Subject: Talisman Boardgame 3rd Edition FAQ (Frequently Asked Questions) From: dalamb@qucis.queensu.ca (David Alex Lamb) Date: 21 Sep 1997 11:55:14 GMT Message-id: Last-Modified: Thu Sep 14 08:33:25 1995 by David Alex Lamb Archive-name: games/talisman/edition3 Version: 0.4 This is a draft of a regular posting about Talisman, a fantasy board game from Games Workshop. This message covers the third edition, released in the Spring of 1994. A companion posting covers the older second edition. Both FAQs are available on the World Wide Web, via URL: http://www.qucis.queensu.ca/home/dalamb/Talisman/ The WWW versions are the master copies; these posted FAQs are derived from them. Each item starts with a Subject field, which many news readers let you find quickly (in rn/trn use the "control-G" command). TALISMAN 3RD EDITION BOARDGAME AND EXPANSIONS CONTENTS This section describes the contents of the third edition of Talisman, and its expansion sets as they become available. * Talisman 3rd Edition Boardgame Contents * Dungeons of Doom expansion * Dragon's Tower expansion * City of Adventure expansion * New characters from White Dwarf Subject: Talisman 3rd Edition Boardgame Contents Unless otherwise noted, all of this is based on the review posted by Charles Brabec to rec.games.board on 9 September 1994. * Basic Game Contents * Game Board * The Rules * The Characters * Adventure Cards * Tower Cards (The Endgame) * Counters and Coins * Comments on Play SUBJECT: BASIC GAME CONTENTS * Game Board * 1 Rules Sheet * 11 Plastic Citadel Miniatures * 11 Character Cards * 129 Adventure Cards * 30 Spell Cards * 40 Purchase Cards (Box claims 40, I got 48) * 5 Tower Cards * 6 Talisman Cards * 6 Toad Cards * 30 Strength Counters: one (x24), five (x6) * 30 Craft Counters: one (x24), five (x6) * 30 Lives Counters: one (x24), five (x6) * 20 Experience Counters: one (x16), five (x4) * 32 Coins: one (x12), three (x8), five (x12) * 12 Alignment Markers: Good (x4), Neutral (x4), Evil (x4) * 6 Toad Counters * 6 Dice (all D6) * 1 Painting Guide * 8 Resealable bags for counters SUBJECT: GAME BOARD The new board is a single piece, fold in the middle. The Inner Region is gone. It has been replaced with "The Wizard's Tower", players encounter a series of traps in the Tower Cards. See Below. The Outer Region has been rearranged slightly: the Graveyard has been moved to the middle square on the opposite side of the board. Also, the Sentinel is gone. In his place is a Hills square with a toll bridge across the river. Other changes by square: * Chapel: No praying * City: Now "The City Gates" (probably for future expansion). No enchantress, alchemist, or doctor. Has a market to buy equipment. * Tavern: New table. * Village: No blacksmith. Healer is the same. Mystic has the same table except #4 only changes alignment if you want to. * Sentinel: Replaced by toll bridge. One gold to cross in either direction. The Middle Region has also changed slightly. Only the Runes square next to the Warlock remains, the other two were changed to Wilderness (Draw 2) squares. The Portal of Power is now The Causeway, which still leads to the center. Other changes by square: * Chasm: Roll once, lose life OR follower on 1-2 * Runes: the one remaining Runes square is a +3 penalty. * Warlock's Cave: New quest table. Beat a player, monster, or spirit, 1/3 chance of each. * Desert: Draw one card after losing a life. * Temple: New, less beneficial table. * Portal of Power: Now "The Causeway", no dice roll to enter the Tower. SUBJECT: THE RULES The third edition introduces experience points (EP) in place of saving monsters for strength. Every time you win a combat or psychic combat, you collect EP equal to the strength or craft of the enemy you defeated (except other players). Every seven EP can be traded in for one strength, craft, gold or life. You can carry only four objects (without help) and as many followers or gold as you want. Horses and Mules are now followers, so they do not count against your tally of four. There are no rafts. You must cross the river by the toll bridge or by some magical means. The rules have generally been streamlined and rewritten in a few places so as to be less ambiguous. Otherwise, the spirit of the game is the same as in the 2nd ed. The last rule is noteworthy: The Most Important Rule: If you get completely stuck with a problem not covered by the rules, state the problem in the form of a yes/no question and roll the dice: 1-3 = No, 4-6 = Yes. If you want an official answer, send an SASE to them, stating your problem as a yes/no question if possible. SUBJECT: THE CHARACTERS There are only 11 Characters with the new game. :( On the other hand, it probably wouldn't be too hard to adapt most of the 2nd ed. characters, although that could upset the game balance a bit. Each character has a thick cardboard stat sheet, and a corresponding Citadel miniature. Everyone starts with 1 Gold, 4 Lives, 0 EP, and Craft and Strength according to the card. The characters are... * Barbarian: S=4, C=2, Neutral * Dwarf Warrior: S=4, C=2, Neutral * Goblin Fanatic: S=2, C=3, Evil * Knight Templer: S=3, C=3, Good * Minotaur: S=5, C=2, Evil * Ranger: S=3, C=3, Good * Skaven: S=3, C=3, Evil (Rat-man) * Swashbuckler: S=3, C=3, Good * Warrior: S=3, C=3, Neutral * Wizard: S=2, C=4, Good * Wood Elf: S=3, C=4, Good The characters have different abilities from their 2nd ed. counterparts. Note that none of the characters have "always one spell" although the wand can still give this power. SUBJECT: ADVENTURE CARDS Some of these cards have been changed slightly from 2nd ed. to improve playability. I won't take the time to list all the changes. * Events (18 cards): Angel, Astral Conjunction, Blizzard, Book of Spells, Cursed by Hag, Devil, Earthquake, Electrical Storm, Fools' Gold, Imp, Jester, Magical Vortex, Patrol, Pestilence, Poltergeist, Raiders, Storm, Taxation * Monsters (23 cards): + S=1: Boar, Wolf + S=2: Goblin (x2), Gorilla + S=3: Bandit, Berserker, Giant Lizard, Grizzly Bear, Lion, Orc (x2), Serpent + S=4: Highwayman + S=5: Gargoyle, Golem, Manticore, Ogre + S=6: Cave Troll, Chinese-Dragon, Giant + S=7: Red Dragon + S=?: Doppelganger * Spirits (9 cards): + C=3: Banshee, Ghost, Shade, Succubus, Zombie + C=4: Phantasm, Spectre, Wraith + C=10: Daemon * Strangers (11 cards): Demigod, Ferryman, Healer, Hermit, Magician, Outlaw, Pegasus, Siren, Sorcerer, Sphinx, Witch * Followers (16 cards): Alchemist, Bodyguard, Familiar, Genie, Guide, Homunculus, Horse, Horse & Cart, Maiden, Mercenary, Mule, Porter, Prince, Princess, Squire, Unicorn * Objects (43 cards): Ancient Artifact, Armour, Bag of Carrying, Bow, Broadsword, Casket, Cross, Crystal Ball, Doomsword, Gold Coins (x13), Golden Guineas(=2G,x3), Golden Statue, Helmet, Holy Grail, Holy Lance, Magic Amulet, Magic Belt, Magic Ring, Potion of Strength, Quiver of Arrows, Shield, Skullwand, Solomon's Crown, Staff of Mastery, Talisman (x2), Water Bottle, Wand, Winged Boots * Places (9 cards): Arena, Cave, Fountain of Wisdom, Magic Stream, Market, Marsh, Maze, Pool of Life, Shrine Subject: Spell Cards There are 30 cards. Some of these spells have changed a little from the 2nd ed: Acquisition, Alchemy, Barrier, Brainwave, Counterspell (x2), Curse, Destroy Magic, Destruction (x2), Displacement, Divination, Finger of Death, Fireball, Healing (x2), Immobility, Invisibility, Lightning Bolt, Mesmerism, Preservation, Psionic Blast (x2), Random, Reflection, Syphon, Teleport (x2), Temporal Warp, Water Walking Subject: Purchase Cards The back of the box says there are 40 purchase cards. I got 48. Here's what I got: * Armour (x6) 4G at city * Battleaxe (x6) NA at city * Bow (x5) 2G at city * Broadsword(x6) 2G at city * Helmet (x6) 2G at city * Quiver of Arrows (x7) 1G at city * Shield (x6) 3G at city * Water Bottle (x6) 1G at city SUBJECT: TOWER CARDS (THE ENDGAME) The new endgame is fairly easy to survive once you've built up your abilities. You enter the Wizard's Tower, then encounter a series of traps on your way to the Crown of Command. The Tower Cards are, in order: 1. Portal of Power: If you have a Talisman, you are safe, but you must discard the Talisman. [You can only have one Talisman in the new rules.] If you don't have a Talisman, lose D6 lives. 2. Magical Trap: For each item you or your followers carries, roll a die. On 1-2, the item is discarded. 3. Pit Trap: You escape, but each follower must roll 3,4,5 or 6 on one die or be lost. 4. Dragon King: The Dragon King is S=12, C=12. Fight him in combat or psychic combat (your choice). If you lose or draw, you must leave the tower on your next turn. 5. The Crown of Command: You win. Game Over. Each time you enter the Tower, you start over with card 1. You cannot fight other characters in the Tower. SUBJECT: COUNTERS AND COINS Strength, Craft, Life and Experience counters are all color coded plastic cones. Small cones are one point, large cones are 5 points. Str is red, Craft is Blue, Life is Green, EP is Purple. They stack easily and are MUCH easier to pick up than the little cardboard squares. Gold is counted with plastic coins in 1G, 3G, and 5G denominations. Only the Toad Counters (used while your character is a toad), and alignment cards are little cardboard pieces. SUBJECT: COMMENTS ON PLAY I have played one game with my fiancee since I bought the game earlier today. I played the Swashbuckler, while my fiancee had the Warrior. Early in the game she got the Doomsword (used to be Runesword), and that combined with her ability to roll twice and choose the higher die in combat tipped the balance for a while. But, she had trouble encountering monsters, so I gathered experience, and thus strength, more quickly. We had only one rules conflict, an interpretation of what "spells" the magic amulet negated. The middle region seems a bit too easy to get into, which is part of how I kept building up faster. (Middle region now has 3 draw-2 squares and one draw-3 square, so lots of monsters came up.) Running out of money in the middle can be deadly: you can't bribe the knight, pay the castle, or cross the toll bridge to get out. The temple isn't as nice, it is a 50-50 shot, and it gives out EP instead of other things. Overall opinion: I'm glad I got it. My local game shop says they'll have the first expansion in November, and I already can't wait. In the mean time, I'll play with adapting 2nd ed characters so I have more choices. I could have done without the miniatures if it meant they gave me more characters or the game cost less. (I paid $50, by the way.) I will not be getting rid of my 2nd ed, though. I miss the larger variety of game boards and places. And I think the uneven characters and rule problems make the game interesting. Also, it would be pretty easy to use the new counters and implement the EP rules into the old game to make it play better, IMHO. Subject: TALISMAN Dungeons of Doom expansion Date: Thu, 10 Nov 1994 15:43:20 -0500 From: "Charles J. Brabec" * Contents * The Characters * New Adventure Cards * Realms + Dungeon Realm + Mountain Realm SUBJECT: CONTENTS * 2 Game Boards: Dungeon, Mountain * 1 Rules Sheet * 6 Plastic Citadel Minatures * 6 Character Cards * 40 Dungeon Cards * 37 Mountain Cards * 4 Special Cards * 3 Adventure Cards * 1 6-Sided Die, Marked 1,1,2,2,3,4 SUBJECT: THE CHARACTERS There are 6 New Characters with the new game. Each character has a thick cardboard stat sheet, and a corresponding Citadel minature. Everyone starts with 1 Gold, 4 Lives, 0 EP, and Craft and Strength according to the card. The characters are... * Beastman: S=4, C=2, Evil * Chaos Warrior: S=4, C=2, Evil * Druid: S=2, C=4, Neutral * Fire Wizard: S=2, C=4, Neutral * High Priest: S=2, C=4, Good * Shaman: S=2, C=4, Neutral SUBJECT: NEW ADVENTURE CARDS * Trapdoor - Try to avoid the trap door, or land in the Dungeon. (2 cards) * Harpies - Beat off the harpies, or get carried off to the Mountains. (1) SUBJECT: REALMS Each new expansion board represents an additional realm around the Talisman game board. This expansion includes the Dungeon Realm of the Lord of Darkness, and the Mountain Realm of the Eagle King. Movement in the realms is slower, roll the special realm die (1,1,2,2,3,4) for movement. Each realm includes new monsters, new treasures, and a strength 6 bad-guy at the end. You can move in either direction in the realms, and you can enter or leave at any time (by moving through the entrance of course.) Subject: Dungeon Realm Board The dungeon opens onto the Ruins square of the main board. Most squares in the dungeon have you draw one, two, or three dungeon cards. Special squres include the Library and the Hall of Darkness (similar to 2nd Edition dungeon). At the end, is the Lord of Darkness, str 6. Beat him, and gain a Talisman plus 2 gold. Win or lose, on your next turn you exit to the Causeway. Dungeon Cards 1. Events (7 cards): Cave-In, Fire, Green Mist, Magic Mirror, Slaver, Sliding Walls, Trap Door 2. Monsters (14 cards) + S=2: Goblin (x2) + S=3: Giant Rat, Orc, Skaven(x2) + S=4: Rat Ogre + S=5: Giant Spider, Giant Worm, Living Statue, Ogre + S=6: Crawling Slime, Giant Beetle + S=8: Bronze Dragon 3. Spirits (2 cards): + C=4: Phantom Hound + C=6: Nightmare 4. Strangers (1 card): Lone Dwarf 5. + Followers (2 cards): Dog, Wise Man + Objects (7 cards): Crystal of Power, Gauntlet of Might, Gold Coins (x3), Spell Ring, Weighted Dice 6. Places (7 cards): Altar, Chest, Gong, Secret Passage (x2), Snake Pit, Tunnel Subject: Mountain Realm Board The mountains open onto the Crags square of the main board. Most squares in the mountains have you draw one, two, or three mountain cards. Special squres include the Mountain Pass, the Karak Doom, the Abyss, and the Snow Bridge. At the end, is the Eagle King, str 6. Beat him, and on your next turn he will teleport you to any square, including the Wizard's Tower. Lose or draw, and he drops you in the Chasm. Special Cards (4 cards) The mountains include a couple new weapons you can find or be given. They are: * Runesword (x3) - +2 str, +1 craft in battle * Morak's Hammer - for one battle, add 6 to your str. Mountain Cards 1. Events (6 cards): Cliff, Hidden Chasm, Howl of the Wendingo, Snow Storm, Tumbling Boulder, Volcano 2. Monsters (10 cards): + S=2: Snow Wolf + S=3: Chaos Dwarf, Mt. Lion, Orc(x2) + S=4: Yeti + S=5: Griffon + S=6: Woolly Mammoth, Wyvern + S=7: Ice Dragon 3. Spirits (2 cards): + C=5: Earth Elemental, Medusae 4. Strangers (2 cards): Dwarf Runemaster, Prospector 5. + Followers (3 cards): Dwarf Mercenary, Guide, Merchant + Objects (12 cards): Dawnstone, Diamond, Emerald, Gold Coins (x3), Golden Guineas, Potion of Flight, Ring of Protection, Ruby, Scroll, Talisman 6. Places (2 cards): Ice Queen's Palace, Landslide Subject: TALISMAN Dragon's Tower expansion Date: Fri, 9 Jun 95 09:56 BST From: robin.goodall@cai.cam.ac.uk (Robin Goodall) * Contents Summary * The Characters * Special Rules * New Tower Cards SUBJECT: CONTENTS SUMMARY * 1 Self-Assembly Card Tower Playing Board * 1 Rules Sheet * 1 Multipart Plastic Dragon King Miniature * 4 Plastic Citadel Minatures * 4 Character Cards * 28 Tower Cards * 1 6-Sided Die, Marked 1,1,2,2,3,4 SUBJECT: THE CHARACTERS There are 4 New Characters with the suppliment. Each character has a thick cardboard stat sheet, and a corresponding Citadel minature. Everyone starts with 1 Gold, 4 Lives, 0 EP, 2 Strength, and 4 Craft. The characters are... * Alchemist: Neutral * Astronomer: Neutral * Chaos Sorcerer: Evil * Sorcerer: Evil SUBJECT: SPECIAL RULES Basically, there is no change to the original rules. The game is still won by killing the Dragon King but you must now reach him by passing through the treacherous rooms of the Tower. Movement is slower, as the special realm die (1,1,2,2,3,4) is used. You can move in either direction in the Tower and enter or leave between the Portal of Power square and the Causeway square on the main board. Most squares in the Tower have you draw one or two Tower Cards. The special squares are the Portal of Power at the bottom (a Talisman is still required to pass), and the Dragon King sqaure at the top (battle or psychic combat as before). If you lose or draw the combat against the Dragon King you are blasted to the Causeway square on the main board. SUBJECT: NEW TOWER CARDS These replace the original Tower Cards that are supplied with the main game. 1. Events (5 cards): Cursed Ring, Rotating Room, Secret Passage, The Wizard's Curse, Werewolf 2. Monsters (4 cards) + S=6: Chimera + S=7: Undead Champion + S=8: Hydra + S=?: Skeleton Warriors 3. Spirits (3 cards): + C=6: Mummy + C=7: Vampire Lord + C=8: Liche 4. Strangers (3 cards): Dice with Death, Madman, Raven 5. Objects (5 cards): Lucky Charm, Pandora's Box, Potion of Healing, Potion of Strength, Potion of Wisdom 6. + Places (2 cards): Magic Fountain, Wizard's Study + Traps (6 cards): Falling Block, Magical Trap, Pit Trap, Portcullis, Puzzle Lock, Trip Wire TALISMAN City of Adventure expansion Date: Mon, 5 Jun 95 14:01 BST From: robin.goodall@gonville-and-caius.cambridge.ac.uk (Robin Goodall) * Contents * The Characters * New Purchase Cards * New Adventure Cards * Realms + City Realm + Forest Realm SUBJECT: CONTENTS * 2 Game Boards: City, Forest * 1 Rules Sheet * 6 Plastic Citadel Minatures * 6 Character Cards * 37 City Cards * 40 Forest Cards * 7 Purchase Cards * 10 Special Cards * 4 Adventure Cards * 1 6-Sided Die, Marked 1,1,2,2,3,4 SUBJECT: THE CHARACTERS There are 6 New Characters with the new game. Each character has a thick cardboard stat sheet, and a corresponding Citadel minature. Everyone starts with 1 Gold, 4 Lives, 0 EP, and Craft and Strength according to the card. The characters are... * Assassin: S=3, C=3, Evil * Black Orc: S=4, C=2, Evil * Chaos Dwarf: S=4, C=2, Evil * Dragonslayer: S=4, C=2, Neutral * Halfling: S=2, C=3, Good * Witch Elf: S=3, C=3, Evil SUBJECT: NEW PURCHASE CARDS * Great Axe (x2) - 3G at Armoury * Horse - 3G at Horse Market * Horse & Cart (x2) - 4G at Horse Market * Mule (x2) - 2G at Horse Market SUBJECT: NEW ADVENTURE CARDS * Country Patrol - Quietly go to jail or fight to avoid it. (2 cards) * Dryad - Roll under your craft on 2 dice or be moved to the Forest. (2) SUBJECT: REALMS Each new expansion board represents an additional realm around the Talisman game board. This expansion includes the City Realm of the Emporer, and the Forest Realm of the Wraith Lord. Movement in the realms is slower, roll the special realm die (1,1,2,2,3,4) for movement. Each realm includes new monsters, new treasures, and one has a strength 6 bad-guy at the end. You can move in either direction in the Forest, and many directions in the city. You can enter or leave at any time (by moving through the entrance of course.) Subject: City Realm Board The city opens onto the City Gates square of the main board. Some squares in the city have you draw one or two city cards but most are buildings (see below). Special rules apply to moving in the City realm: There are two squares which allow you to reverse direction. Movement stops as soon as you enter a building square. You may not enter the jail square voluntarily. Buildings * Doctor's Surgery: Heal up to two lives for 1G each * Armoury: May buy weapons and armour * Enchantress: Roll a dice to either be turned into a toad, gain or lose one strength, gain or lose one craft, or gain one spell * High Temple: May buy a blessing card for 1G * Horse Market: May buy a mule, horse, or horse & cart * The Palace: Apply to be appointed Sheriff * Alchemist: May buy a potion for 1G * Wizard's Guild: Apply to be appointed High Mage * Pawn Brokers: Buy or sell objects Special Cards (10 cards) * Blessing (x4) - reroll any one dice roll * Pastry (x2) - +1 str in one battle * High Mage - always have at least two spells, +2 craft * King's Champion - healed for free at Royal Castle. Not arrested by City Watch or County Patrol. +1 str, +1 craft * Master Thief - given gold taken by Bandit, Outlaw or Cutpurse instead of being discarded. +1 craft, +1 lives * Sheriff - not arrested by City Watch or County Patrol but instead may direct them to arrest another player in the same region City Cards 1. Events (13 cards): Card Game, Circus, City Watch (x2), Corrupt Sheriff, Cutpurse, Employment (x2), Festival, Gremlin, Horse Thief, Lost, Plague 2. Monsters (5 cards) + S=2: Giant Fly + S=3: Drunken Soldier, Giant Rat + S=4: Press Gang, Thug 3. Spirits (2 cards): + C=5: Fire Elemental, Water Elemental 4. Strangers (7 card): Baker, Barterer, Beggar (x2), Gambler, Master Thief, Salesman 5. + Followers (4 cards): Dancing Girl, Horse, Royal Zoo-keeper, Urchin + Objects (4 cards): Gold Coins (x3), Money Belt 6. Places (2 cards): Library, Wishing Well Subject: Forest Realm Board The forest open onto the Forest square of the main board. Most squares in the forest have you draw one, two, or three mountain cards. Special squares include the Swampland and the Mystic Glade. At the end, is the Wraith Lord, craft 6. Beat him, and gain a Talisman plus 2 gold. Win or lose, on your next turn you exit to the Woods space in the Inner Region. Forest Cards 1. Events (6 cards): Forest Fire, Lost (x2), Pixies!, Timber!, Will-o-wisps 2. Monsters (7 cards): + S=1: Boar + S=2: Boar, Forest Goblin (x2) + S=5: Beastman + S=6: Minotaur, Treeman 3. Spirits (9 cards): + C=2: Ghoul (x2) + C=3: Apparition + C=4: Night Gaunt, Wraith + C=5: Barrow Wight, Jabberwock + C=6: Forest Elemental + C=7: Shadow Dragon 4. Strangers (3 cards): Centaur, Magus, Woodsman 5. + Followers (3 cards): Guide, Healer, Lion + Objects (10 cards): Gold Coins (x2), Magic Arrow (x2), Magic Mushroom (x2), Scroll (x2), Snare, Sword of Power 6. Places (2 cards): Forest Temple, Hidden Path Subject: TALISMAN White Dwarf New Characters Date: Fri, 9 Jun 95 09:56 BST From: robin.goodall@cai.cam.ac.uk (Robin Goodall) These are the extra characters that have been printed in certain issues of the White Dwarf magazine. The originals can be photocopied, stuck on card, and used the same as those supplied in the game and suppliments. Citadel miniatures mail-order claim that their staff can suggest the most appropriate figures to use for the new characters. All characters start with 1 Gold, 4 Lives, and 0 EP. Strength, Craft, Alignment, and Special Abilities are listed below: * Dragon Rider * Necromancer * Thief * Wardancer * Dark Elf * Ogre * Swordsman * Vampire SUBJECT: WHITE DWARF 177, PAGES 13 & 15 * Dragon Rider: S=3, C=3, Good, City Gates 1. Take a broadsword, helmet and armour from the purchase deck at the start of the game. 2. If you defeat a Dragon in combat you may enslave it and take it as a follower. As long as it is your follower you may add 3 to your dice score in combat, and may roll two dice for movement and use the one with the highest score. You may never have more than one enslaved Dragon at a time. * Necromancer: S=2, C=4, Evil, Graveyard 1. You begin the game with one spell. 2. When you defeat a monster or spirit, you may raise it from the dead. Take any experience points as normal. The monster then becomes your follower and adds its strength or craft to yours in the next battle or psychic combat that you fight, after which it crumbles to dust and you must discard it. You may not have more than one raised follower at a time. * Thief: S=3, C=3, Neutral, City Gates 1. You may attempt to steal from any player that you encounter instead of fighting them. Roll a die. If the score is lower than or equal to your Craft then you succeed in stealing one object or 1 gold (you choose which). If you fail then nothing happens. 2. You may attempt to steal an item whenever you land on a space where anything is for sale. Shuffle the Purchase Cards and take a card: if it is for sale in the space you may keep it, if it is not for sale, return the card and your turn ends. * Wardancer: S=3, C=3, Good, Forest 1. Take a broadsword from the purchase card deck at the start of the game. 2. When you are in battle you may decide to charge before you roll the dice. This adds two to your score, but you miss your next turn while you catch your breath. 3. You may never wear armour or a helmet. You must leave these cards in the space where you encounter them. 4. You may use a shield, and are allowed to add one to your score when you roll to see if the shield saves you from losing a life. SUBJECT: WHITE DWARF 179, PAGE 27 * Dark Elf: S=3, C=3, Evil, Ruins 1. Take a broadsword and shield from the purchase card deck at the start of the game. 2. You do not lose a life in the Desert. 3. At the end of your turn you may sell any of your followers into slavery. Discard the follower and roll a dice: 1-3 = Gain one gold; 4-5 = Gain two gold; 6 = Gain three gold. * Ogre: S=6 [yes six!], C=1, Neutral, Crags 1. You need not roll the dice in the Crags unless you wish to. If you choose to roll you must accept the result. 2. You are not affected by the Siren. SUBJECT: WHITE DWARF 186, PAGE 21 * Swordsman: S=3, C=3, Neutral, Tavern 1. Take a broadsword from the purchase card deck at the start of the game. 2. You may disarm a character in battle. The character must drop one object of your choice before the battle is resolved. Neither of you may take the object when you leave the space. 3. You may parry when you are in battle. You must declare this before any dice are rolled, and may add two to your score. However, if you win the combat counts as drawn. * Vampire: S=4, C=3, Evil, Graveyard 1. Whenever you defeat another player in battle or psychic combat and take one of their lives, you may add it to your own. 2. Whenever you defeat a monster you may raise it from the dead. Take any experience points as normal. The monster becomes your follower and adds its strength or craft to yours for one battle or psychic combat, after which it disintegrates and you must discard it. You may only have one raised moster at a time. 3. You may drain the life-force of your followers. To do this, discard the follower and add one to your lives. -- http://www.qucis.queensu.ca/home/dalamb/