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- Newsgroups: rec.games.board,rec.answers,news.answers
- Path: bloom-beacon.mit.edu!hookup!torn!news.ccs.queensu.ca!qucis.queensu.ca!dalamb
- From: dalamb@qucis.queensu.ca (David Alex Lamb)
- Subject: Talisman boardgame FAQ (Frequently Asked Questions)
- Message-ID: <faq1_763736104@qucis.QueensU.CA>
- Followup-To: rec.games.board
- Originator: dalamb@quilt
- Keywords: FAQ, Talisman, board game
- Sender: news@knot.ccs.queensu.ca (Netnews control)
- Supersedes: <faq1_760712104@qucis.QueensU.CA>
- Reply-To: dalamb@qucis.queensu.ca (David Alex Lamb)
- Organization: Computing and Information Science, Queen's University at Kingston, Ontario, K7L 3N6, Canada
- Date: Tue, 15 Mar 1994 12:54:52 GMT
- Approved: news-answers-request@MIT.Edu
- Expires: Tue, 3 May 1994 12:55:04 GMT
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- Xref: bloom-beacon.mit.edu rec.games.board:23069 rec.answers:4462 news.answers:16403
-
- Last-Modified: Wed Oct 27 08:57:49 1993 by David Lamb
- Archive-name: games/talisman
- Version: 0.65
-
- This is a draft of a regular posting about Talisman, a fantasy board game from
- Games Workshop. Major distributors still carry it, so it should be readily
- available in stores that sell boardgames. If you find the main game or any
- expansion set on the shelves, the store should be able to order all the other
- expansion sets for you.
-
- [This FAQ is out of date, since about 50 messages have arrived since the June
- posting; I've decided to let it go out without the updates rather than hold
- onto it until I have more time - DAL]
-
- Each questions starts with a Subject field, which many news readers let you
- find quickly (in rn/trn use the "control-G" command). Each also has a Date
- field saying when I last changed it.
-
- Many FAQs, including this one, are available via anonymous FTP on the archive
- site alias rtfm.mit.edu in the directory pub/usenet/news.answers. Log in with
- user ID 'anonymous' and use your mailing address as the password. The name
- under which a FAQ is archived appears in the Archive-name line at the top of
- the article. This FAQ is archived as games/talisman. The most up-to-date
- version of the FAQ is available via anonymous FTP from file talisman.faq in
- directory pub/dalamb/talisman on host ftp.qucis.queensu.ca. If you cannot use
- FTP, send mail to archive-server@qucis.queensu.ca containing a line of the
- form
- send dalamb talisman
- The mail server should respond within an hour or so plus mailing delays (which
- can themselves be substantial if you're not directly on the internet). If you
- want to find out more about the archive server, send mail to the same address
- with a line containing the word 'help'; if you do this you can't also request
- files in the same message. If your mailer has trouble with large files, use
- the 'size <bytes>' command to set a threshold, above which the server will
- split files into several messages.
-
- ------------------------------------------------------------------------
- Part I: Basics
- ------------------------------------------------------------------------
- Subject: What do I get in each box?
- Date: 17 June 1993
- From: Nicholas.J.Sauer@att.com
-
- [Thanks to Dave Katleman, katleman@corp.sun.com, for the TALISMAN DRAGON
- listing]
-
- TALISMAN
- The original game; you need this to play at all.
- CHARACTER CARDS(14): Assassin, Druid, Dwarf, Elf, Ghoul, Minstrel, Monk,
- Priest, Prophetess, Sorceress, Thief, Troll, Warrior, Wizard.
- SPELL CARDS(24): Acquisition, Alchemy, Counterspell(2), Destroy Magic,
- Destruction(2), Divination, Healing(2), Hex, Immobility(2), Invisibility,
- Mesmerism, Nullify, Preservation, Psionic Blast(2), Random(2),
- Teleport(2), Temporal Warp.
- ADVENTURE CARDS(104):
- Event(14): Angel, Blizzard, Book of Spells, Cursed by Hag, Devil, Evil
- Darkness, Imp, Magical Vortex, Market Day, Mephistopheles, Pestilence,
- Poltergeist, Raiders, Storm.
- Enemy: Animal(6): Ape, Bear, Boar(2), Lion, Wolf.
- Enemy: Monster(10): Bandit(2), Giant, Goblin(2), Hobgoblin(2), Ogre(2),
- Serpent.
- Enemy: Dragon(3): Dragon(3).
- Enemy: Spirit(5): Demon, Ghost(2), Spectre, Wraith.
- Stranger(9): Enchanter, Fairy, Healer, Hermit, Mage, Phantom, Siren,
- Sorcerer, Witch.
- Object(25): Armour, Axe, Bag of Gold(13), Helmet, Mule, Raft, Shield,
- Sword(2), Two bags of Gold(3), Water Bottle.
- Magic Object(13): Amulet, Cross, Holy Grail, Holy Lance, Magic Belt, Orb
- of Knowledge, Potion of Strength, Ring, Runesword, Solomon's Crown,
- Talisman(2), Wand.
- Follower(10): Alchemist, Gnome, Guide(2), Maiden, Mercinary, Pixie,
- Prince, Princess, Unicorn.
- Place(9): Cave, Fountain of Wisdom, Magic Portal, Magic Stream, Market,
- Marsh, Maze, Pool of Life, Shrine.
- PURCHASE CARDS(28): Armour(4), Axe(4), Helmet(4), Mule(4), Raft, Shield(4),
- Sword(3), Waterbottle(4).
- MISCELLANEOUS: Main Board, Talisman Cards(4), Toad Cards(4), Alignment
- Change Cards(4), Stands(6), Counters(40 Strength, 40 Craft, 40 Gold, 20
- Life), Rule Book.
-
- TALISMAN EXPANSION SET
-
- CHARACTER CARDS(14): Amazon, Barbarian, Gladiator, Halfling, Hobgoblin,
- Knight, Leprechaun, Merchant, Necromancer, Philosopher, Pilgrim, Ranger,
- Rogue, Satyr.
- SPELL CARDS(6): Barrier, Brainwave, Displacement, Metamorph, Mind Steal,
- Slow Motion.
- ADVENTURE CARDS(36):
- Event(6): Astral Conjunction, Earthquake, Halloween, Patrol, Taxation,
- Volcano.
- Enemy: Animal(1): Giant Lizard.
- Enemy: Monster(5): Berserker, Doppleganger, Gargoyle, Goblin, Golem.
- Enemy: Spirit(3): Banshee, Lich, Shade.
- Stranger(8): Centaur, Cyclops, Demigod, Judge, Magician, Outlaw, Pegasus,
- Sphinx.
- Object(6): Bag of Gold(3), Casket, Map, Shovel.
- Magic Object(2): Rod of Ruin, Winged Boots.
- Follower(2): Champion, Genie.
- Place (3): Arena, Idol, Secret Door.
-
- TALISMAN ADVENTURE
- CHARACTER CARDS(8): Centaur, Ninja, Orc, Samurai, Soldier, Warrior of Chaos,
- Witch Doctor, Woodsman.
- SPELL CARDS(11): Finger of Death, Fireball(3), Gust of Wind, Lightening
- Bolt, Misdirection, Reflection, Speed, Summon Storm, Water Walking.
- ADVENTURE CARDS(37):
- Event(4): Fool's Gold, Jester, Werewolf, Whirlwind.
- Enemy: Monster(4): Band of Zombies, Cave Troll, Griffon, Harpy.
- Enemy: Dragon(1): Chinese Dragon.
- Enemy: Spirit(4): Ghast, Shadow, Vampire, Vampire Bats.
- Stranger(3): Instructor, Leper, Pedlar.
- Object(10): Bag of Gold(3), Concealed Pouch, Golden Statue, Horse(2),
- Horse and Cart(2), Warhorse.
- Magic Object(5): Ancient Artifact, Bag of Carrying, Staff of Mastery,
- Talisman(2).
- Follower(5): Archer, Familiar, Man-at-Arms, Porter(2).
- Place(1): Tomb.
- MISCELLANEOUS:
- Rule Sheet
- Character Sheets(6), for keeping track of attributes and possessions.
- Alternate Ending Cards(6)
- Adds the alternative endings: when you get to the Crown of Command space,
- you choose a card to determine the endgame.
- Crown of command: as normal
- Demon lord: fight a craft 12 demon with 4 lives, one psychic combat
- per turn; other characters can't enter the Valley of Fire.
- Pandora's box: each turn take D6 spells and D6 adventure cards to
- inflict on your opponents.
- Belt of Hercules: your total strength becomes 12 (or current, if
- higher than 12); you get 5 lives (or current, whichever is
- higher). Each turn you can teleport to the location of another
- character and fight "to the death" (combat continues until one of
- you loses all lives).
- Horrible back void: first person to the Crown gets tossed out of the
- game (or sent to the Timescape if you have it); the Void card is
- then replaced with one of the other endings
- Dragon King: strength 12 craft 12; his reaction is random, leading to
- 6 possible sub-endgames
-
- TALISMAN DUNGEON
- CHARACTER CARDS(14): Conjurer, Dark Elf, Inquisitor, Gypsy, Highlander,
- Martial Artist, Pirate, Saracen, Scout, Sprite, Spy, Swashbuckler,
- Swordsman, Zulu.
- ADVENTURE CARDS(4):
- Place(4): Dungeon Doorway(4).
- DUNGEON CARDS(36):
- Event(7): Cave-In, Fire, Green Mist, Magic Mirror(2), Slaver, Trap Door.
- Enemy: Animal(2): Giant Rat(2).
- Enemy: Monster(8): Crawling Slime, Giant Beetle, Giant Spider(2), Giant
- Worm, Goblin(2), Living Statue.
- Enemy: Dragon(1): Bronze Dragon.
- Enemy: Spirit(2): Nightmare, Phantom Hound.
- Stranger(1): Lone Dwarf.
- Object(5): Bag of Gold(2), Decree of Banishment, Torch(2).
- Magic Object(2): Crystal of Power, Gauntlet of Might.
- Follower(2): Dog, Wiseman.
- Place(6): Altar, Chest, Gong, Secret Passage, Snake Pit, Tunnel.
- MISCELLANEOUS: Dungeon Board, Rule Sheet, Question and Answer Sheet.
-
- TALISMAN TIMESCAPE
- Adds the Dungeon board with its own adventure deck.
- CHARACTER CARDS(8): Archeologist, Astronaught, Astropath, Chainsaw Warrior,
- Cyborg, Scientist, Space Marine, Space Pirate.
- SPELL CARDS(2): Warp Gate(2).
- TIMESCAPE CARDS(42):
- Hand of Fate(10): Dimensional Rift(4), Orks, Supernova(4), Warp Storm.
- Enemy: Alien(10): Astral Hound, Alien Spores, Behemoth, Star Predator(2),
- Sun Worm, Psychic Parasite, Space Vampire, Will o Wisp(2).
- Stranger(2): Omnipotent Being, Time Travelers.
- Object(17): Alien Artifact(4), Anti-Grav Platform, Battle Armour,
- Chameleon Suit, Combat-Enviro Suit, Force Shield, Gyro Compass, Jet
- Pack, Medikit(2), Mining Laser, Power Glove, Psi-Helmet, Warp Belt.
- Follower(3): Battle Droid, Star Sprites, Symbiote.
- PURCHASE CARDS(12): Chain Sword, Combat-Enviro Suit(2), Gyro Compass(2), Jet
- Pack(2), Mining Laser(2), Power Axe, Psi-Helmet(2).
- MISCELLANEOUS: Timescape Board, Timescape Data Sheets(4), Rule Book.
-
- TALISMAN CITY
- Adds the City board, which replaces the City location on the main board.
- CHARACTER CARDS(2): Minotaur, Valkyrie.
- SPECIAL CHARACTER CARDS(4): High Mage, King's Champion, Master Thief,
- Sheriff.
- SPELL CARDS(10): Craft, Feeble Mind, Magic Shell, Mini-Vortex, Restoration,
- Spell Call, Spell Turning, Syphon, Temporary Change, Weakness.
- ADVENTURE CARDS(7):
- Event(2): River Barge(2).
- Event: Law(2): County Patrol(2).
- Object(3): Broken Shield, Broken Sword, Damaged Armour.
- DUNGEON CARDS(3):
- Object(3): Broken Helmet, Broken Shield, Broken Sword.
- CITY ADVENTURE CARDS(72):
- Event(15): Conscription, Cutpurse, Drunken Revelry, Employment(2),
- Festival, Gambler, Heretic Priest, Horse Thief(2), Lost!, Market Day,
- Master Thief, Plague, War!.
- Event: Law(10): Corrupt Sheriff, Honest Deputy, Watch(8).
- Enemy: Animal(2): Dog Pack, Giant Fly.
- Enemy: Monster(7): Bravo, City Rat(2), Drunken Soldier, Militia Man, Press
- Gang, Thug.
- Enemy: Spirit(7): Air Elemental, Earth Elemental, Fire Elemental, Ghoul,
- Gremlin, Mummy, Water Elemental.
- Stranger(10): Baker, Barterer, Beggar(3), Butcher, Grifter, Grumpy Wizard,
- Salesman, Street Sage.
- Object(9): Bag of Gold(4), Broken Helmet, Damaged Armour, Dog, Money Belt,
- Stiletto.
- Follower(7): Dancing Girl, Dragon Master, Druid, Errand Boy, Game Keeper,
- Urchin(2).
- Place(5): Dungeon Door(2), Library, Side Show, Wishing Well.
- PURCHASE CARDS(20): Doughnuts(4), Dragon's Bones(4), Full Face Helm, Great
- Axe, Horse(2), Horse and Cart, Kite Shield(2), Mule(2), Plate Mail,
- Two-Handed Sword, Warhorse.
- MISCELLANEOUS: City Board, Warrant Cards(5), Loan Cards(5), Stands(6), Rule
- Book.
-
- TALISMAN DRAGON (the official board, not David atleman's "DRAGON'S LAIR")
- CHARACTER CARDS(4): Dragon Priest, Dragonrider, Dragon Slayer, Questing Kight
- ADVENTURE CARDS(87):
- Event(12): Deadly Rivals, Dragon Dawn(2), Dragon Rage(2), Dragon Raid,
- Dragon Sleep(2), Electrical Storm, Shaman's Bones, Surprise Attack(2)
- Enemy: Monster(3): Wyvern(3)
- Enemy: Dragon(17): Amber Dragon, Blue Dragon, Cloud Dragon,
- Dragon's Lair(2), Dragon Prince(3), Emerald Dragon, Frost Dragon,
- Gold Dragon(2), Mountain Dragon, Red Dragon, Sea Dragon, Shadow Dragon,
- Storm Dragon
- Enemy: (3): Dragon Cultists(3)
- Spirit: Dragon(1): Zombie Dragon
- Object(6): Dragon Eggs, Dragon's Tears, Lance, Morning Star,
- Treasure Chest, Wyvern Staff
-
- Magic Object(32): Arcane Scroll, Book of Dragon Lore, Bracelet of Might,
- Crown of Domination, Dragon Amulet, Dragon Bane, Dragon Blood,
- Dragonhelm, Dragonscale Shirt, Dragon Skull, Dragonskull Wand,
- Dragon's Teeth, Dragon Venom, Dragonwing Cape, Exorcist's Blade,
- Golden Gauntlet, Grimnir's Axe, Healing Potion, Horn of Horror,
- Magic Arrow, Magic Banner, Magic Harness, Magic Helmet, Magic
- Mace, Magic Ring, Magic Shield, Magic Tankard, Phoenix Potion,
- Psionic Wand, Ring of Command, Rod of Dragon Fire, Wand of Terror
- Follower(5): Dragon Rider, Dragonet, Dragonslayer, Goblin Fanatic,
- Storm Giant
- Place(8): Alter of Dread, Black Temple, Cave of Bones, Eagle's Lair,
- Sacrificial Stone, The Great Portal, Treasure Hoard, Wizard's Tower
- MISCELLANEOUS: Dragon King, Rule Card, Stands(4)
-
-
- Subject: Official Answers
- Date: 4 January 1993
- From: 11366ns@hogpa.ho.att.com (Nick Sauer)
-
- Nick Sauer (11366ns@hogpa.ho.att.com) send a list of questions to Games
- Workshop and got back the following answers; they should be cnsidered as
- official as anything gets until GW publishes another Q&A sheet.
-
- Talisman Characters:
-
- 1) A) Can the Sorceress use her fourth special ability to take a follower that
- is an Enemy: Monster? (e.g. Could she take a Goblin from the Hobgoblin?)
-
- Answer: No
-
-
- Talisman Spells:
-
- 2) A) Can Mesmerism be used to take a follower that is not normally a follower?
-
- Answer: No
-
-
- Talisman Adventures:
-
- 3) If a Character draws the Raiders while in the Oasis does he get to pick up
- all of his equipment assuming he doesn't lose his turn and defeats all
- Enemies in the Space (the Raiders card says that the Character's possessions
- are placed in the Oasis immediately)?
-
- Answer: Yes
-
-
- Expansion Set Adventures:
-
- 1) Does the Astral Conjunction stay on the space it was drawn in until it
- is over (like the Blizzard does)?
-
- Answer: Yes
-
- 2) A) When a Character defeats the Doppleganger, does he get to keep him to
- trade for additional Strength later?
-
- Answer: No
-
- C) If you use the Staff of Mastery on the Doppleganger what value is used
- for its strength in the next Combat you fight? Is it equal to:
- a) Your Strength at the time you absorbed it with the Staff.
- b) Your opponent's Strength in the next Combat you use it in.
-
- Answer: b
-
- 3) Does the Patrol return Characters to:
- a) Their Starting Space as listed on that Character's Card.
- b) The space that they started that Turn from.
-
- Answer: a
-
- 4) May Taxation be Evaded (as it has a figure on the card)?
-
- Answer: No!
-
-
- Adventure Characters:
-
- 1) In the first Q&A sheet you specified that the Centaur DOES get to keep
- Enemies killed with his bow for Strength gains. However, the Samurai,
- Archeologist, Space Marine, or any Character using the Archer Follower
- DO NOT get to do this. Does the Centaur get to keep Enemies killed with
- his bow?
-
- Answer: The first Q&A sheet is wrong. The Centaur does not get to keep the
- enemies for Str.
-
-
- Adventure Adventures:
-
- 2) A) How does the Familiar work? Once you give him a life and gain two Craft
- do you:
- a) Immediately draw three spells and choose the one you want.
- b) Draw three spells and choose one whenever you gain a Spell?
-
- Answer: b
-
- B) In either case, do the two unchosen Spells go to:
- a) The discard pile.
- b) The top of the Spell Draw Pile.
-
- Answer: b
-
- 3) If you defeat a Character who owns the Golden Statue do you:
- a) Have to take the statue.
- b) Take the statue only if you force the other Character to lose a Life.
-
- Answer: a
-
-
- Dungeon Cards:
-
- 1) May a Character strike the Gong (and thus place it on the discard pile) even
- if there are no other Characters on the Dungeon Board?
-
- Answer: Yes
-
-
- Dungeon Rules:
-
- 2) When a Character enters the Dungeon he must discard any Horses, Horse and
- Carts, or Warhorses that he has. Does he:
- a) Leave them on the Space that he entered the Dungeon from (as with
- entering the Timescape).
- b) leave them on the Dungeon Entrance Space.
- c) Place them on their appropriate discard piles.
-
- Answer: a
-
-
- Timescape Characters:
-
- 1) Under the Archeologist's second special ability it says he may add one to
- his die roll on the Planetfall Space of the Timescape board. Is this
- supposed to read the Deathworld Space (as you don't roll a die on the
- Planetfall Space)?
-
- Answer: Yes
-
- 2) Can the Astronaut replace any of the Objects listed under his first
- Special Ability if there are none left in the Timescape Purchase Deck?
-
- Answer: No
-
- 3) A) If the Scientist uses his second Special Ability to repair the Ancient
- Artifact does it add four to his Strength in Combat?
-
- Answer: Yes
-
-
- Timescape Cards:
-
- 4) If a Character defeats all of the Orks, can he keep them for additional
- Strength (they are an Event)?
-
- Answer: No
-
- 5) A) If a Character with equal base Craft and Strength encounters the Sun
- Worm, does he roll randomly to determine which the Worm attacks (as per the
- Chinese Dragon)?
-
- Answer: Yes
-
- 6) A) If a Character encounters the Warp Storm, does the turn that he drew it
- count as his lost Turn (as per the Talisman rules section 15:4)?
-
- B) If not, and he is on Planetfall, does he still get to encounter both
- Timescape Cards drawn?
-
- Answer: He encounters any other cards and misses his next turn.
-
-
- City Characters:
-
- 1) For the Valkyrie's fourth Special Ability, who are human Enemies?
-
- Answer: 'Pure-strain' humans only (no orks, elves, etc.).
-
-
- City Special Characters:
-
- 2) If a Character becomes one of the Special Characters does he keep his
- original Character's Special Abilities as well (it is not explicitly stated
- whether he does or not in the City rules)?
-
- Answer: Yes
-
- 3) A) For the King's Champion's last Special Ability, should Outlaw and
- Raiders be replaced with Bandits?
-
- Answer: Yes
-
- 4) Can the Sheriff use his fifth Special Ability, to teleport to any Space in
- the City:
- a) From any other board (e.g. can he teleport from the main board,
- Dungeon, or Timescape to any Space on the City board).
- b) Only while on the City board.
-
- Answer: b
-
-
- City Adventure Cards:
-
- 5) After the Air Elemental has moved itself and the Character encountering
- it to one of the two fields Spaces, must the Character then fight a
- Psychic Combat with it?
-
- Answer: Yes
-
- 6) A) If a Character who draws Conscription opts to defeat another Character in
- Combat and fails to do so (either due to lack of other nearby Characters or
- he loses the Combat) does he get to choose one of the three remaining
- options to avoid Conscription?
-
- Answer: No
-
- B) If a Character loses three turns, does the Turn that he drew
- Conscription on count as his first lost Turn (again, as per rule 15:4)?
-
- Answer: Yes
-
- 7) Will the Cutpurse become a follower of a Character who is the Master Thief?
-
- Answer: Yes
-
- 8) If a Character uses the Dancing Girl to Evade an encounter does she:
- a) Stay on the Space that the Character used her in.
- b) Go to the discard pile?
-
- Answer: b
-
- 9) Should the Dog be a follower rather than an object (like the Dog in the
- Dungeon Cards)?
-
- Answer: Yes
-
- 10) A) If the Dragon Master captures a Dragon for you, does the Dragon
- increase your carrying capacity to that of the Anti-Grav Platform or Horse
- and Cart (the Dragon Master's Card seems to imply this)?
-
- Answer: Yes
-
- B) Will the Dragon carry a Warhorse?
-
- Answer: No!!
-
- 11) If a Character with the Druid enters the Timescape, City, or Dungeon does
- he:
- a) Leave the Druid in the Space that he entered from.
- b) Is the Druid discarded.
-
- Answer: b
-
- 12) If the Earth Elemental moves a Character to the Dungeon, must the
- Character then fight a Psychic Combat with it?
-
- Answer: Yes
-
- 13) A) If a Character encounters Employment, does the Turn he drew it on count
- as his lost Turn (again, as per rule 15:4)?
-
- Answer: Yes
-
- 14) A) If a Character loses to the Fire Elemental does he lose any Objects on
- a Horse and Cart?
-
- Answer: Yes
-
- B) If so, does he lose the Horse and Cart, also?
-
- Answer: Yes
-
- C) If a Character loses to the Fire Elemental does he lose any Objects on
- an Anti-Grav Platform?
-
- Answer: Yes
-
- D) If so, does he lose the Platform, also?
-
- Answer: Yes
-
- 15) If you defeat the Gambler, do any unclaimed objects:
- a) Stay on the board.
- b) Go to their respective discard piles.
-
- Answer: b
-
- 16) If the Ghoul (Enemy: Monster), taken as a follower by the Ghoul Character,
- is used in Psychic Combat, and loses, is it placed on the discard pile?
-
- Answer: Yes
-
- 17) A) If a Character is Lost, does the Turn he drew it on count as his lost
- Turn (again, as per rule 15:4)?
-
- Answer: Yes
-
- 18) If a Character with an Urchin leaves the City, does he:
- a) Leave the Urchin in the Space that he left the City from.
- b) Discard the Urchin.
-
- Answer: b
-
- 19) A) Does War remain on the City Gate for the rest of the game?
-
- Answer: Yes
-
- 20) A) Will the Watch arrest a Toad (for having no Gold)?
-
- Answer: No
-
- B) Similarly, if a Character is turned into a Toad while in the City
- does he have to draw for the Watch at the end of each of his Turns as a
- Toad (for having no Gold)?
-
- Answer: No
-
- 21) If a Character loses to the Water Elemental, does he:
- a) Choose which follower to lose.
- b) Roll randomly.
-
- Answer: b
-
- City Board:
-
- 22) When a Character uses the Enchantress Space to enter the Timescape, does
- he:
- a) Roll two dice under his starting quota of Craft and Strength (as
- per the Timescape rules).
- b) Roll two dice under his current quota of Strength and Craft (as
- stated on the Space)?
-
- Answer: b
-
- City Rules:
-
- 23) A) Can a Toad rob the Bank?
-
- Answer: No!!!
-
- 24) As the rules are currently written, a Character with a Warrant does not
- have to draw for the Watch at the end of his Turn while in the City
- (having a Warrant does not violate any of the statutes of the City).
- Is this correct?
-
- Answer: Yes it is. Breaking the law causes a 'hue & cry' which may bring
- the watch. Simply carrying a warrant will not (though you may
- encounter them normally).
-
- 25) If a Character with a Warrant is defeated by another Character in Combat,
- that Character can opt to move the defeated Character to the Donjon Space
- on the City board. Does this work:
- a) While Characters are on the City board, only.
- b) While Characters are on the Dungeon or main board, also.
-
- Answer: a
-
- 26) If a Character rolls poorly for judgement, and is forced to make an escape,
- does he still retain his Warrant even though he rolled for judgement?
-
- Answer: Yes
-
- 27) A) If a Character draws a Horse, Warhorse, or Horse and Cart from the
- Adventure Deck, does he replace it with the appropriate Purchase Card
- (as per rule 20:1)?
-
- Answer: Yes
-
- B) If this is the case, does any Character who draws an Adventure Card
- of an item that is not currently in the Purchase Deck get nothing?
-
- Answer: Yes
-
- 28) Finally, when a Character enters a City location he must leave any Mules,
- Horses, Horse and Carts, Warhorses, or Dragons on the Street Space outside
- of the location. On his next Turn may the Character:
- a) Move back to that Space automatically and reclain his Objects (as
- a person with the Horse may reclaim followers).
- b) Must he roll for movement normally.
-
- Answer: a
-
- Subject: Another official answer
- From: sh666@selway.umt.edu (Scott Hensley)
- Date: 27 October 1993
-
- During a debate on whether the term "Combat" (sometimes) included "Psychic
- Combat", Scott reported:
-
- I wrote GW about his very exact same question (the 'Combat', 'Psychic
- Combat' distinction). Their reply was as follows...
-
- 'Combat always refers to Strength based combats... Psychic Combat always
- refers to fights using Craft. They should never be mistaken.'
-
- ------------------------------------------------------------------------
- Part II: House Rules
- ------------------------------------------------------------------------
-
- "House Rules" means none of these are official - use the ones you like, drop
- the ones you don't. Sometimes these are "interpretations" of the official
- rules in places where the official ones were ambiguous (or at least
- non-obvious).
-
- A rule marked "Heli N" is the N'th rule from Rick Heli's gaming group's FAQ
- (Rick.Heli@Eng.Sun.COM), the April 6 1992 edition. One marked "Mill N" is the
- N'th rule from The Mill Gaming Dudes' house rules (contributed by Ned Utzig
- <"strion::ned"@mast.enet.dec.com>). Several contributions came from Howard
- Kim (hkim@cs.cornell.edu) in the summer of 1993, with the aid of Sten Drescher
- (smd@floyd.brooks.af.mil), Doug Gibson (doug@abby.chem.ucla.edu), Kurt
- Grossman (KurtG@yang.earlham.edu), Dave Katleman (katleman@corp.sun.com), Jay
- Lorch (lorch@cs.berkeley.edu), and Petri.Maaninen (Petri.Maaninen@hut.fi).
-
- Subject: Principles for resolving issues ("meta" house rules)
- From: dalamb@qucis.queensu.ca (David Lamb)
- Date: 27 October 1993
-
- Having been involved in a few Talisman rules arguments lately, I thought I'd
- propose some guidelines for helping resolve such disputes.
- 1. Be clear about whether the argument is about resolving an ambiguity in the
- "official" rules, or about defining a new "house" rule.
- a. If you're resolving an "official" rule, then the rules as written are
- definitive (including the official answers in the previous section).
- Check the official rules! Arguing from memory, or from your own group's
- house rules, is probably counterproductive.
- b. If you're defining a "house rule" it makes sense to point out that it
- contradicts an "official" rule if the other party doesn't seem to know
- about the official rule, but once it's clear they don't like the
- official rule and are trying to define a house rule, harping about the
- official rules is pointless.
-
- 2. Combat vs Psychic Combat. A lot of people, including me, tend to think of
- "Combat" as being generic for both "(Strength) Combat or Psychic Combat".
- Psychologists and sociologists will tell you about "marked" versus
- "unmarked" terms and point out there'd be fewer misinterpretations if the
- "unmarked" term "Combat" meant both kinds, and there were 2 marks, e.g.
- Strength/Craft, or Normal/Psychic, for distinguishing the two forms of
- combat.
-
- Unfortunately that does not appear to be what Games Workshop chose to do:
- Combat, unmarked, means combat with Strength. "Combat or Psychic Combat"
- is what they say when they mean the combat in the generic sense. So: if a
- rule or card says Combat, unadorned, it means exactly "Combat based on
- strength". Thus for example we can deduce:
-
- a. Armour doesn't protect against losing a life in psychic combat.
- b. A creature you "save" to use in the next "combat" can only be used in
- the next strength-based combat.
- c. The astropath can evade Combat, but not Psychic Combat.
-
- Of course, you can always reject this "meta house rule" and substitute one
- that lets "combat" include "psychic combat" whenever you feel like it - but
- bear in mind it's just that, a house rule.
-
- 3. Any rule change that increases the power of spell-cyclers (those who
- "always have K spells") is probably "wrong" (meaning "makes the game less
- fun for most players").
-
- Subject: Talisman "Dragon's Lair" expansion set
- From: David.Katleman@Corp.Sun.COM (David Katleman)
- Date: Thu 29 July 1993
-
- While waiting for the official Dragons release, David Katleman developed a
- "Dragon's Lair" expansion set; contact him directly at the above address if
- you want a copy. Basically, the Dragon Adventure deck cards are now
- considered the entrance to the Dragon's lair and are considered places. The
- expansion is still in a Alpha, maybe Beta test state.
-
- Subject: Tournament Rules
- From: bl375@cleveland.Freenet.Edu (Brian G. Greenberg)
- Date: 27 October 1993
-
- Since the game can be very unbalanced, my group runs a tournament. We have
- five in our group and we deal out nine characters to each of us. We keep
- these characters hidden from each other. (We write them down and have my mom
- initial the peice of paper). We do not allow a character to have more that
- one spell caster. If this happens those without one may bid as to how many
- characters to show the person with the extra spell caster and let that person
- choose two of the shown. Then we play six games. Whoever wins the most is
- the Champ. If there is a tie there is a tie breaker game. A player who uses
- all nine characters is then allowed to draw two from those not chosen; the
- other players choose which one to play. The only time the High Mage is in the
- game is if two or more spell casters are played in a game or if a six is
- rolled on one die before the game (after characters are picked.) Because we
- think the Dragon King (from Dragons expansion) is too easy to beat, we use the
- alternate endings. Once one is picked it cannot be picked again until the
- fifth game, when we recycle them. Because the Great Portal and the Cave of
- Dragon Bones can be very cheap wins (a character may not have enough natural
- strength to get past the crypt), we only allow each player to use either of
- these once.
-
- Subject: Cycling through spells
- Date: 11 March 1993
-
- Characters who "always have a spell" can really take over, since so
- many of the spells can be cast "when needed" (that is, just about any
- time). So they can cast a lot of spells on their own turn, then cast
- a lot more on the next person's, and so on. How can we fix this
- without being too unfair to the spell cyclers?
- a. (GW in Talisman City): cast spells only on your own turn, except
- for defensive spells
- b. (GW in Talisman City): cast only one spell "at a time"
- [DAL - it's unclear what they mean by this, but presumably either
- "one spell per turn" such as one on your own turn, one on the next
- person's, and so on]
- c. [LondonTowne Gaming Gang]: Make "always have N spells" true only at
- the start and end of the spell caster's own turn, at which time the
- caster can freely discard spells, then draw enough to have N
- spells.
- d. [Jeremy Gates <jeremy@extro.ucc.su.OZ.AU>] To cast a spell it must be able
- to take effect (eg. Heal - subject must be not fully healed). Secondly the
- player can only get his new spells via the "always have a spell" at the
- start of his turn.
-
- Aside: in the "standard" rules the only way to get rid of a spell is to
- a. cast it
- b. discard it if you acquire more spells than your limit.
- So a spell-cycler can get "trapped" with an uncastable spell (e.g.
- counterspell, if no one ever casts a spell on the cycler).
-
- Subject: The Amazing Warp Belt Trick
- From: KURTG@EARLHAM.BITNET
- Date: 11 March 1993
-
- If you have the Warp Belt, or if you are the Astropath, you can choose to
- follow the Red line from the Negative Zone to the Time Loop, returning to "the
- space you came from" - where you draw another Timescape card. This lets you
- get all the treasure fromthe Timescape Deck!
- a. Do nothing. It's not necessarily so bad if you do this with the Warp Belt,
- since you also cycle through all the Monsters in the Timescape deck, such
- as the Str 12 Behmoth or Cra 12 Space Vampire. The Astropath, on the other
- hand, gets a 2/3 chance to Evade these monsters, and doesn't even need to
- find the Belt, so he's even worse.
- b. Limit people to a small number of loops, e.g once.
-
- Subject: The Ninja's Secret Attack
- Date: 11 March 1993
- From: KURTG@EARLHAM.BITNET
-
- Can the Ninja make a Secret Attack in an endgame where you have to fight, such
- as against the Dragon King?
- a. No. It says against an upturned Enemy card or player; several of GW's Q&A
- items show they mean Enemy to refer to cards with the word Enemy on them,
- and not fixed monsters like the Sentinel, the Spirit at the crags, the
- Brigand in the forest, the Warp Demon, and so on.
-
- Subject: The Warhorse and charging into combat
- Date: 11 March 1993
- From: wrr3118@tamsun.tamu.edu (Rick Russell)
-
- The Talisman Rules and Q&A state that the Warhorse allows you to add your
- Craft to your Strength for *any* combat in which you would normally use
- Strength. Hence, the Warhorse is exactly equivalent to the Monk's special
- ability and the spell Psionic Blast. For a measly price of 5G in the City, or
- for free if you pick it out of the Adventure Deck, the Warhorse seems like an
- inordinately powerful object. The Warhorse will allow most Strength 2 and 3
- characters to take on Dragons and Giants with ease, given a sword and a spot
- of good luck. Later in the game, characters fortunate enough to have a
- Warhorse become extremely powerful. In a 2 player game, this is practically a
- ticket to the Crown of Command.
-
- a. Note the rules and Q&A sheet for some standard limitations: If the owner of
- the Warhorse loses a life in combat, the Warhorse is lost instead. The
- Warhorse may not be used more than once per combat round; this is important
- when the character using the Warhorse is fighting the Pit Fiends, Zombies
- or characters who have the ability to fight or re-fight a second round of
- combat.
- b. The Warhorse *only* allows you to add your Craft to your Strength when you
- land on/encounter a face-up Adventure Card or Character. When you are
- attacked, the Warhorse is useless (i.e. you don't have the opportunity to
- charge). Comment: This rule is good on the face of it, but has some
- problems. In the center of the board, the *second* character to enter the
- Crown of Command space will get to charge, and on their attack they can
- steal their opponent's Warhorse. The first character is dead meat. If the
- character at the center gets the Belt of Hercules, then they can do the
- same thing by teleporting on top of another character.
- c. The Warhorse works as originally specified, but you may *only* take Life
- away from your opponent, not Gold or Objects. Comment: Makes a certain
- amount of sense, since it would be difficult to use a Warhorse for subdual
- combat. It still allows low-strength high-craft characters to kick the rear
- out of dragons and such, which doesn't seem sensible. Instant strength for
- weak characters.
- d. The Warhorse adds a random Charge Bonus (1d6) to your Strength in every
- standard Combat, whether you attack or are attacked. Instead of rolling one
- die and adding to your Strength, you roll two dice. Comment: Easy to
- implement, simple to understand. On average, the Warhorse will provide a
- Strength bonus of 3 or 4 at a cost of 5G, slightly better than two-handed
- weapons at a cost of 4G. About the same as the Mercenary. Provides no
- guarantee of easy success in a given situation.
- e. Same as (d), and in addition the Warhorse will not necessarily be killed by
- attacks which would normally take a Life. The player has the option of
- allowing the Warhorse to be killed instead of losing a Life in Combat.
- Comment: My personal favorite. Since the Warhorse no longer provides a
- constant Strength bonus in combat, it seems unfair to kill it anytime the
- Character loses a combat while using the Warhorse.
- f. Same as (d) or (e), but the Warhorse only provides a bonus if the Character
- encounters/lands on a face up Adventure Card or character. Comment:
- Another sensible variation of (3) and (4).
- g. By itself, the Warhorse provides adds 1 to your Strength in Combat, and it
- may be combined with any normal weapons (Axe, Sword, etc) and Armor. A new
- weapon is introduced into the game: The Lance. The Lance may be purchased
- at the City Armoury for 3 gold. It is a one-handed weapon which adds 1 to
- your Strength while in Combat. When the Lance is used with a Warhorse in
- Combat, both items used together provide a net bonus of +4 to your
- Strength. When used *against* a Character with a Warhorse, the Lance
- provides a +2 bonus to your Strength in Combat (then you might call it a
- Polearm). The Holy Lance works just like a normal lance, except that it is
- adds 3 to your Strength in Combat with Enemy-Dragons and when combined with
- the Warhorse provides a net bonus of +6 to your Strength in Combat against
- Enemy-Dragons. Comment: It would require printing up some new Purchase
- cards, but otherwise it's a really neat idea. I haven't playtested
- anything, so I don't know if it's a well-balanced solution.
- h. [jjohnson@ccscola.Columbia.NCR.COM (Jeffrey H. Johnson)] Tone it down by:
- 1. It adds your craft or 6, whichever is less.
- 2. You may only use it against face-up cards and characters you land upon.
- 3. You may not use it against foes that you land upon via teleport, etc.
- This addresses most of the problems save the Crown of Command. We play
- that you can only take items which you can use, and since you can't use two
- warhorses, you can't charge someone already on the center space AND take
- his warhorse. You only get the charge when you enter the space.
-
- Subject: Centaur
- Date: 26 Oct 1993
-
- What "plains" space does the Centaur start in?
- a. Player's choice.
-
- Can the centaur use his +2 movement in the dungeon?
- a. No
- Can he "outrun" his followers, as does someone using the Horse?
- a. Yes, but he can return to them next move, as with the Horse
- Can he ride a horse or warhorse?
- a. No (this being an extension of the Q&A that suggested reasonable limits
- on how big an object the Mule might carry)
-
- Subject: Warrior of Chaos
- Date: 12 July 1993
-
- If the Warrior of Chaos is turned Good, e.g. by the Mystic, can he still
- corrupt other characters to Evil?
- a. Yes; whenever possible, it's simplest to assume 'change of alingment' has
- no effect on special abilities.
-
- The Chaos Gift ability is very powerful; to tone it down, make the Warrior
- first pass a roll of 2D6 >= the characteristic just used in combat.
-
- Subject: Followers
- Date: 27 October 1993
-
- [Heli 1] The Minstrel may have an unlimited number of animal followers.
-
- [Heli 12] Creatures turned into Followers via special abilities (e.g., the
- Minstrel's Animal, Ghoul's undead, etc.) can be stolen like any other
- Followers (e.g., via Mesmerism or the Sorceress' special ability), but these
- followers are left face up in the space where the former owner is.
-
- [Heli 23] The Mercenary, Man-at-Arms and any other followers who add Strength
- do not count when firing a bow at an Enemy or another character.
-
- Followers cannot use objects (although the Porter can carry some).
-
- Followers that "add to strength" (e.g. Unicorn) count when opening the Portal
- of Power and Crypt. Those that "add to strength in Combat" don't count. (And
- similarly for "add to craft" and the Mines).
-
- Subject: Priest [Heli 2]
- Date: 6 April 1992
-
- The Priest, when he automatically destroys a Spirit in the space he lands in,
- does not count it as an encounter; he encounters the space as normal. The
- Priest has a starting Craft of 6. When the Priest is of Good alignment and is
- visited by the Angel, instead of the normal benefits of the card, he may
- choose to receive either two Strength, two Craft or a teleport to any space in
- the same region.
-
- Subject: The Bandit [Heli 3]
- Date: 6 April 1992
-
- When gold is surrendered to the Bandit, it remains there until recovered by
- the character who defeats the Bandit. If the Bandit card is destroyed with
- the Destruction spell, the gold is destroyed also.
-
- Subject: Spell casting restrictions
- Date: 6 April 1992
-
- [Heli 4]: The following spells cannot be played unless they are the first
- spell cast by the player in a given turn: Acquisition, Barrier, Craft,
- Destruction, Fireball, Mesmerism, Misdirection, Random, Teleport, Temporal
- Warp
-
- [Heli 7]: The Counterspell, Reflection Spell and Spell Turning must be played
- immediately after the spell is played and before any other activity occurs. A
- Counterspell, Reflection Spell and Spell Turning may not be used to counter a
- spell cast by the same player.
-
- [Heli 9]: The Immobility and Destroy Magic Spells may be used to prevent
- casting of the Command Spell. In addition, a Character at the Crown of
- Command may not the cast the Command Spell if currently a Toad.
-
- You need to decide on a house rule for whether Destruction can remove an
- Event. Some groups play yes, others no.
-
- Destruction can remove "any card on the board". So it can't destroy
- possessions that are off the board, on the character's sheet. We don't know
- why the Amulet says Destruction cannot be cast on the holder.
-
- Subject: Amulet [Heli 5]
- Date: 25 March 1993
-
- The Amulet protects the owning player from the following spells:
- (i) those listed on the Amulet card.
- (ii) the following from Talisman City: Craft, Feeble Mind, Magic Shell,
- Mini-Vortex, Restoration, Spell Call, Spell Turning, Syphon,
- Temporary Change, Weakness
-
- Subject: Order of encounters [Heli 6]
- Date: 6 April 1992
-
- When encountering Adventure Cards bearing the same number, the player decides
- the order in which he will enounter them.
-
- Subject: Witch Doctor's curse [Heli 8]
- Date: 6 April 1992
-
- When cursed by the Witch Doctor, the cursed player must move so as never to
- end his move further from than his destination than he started. If he
- overshoots the target, he must overshoot the minimum possible distance, i. e.
- may not use horse, boots or other means to increase movement. The player
- remains cursed until he lands directly on the Chapel (or Ruins if evil).
-
- Subject: Genie [Heli 10]
- Date: 6 April 1992
-
- The Genie is not a Player; hence its spell is not affected by the Magical
- Vortex. Likewise, the Prophetess does not get to see the spell (unless she
- owns the Genie, of course), and it cannot be stolen by Mindsteal or Nullify.
-
- Subject: Ghoul [Heli 11]
- Date: 6 April 1992
-
- The Ghoul decides in which Combat to use any of his zombie Followers. That
- is, they do not automatically fight in the next combat. Also, the Ghoul can
- NOT raise defeated Spirits (for feeding to the Vampire, say).
-
- Subject: Events left on the board [Heli 13]
- Date: 6 April 1992
-
- Note that some Events (Astral Conjunction, Blizzard, etc.) count, until they
- expire, toward the total number of cards on a Draw Cards space. This does not
- apply to Spells such as Hex and Barrier.
-
- Subject: the Idol [Heli 14]
- Date: 6 April 1992
-
- If enslaved by the Idol, you re-encounter the space with whatever effects that
- implies.
-
- Subject: "before rolling the die for movement" [Heli 15]
- Date: 6 April 1992
-
- Whenever an instruction says you may (or must) do something "before rolling
- the die for movement", interpret it to mean that the action takes place just
- before the Movement phase of the turn, regardless of whether you actually roll
- the die. Thus, for example, you can cast Destroy Magic during the Blizzard.
-
- Subject: Attacking strangers [Heli 16]
- Date: 6 April 1992
-
- Despite what the character or adventure cards may say, Strangers may not be
- killed by bow and arrow. The GW Q&A sheet says no one can ever attack
- strangers.
-
- Subject: Staff of Mastery
- Date: 6 April 1992
-
- [Heli 17]: When a player loses the Staff of Mastery, the Enemy under control
- reverts to normal and is placed in the current space.
-
- [Heli 18]: Neither the Demon Lord nor the Dragon King may be mastered with the
- Staff of Mastery.
-
- Subject: The Demon Lord
- Date: 25 October 1993
-
- The Demon Lord may not be automatically defeated with the Cross or with the
- Priest's Special Ability, or anything else that automatically defeats other
- spirits. [Heli 19, Mill 4]
-
- If the Demon Lord slays a character, what happens to their possessions?
- a. [impliction of normal "fight first, pick up cards after" rule]: Discard
- all such possessions; there's no way for anyone to pick them up until
- they've defeated the D.L and thus won the game.
- b. Let the next character to reach the Crown of Command space pick up the
- items before fighting the D.L.
-
- Subject: Dragon King
- Date: 17 June 1993
-
- [Mill 4] Characters, Magical Items / followers, etc. that automatically
- defeat Dragons do not defeat the Dragon King. Items that add plusses for
- Dragons still apply, however. Thus for example [Heli 20] the Holy Lance does
- add 3 to the Strength of its user when fighting the Dragon King.
-
- [Mill 6] If the Dragon King decides to eat one of your followers and you have
- none, you lose a life instead.
-
-
- Subject: Magic Pouch [Heli 22]
- Date: 6 April 1992
-
- The Magic Pouch may only contain 1 object. It may not contain aggregate
- objects, e. g. the Horse and Cart. Objects in the Pouch may not be used, they
- are in the Pouch. To put something into the Pouch or take something out is a
- transfer. Only one transfer is allowed per turn. When it is carrying another
- object, the Magic Pouch does not count against object carrying limits.
-
- Subject: Supernova [Heli 24]
- Date: 6 April 1992
-
- The Supernova causes the character to advance along the blue warp line, not
- the red as stated on the card.
-
- Subject: Loans
- Date: 6 April 1992
-
- [Heli 25]: Leaving the City (regardless of method) without repaying an
- outstanding loan causes the character to be turned into a toad. The Loan card
- is removed from the game.
-
- [Heli 34]: The Bank will loan out money only to the extent of its loan
- cards; when these are all out, no further loans are available.
-
- Subject: The Town Square [Heli 26]
- Date: 6 April 1992
-
- If simply landing in the Town Square, draw one City card unless there is one
- there already.
-
- Subject: Entering the City
- Date: 6 April 1992
-
- [Heli 27] Do not count weapons in your strength total when wrestling with the
- guard to obtain entry to the City. You may still count items such as the
- Potion and Magic Belt which confer basic strength, however.
-
- [Heli 39] When bribing the guard to enter the city, a roll of 6 means that
- entry is denied.
-
- Subject: Leaving animals at the Stable [Heli 28]
- Date: 6 April 1992
-
- Other players may not pick up animals which you leave at the stable. If your
- character dies, discard any cards left at the stable.
-
- Subject: City offices
- Date: 6 April 1992
-
- [Heli 29]: A single character may only hold one of the City offices (High
- Mage, Sheriff, Champion, Master Thief) at a time.
-
- [Heli 31]: The Sheriff and the Champion may disregard any pre-existing
- Warrants upon taking office, but may still not discard these Warrants in the
- event that they later lose the position.
-
- [Heli 32] When your character holds a City office, this becomes the
- character's new alignment for all purposes until something (Mephisto, Mystic,
- Anarchist's Guild, Temporary Change) causes that alignment to change. Even if
- the character loses the office, he still retains the current alignment.
-
- Subject: Dungeon doors [Heli 33]
- Date: 6 April 1992
-
- The new dungeon door cards in the City card deck still count against the
- maximum two dungeon door cards which may be visible at any one time.
-
- Subject: Market day [Heli 35]
- Date: 6 April 1992
-
- The Market Day card in the City deck allows trading of items between players
- just as the Market Day card in the Adventure Deck does. Note however that
- Trading is deemed illegal in the City (without a license); thus, characters
- currently in the City who trade must thereafter draw a City card to check for
- the Watch.
-
- Subject: Anarchist's Guild [Heli 36]
- Date: 6 April 1992
-
- The Anarchist's Guild automatically changes the alignment of any character
- using its services to Neutral.
-
- Subject: Leaving the City [Heli 38]
- Date: 6 April 1992
-
- When you are taken to the City Gate as a result of Judgement, you are not
- allowed to retrieve your animals from the stables.
-
- Subject: Dancing Girl [Heli 40]
- Date: 6 April 1992
-
- The Dancing Girl can be used on human enemies only.
-
- Subject: Ninja versus Knight [Heli 43]
- Date: 6 April 1992
-
- When the Ninja fights the Knight, whoever initiated the attack has his power
- take precedence.
-
- Subject: Isn't it too easy to become the High Mage?
- Date: 11 March 1993
-
- a. [Heli 41] To become the High Mage, in addition to turning in a magic
- object, the player must roll his Craft or less on two dice. If
- successful, he becomes the High Mage. If unsuccessful, he must still
- discard the Magic Object.
- b. [LondonTowne Gaming Gang] Donate N magic objects, then roll D6 less than
- or equal to the number of object donated. You can donate several objects
- at once, but can only make one roll per turn. If you fail you can come back
- later and donate more, counting both the old and the new donations toward
- the number you must roll.
-
-
- Subject: When you leave the Donjon, where do you go?
- Date: 12 July 1993
-
- When escaping from the Donjon, or when found not guilty:
- a. [Heli 37] Roll a die for movement in the subsequent turn as normal,
- counting the Royal Castle as the first space entered.
- b. Start in Imperial Avenue, and assume your horses (if any) have been left
- there (if you didn't leave them at the stable already).
- c. When escaping (only), start in any square adjacent to the Donjon (you're
- escaping, after all).
-
- Subject: Crown of Command
- From: utzig@mast.enet.dec.com
- Date: 17 June 1993
-
- [Mill 1] The Crown of Command spell affects ALL players when cast, not a
- single player. (text on the C-of-C conflicts w/ the rulebook..)
-
- [Mill 2] Loss of life from the Crown of Command Spell cannot be prevented by
- items such as shields, armour, helmets, etc. Counter-spells may negate the C
- of C spell, however.
-
- Subject: Multi-creature cards
- Date: 25 October 1993
-
- If you fight an Enemy that consists of several creatures that you must fight
- in sequence (e.g. Band of Zombies), if you defeat a few before they kill you,
- the next time someone lands on that card, the Band is back to full strength.
-
- Subject: Doppelganger
- Date: 25 October 1993
-
- Fighting the Doppelganger seems always to be a straight roll-off of D6's,
- since the card says you fight with the same TOTAL strength, including strength
- from weapons, followers, potions, and so on. Things that "add craft to
- strength", e.g. Warhorse or Monk's ability, don't get around this - they add
- to your strength, and thus the D. gets the same total strength as you. The
- one exception *might* be the special ability that "subtracts your craft from
- your opponent's strength" which is phrased not to change your own strength,
- but many people regard that the D's ability overrides even that.
-
- You can't save the D. for strength (see official answers from GW, above).
-
- If the D. shows up on the same square as another tough creature, so that you
- get to fight "yourself" at big minuses, the best hope is to attack the
- Doppelganger with a missile weapon or Fireball from a different hex.
-
- Subject: Losing lives to creatures with special attacks
- Date: 27 October 1993
-
- If a moster, such as the Air Elemental, does something special, such as taking
- you out of the city, when it defeats you, does it *also* drains a life first?
- a. In the case of the Air Elemental, there's an official answer (above): if
- it takes you out of the City, you then fight a normal Psychic Combat (and
- similarly for the Earth Elemental).
- b. For other cases, take your pick of interpretations:
- 1. Yes. The only exceptions are creatures whose descriptions say "instead
- of taking a life".
- 2. No. It only has the effect stated on the card.
-
- Subject: Questing Knight
- Date: 25 October 1993
-
- Why should the QN start the game with Helmet, Shield, and Armour, since you
- can only use one of the three, presumably Armour, in any one combat (question
- 5 in the Q&A).
- a. Treat it as another special ability, letting him use each in turn.
- b. Treat the Helmet and Shield as Alchemist fodder.
- c. Treat the Helmet and Shield as spares, in case someone steals the Armour.
-
- Subject: Characters adapted to the City board
- Date: 26 October 1993
- From: hkim@cs.cornell.edu (Howard Kim) and Kurt Grossman.
-
- The Thief description dates from before the City expansion. How should he
- steal from shops in the city?
- a. Take an object at random [straightforward extension of Thief card]
- b. [variant of Master Thief] Roll D6:
- 1-2: Successful, take an item of choice.
- 3-4: Successful, take a random item.
- 5-6: Failure, lose 1 life.
-
- The Merchant can trade with shops in the city.
-
- The Inquisitor's victim automatically goes to the Donjon; the Inquisitor's
- power supersedes the "judgement" that normally happens at the Donjon.
-
- Subject: The Horse
- Date: 26 October 1993
- From: hkim@cs.cornell.edu (Howard Kim)
-
- The horse can "outrun" followers. Does this apply to the Hag, Jester, and
- Poltergeist?
- a. No. These can never be outrun.
- b. Yes.
- c. Yes to the hag and jester, no to the Poltergeist. The Poltergeist
- prevents you from moving +3 with a Horse, so prevents outrunning.
-
- If the player uses the +3 movement, then he/she leaves his/her followers
- behind unless they have horses. Certain followers like the unicorn do not
- seem to be logical candidates as horse riders. Should these followers have to
- have a horse to follow a player w/ a horse?
- a. Strict interpretation of the rules says they can't follow.
- b. A house rule can say these followers need not have a horse: Unicorn,
- Familiar, Spirits, and Animals.
-
-
- Subject: Teleporting in/out of the City
- Date: 26 October 1993
- From: hkim@cs.cornell.edu (Howard Kim)
-
- Since spellcasting is illegal in the city, is teleporting in/out illegal?
- a. Draw to see if you get a Law card when you teleport in, but not out.
- [Kurt Grossman, Petri Maaninen]
- b. Neither is illegal. For "out" you're not in the city at the time you
- would draw, and for "in" you weren't in the city when you cast the spell.
-
- Subject: The Siren
- Date: 27 October 1993
-
- Non-human characters generally appear to be immune to the Siren. Non-human
- characters added in expansions usually list "immune to Siren" as a special
- ability. If you're creating a nonhuman character, think about whether they
- should be immune.
-
- One exception appears to be the Sprite. Consistency might suggest making her
- immune - but she's already quite powerful, and doesn't need to get any better!
-
- Subject: Snake Pit
- Date: 26 October 1993
- From: hkim@cs.cornell.edu (Howard Kim)
-
- The snake pit only stops those who land on it; it doesn't stop players passing
- it.
-
- ------------------------------------------------------------------------
- Part III: Hints, Suggestions, and Strategies
- ------------------------------------------------------------------------
-
- Subject: Are some characters more powerful than others?
- Date: 11 March 1993
-
- Some people don't think so - in that every character *can* win, luck being
- such a big part of the game. It certainly seems that for most characters, by
- the end of the game it's the "stuff" you've acquired during the game (objects,
- followers, extra strength and craft) that matter, not your special abilities
- (except possibly for spell-cycling ("always have a spell"), which seems very
- powerful).
-
- Others think there's a definite split between "strong" and "wimpy" characters.
- The LondonTowne Gaming Gang splits characters into the Tough and Wimp decks,
- and lets each player choose one of 3 randomly-dealt Tough characters, with the
- option of choosing any character from the Wimp deck. Their Tough characters
- include: Amazon, Astronaut, Astropath, Centaur, Chainsaw Warrior, Cyborg, Dark
- Elf, Elf, Gypsy, Gladiator, Highlander, Knight, Leprechaun, Monk, Ninja,
- Philosopher, Prophetess, Soldier, Sprite, Swashbuckler, Swordsman, Troll,
- Valkyrie, Warrior, Warrior of Chaos, Wizard, Woodsman, Zulu.
-
- Rick Heli's group rates the characters as follows:
- Weak: Amazon, Druid, Ghoul, Halfling, Highlander, Hobgoblin, Martial Artist,
- Minstrel*+, Orc, Pilgrim, Pirate, Priest+, Ranger, Samurai, Satyr, Thief*,
- Warrior
- Average: Archaeologist, Assassin, Astronaut, Barbarian, Centaur, Chemist[H],
- Collector[H], Conjurer, Cyborg, Dark Elf, Dragonlord[H], Dwarf, Elf,
- Gladiator, Inquisitor, Leprechaun, Merchant*, Minotaur, Necromancer, Ninja,
- Rogue*, Saracen, Scientist, Scout, Soldier, Space Marine, Space Pirate,
- Sprite, Spy, Swashbuckler, Swordsman, Torturer[H], Warrior of Chaos, Witch
- Doctor, Woodsman, Zulu
- Powerful: Astropath, Chainsaw Warrior, Gipsy, Knight*, Mechanician[H], Monk,
- Philosopher, Prophetess, Sage[H], Sorceress*, Troll, Valkyrie, Wizard
- * means becomes more powerful with more players
- + means becomes more powerful with additional rules (Heli's rules for these
- particular characters; see previous sections).
- [H] is a special character invented by Rick Heli's group; for details,
- contact Rick.Heli@eng.sun.com.
-
- Subject: Dwarf
- Date: 11 March 1993
-
- The dwarf seems weak to some people, but, if he is lucky enough to gain an
- extra few points of craft before others get very powerful, can try for a quick
- win via the Craft route because of his Special Abilities 4 and 5.
-
- Subject: Abusive Combinations
- From: jdean@nmsu.edu (Jonathan Dean), gitzlaff@uxa.cso.uiuc.edu (Jim
- Gitzlaff), bl375@cleveland.Freenet.Edu (Brian G. Greenberg)
- Date: 23 Jun 1993 15:44:59 GMT
-
- Sometimes characters get one or two cards that make them nearly invincible or
- untouchable. For example:
- 1) The Ghoul with the Runesword.
- The Ghoul will gain a life at the end of almost every combat.
- 2) The Valkyrie with the Champion.
- If the Valkyrie does want to fight she puts forth the Champion.
- If he dies then she picks him up as a follower again. Thus,
- she does not need to fight any non-psychic battle.
- 3) The Astropath with a chameleon suit.
- If the Astropaths inate ability to evade fails then it has the
- chameleon suit to fall back on.
- 4) The Conjurer High-Mage.
- Always has two spells and can discard one spell while casting
- another. Eventually he will get the Finger of Death spell.
- "I cast Finger of Death at you and throw away Alchemy."
- We limited him to casting one Finger of Death per encounter...
- (5) The Sprite (or other always-has-a-spell character) with the Familiar.
- Minimum of two spells at all times, and gets to examine the top
- three (!) each time one is cast. Limit them a bit by placing the 2
- unclaimed spells back on the unused pile, not the discard.
- (6) The Scientist with the Ancient Artifact
- Actually, this seems to be part of his design. He'd get +4 in every
- combat - but starts off quite weak.
-
- It may not be necessasry to "tone down" these combinations. Particular cards
- "will appear eventually" only if the game goes on for a long time or there are
- a lot of players - there are a *lot* of adventure cards if you have all the
- expansions (275 according to numbers in the FAQ). If they occur very late,
- other characters may have already become quite powerful before the "abusive"
- one gets this chance. Also there may well be some way to take the object or
- follower away - Mesmerism, theft, defeating the character in combat or psychic
- combat.
-
- ------------------------------------------------------------------------
- Part IV: New Characters
- ------------------------------------------------------------------------
-
- The following are character descriptions submitted by people from the Net.
- Some contributors have asserted claimed copyright, noted in the individual
- entries, but have given permision for this work to be included in the FAQ.
- Playtester comments are not included in the copyright.
-
- Subject: Hero character
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 25 Oct 1993
-
- Updated because of playtesting information from Kurt Grossman.
-
- Start:Vortex Alignment:Good Str:4 Cra:3
-
- 1) You start the game with a sword.
- 2) You may enter the Timescape at any time from the Main board or the
- Dungeon.
- 3) In the Timescape you may move to the Vortex as your next move.
-
- Discussion: seemed quite powerful to one playtester, but perhaps not compared
- to, for example, the Sprite. #3 let him avoid the Warp Demon - but evasion,
- e.g. via the Chameleon suit, or the Warp Belt/Astropath's select-lines
- ability, also do the same (and more). Whether #2 is too powerful depends on
- whether you see the Timescape as too generous - you can get good stuff there,
- but also run into 12-Str or 12-Cra creatures, too.
-
- Subject: Robot character
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 12 July 1993
-
- Start:Space Port Alignment:Neutral Str:5 Cra:2
-
- 1) No spells may be used against you.
- 2) You may not use any spells.
- 3) If you encounter or are encountered by another player he may not use
- any magic objects against you in combat.
-
- Playtester comment: not bad.
-
- Subject: Sentinel character
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 25 Oct 1993
-
- Start:Sentinel Outpost Alignment:Neutral Str:3 Cra:3
-
- 1) You may encounter other players in the Timescape.
- 2) When you encounter another character in the Outer or Middle regions
- or the Timescape, instead of fighting him you may arrest him. Arrested
- players go to Donjon or the Castle (whichever is in the same region) as
- their next move. Arrested players in the Timescape go to the Vortex as
- their next move.
- 3) You may look at the top Timescape card at any time.
-
- Playtester comment: interesting. Automatic arrest may be too powerful.
-
- Subject: Space Knight character
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 25 Oct 1993
-
- Updated because of playtesting information from Kurt Grossman.
-
- Start:Space Port Alignment:Good Str:3 Cra:3
-
- 1) Every time you lose a life in combat you gain 1 Craft.
- 2) If you aquire a sword it adds two to your stength in combat.
- 3) When you draw an Adventure, Timescape, or Dungeon card you may attempt
- to use the force. If you roll 2d6 under your current craft you discard
- the current card and draw a new one. You may only do this once per turn.
-
- Subject: Space Ork character
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 12 July 1993
-
- Start:Space Warp Alignment:Evil Str:4 Cra:2
-
- 1) If you draw the Space Ork Timescape card they become your followers
- and fight for you until they are all destroyed.
- 2) You are uneffected by the siren.
- 3) You are safe in the Rad Zone and need not roll the die there.
-
- Playtester comment: pretty quiet - comparable to some "average" existing
- characters. Nick replied: yep, just like the ordinary Orc.
-
- Subject: Timelord character
- Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
- Date: 25 Oct 1993
-
- Updated because of playtesting information from Kurt Grossman.
-
- Start:4th Dimension Alignment:Neutral Str:2 Cra:4
-
- 1) You start the game with 6 lives. This is your full quota for healing
- purposes
- 2) When you land on another player you may take one of his followers or
- give him one of yours (this includes the Hag and the Poltergeist).
- 3) You need only roll 1 die vs. Craft at the Portal of Power and 2 dice
- vs. Craft in the Mines.
- 4) Whenever you roll a 6 for movement, roll again and move according to the
- following chart: 1-4 Move six normally, 5 Move to the warp gate, 6 Move to
- any space in the region you are currently in (or in the Timescape, if on
- the Timescape board). All your followers go with you.
-
- Discussion: Doctor Who would have been Good, and had more Lives, but it's too
- easy for Good characters to get healed back to starting quota.
- --
- Software Technology Laboratory dalamb@qucis.queensu.ca (David Alex Lamb)
- Computing and Information Science phone: (613) 545-6067
- Queen's University, Kingston, Ontario, Canada K7L 3N6
-