Thema: Old house rules Datum: 22.08.98 21:09:25 From: choinski@tiac.net (Burton & Linda Choinski) Reply-to: choinski@tiac.net To: Kulkmann@aol.com Just for the sake of spreading the wealth, here is a list of the house rules we used with 3rd Ed. Talisman, though many started with 2nd Ed. In any case, feel free to use and enjoy! (some 3rd ed. rules may be here) ====================================== List of house rules, Choinski Domiain, Massachusetts The following are a list of house rules that we play with where I live. The list is alphabetical by card name, spell name or board space title for easy reference. Entries marked with “Ack!” make the game much more dangerous and should be voted on (i.e. to use or not use) before the game begins. Multi-part rules may and should be voted on separately. ==== Adventure Cards ==== Blizzard The Skaven may roll a die as for normal movement - a roll of 6 allows him to use his special movement while any other roll means he is affected by the blizzard for that turn. Chinese Dragon As per the 2nd edition rules, the Wise Chinese Dragon has Craft 6 as well and will attack your WEAKEST attribute. Cursed By Hag As per the 2nd edition rules, the Hag kills all followers you have at that time (discard them). Doomsword A) As per 2nd edition rules, the Doomsword only drains the life out of monsters -- you gain nothing when fighting spirits. B) When attacking monsters, you may only take the life if you forego the experience. C) When attacking another player, you only gain the life if you decide to take a life instead of taking an object or gold. Doppleganger A) The Doppleganger is an exact match for the characters strength, including strength gained by magical objects. It does not include strength from followers. The Doppleganger gets the same weapon bonuses as you since it duplicates those weapons as well. B) You may not add any strength gained from followers in combat (they don’t know who to help!) Electrical Storm Ack! A) A character takes one lightning strike for every two of the indicated items (round up) being worn or wielded. B) Followers that are carrying any of the indicated items are struck and killed if you roll a 1 or 2 on one die for each item Golden Statue A) As per the 2nd edition rules, if you have the Golden Statue in your possession and are attacked by another player and lose, that player MUST take the Golden Statue instead of a life, other object or gold (“gotta have it!”). B) May only be carried by the character himself (i.e., in his or her personal limit of 4 objects). If carried by any follower they abscond with it, running off to the discard pile. The mule counts in this case as the mule-team driver takes it. Holy Grail As per 2nd edition rules, while the grail is in your possession you do not lose lives in the desert. Jester If other characters are in the Tavern when you land there, the Jester will transfer to one of them chosen at random. Magic Amulet As per the 2nd edition rules, while you are wearing the amulet, you may not cast spells. Spell casting followers are not affected and may cast their spells as needed. Likewise, if the amulet is being carried by a follower, you are not affected. Magical Vortex (Clarification) The Genie is unaffected by the vortex, being a creature of magic -- his spell is not removed. Mercenary As per the 2nd edition, you need to spend 1 gold to hire on the Mercenary as a follower. Sphynx (clarification) You get one die per two craft, ROUNDED DOWN. NOTE: in 2nd Ed Talisman we used the following rule: "If your 'answer' (a value of 1-6) plus the die roll equals 7 you gave a smart-ass answer and the Sphynx promptly removes your face (and a life)" Talisman Talisman’s gained through the adventure deck are cheap fakes (“rubber talismans”). Only those gained from the Warlock’s Cave, from the Hermit or out of the Casket are the real thing. Wand (Clarification) You may not take a spell until you CAST your last spell. If you have no spells when you gain the wand, or have your spells drained, you must gain a spell and cast it in order to “prime” tge wand -- that act of casting your LAST spell is what triggers the wand. Winged Boots The boots cannot be used in conjunction with the horse (i.e. no winged horseshoes). You may only use one special movement. Board Spaces City Gates Until the City Expansion is released, an Alchemist has set up shop here. Any number of items may be turned into 1 gold each. Desert A)The desert effects of taking a life always affects anyone who lands there, even if they choose to encounter a player that is there. B)Followers perish on a 1d6 roll of 1 or 2 if you do not have a water bottle or the holy grail. Hills (across the toll bridge) You need to land on the space in order to use the toll bridge next turn...you may not simply walk down using the rest of your movement and pay your gold. Runes In addition to increasing the combat strength of any monster you fight here, this space has an effect on the following cards: * Arena: When the final totals are made, increase the lower total by 3. * Cave: Creatures encountered within the cave have their strength increased by 3 and increase the amount of gold found by 1. * Cave Troll: In addition to having its strength upped to 9, it will regenerate on a roll of 1, 2, 3 or 4. * Earthquake: Even worse earthquake -- a roll of 1, 2, 3 or 4 will have the card fall into the chasm and be discarded. * Fountain of Wisdom: Place FIVE craft here instead of four. * Magic Stream: Place FIVE strength here instead of four. * Marsh: The Marsh is thicker and stickier then ever, forcing you to lose a turn unless you have a strength of 8 or more. * Maze: The Maze is even twister, forcing you to lose a turn unless you have a craft of 8 or more. * Pool of Life: Place FIVE lives here instead of four. Spells Preservation The Preservation spell may be used to save a follower from being killed. General Rules Attributes Strength, craft and (god forbid) life are limited to a personal maximum of 2x your starting level. Bonuses from magical objects and followers are excluded from this limit. Weapons Normal weapons (Broadsword, Axe, Bow) do not add to Psychic (Craft) combat, but magical ones (Doomsword, Holy Lance, Skull Wand, Ancient Artifact, etc) may be used in both Physical and Psychic combat.