not seeing the next batch. Are they in another topic somewhere?

nope it is batch 5(altough not usure if it is not 6 already :D) , it contains some old reworked creatures, so it is perhpas familiar to you

Drakkkan said:

nope it is batch 5(altough not usure if it is not 6 already :D) , it contains some old reworked creatures, so it is perhpas familiar to you

Okay... I got it now.

Drakkkan said:

Ooze

Enemy – Monster
STR 2
If you fail to Defeat Ooze in Combat, you have to fight it again, but Ooze gains + 1Strenght

If you fail to defeat the Ooze in Battle, you
must fight it again and it gains +1 Strength

Drakkkan said:


Phase Spider
STR 2
Enemy – Animal
You have to fight Phase Spider, until it is not defeated.

NOTE: I still don't understand this one and would not use it. If the character keeps have to fight until the character loses, the Phase Spider can NEVER be defeated.

If you defeat the Phase Spider, roll a die.
On a 4, 5, or 6, you must fight it again.
Repeat as needed until you defeat it
and then roll a 1, 2, or 3.

Drakkkan said:


Escaped Werewolf
Enemy – Animal
STR ??
One Werewolf escaped from Inner Region. Every time you fight this creature, roll two dies, result is it´s Strenght for this battle. Escaped Werewolf counts as Trophy with Value 5.

NOTE: I would simplify this and change it slightly to reflect a pack of werewolves simply roaming the land. That's just as possible as having them escape teh Inner Region.

Werewolf Pack
Enemy – Monster
STR ??
Roll two dice for their Strength.
When defeated, their trophy counts
for Strength 5 regardless of their initial Strength roll.

Drakkkan said:


Mirrored Dragon
STR 6
Enemy - Monster
Mirrored Dragon has to be defeated three times (put three life counters on it). You can´t fight Mirrored Dragon more than once per a turn.

NOTE: Don't reclassify the Type or Subtype of an Enemy; you will only confuse the players. A Dragon should always be and Enemy - Dragon unless somehow you are willing to explain why it isn't on the card.

Mirrored Dragon
Enemy - Dragon
Strength 6
Place 3 Lives on this card.
You may only fight it once per turn. If you
defeat it, remove 1 Life from this face. When you
take its last Life, you may claim its trophy.

Drakkkan said:


Slime Crawler
Enemy - Animal
STR 2
If you defeat Slime Crawler in Battle, you are slowed by it´s slim. Next turn, you can´t move from current space (proceed your turn like normal, but without movement phase).

NOTE: I don't understand why this is an Animal.

Crawling Slime
Enemy - Monster
Strength 2
If you battle it, you are bogged down by its goop.
On your next turn, you cannot move, but you take the rest
of your turn and re-encounter your current space.

Drakkkan said:


Treacherous Wisp
Enemy - Spirit
STR / CRA 2
Treacherous Wisp is residing in this field. It will remain here, until it is killed. You have to fight Wisp with lower of your abilities (Str or Craft).

NOTE: The description can be simplified to the following...

You must combat it by your weakest attribute, Strength or Craft.

Drakkkan said:


Wild Coyotes
Enemy - Animal
STR 3
If Hyenas are placed in the Middle Region, it´s STR is equal to 5 instead of 3.

When encountered in the Middle Region, they gain +2 in Battle.

NOTE: Just to point out... "coyotes" [North America] and "hyenas" [Africa] are different in all ways. Although hyenas do move in packs, they never attack anything larger than themselves... they are mostly carrion eaters who try to steal carcasses from other predators. And coyotes do not hunt in packs and go after small animals like mice, rabbits, gophers, etc.

Starving Hyenas
Enemy - Animal
Strength 3
Roll a die +3. If you roll below your Strength,
they do not attack, but you may attack them.
They gain +1 in Battle on Plains, and +2 in the Middle Region.


Drakkkan said:


Marching Undead
Enemy - Undead
STR 1
If you defeat Marching Undead in Battle, instead taking it as a Trophy move Marching Undead one field clockwise from current space.

NOTE: Again, another Enemy that cannot be defeated... ever. For Strength 1 they are only annoying and can only be removed by non-combat means. Also, what kind of undead are they? Animated Skeletons, Animated Corpses, Zombies? Undead is a "subtype" of Enemy in Talisman, though not found in the base game or most expansions.

Wandering Zombie
Enemy - Undead
STR 1
If you defeat it, instead taking it as a Trophy move it one space clockwise in its current region.

Majority of recomendetion noted, thanks for it. I slightly reworked some cards and will present it later finished with pictures. Also I will add next batch today if you are still interested for check

Long Tunnel
Place
You have discovered a hidden passage. You may
move to the Dungeon entrance or to the space
directly across the Storm River, and then your turn ends.

NOTE: No need to mention having the Dungeon expansion; that part is implied in the description and the card has an option if the expansion is not available.

- - - - - - - - - -

Battle Totem
Place
When you visit here, you may
battle any one Enemy in this region
as if you were on its space.

- - - - - - - - - -

Fireworks Night
Place
Place this card on the City. The first character
to visit the City may discard this card to gain
1 Strength or Craft, and then draw 1 Spell.

- - - - - - - - - -

Migration
Event
Move all Animals and Monsters in the Outer and
Middle Regions one space clockwise. All moves
skip past the City, Temple, and Desert(s).

- - - - - - - - - -

Keeper of Dead Souls
Stranger
When characters or Enemies die in this region, place
1 Craft on this card at the end of the current turn.
When the Keeper has 5+ Craft, discard it and
each character in this region gains 1 Life, Spell, and Fate.

NOTE: The upkeep on this one may be a pain; everyone must remember to keep this card in mind no matter where they are or what they are doing.

- - - - - - - - - -

Kepper of Ways
Stranger
When you visit him, you may pay 2G and on your next turn
teleport to any space in Outer or Middle Regions.

- - - - - - - - - -

Keeper of Talismans
Stranger
For every Talisman you give him (discard),
you gain 1 Craft and Strength.

- - - - - - - - - -

Keeper of Fate
Stranger
When you visit him, he may transform
any Fate you have into Lives or visa versa.

- - - - - - - - - -

Keeper of Immortality
Stranger
Whenever a character would lose a Life in this region,
instead place a Life on this card. When the Keeper
has 4 Lives, discard him.