City Expansion

By Galahad2, in Talisman

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City expansion wish list

* Bow&Arow shop

* Neutral Allignment shop

*More different purchase cards

* Adding sewers

* City adventures with tasks from local villagers to gain gold or other goodies(real adventures)

* War cards between the people of the city and the enemies

*Cards that has to do with the King and his loyal knights.

* More enemies in the City/more adventure

* Dragon shop..

Feel free to add more..

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Hello to everyone and each of You,

Well, so many brilliant ideas as to ye further expansions :] I myself "am" equipped in full <all expansions> Polish revision of the 2nd ed. of 'Talisman' game.

I embraced the "am" with double quotes due to the sad fact that am trying to retrieve it, while left it @my former house I do not live currently - it is still there. Well coming to the gist. That Polish rev was unique - had one expansion no other edition had ;> - the cave <ref.: http://talisman.clift.org/sam/expansions/Polish/index.htm>

As for this one I would definitely like to see it in the 4th ed. revised. Same with the city <RE-DONE>. IMO it would be great to have like the 'legacy' version of the city applicable to the 4th ed. as well at least the possibility. In fact there were many great ideas of what and how to do 'the city' expansion already presented in this topic. Speaking in the terms of deprecated <due to being way over-powered> characters as sheriff or archmage I would keep them as 'optional' for all those sentimental who yet remember 2nd ed. ;)

The sewers as additional level of the city sounds great too. I would like to see one in the re-deployed city's expansion. Technical solution is definitely up to the FFG but I would make the sewers also optional so attachable to the attachable city attachment-board :]

As to its legaciness - it would be great to have the old 'city' cards drawn only in the city <sentiment> but containg the new FFG's spicy ones including and not limited to lets say additional city-quest cards.

What about some additional levels of the dungeon - leading directly to the city's sewers? It could explain the skavens' invasion ;)

As to ye other ideas presented - I find also expanding cemetery and/or tower a very good idea. On the other hand I think that such tinies as tavern or village do not deserve an expansion including additional board(s), while, the runes - absolutely contrary.

The other thing to conquer than crown of command would be naught but beneficial - or making the crown of command just an intermediate quest to something BIGGER.

There are two 'legacy' expansion not yet covered by me which are: 'Timescape' and 'Dragons'. I would refer to them - nice to have - nice to play with the Dragons considered as the nicer one ;>

Inspite of my already showing my sentimental approach to the old revision - I would definitely see something brand new. When and if only some idea would come to my mind I shan't hesitate to 'publish' it on this forum.

With my best wishes

Tomasz

I like the idea for a new city expansion, and another opposite it like the old forrest expansion board.

I was thinking with the size of the boards you could put in a sewer portion to the city with some kind of sludge monster, or Rat monster at the end, or robber barron who makes his home in an "unused area of the sewers(possably even combine the two the ratkin robber barron).

I have seen some posts about having a sewer on the cityboard.

I also thought you could have a tiered board city above held up by removable clip on posts and board sewer below. If the board was held high enough you should be able to look in and read the sewer, or set the city to the side while people are playing in the sewer. Like the old city board there would be spots to visit vendors and a possability of becomingthe sherif, dealing with thievesand pickpockets. If people like the tiered board idea, could pave the way for a second level to the dungeon, or even a Sky palace over the highland. Mabee for the last one do a forrest above with a dragon cave below. all tiered boards would have spots to switch to the other board of course. I also like the idea of having the sewer come out onto the main board in multiple points.

I have seen posts about possably having dueling crowns of command, could be a way to introduce mutiple places to win from with duels from mutiple end areas. (one player reaches the crown of command from the dragon tower while another gets the staff of lightning from the sky palace and battle ensues between the two from their respective locations (crown of command never leaves the dragon tower(also if the dragon tower is put in as a tiered board) and the staff of lightning holder never leaves the room where it is kept). A third player could get a treasure to fight with while deap in the 2nd layer of the dungeon.

If the City will be released, i hope it will contain some retro cards from the mainboard, like: Taxation, Halloween, Judge, secret door, etc

Maybe a band of zombies, or the 2th edition vampire would be nice too gran_risa.gif

A nice set of characters for the City would be:

-Barbarian( drinking in a bar lengua.gif

-Pirate

-Swordsman

-Witch doctor

-Conjurer

-Soldier

-Spy

__________________

Or maybe a Ninja, Saracen,Martial artist, inquisitor, samurai for the fans lengua.gif

New characters are always welcome of course gui%C3%B1o.gif

But Barbarian and pirate, are on top of the list for a city expansion..

I highly doubt seeing Saracen in Talisman 4th Ed., especially knowing what happened to Slaver from 2nd Ed. Dungeon.

Nemomon said:

I highly doubt seeing Saracen in Talisman 4th Ed., especially knowing what happened to Slaver from 2nd Ed. Dungeon.

Is the Saracen protected by Games workshop? same as the slaver then?

Velhart said:

Nemomon said:

I highly doubt seeing Saracen in Talisman 4th Ed., especially knowing what happened to Slaver from 2nd Ed. Dungeon.

Is the Saracen protected by Games workshop? same as the slaver then?

No, it is not. 2nd Slaver was renamed to 4th Ed. Dungeon Keeper. This proofs that nevest Talisman wants to avoid controversial words. Considering how Saracen's abilities are centered in slavery, it is unlikely that we will ever see it again. Not to mention about the name of "Saracen" itself, I think Talisman will want to avoid Muslim connections.

But personally I would want to see it someday, personally I don't have weird thoughts when hearing Slavery or Saracen words.

Nemomon said:

Velhart said:

Nemomon said:

I highly doubt seeing Saracen in Talisman 4th Ed., especially knowing what happened to Slaver from 2nd Ed. Dungeon.

Is the Saracen protected by Games workshop? same as the slaver then?

No, it is not. 2nd Slaver was renamed to 4th Ed. Dungeon Keeper. This proofs that nevest Talisman wants to avoid controversial words. Considering how Saracen's abilities are centered in slavery, it is unlikely that we will ever see it again. Not to mention about the name of "Saracen" itself, I think Talisman will want to avoid Muslim connections.

But personally I would want to see it someday, personally I don't have weird thoughts when hearing Slavery or Saracen words.

Me neither, but it's not a problem for me, if it will not be released.

I don't care for that character actually lengua.gif

Well I am currently designing a "Saracen" character which I will post on here when I finish it. And yes, there will be some slavery involved in the character. It is not being racist in anyway, especially as I have two mixed race children from a black mother. I am very much politically INCORRECT and proud of it!

Ell.

It's rather interesting if one knows a little of the religious side of slavery. During the times of crusades, Christians could not take Christians as slaves; same for Muslims in most cases. But it was sanction by either "church" as acceptable to enslave prisoner "infidels" from the other side.

What do you all think if characters could buy ability's in the city happy.gif

FFG could make purchase cards of them

The idea came from someone here on the forums.

Hmm...

Depends. How much I love Master Lever cards from 2nd Ed. City, same much I hate Master Level cards from 3rd Ed.

While 2nd Ed Master Level cards were giving few new abilities, so even if certain Character already had spellcasting ability, he also was able to get additional abilities. So the challenge for getting them was available to every Character

In 3nd Ed. That abilities were very weak, and basically only High Mage was worth some efforts.

As for the abilities itself, once I had a similar idea of this. Actually I was beating Castlevania: Aria of Sorrow game, where it was all about getting souls from enemies, and these souls were increasing character's stats (of course Castlevania series is completely about something different - killing once again Dracula). And I was thinking about making an expansion that after killing certain Enemy You have some chances (roll a die) of getting its souls - so getting random ability.

My good friend - Draugnimir - also had another idea. He made a lot of abilities but divided them among Characters. In other words, every Character had additional 4 adequate to his class special abilities and during the game that Character was able to gain them.

Personally however I would want to see a pack of 50+ abilities, maybe even as PoD product, with a rule that You may gain them somehow (roll "6" after killing an Enemy or buy from Enchantress for a 5 gold each &c). Eventually PoD like Draugnimir did - every pack could give us some abilities to just new released Characters.

Anyway, Talisman 4th edition revised is already using such a idea, by adding objects to the game, that has the same ability skills from other characters.

I think that it will not hurt, to add those skills to purchase cards in the city.

I would give all my money for it in the game lengua.gif

Imagine, that i can buy the orb of knowledge in the city for 6/7 gold, that would be nice gran_risa.gif

PS: i hope that the Master level characters are not included in the new City expansion.

I would see the problem somewhere else.

Object yes - but Orb of Knowledge was available even in 1st Ed. of Talisman gui%C3%B1o.gif

There is a lot of Objects/Followers who have a great special ability (-ties) but getting them is almost impossible. For example Anointed Robe from Dungeon. Great object but it is 1 Object among 128 cards.

I think that cards such as:

powerglove.png

also could be welcome.

It's a very good idea

Then FFG don't have to make all those cards again for the city.

With your idea, you can easily buy a card that give access to one of all those decks. Then you can search for a object in that deck that you like gran_risa.gif

That's the point. When You have enough money there is very small amount of things that You can't buy.

For example: Want to have a Treasure card without killing LoD? Pay for random Treasure card 7 gold. Want to get a specific Treasure card? Pay 9 gold. Want a Relic card? We are sure that, if paid well, You can hire some heroes who will defead Eagle King gui%C3%B1o.gif

Small problem could be with Adventure cards but nothing that can't be solved somehow.

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And the highest price cards possible to buy card could be:

jokerjw.png changelingpower.png

Note: Changeling Power idea is a slighly modified version of the card with the same name from Doom Trooper.

I was just thinking about it, and i actually don't want to look through all those adventure cards bostezo.gif

On top of that, getting Treasure cards or Relic cards for money is too good. I don;t like to buy such powerful cards.

I like it more to buy ability skills as purchase cards, but all those cards must be made again..

I'm pretty sure that You Velhart are enough experienced player to know, what You may need in given moment of the game, so Your deck searching would be limited to something like 30 seconds max. lengua.gif Especially that I'm pretty sure that You can name cards just from seeing their artwork, so Your searching could be even quicker.

Additional cards besides the ones from certain Region, never was released in great quantity, therefore I think we could get max of 30 of them. Probably not even 30. Also, let's say half of them could be a new abilities, then there could be a free space for just 15 known cards. Among 1500 cards. Now there is almost 700 cards, and we are expecting at least 4 expansions (I still believe that City will be the very last expansion, which will be a sum of all previous expansions).

Nemomon said:

I'm pretty sure that You Velhart are enough experienced player to know, what You may need in given moment of the game, so Your deck searching would be limited to something like 30 seconds max. lengua.gif Especially that I'm pretty sure that You can name cards just from seeing their artwork, so Your searching could be even quicker.

The problem is that i don't like to search through the adventure deck lengua.gif

Maybe we must skip this whole idea, unless there is a separate deck of cards that contains ability skills..

Anyway, i wonder what FFG will add to the City expansion.

There is still no announcement yet about the upcoming expansion. Maybe it's the City after all?

Maybe it needs more time to finish the board and the cards?

I was just looking at both city's from the 2th and 3th edition

And the 2th edition City has the most City adventure cards.

The only City adventure cards that 2th edition don't have is: Cardgame, Circus, Gremlin, Horse(adventure card)a royal zoo keeper

From the special cards: Blessing, Pastry

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So 2th edition City has almost everything from third edition happy.gif

I believe that it is important that the city Expansion tie into spaces in the Middle Region, treating the Middle Region as an important place to visit when taking the "city Route" to win the game. Here are a couple of ideas:

Special Characters may require the character to visit a space in the Middle Region
Herald: Visit the Castle
King's Champion: Defeat the Black Knight
Mystic: Visit the Runes
Master Thief: Visit the Oasis
Templar (or new class like Inquisitor or High Priest): Visit the Temple
High Mage: Visit the Warlock
Sheriff: Visit the Oasis and defeat the Raiders

Special Characters give direct access to the Middle Region
There might be connecting spaces in the city that leads directly to places in the Middle Region, if the player first unlocked a Special Character.

Passport
There might be a passport that allows a player to pass the Sentinel without fighting him.

If we see a city expansion for 4e talisman let's discuss how it might be fundamentally different.

In 4e we see the highland and dungeon. You get to the space, enter, and then travel in that linear way that twists around back one direction and then another till you come to the end.

In 2e the city was not like that. It was a space you land on, enter, and then to enter you had this little thing you had to bypass, and once your in you can go one of two directions and enter shops, or the wharf to then travel on a boat to some middle region space.

Then there were the reasons why you went into the city. You could visit the alchemist, apothacary (healer) and buy items without going into the city proper and just encounter the board. BUT if you did enter you had a better selection of items to buy, the stable and apothacary and alchemist all had better stuff you could get, then there was the Sherriff master class you could become and the Master mage and the Temple which was similar to the temple int he middle region.

My favorite place (other than the well of wisdom ie craft pool) to visit with my Leprechaun and his teleport power was when I rolled a 6 I would pop into the city just so I could:

Visit the temple

Buy something from the stable, smithy, alchemist/apothacry or perhaps if I wanted to use the wharf.

So entering the city had a purpose and unlike the dungeon generally cost you more to enter and obtain what you wanted than the dungeon which was a place you go to get money (well as we played you roll the die at the end and the number was the number of gold you got from the 'treasure')

I'm sure everyone has some reason why they would want to go into the city they could share, and the fact that the game introduced the concept of Warrents, the character the inquistor that could have you arrested, and the fact you could be an 'illegal' character type such as the Troll.

Would we want these things ported over to a 4e version of the city?

1) I would like the city to match up with how the 4e dungeon/highland is. You enter the city and its a linear path you follow to the end, not a path you can go either way. Remember the board will be like a corner piece like the other two. I suppose you could design it where there is two paths, you choose which one you want to go and thus you leave the same way you came in.

2) Will the purpose of entering the city remain the acquiring of special items (potions, purchase deck items you can't get anywhere else, a full stable, a temple, etc.

It should be pointed out the master level characters might complicate the game and if introduced should be options and having them tied to the board may or may not be the way to go in 4e. Personally I would not add them. If you do consider a master level character that you add to your existing character then do this:

Master Level Role, you keep the same character you play but assume the mantle of champion. One Good champion, one Evil champion, one Neutral champion thus up to 3 players can acquire these (yes I suppose you could allow any or all players to potentially acquire them and they select one of three options based on their charcters alignment).

So if you are an Evil character you must choose the Master level role of Evil champion. Your simply the champion type version of what you were. If you were a goblin then your a Master Goblin or somesuch.

Each role has a set of 'abilities' or modifiers you get in addition to your normal character. So you may get, for example (and this is just for instance not something I'd suggest) but you could get +1 Craft, +1 Strength, some alignment power or unique power based so each alignment has a different one, and perhaps some other standard bonus.

When you go to the city, one thing you can acquire is the Master Role at one of the spaces. So there is no 'sherriff' or 'herald' or master mage' but rather these master roles you can acquire by some means (and it should not be cheap or easy). Then for a Sheriff that could be one place. You can buy a Warrent placed on another character, it costs money you can do it only when you land on the Sheriff. You can possibly also buy the player is Captured and automatically landed in the Stockaid/Jail which should cost more and realize really means the player is going to lose a turn or more (as they follow the rules for getting out) so this should not be cheap.

This way you enter the city, and along the way, and as you advance you encounter the Sheriff, the Apothacary, etc. but if one key reason people enter is for specific purposes then as you pass that space regardless of if you land on it to stay for a turn you can 'do business' in that space. Thus you move 5 spaces and along the way pass the Alchemist and land on the Stable space. You can 'do business' in either space but perhaps your limited to only doing business once per turn and you can only do it on your turn, not in down time (though some players may like that idea of doing it whenever'.

If you have a city and you can enter, fulfill your 'need' (say you wanted to acquire a potion or a spell or pray at the temple or buy the 2-handed sword or Full plate mail) or go to the wharf to cross. Then I think most players would love the city and want to enter as it fulfills needs. You then also have special things you can only do in the city like buy warrents on other characters (yes I know that will be very fun) and possibly use up that hard earned money to send people to jail (hey it took you a while to acquire 4 gp and well you want to buy a special vacation for your friend sitting next to you, have fun with the rats). Corruption is real and this is a great little way to stab fellow players. That is the essence of talisman.

You could also instead of the Master roles have specific roles, like the 2e version master level characters but I'd go with:

King's Champion, Court Mage, or let them perhaps join the Guild and be a Guild Member (like a Rogues Guild) and thus assume the Master Thief role. Just some ideas.

Someone add more if they wish and FFG if you see an idea you like, steal it from me (give full permission) or take something and modify it. My reward would be the fact you make the City expansion and include some version of it.

I believe the city should be a place for brief visits a few times during a game to fulfill certain tasks, not a place for adventure. That means you go where you need to go and get there faster than you would get to the treasure chamber (dungeon) or eagle king (highland).

I see a mix between the 2nd and 3rd edition board.

3rd edition used L-shaped corners like 4th edition use now. Unlike 4th edition though, 3rd edition had only two spaces, so the expansions had only 16 spaces compared to the 30 in 4th. To compensate 3rd edition used a 4-sided die for movement. The other three corners (dungeon, highland and forest) used a linear path to the end, but in City only the inner line had spaces to walk upon. The outmost space (guild-street and wharf) allowed you to reverse your movement. The outer line was covered with places such as stores to visit, each one ending your move. As a such it was very easy to reach your destination and get whatever you wanted to get.

2nd edition had 13 spaces and 13 places to visit.
3rd edition have 6 spaces and 10 places to visit.
4th edition expansions have 30 spaces.

Places on the old expansions were:
Doctor (heal lives)
Armory (armor & weapons)
Enchantress (random)
Temple/High Temple (get blessed)
Horse Market/Stables (get a horse)
Jail/Donjon (locked up here by cards)
The palace/Royal Castle (become a sheriff)
Alchemist/Apothecary (random)
Wizards Guild/Magic Emporium (become a high mage)
Pawn brokers (sell stuff) (3rd only)
The Bank (rob or take a loan) (2nd only)
The Inn (2nd only) (gamble)
Anarchists' Guild (2nd only) (for the neutral)
Town Square (2nd only) (arm wrestling)