Talisman: The City Expansion on display at Gen Con Indy

By talismanisland, in Talisman

Croonos said:

Zozimus said:

I think it would be more interesting if a Wishing Well were part of the Cityscape. It involves spending gold by throwing it down the well, with either good or bad results…..maybe if you pay too little, or undertip the barmaid ;-), the well reacts negatively, whereas if you please the little gnome spirit in the well, you get a spell or whatever. Kinda like taking a chance with the Enchantress, but more dangerous/productive.

Interesting idea with this Wishing Well I also thought about it. Additionally one of the Warlock Quests Travel to the City states: "Bring the box to the city and seek the fountain in the Square of Kings. Place it in the fountain at midnight, turn, and leave that place immediately." So the Square of Kings would be one of the spaces in the City…

That's particularly interesting since the cover shows a water elemental coming out of a fountain at night. Clearly the Warlock is up to no good in the city!

I always thought some of those Warlock quests were quite poetical; guess they were fore-shadowing?

Croonos said:

Interesting idea with this Wishing Well I also thought about it. Additionally one of the Warlock Quests Travel to the City states: "Bring the box to the city and seek the fountain in the Square of Kings. Place it in the fountain at midnight, turn, and leave that place immediately." So the Square of Kings would be one of the spaces in the City…

Maybe there is indeed a square of kings place where you can find the fountain, as we can see on the cover.

I like it, that there is some real story on the warlock card that exist in the city.

After all, we have also the Night card now, so this is funny :)

Velhart said:

Croonos said:

Interesting idea with this Wishing Well I also thought about it. Additionally one of the Warlock Quests Travel to the City states: "Bring the box to the city and seek the fountain in the Square of Kings. Place it in the fountain at midnight, turn, and leave that place immediately." So the Square of Kings would be one of the spaces in the City…

Maybe there is indeed a square of kings place where you can find the fountain, as we can see on the cover.

I like it, that there is some real story on the warlock card that exist in the city.

After all, we have also the Night card now, so this is funny :)

Holy C#$p, Velhart! I'm grabbing my Warlock Quest deck and looking for more foreshadowing? Any one remember references to other City places or even possibly Forest/Woodlands.

If the FFG guys knew and planned this well, that's really neat!

-Oberon

I'm wondering what our gold will buy in the City? Weapons like in the 2nd edition & 3rd edition? No stupid Doughnuts please lol

I bet we get the Man-At-Arms and Archer in the expansion! Still want the Sphinx from the 2nd edition but this time gain full complement of Spells for solving her riddle!

Will we see the return of Warrant Cards? I hope all characters can enter the City without being auto arrested!

Ell.

I was just thinking about the Dark Elf and i would him give these abilities. (a mix of 2th and 3th ed.)

Dark Elf

Strength 3 craft 4 fate 2 lives 4.

- You begin the game with one spell.

- During your turn, you may drain the life force from any of your followers. Discard the chosen follower and gain 1 life for each.

- At the end of your turn, you may sell any of your followers into slavery. Discard the chosen follower, then roll one die, and consult this table to see how much gold you get for him. 1-3 = 1 gold. 4-5= 2 gold. 6=3 gold

- Whenever you defeat another character in battle or psychic combat, you may force the character to lose 1 strength or craft instead of a life.

I hope that the Taxation and the Halloween card is also included in the city. Or the Judge and the market day for trading:)

Secret Door to pass through too (2nd ed)!

Ell.

Indeed. Then we have the most important cards.

I think that the band of zombies is funny too, because of a experiment that went wrong in the city:)

We must kill the zombies before the whole town change into raccoon city:)

Velhart said:

I hope that the Taxation and the Halloween card is also included in the city. Or the Judge and the market day for trading:)

Velhart, I was wondering about Halloween too. I mean they gave us a new one, All Hallows Eve, but its not the same, right?

Halloween in the 2nd Ed was All spirits have their Craft doubled, right?

I'd like to see a 'Halloween' or All Hallows Eve spell tinged spell, even….. "Halloween Forever", when you cast the spell, it prevents Daybreak - for at least a while. Maybe add in one of the properties of the event cards.

0beron said:

Velhart, I was wondering about Halloween too. I mean they gave us a new one, All Hallows Eve, but its not the same, right?

Halloween in the 2nd Ed was All spirits have their Craft doubled, right?

I'd like to see a 'Halloween' or All Hallows Eve spell tinged spell, even….. "Halloween Forever", when you cast the spell, it prevents Daybreak - for at least a while. Maybe add in one of the properties of the event cards.

I have check the Halloween card on Talisman Island from 2th edition, and it´s not the same as the All Hallows Eve from the Blood Moon expansion.

It says that all evil players may invoke the spirits by rolling a die. 1 miss a turn. 2-4 heal 1 life. 5/6 gain a spell.

But i must say that the card itself is not so interesting. I rather see that FFG will change the card.

It's a good card to be made for the city.

The All Hallows Eve, is a Lunar Event that gives the character gold if they draw a Stranger or Place. Nice card of course!

Velhart said:

0beron said:

Velhart, I was wondering about Halloween too. I mean they gave us a new one, All Hallows Eve, but its not the same, right?

Halloween in the 2nd Ed was All spirits have their Craft doubled, right?

I'd like to see a 'Halloween' or All Hallows Eve spell tinged spell, even….. "Halloween Forever", when you cast the spell, it prevents Daybreak - for at least a while. Maybe add in one of the properties of the event cards.

I have check the Halloween card on Talisman Island from 2th edition, and it´s not the same as the All Hallows Eve from the Blood Moon expansion.

It says that all evil players may invoke the spirits by rolling a die. 1 miss a turn. 2-4 heal 1 life. 5/6 gain a spell.

But i must say that the card itself is not so interesting. I rather see that FFG will change the card.

It's a good card to be made for the city.

The All Hallows Eve, is a Lunar Event that gives the character gold if they draw a Stranger or Place. Nice card of course!

I must be thinking of a different card; I can't even find my previous edition set. I thought there was an evil event card that doubled Spirit's Craft til the end of each players turn…

I remember the evil characters invoking spirits.

So should a new Halloween card stay about the same, or what would you or others have?

Does anyone think that there will be future "Lunar Event" cards, and what sorts should there be?

Since Halloween - Hallowed Evening in Olde English, implies Night, as a Lunar event, it should defintiely 'flip' the day/night card to Night.

But what else? Well, I like the idea of enhancing 'Evil', if only for the duration of turn/Lunar event, etc.

The Night of Halloween *should* be more terrifying than any regular evening. Perhaps all enemies have 2+ for this turn (rather than the normal 1+) ?

Is there already an event that doubles Spirit's Craft? that could still work I suppose.

What if all Spirits get a+1 to their die roll during "Halloween"?

How about if you draw a Spirit encounter during Halloween, "it" draws 1 or 2 spells from the spell deck and can use them, if appropriate or possible? (against you, of course!)

All Undead have healing powers, or can evade a Character, after the fact [Heal: if they lose the battle, they don't die/standoff, Evade: if they lose, roll a die and move counter-clockwise that number of spaces, counter clockwise being 'widdershins']

0beron said:

I must be thinking of a different card; I can't even find my previous edition set. I thought there was an evil event card that doubled Spirit's Craft til the end of each players turn…

It was called Astral Conjuction in the 2nd edition.

On a related note, there is an Enemy in Blood Moon that can really do even worse than Astral Conjuction, namely Sepulchre Specte, which summons all Spirits from all regions to her space. Today's game she called in 30 points of Craft Spirits and being Night, that meant effective Craft 33 psychic battle sorpresa.gif (one of the Spirits was the Craft 2 that runs away)!

0beron said:

So should a new Halloween card stay about the same, or what would you or others have?

Does anyone think that there will be future "Lunar Event" cards, and what sorts should there be?

Since Halloween - Hallowed Evening in Olde English, implies Night, as a Lunar event, it should defintiely 'flip' the day/night card to Night.

But what else? Well, I like the idea of enhancing 'Evil', if only for the duration of turn/Lunar event, etc.

The Night of Halloween *should* be more terrifying than any regular evening. Perhaps all enemies have 2+ for this turn (rather than the normal 1+) ?

Is there already an event that doubles Spirit's Craft? that could still work I suppose.

What if all Spirits get a+1 to their die roll during "Halloween"?

I don't know if the Lunar events will return in future expansions, but it would be cool if the Halloween can double the spirits craft, while it is a lunar event, and that the day change to night.

Then we have the idea from the astral conjunction from 2th edition back into the game. And i like this more than the original Halloween card:)

Hi Oberon,

I doubt we'll see any new Lunar Events in the City expansion, because that's not a core dynamic from the base game. The City will likely have some new feature which adds to the overall game, but won't refer to elements from other expansions.

While deeper interactions between expansions is feasible, it hasn't been FFG's focus in the past.

Triple "A" said:

While deeper interactions between expansions is feasible, it hasn't been FFG's focus in the past.

*cough*Miskatonic Horror*cough*… Anyway, I think you're right. It's likely that they would do an expansion 'expansion' if they wanted to add meaningful interaction between the various expansions they've released.

Although with the cover being set at night it's perhaps possible they might have some day and night mechanics.

Dam said:

On a related note, there is an Enemy in Blood Moon that can really do even worse than Astral Conjuction, namely Sepulchre Specte, which summons all Spirits from all regions to her space. Today's game she called in 30 points of Craft Spirits and being Night, that meant effective Craft 33 psychic battle sorpresa.gif (one of the Spirits was the Craft 2 that runs away)!

Yes, that's the one. Thanks. Velhart was right with the first definition of Halloween card.

I do like the Sepulchre, but it has only come up once in play. I only play 2 player games and on average 1 time a month, occasionally more. I've been trying to get more folks I know to play, but so far, no go. (yet they always talk about this show "Big Bang Theory" where the characters sometimes play Talisman… sheesh)

But yeah, that is a deadly card under the right circumstances.

Triple "A" said:

Hi Oberon,

I doubt we'll see any new Lunar Events in the City expansion, because that's not a core dynamic from the base game. The City will likely have some new feature which adds to the overall game, but won't refer to elements from other expansions.

While deeper interactions between expansions is feasible, it hasn't been FFG's focus in the past.

I know you're 99% right, probably no new Lunar Event cards. I've lamented a few times that we didn't have things that connected you between some of the boards or concepts of the various expansions. To me its a no brainer that maybe there could be a secret passage in the Castle to the Dungeon - DUH!

Since I don't play often enough (and I'm not as much a fan of Highlands, like my co-player), I don't recall, but it would seem to be 'natural' to bridge/tunnel between the Mines on the Highland board to the Mines space in the Inner Region. Things like that.

So I've started coming up with *my* final small expansion set - after all the other boards and small sets that possibly come out have done so.

Its called "Keys to the Kingdom" and you should have all the other sets, because it connects to them all, but I suppose that is just my dream-**** on the idea.

In a nutshell, there are 4 'keys' represented by Adventure type cards. In the beginning of the game, setup, players take turns randomly placing 1 Key in each of the 4 corner expansions. Roll 3 die and add that players Craft or Strength (give the option?). The Key is placed faced down that many spaces into that board.

Each Key, on its own grants the owner some attribute, the usual, but I got + 1, Strenth or Craft, Start of Turn replenish fate (or lives?), Start of Turn replenish Spell (if entitled?) *But* whoever possesses 2 or more keys will get extra benefits, with all 4 keys providing - a chance - at another back door way to the Crown.

There's a bit more, but new Characters could include a locksmith (must have some ability that gives a slight edge to this concept). A new spell might 'move' the key closer to you, somehow. But if you cast the spell already owning a key, it makes the key move closer to you.

Things like that. If anyone indicates interest in this, I'll throw out few other ideas I came up with tonight (or start a new thread would be better).

Keep in mind, with the City thread, that additional Warlock Quest cards were added in a set after the Reaper, so it is possible that Lunar events or other concepts can be added to, through a small set expansion, at least.

0beron said:

So I've started coming up with *my* final small expansion set - after all the other boards and small sets that possibly come out have done so.

Its called "Keys to the Kingdom" and you should have all the other sets, because it connects to them all, but I suppose that is just my dream-**** on the idea.

In a nutshell, there are 4 'keys' represented by Adventure type cards. In the beginning of the game, setup, players take turns randomly placing 1 Key in each of the 4 corner expansions. Roll 3 die and add that players Craft or Strength (give the option?). The Key is placed faced down that many spaces into that board.

Each Key, on its own grants the owner some attribute, the usual, but I got + 1, Strenth or Craft, Start of Turn replenish fate (or lives?), Start of Turn replenish Spell (if entitled?) *But* whoever possesses 2 or more keys will get extra benefits, with all 4 keys providing - a chance - at another back door way to the Crown.

Hi Oberon,

Someone else on boardgamegeek came also with a idea that if we have all the corners, then you need to travel to each region and kill it's endboss etc

In this manner, we will use every region.

Or maybe if you have kill the endboss in the dungeon, Highland or Forest, then you must visit the king in the city, so that he will unlock the magic seal in the inner region, for some gold, so that you can pass through.

But it would make the game longer for sure…

But your idea is not bad. If every region has a key somewhere, then you must visit that region to pick it up.

Let's say that it is a very big key, and that you need 3 parts to make it complete. When you have all the parts, you could visit the blacksmith in the city.He makes the key for you for a sum of gold:) This will open the door to the inner region or to the dragon tower:)

MysticKey.png

Portal of Power key:)

The special rule with this key could be, that the text on the portal of power space is ignored, but that the door can only be opened with this key.

It's just some idea's:)

Velhart said:

0beron said:

So I've started coming up with *my* final small expansion set - after all the other boards and small sets that possibly come out have done so.

Its called "Keys to the Kingdom" and you should have all the other sets, because it connects to them all, but I suppose that is just my dream-**** on the idea.

In a nutshell, there are 4 'keys' represented by Adventure type cards. In the beginning of the game, setup, players take turns randomly placing 1 Key in each of the 4 corner expansions. Roll 3 die and add that players Craft or Strength (give the option?). The Key is placed faced down that many spaces into that board.

Each Key, on its own grants the owner some attribute, the usual, but I got + 1, Strenth or Craft, Start of Turn replenish fate (or lives?), Start of Turn replenish Spell (if entitled?) *But* whoever possesses 2 or more keys will get extra benefits, with all 4 keys providing - a chance - at another back door way to the Crown.

Hi Oberon,

Someone else on boardgamegeek came also with a idea that if we have all the corners, then you need to travel to each region and kill it's endboss etc

In this manner, we will use every region.

Or maybe if you have kill the endboss in the dungeon, Highland or Forest, then you must visit the king in the city, so that he will unlock the magic seal in the inner region, for some gold, so that you can pass through.

But it would make the game longer for sure…

But your idea is not bad. If every region has a key somewhere, then you must visit that region to pick it up.

Let's say that it is a very big key, and that you need 3 parts to make it complete. When you have all the parts, you could visit the blacksmith in the city.He makes the key for you for a sum of gold:) This will open the door to the inner region or to the dragon tower:)

The special rule with this key could be, that the text on the portal of power space is ignored, but that the door can only be opened with this key.

It's just some idea's:)

That's interesting, Velhart; maybe I should post more over there, ahahah! Anyway, I don't have all my notes (i'm at work!) but in Keys/Kingdom, once you have aquired the fourth key, you are automatically teleported to the Temple in the Middle regions. The keys basically' ultimate power is teleportation.

The Keys unlock a Secret Chamber in the Temple. Roll one die, no fate or any other spells or enhancements to your die roll. It is what it is:

1) You fall into that Big Black Void 2) The Grim Reaper is teleported to your space, refer his card 3) The Werewolf is summoned, refer to his card 4) either the Current Dragon Lord or the Dragon Rage? 5) Toad! (too harsh?) 6) Teleport to the Crown.

Caveats: You can not survive the Void, that is the only sure FAIL. It is possible to survive the others, but with the Toad, well you lose those keys, sigh.

I am really only an idea person and a pretty crazy one at that. So I have problems 'balancing' the ideas against the game mechanics. For example, I assume that keys can be lost to another player, or various encounters, in the normal ways. Is it to easy or not enough to retain keys? If you survive the die roll, but don't go to the Crown, you can move on your next turn but attempt to come back. Is that okay?

But my actual goal was to have connections to as many expansions as possible. I have obviously overlooked Frost March, and Sacred Pool, sorta. But I could think and tweak more too. Of course the likely hood of something like this happening, official is not very, but maybe it would inspire a home brew?

0beron said:

That's interesting, Velhart; maybe I should post more over there, ahahah! Anyway, I don't have all my notes (i'm at work!) but in Keys/Kingdom, once you have aquired the fourth key, you are automatically teleported to the Temple in the Middle regions. The keys basically' ultimate power is teleportation.

The Keys unlock a Secret Chamber in the Temple. Roll one die, no fate or any other spells or enhancements to your die roll. It is what it is:

1) You fall into that Big Black Void 2) The Grim Reaper is teleported to your space, refer his card 3) The Werewolf is summoned, refer to his card 4) either the Current Dragon Lord or the Dragon Rage? 5) Toad! (too harsh?) 6) Teleport to the Crown.

Caveats: You can not survive the Void, that is the only sure FAIL. It is possible to survive the others, but with the Toad, well you lose those keys, sigh.

I am really only an idea person and a pretty crazy one at that. So I have problems 'balancing' the ideas against the game mechanics. For example, I assume that keys can be lost to another player, or various encounters, in the normal ways. Is it to easy or not enough to retain keys? If you survive the die roll, but don't go to the Crown, you can move on your next turn but attempt to come back. Is that okay?

I think we have found a toad problem:) This would mean that he must collect the keys again. That's not really funny.

You could make a rule for the temple, that if you are still alive after you have roll the die, then you are back at the entrance of the temple. In your next turn, you must move away from the temple etc.

You could make another rule that each part of the key are always available in each of the 3 regions etc

Velhart said:

I think we have found a toad problem:) This would mean that he must collect the keys again. That's not really funny.

You could make a rule for the temple, that if you are still alive after you have roll the die, then you are back at the entrance of the temple. In your next turn, you must move away from the temple etc.

You could make another rule that each part of the key are always available in each of the 3 regions etc

On balance, the last idea is probably right; perhaps in addition to the cards laid at the beginning there could be an extra 'key' in each of those boards expansion sets to discover.

Toad wasn't my first idea actually. But I need to find those notes I mentioned.

Thanks, alot, really, Velhart, for discussing and showing some interest. I suppose, technically, I should move this thread or part to Home Brews section.

I'm going through withdrawl; I haven't play in 3 weeks, I think. All this talk of the New set is driving it too!

When will FFG officially announce this? lol been waiting impatiently!

Halfling said:

When will FFG officially announce this? lol been waiting impatiently!

Probably in september.

Maybe we hear something next week or the week after that:)

Let's hope so:)