Just an idea for Dark Fate

By Dietcokeofevil, in Talisman

Dark Fate:

Dark Fate is represented by the gray-colored side of Fate tokens. As characters gain more Dark fate, their ability to call on Fate is inhibited and they are more likely to suffer grevious misfortunes. Rules for Dark Fate are as follows:

1) When instructed to gain a Dark Fate, turn one of your Fate tokens to the gray-colored side. If you do not have an availabile Fate token, take a new Fate token and place it immeidately to the dark side.

2) While you have at least one Dark Fate, you may not gain Fate tokens. if you are instructed to gain one or more Fate token during this circumstance, instead discard the appropriate number of Dark fate tokens. if you are instructed to replenish your Fate to its full limit, discard all of your Dark Fate tokens. You are still allowed to spend Fate tokens as normal when you have one or more Dark Fate tokens.

3) There is no limit to the number of Dark Fate tokens you may possess.

4) A character is considered "Doomed" when he has more Dark Fate then his current Fate limit.

Misfortune Cards

Misfortune cards are a new deck with cards that provide players with the means to hamper their opponents. Rules for Misfortune cards are as follows:

1) At the start of the game, each player draws one Misfortune card. Misfortune cards are kept secret from the other players, and each player is limited to a total of three such cards.

2) At the start of a player's turn, if he currently has less Dark Fate then his current Fate limit, he may gain one Dark Fate to draw a Misfortune card. A player may only decide to draw such a card if his current Misfortune card limit has not been met.

3) Misfortune cards can be played whenever appropriate. If there is a dispute regarding the timing, Misfortune cards are resolved one at a time, starting with the player directly to the left of the current player and proceeding clockwise around the table.

Examples of possible Misfortune cards:

Infected Wound

Play when a character loses a life. That character loses an additional life. This effect can not be used to make a character lose his last life, unless he is currently Doomed.

Battle Mishap

Play after all dice have been rolled during the resolution of a combat to force a character to reroll his die. If the character is currently Doomed he also subtracts one from the new total.

Sundered Weapon

Player after a combat is resolved to force a character to discard a weapon that was just used during the combat.

Misfortune cards are not a bad idea.

It would be nice if you have a seperate deck for fate, to do some nasty things to your opponent.

Or that you can changed your alligment if you spent one fate with a good side or bad side.(light and dark)

Or what about some reaper cards. that you can draw a reaper card for each dark token you spent.

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