First, I would like to say that I have been a fan of this game for a long time. Since 2nd edition. The artwork for the 4th revised is really good but not so much was done to actually improve the gameplay experience of players.
Once you add up all the expansions, the game becomes long and unbalanced. It becomes hard to encounter Enemies when 2/3 of the Adventure deck are random stuff, which half the time it doesn't change your game.. in addition to all those turns you lose because of overpowered cards and spells.
So, I went through ALL the cards and made a ratio of 3/7 mixed Enemies and 4/7 other cards. I removed a few spells (especially those that made a single Character lose his next turn.. what a pain to play with when playing 6 player games and having to wait 20 minutes to play one turn).
I made some home additions to the board Chapel, City and Village as well.
I also reprinted all the Character cards after carefully balancing them out in term of concept and play balance (as well as added a few new).
I do not have any of the Character cards linked here but you can find them following this link:
http://boardgamegeek.com/article/7835813#7835813
Here are the home rules:
TALISMAN REVISION 5.1
Changes in system rules:
Enemy/Character: Abilities that affect Enemies also affect Characters, even if not stated in the ability.
Evade: You may not be encountered by an Enemy or Character, or affected by a Character’s ability related to Battle or Psychic Combat (determined by the ability). You must declare if you Evade prior to engaging an Enemy.
Using Fate to re-roll the die for your Move: You may move 1 space instead or re-rolling the die for your Move.
Stacking Abilities: Abilities do not stack. If opposing abilities are in conflict, negate all conflicting abilities. (DO NOT always out-rules the MUST DO, CAN or MAY)
Trophies: It requires 10 points of Trophies in a single attribute in order to trade-in for an increase in an attribute.
Drawing Adventure, Dungeon or Highland cards: You always draw one additional card from what is instructed on the space.
Stacking Armour: You may combine any piece of Armour you own.
Repairing Armour: A Helmet, Shield and Armour become broken once it successfully prevents a loss of Life. You can repair broken Armour at the cost of 1 Gold each by visiting the Blacksmith.
Replenishing Fate at the Chapel: If you are of Good or Neutral Alignment, you may replenish any number of Fate at the cost of 1 Gold each whenever you visit the Chapel.
Game Variant: Each Character starts with 3 Warlock’s Quests. Once a Character completes 3 Quests, he is teleported to the Warlock’s Cave and gains a Talisman. Then, his turn ends.
New Places on the board:
City - Wizard School: You may visit the Wizard School at the City for the following services: Buy 1 Spell (3G), Exchange 1 Spell (1G) (discard the Spell and draw another to replace it).
Village - Stables: You may visit the Stables at the Village to purchase one of the following Stables card: Mule (3G), Riding Horse (4G), Horse and Cart (5G), or Warhorse (8G).
Change in card rules:
The Riding Horse: After you roll the dice for your Move, you may add up to 2 to the score.
The Shield: Instead of losing a Life in Battle, roll a die. If you roll a 4 or 5 you do not lose a Life but you are still considered defeated.
The Armour: Instead of losing a Life in Battle, roll a die. If you roll a 1, 2, or 3, you do not lose a Life but you are still considered defeated.
The Talisman: Add 1 to your Strength and 1 to your Craft.