Hey you salty Sea-Dogs !
All hands on deck ! Okay, you landlubbers, get on deck ! The Captain wants to inform you about our next voyage. Boys, we will sail into uncharted waters this time, but we will do it in promise of great rewards ! Okay, we might have to face dangerous Sea-Demons, but I am sure that we will be rich when we come back. Who knows, we might even get to the coasts of far Cathay !
Enoght of the story. Fellow Talismaniacs, I welcome you to my newsest Talisman-Expansion, a new set centered around Sea-Travel. I have had the idea to do this expansion years ago, but I never got around to start working on it. Now I finally forced myself to take some free time and get it done. I hope you will enjoy your Sea-Voyage, and - as always - your critics are more than welcome.
The preparations for the game are easy enough. Print out all of the cards and counters belonging to this set, making sure that you print the following sheets twice: Ships, Naval Objects. Print the following cards three times: Land Ho and Ship Ahoi, Clear Skies and Hurricane. Print the counters in a sufficient amount: About 60 Rations and 10 Cargo. After you have cut everything, place the Ships, Naval Objects, Amazon Queen, Wizardīs Daughter and Counters aside and mix the rest of the cards into one big deck, the Captains Deck. Thatīs all preparation needed - now you are ready to play.
The first thing you need to start a voyage at sea is to get a ship. You can obtain a ship at the Harbour Space in the City (or the City-Space on the Mainboard if you are not using the City-Expansion). The King will gladly lend you a ship from the Royal Fleet if you give him some Gold. For this reason, chose a ship from the three available classes and pay the appropriate amount of Gold. Now you are allowed to stow 10 Rations and a full load of Cargo into the ship (Please note: These items are for free, you paid them when chosing your ship.) In addition, you are allowed to buy any Naval-Objects you want to help you on your voyage (you may buy a maximum of one object of each type). After this procedure, you are ready to lift the anchor and leave the harbour. (Note: If you use the village board, you may obtain a ship at the villageīs harbour as well, but since the Harbour is small, you may only obtain a Kogge.)
The basic turns at Sea are easy to play. Every turn you will consume a Ration, so the first thing you do is discarding one of your Rations from your ship. Afterwards you must draw a card from the Captainīs Deck and perform the instructions printed on that card. When you draw a card, you may notice that normally no priority-number is given on the cards. In the normal case you wonīt have to draw or face more than one card per turn, but if you ever should have to face more than one card, you will have to face any monsters first. After a card has been dealt with it must be dicarded (except "Wizardīs Isle" and "Amazons". These cards are removed from play after the Wizardīs Daugher or the Amazon Queen have been taken). If the Captainīs Deck is used up, the discarded cards are mixed into a new deck.
The following rules apply while you are at Sea:
|1-2||Closing in on the sighted ship, you discover that you have come upon a Pirate ! He commands you to surrender all your Cargo and Gold to him. If you do not comply, fight a ship-combat (strength 6) against the Pirate. If you lose, you are shipwrecked. If you win, you may take this notorious Pirate as a Prisoner, selling him to the authorities at the next harbour for 5 Gold. In addition, you may chose to exchange your ship for a Karavelle, keeping all your Objects and Food and Cargo.|
|3-5||You have come upon a Royal Exploration Vessel. You exchange news with the Captain, and this allows you to draw three Cards from the Captains deck next turn, choosing which card you want to encounter.|
|6||A strange vessel from the fabled lands of Cathay crosses your path through the endless oceans. You may trade your Cargo with the people aboard that ship. For each Cargo you may chose to receive one of the following benefits: A Talisman, 4 Gold, a Spell, a Hornet, a Foliant.|
|1-2||A Pirate Vessel ! You must fight a ship-combat against it (Strength 3). If you lose, you lose all your Gold. If you win, you are able to plunder 2 Gold and 2 Rations from the Pirate.|
|3-4||You have come upon a small coastal Trader. If you have free storage space, you may buy one Cargo from him at a price of 1 Gold.|
|5-6||You meet another trader, and he is interested in your Cargo. You may sell him your Cargo at a price of 2 Gold for each Cargo.|
|1-2||You have chosen to attack a Royal Pirate Hunter (Strength 6). If you lose a ship-combat against him, you are dragged home to face the authorities. Roll two dice, lose that number of turns. In addition, you lose your ship and all Naval-Objects plus all your Gold. After passing the required turns in prison, you are released at the City-Space on the Mainboard.|
|3-6||A major trading vessel. Roll a dice to find the vesselīs strength. If you win the sea-battle, roll again: You are able to plunder that much Gold from the Ship. If you lose, you are shipwrecked on a diceroll of 1, 2 or 3.|
|1||Unfortunately you have chosen to attack the ship of a a travelling Wizard. Aprroaching his ship, he discovers your evil intentions and decides to teleport your whole ship to unknown waters. Next turn you may continue as normal, but when you decide to turn back home you will have to add 6 to your homecoming roll.|
|2-6||A small trading vessel (strength 2). If you win a sea-combat, you are able to plunder 2 Gold. If you lose, nothing happens.|
|1-2||The Isle is inhabited by a tribe of hostile natives. You must fight a normal combat against them. They have a strength of 5. If you lose, lose a life.|
|3-4||The Isle is uninhabited, but much food is growing at the trees and a clear spring is close to the beach. You may take up to 5 Rations, not exceeding the maximum of 15.|
|5-6||A friendly tribe dwells by the coast. You may sell your cargo to them at a price of 2 Gold for each Cargo. In addition you may buy up to 3 Rations for one Gold, not exceeding the maximum of 15.|
|1||The isle is a Pirate Outpost. Since the inhabitants must have spotted you, it would be suicide to turn away. Upon entering the Harbour, a Pirate-Captain challenges you to a Duel. He has a strength of 6 and you must fight a normal combat against him. If you lose, consider yourself shipwrecked, but you donīt have to roll for losing objects or followers and you are equipped with enough food for the voyage home. If you win or reach a draw, you may sell your Cargo at a price of 3 Gold for each Cargo.||2-6||You have reached a major seaside-town. Here you may sell your Cargo if you want. Roll a dice (substracting 1) to see how much the local traders are willing to pay for your Cargo. In addition you may buy Rations at a price of one Gold for each Ration.|
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Copyright © 1999 Frank Schulte-Kulkmann, Trier, Germany