New Cards

By Bludgeon, in Talisman

Post your cards in this thread.

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could you also put the source that i can translate it in french ?

The first should at least require the user to wait to find that dragon through normal play, then have to fight to overcome and capture the dragon (only possible because of the Dragon Rider). That in itself is a powerful option, and the Strength 2 should be eliminated, since the "rider" is just a pilot, and getting a dragon as a follower is enough. This should be a very difficult acquisition for the unbalancing power it would give the character versus others.

There are plenty of options to lose Lives automatically in the game; any more is overkill. There isn't anything magical about it, and the fact that it might just go away instead of being cured doesn't justify that either. The second card should be linked to actual use of magic in the game (by its description); perhaps...

  1. Chance of failure every time a spell is drawn (no spell is gained)... and/or
  2. Chance of attack spell backfiring and coming at the caster... and/or
  3. Chance of benefit spell bouncing to an opponent during combat (or other character randomly) instead... and/or
  4. Chance that any magic item fails to work in the users hands and it gets no benefit in the moment... plus...
  5. An actual way to get rid of the "curse"; perhaps requiring a visit to the Enchantress (instead of the mystic)... or maybe even the Warlock, by going into the more dangerous Middle Region. Random "feel better" (with low odds) is just not good enough for something so drastic.

Just to mention that these cards have been born of a little game over at the Gamekeeper Magia I Miecz forums by Bludgeon and some others.

Looks to be a bit of fun too, someone posts an image, then someone posts a card using that image and a new image to be used.... and so on.

JCHendee said:

The first should at least require the user to wait to find that dragon through normal play, then have to fight to overcome and capture the dragon (only possible because of the Dragon Rider). That in itself is a powerful option,

I agree that it's powerful. Overkills are fun if they happen on a rare occasion. I'm not changing this card.

JCHendee said:

The second card should be linked to actual use of magic in the game (by its description); perhaps...

It need not to, this is a magical game and diseases of magical origin can appear in it. And they don't have to affect magic, that's rather narrow view.

engdemonologist1dh6.jpg engbeastmaster2ls6.jpg

The beastmaster is interesting, but there could be arguments among players over the "search" instruction. Better to say "draw" until an Animal (or Dragon?) comes up, then reshuffle. No need to mention Strength, since all Enemy-Animal types are Strength. This change might eliminate players arguing over interpretation, and whether the deck is turned face up and someone chooses what the beastmaster gets.

It need not to, this is a magical game and diseases of magical origin can appear in it. And they don't have to affect magic, that's rather narrow view.

You're mistaking "thematic" for "narrow". If it isn't really about magic or similar (implied by the title), why not just call it a disease, plague, illness and be done with it? I was just offering some ideas that stepped beyond trying to kill a character with nothing but another in Talisman's endless randoms. There's plenty of that already.

One thing FFG has claimed (true or not) is change to give players more control. Other "magical" deficits exist in Followers (and Events), such as the Hag and Poltergeist, with a built in chance to actively overcome them. Yes, in one case you have to roll on the mark to make a particular space (the Hag). In doing so with this card, its effect is not dulled, as the victim still has a 1 in 6 chance to lose a life. Yet a target method to overcome it (even a slim one) would still offer an affected player a chance to "do" something about it. lt makes sense to follow the innate way the game is built (or rebuilt). There's still plenty of leaway for creativity therein.

I'm not mistaking anything. I am saying that whether naming an effect 'magica' or not, doesn't change a thing. Anyway, corrected versions:

engbeastmaster4ie5.jpg engdevilishsweats2wp3.jpg

engdragonraider2te2.jpg

Nice ones, great artwork and nice ideas.

Searching is ok, maybe all animals in the region come to might be better, will playtest :D

I really like the Demonologist. Paying one Life to win a Psychic Combat is a steep price, but might just be worth it. Of course, it would pay to be Good when you have that card... gui%C3%B1o.gif

Looking good... and the options you chose for Devilish Sweat are better than the ones I came up with for overcoming it. Switching to using movement roll was a good idea too, avoiding the player having to make an additional roll every turn.

One thought on the Dragon Raider... what if all 3 Dragons have already been drawn and killed off? Their now in the discard pile.

The same might happen for the Beastmaster, but with a much lesser chance.

JCHendee said:

One thought on the Dragon Raider... what if all 3 Dragons have already been drawn and killed off? Their now in the discard pile.

The same might happen for the Beastmaster, but with a much lesser chance.

Very nice. I personally like it when two of the same " strength or Craft " are encountered and fight together. Makes that space very challenging sometimes and it is a rare thing. Bravo!

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I'd be careful with Arcane Blade. Spells should be semi-difficult to acquire, aside from the needed craft. Some can change game balance in minor ways at an instant. Maybe... to get the spell, the character has to forfeit the trophy acquired? Obviously s/he would keep the big trophies, but then sacrifice the little ones to get that spell. Kinda like sacrificing the enemies life to the magic.

JCHendee said:

I'd be careful with Arcane Blade. Spells should be semi-difficult to acquire, aside from the needed craft. Some can change game balance in minor ways at an instant. Maybe... to get the spell, the character has to forfeit the trophy acquired? Obviously s/he would keep the big trophies, but then sacrifice the little ones to get that spell. Kinda like sacrificing the enemies life to the magic.

- as you suggest, take spell instead of trophy

- roll to see if you gain a spell

- gain a spell only if you have no spells

- gain a spell if you win by 2 points

Which would work best?

Also, I'm thinking about similar weapon but granting Fate.

Rather than remove strength, make it psychic combat and if you win you can either take the rider as a trophie or keep him as a follower (similar to black unicorn) who can then capture a dragon as a follower.

zaxisprime said:

Rather than remove strength, make it psychic combat and if you win you can either take the rider as a trophie or keep him as a follower (similar to black unicorn) who can then capture a dragon as a follower.

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Arcane blade - I think its fine the way it is, but just confirm that only if your craft permits ;D Strength based chars ar going to take advantage of it, and winning a combat is not something easily obtained. Should be confirmed "take a life from another player" rather than just winning.

Vanishing Horror - Craft 14 is pretty high! Maybe mention on the card to place craft counters down to keep tracj of its diminshing craft. Losing a fat seems a litte tame... but an ok addition.

Roy said:

Arcane blade - I think its fine the way it is, but just confirm that only if your craft permits ;D Strength based chars ar going to take advantage of it, and winning a combat is not something easily obtained. Should be confirmed "take a life from another player" rather than just winning.

Vanishing Horror - Craft 14 is pretty high! Maybe mention on the card to place craft counters down to keep tracj of its diminshing craft. Losing a fat seems a litte tame... but an ok addition.

Arcane Blade: If I change to "take life" then it won't work on enemies.

Horror: I didn't put in the mention of counters because players can decide any way they want to keep track of this. They can use matches if they like, or coins or dice.

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Bludgeon said:

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Interesting card. I'd like to see how it would affect the game. BTW, maybe it could affect some Place cards as well?

I don't want to clutter it and it's already a powerful card with the sentinel bit.

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A ROYAL DECREE wouldn't work in the Forest, Crags, or Chasm logically. Those are wild untamed places and not governed by law abiding creatures who'd give a **** what the King/Queen have to say... and there are already Followers who cover those places. Likewise, the Black Knight isn't law abiding if he'll take a life if you don't pay him (that's Ransom). And a drunken brawler in the Tavern won't bother to stop and hear/read it and punch you out anyway.

ASIDE: The Black Knight is another hole in the rules since day 1 of Talisman. He's somehow invulnerable to everything, and he doesn't even fight you like he really would. He should have been given a high Strength and then marked as immune to magic. All other spaces are handled this way where a challenge of combat is involved, or are randoms for nasty things to happen (even in the middle region). In some ways, though to less effect, he's more powerful than anything in the Inner region.

Getting past the Sentinel should be good enough as an Object (Decree), ALTHOUGH you could add free healing at the Castle as for the Prince, Princess. Combined with the Sentinel, that's actually quite helpful and something most other character couldn't othewise do/go to until part way / half way through the game.

For the ARCANE BLADE , I don't think you need to add anything more but the loss of the trophy. More rolls would be cumbersome. And not need to make it as potent or similar as the Runesword.

The VANISHING HORROR is interesting, but it'll just get whacked with a spell and not be encountered much. You've made it too powerful and too hard to gain anything for facing it. Most in the past have never been higher than 10, there are reasons for that. Most Characters will had for the CoC once reaching Strength or Craft 12, at the most. This implies a theoretical limit in the game's design for potency of Enemies beyond which they will be utterly avoided and ignore... and only take up board space.

I don't really understand why it would lose Craft and get weaker; that's another thing to keep track of in a cumbersome way. Perhaps it could be dealt with in a vampirish manner with tokens... It takes a Fate from a victim as well as the victim losing a life. It gains Fate to spend on subsequent re-rolls in battle, just like a Character. If it has Fate left when it is ultimately defeated, the winner gets to take any leftover Fate? Then again, maybe that's too much to WRITE on one card.

The SCORPION seems a bit odd, as Scoprion stings aren't all as deadly this implies or as most people think. Lose a Turn for poisoning if you lose a battle (extra recovery time) seems better.

[iGNORE MY VERY NEXT POST BELOW... having problems in Firefox ever since FFG upgraded the forums.]

Bludgeon said:

JCHendee said:

I'd be careful with Arcane Blade. Spells should be semi-difficult to acquire, aside from the needed craft. Some can change game balance in minor ways at an instant. Maybe... to get the spell, the character has to forfeit the trophy acquired? Obviously s/he would keep the big trophies, but then sacrifice the little ones to get that spell. Kinda like sacrificing the enemies life to the magic.

I thought that arcane blade would be on par with the runesword. If it's better, I can see few possibilities: [snip]

Which would work best?

Also, I'm thinking about similar weapon but granting Fate.

I think if you simply require the loss of a trophy, the would be good enough.