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Reedstilt

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  1. I slipped up and forgot to mention it in the rules so once I'm done cleaning up some other errors (mostly typos here and there), I'll be sending an updated version off to Jon. In the meantime, to answer your question, the basic limit is equal to the cost of the Property.
  2. You can now download this expansion over at Talisman Island.
  3. I just sent these cards off to Jon. It's now called "Hearth and Harvest." Since I showed off how to acquire Properties last time, here are some examples of how you'd lose them:
  4. I really like Earl Wynn's Properties expansion, but there were a few aspects of the execution I wanted to tweak in order to use it for my own game. Now I'm nearly done with my own version of the concept so I thought I'd start previewing a bit of it. If you're familiar with Earl Wynn's original Properties expansion, here are the key differences between the two: I've generalized many of the Properties. For example, instead of having "Apple Orchard," "Cherry Orchard," "Lemon Orchard," etc., I've generalized these as simply "Orchard." I've eliminated many of the extra rolls associated with Properties. While some still require a die roll to generate gold for you, most now rely on characters performing certain actions, like visiting specific spaces. I've added subtypes to my Properties. Orchards, for example, are "Property - Farming" while Cottages are "Property - Home." This makes its easier for other effects to trigger off of specific types of Properties. I've redone several of Earl Wynn's associated Adventure cards and added several more, along with 10 Property related cards for the City, Highland, and Woodland. Currently I don't have plans for Property-related cards to appear in the Dungeon. There will also be a few odds-and-ends, such as new Characters (the Farmer, the Miner, and the Shepherd at least), a new Ending, and maybe some new Spells and a Warlock Quest. Feel free to offer up some suggestions while I work on finalizing things for release. In particular, I'm still looking for a good name for this expansion. "Properties Revisited" is only a temporary place holder. Now let's look at some examples of the basic Properties. It should be noted with these basic Properties that they can only hold gold equal to their Cost. Any gold they would gain in excess to their Cost is lost. So collect it frequently, or seek the aid of a Follower or Object that can expanding their capacity. There are several ways of acquiring Properties as you adventure through the lands of Talisman. The easiest is to find the Surveyor Denizen, who will allow you to look through the Property deck and buy any of your choice. There are also a variety of Adventure cards of all types that will help you gain Properties:
  5. I picked up the characters but not the Legendary cards. Are the Legendary cards just mixed into the Adventure deck normally? That's my understanding, which is why I avoided them. I have enough trouble getting people to play Talisman that I don't need a Strength 15 Dragon or whatever randomly showing up to discourage them. Your idea for optional Legendary encounters sounds good to me though and that's how I'd go about implementing something like this in the physical game.
  6. The lack of Card types on the Adventure cards with small image boxes / larger text boxes is a graphical error. I'll be sending an updated version to the site soon to correct that. EDIT: Updated version should now be available. "Undead" as an Enemy type was introduced with the official Harbinger and Cataclysm expansions. I updated some of the old Spirits (like the Mummy) to be Undead where I felt it would be more appropriate and consistent. I did a similar thing in the War in Heaven with Demons, which was introduced alongside the Undead in those expansions. Former Enemy-Spirit like the Demon, the Lesser Demon, and the Infernal Legion got rebranded as Enemy-Demon for consistency..
  7. I really like Lunar Events, so I've sprinted some around in my other expansions as well. So you can find a few more in the Restless Dead, Lawless Realm, Hungry Forest, and War in Heaven expansions on Talisman Island. Though if you're just looking to flip the Time Card more often, remember that all Events do that. Not just Lunar Events. I missed that when I originally started playing with the Time Card as well.
  8. If you're looking for some Vampire stuff, you might be interested in my Restless Dead expansion on Talisman Island. It adds in a bunch of undead themed cards and the ability to become a Vampire, much like the Lycanthrope cards let you become a werewolf in Blood Moon. Not much a feud between vampires and werewolves though, and you could end up as a hybrid of the two if you got bit by both.
  9. You raise a good point. The current Siren Scales are just a palette-swapped version of the rules-as-written Pegasus Feathers, but some limitation on it might not be a bad idea. I'm tempted to give it a roll-restriction like the Winged Boots.
  10. I took some time off from Talisman-designing (as it seems like most of us have), but I'm back at it now. I'm dearly done adapting the DE's "Clockwork Kingdom" cards and mechanics. In order to round out the Material deck for printing on my end, I had to add in a few new Materials. I also changed what the Pegasus Feathers do. I wanted a "Flying" effect, and since Pegasus Feathers make wings, it felt most appropriate to give it to them. Here are all the new and altered Materials, along with the back for the Material deck. If anyone has any opinions on balancing them, let me know. Each card depicts the raw material in the background, with the primary object it creates in the foreground. So you'll get a Wings, Quill, Gloves, Net, Belt, Spear, and Lantern from these respectively.
  11. Have you figured on how crafting works, or do you still have questions? I don't know if there's a rulebook available. EDIT: The Talisman facebook page just linked to this guide, which should have all the info you need.
  12. Hopefully some of you have been able to play with the DE's Clockwork Kingdoms. I've been mulling over ideas on how to incorporate it into Clockwork City. The City would obviously replace Cog, and most of the Adventure cards would be folded into the Clockwork Deck, while a few off-theme cards might go elsewhere (I think the Animate Room, for example, would fit better in the Dungeon or City decks). The real challenge though is what to do with the Inventions. The DE can get away with having an indeterminate number of generated Objects with other cards that can create copies of those, but that doesn't work well in a physical format. One thing I'm considering is to just have blank invention cards, and have the players right down the effects of their materials with an erasable marker, but I'm open to other ideas.
  13. Discarding or ditching may work. I did just realize one complication that would come of this. The Sun Talisman in my Atlantis set won't work anymore. How could do I that to myself?
  14. Took a bit longer than expected with the Woodland, but I just sent it and the Dungeon off, along with a little bonus. Hopefully they'll be up on Talisman Island soon.
  15. You obviously need a Talisman to walk through the Valley of Fire at the end of the game. But if they can protect you from the otherwise impenetrable Valley of Fire, then surely they could also protect you from the Firelands that pop up around the board if the Ifrit are invading. While this makes the fireland tokens a bit less dangerous, it also makes Talismans a valuable and useful resource earlier in the game. Currently, if I get one too early, I just ditch it because they're not all that hard to come by (thanks, Warlock!). Might there be any unforeseen consequences to adding this rule?
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