Hej! Tänkte bara dela med mig av de husregler jag använder till Talisman 4th edition. Posta gärna frågor om något är otydligt. /BigRedRacing
General gameplay changes
Players need only discard 4 points of enemy trophies to increase the corresponding skill by 1, thus making the leveling up less cumbersome.
If a character dies but has at least one fate left, that player may resurrect as a new character with all stats from the former character carrying over.
Talisman usefulness changes
Talismans do not count towards the carried object limit. Discard 1 Talisman to fully rig ANY dice result, even after it’s been rolled. The player sets the dice to the desired result.
Character changes
Thief: Must roll less than current craft to steal from another player. Roll 1D6 for everything except Talismans = 3D6.
Druid: May combine Strength and Craft skill when in Woods or Forest of any kind in any situation.
Assassin: May only assassinate when attacking, not when getting attacked. Enemy/other player may still roll battle dice but have -2 to combat score.
Combat
Whenever an enemy defeats a player it’s strength/craft increases by 1. Place an appropriate strength/craft counter on the enemy adventure card. The counters stay with the enemy when taken as trophy.
Armour
If a character owns more than one armour piece, he may roll 1D6 for each piece.
Location changes in Outer Region:
Enchanted woods – replaces the WOODS between City and Tavern. Gain 1 spell, draw 2 cards. All combat here becomes Psycic Combat.To be able to leave the Enchanted woods, roll 2D6 and add your craft. Need to score 12 or more to leave. If not achieved, turn ends. For every new attempt, add 2 to total dice roll score.
Tavern – Gain 4G for every 4 Strength of enemy trophies discarded.
Chapel – Gain 4G for every 4 Craft of enemy trophies discarded.
Graveyard – Bring enemy trophies here, discard them, pay 2G then roll 1D6. If roll less than combined enemy skill gain +2 to same skill.
Village – Pay 4G, roll 2D6. If roll higher than current Strength, increase Strength by 1.
City – Pay 4G, roll 2D6. If roll higher than current Craft, increase Craft by 1.
Skrivet av: BigRedRacing [2017-07-15 11:08:21]
Location changes in Middle Region:
Warlock Cave – If you complete a quest but already have a Talisman, you instead roll 1D6 for your reward:
1) 5G + change your alignment to whatever you wish.
2) +2 to your choice of skill.
3) +1 base Strength (can’t be lost)
4) +1 base Craft (can’t be lost)
5) +1 base Life + full heal (increases starting qouta)
6) May teleport another character to whatever space you wish!
Castle – Every 4 points of enemy trophies discarded here gives you +2 to that skill and rewards you with 4G. Gain another 2G for each Dragon discarded here.
Temple – Bring enemy trophies here, discard them, pay 4G then roll 2D6. If roll less than combined enemy skill stat gain +2 to Strenght and +2 to Craft.
Cursed Glade – Loose 1 spell, draw 2 cards.
Black Knight – Strength 12. Starts with 1 gold on this space. If a character have Strength skill 10 or higher,he may challenge the Knight (no assasination!) The Knight rolls 1D6 in combat + 1D6 for every gold coin on this space and uses the highest dice for his combat score. If the player wins – gain 1 life, 1 Strength, 1 Craft and all the gold on this space. If Knight wins – lose 1 life, 1 Strength, 1 Craft and drop one gold on this space.
On the Knight space is now also the Toad of Power! The first character to defeat the Knight may now controll the toad as another character. The toad cannot hold objects or followers, nor can it draw adventure cards or interact with them. The toad is merely a pawn for harrasing other players. 10 Strength, 10 Craft, 1 Life. May choose between battle or psycic combat. If the toad wins the players loose half their lifes, rounding up.
Skrivet av: BigRedRacing [2017-07-15 11:16:51]
Location changes in Inner Region:
Plain of Peril – Gain 1 spell, Draw 2 cards, enemies get +3 to their combat skill.
Dice with Death – Subtract 1 from your dice roll for each point of life below your (adjusted) starting qouta. One of your followers must be discarded.
Werewolwes Den – Strength of Werewolf = 2D6 + 1D6 for every mule you’ve got. (Yum!)
Vampires Tower – Subtract 1 from your dice roll for each point of life below your (adjusted) starting qouta. One of your followers must be discarded.
Pits – Number of Pit Fiends appearing = 1D6 + number of points of life below your (adjusted) starting qouta.
Valley of Fire – Gain 1 spell, Draw 3 cards. Enemies get +6 to their combat roll.
Crown of Command – Once a player reaches the Crown of command they roll 1D6 for each and every other player, one at a time. If they roll 2-6, the Command spell strikes the targeted player and kills him, period. If the player at the Crown of command rolls a 1 and the targeted player has a Talisman, the Command spell ”misfires and the targeted player is accidentally teleported to the Crown of Command for an epic final battle.
Skrivet av: BigRedRacing [2017-07-15 11:17:49]
Om du har några frågor eller funderingar är det bara att höra av dig till oss.
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