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Talisman Boardgame 2nd Edition FAQ (Frequently Asked Questions)


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Last-Modified: Sat Jul 8 12:34:45 1995 by David Alex Lamb
Archive-name: games/talisman/edition2
Version: 0.75

See reader questions & answers on this topic! - Help others by sharing your knowledge
This is a draft of a regular posting about Talisman, a fantasy board game from
Games Workshop.  This message covers the older second edition.  A companion
posting covers the third edition, released in the Spring of 1994.  Both FAQs
are available on the World Wide Web (WWW) via URL:
	http://www.qucis.queensu.ca/home/dalamb/Talisman/
The WWW versions are the master copies;  these posted FAQs are derived from
them.

[Note: July 1995: This is significantly reformatted because of new
automated generation from the WWW pages.  I still have about 120
messages which have arrived since September 1993 that haven't made it
into the FAQ yet]

Each item starts with a Subject field, which many news readers let you find
quickly (in rn/trn use the "control-G" command).  Most also have a Date field
saying when I last changed it.


                      SUBJECT: WHAT DO I GET IN EACH BOX?
                                       
   Date: 17 June 1993
   From: Nicholas.J.Sauer@att.com
   
   This is a list of components in the 2nd Edition TALISMAN game and all
   its expansions. Thanks to Dave Katleman, katleman@corp.sun.com, for
   the TALISMAN DRAGON listing.
     * TALISMAN Game Components
     * TALISMAN EXPANSION SET
     * TALISMAN ADVENTURE
     * TALISMAN DUNGEON
     * TALISMAN TIMESCAPE
     * TALISMAN CITY
     * TALISMAN DRAGON
       
   
   
Subject: TALISMAN Game Components

   These are components for the original game; you need this to play at
   all.
     * CHARACTER CARDS(14): Assassin, Druid, Dwarf, Elf, Ghoul, Minstrel,
       Monk, Priest, Prophetess, Sorceress, Thief, Troll, Warrior,
       Wizard.
     * SPELL CARDS(24): Acquisition, Alchemy, Counterspell(2), Destroy
       Magic, Destruction(2), Divination, Healing(2), Hex, Immobility(2),
       Invisibility, Mesmerism, Nullify, Preservation, Psionic Blast(2),
       Random(2), Teleport(2), Temporal Warp.
     * ADVENTURE CARDS(104):
          + Event(14): Angel, Blizzard, Book of Spells, Cursed by Hag,
            Devil, Evil Darkness, Imp, Magical Vortex, Market Day,
            Mephistopheles, Pestilence, Poltergeist, Raiders, Storm.
          + Enemy: Animal(6): Ape, Bear, Boar(2), Lion, Wolf.
          + Enemy: Monster(10): Bandit(2), Giant, Goblin(2),
            Hobgoblin(2), Ogre(2), Serpent.
          + Enemy: Dragon(3): Dragon(3).
          + Enemy: Spirit(5): Demon, Ghost(2), Spectre, Wraith.
          + Stranger(9): Enchanter, Fairy, Healer, Hermit, Mage, Phantom,
            Siren,Sorcerer, Witch.
          + Object(25): Armour, Axe, Bag of Gold(13), Helmet, Mule, Raft,
            Shield, Sword(2), Two bags of Gold(3), Water Bottle.
          + Magic Object(13): Amulet, Cross, Holy Grail, Holy Lance,
            Magic Belt, Orb of Knowledge, Potion of Strength, Ring,
            Runesword, Solomon's Crown, Talisman(2), Wand.
          + Follower(10): Alchemist, Gnome, Guide(2), Maiden, Mercinary,
            Pixie, Prince, Princess, Unicorn.
          + Place(9): Cave, Fountain of Wisdom, Magic Portal, Magic
            Stream, Market, Marsh, Maze, Pool of Life, Shrine.
     * PURCHASE CARDS(28): Armour(4), Axe(4), Helmet(4), Mule(4), Raft,
       Shield(4), Sword(3), Waterbottle(4).
     * MISCELLANEOUS: Main Board, Talisman Cards(4), Toad Cards(4),
       Alignment Change Cards(4), Stands(6), Counters(40 Strength, 40
       Craft, 40 Gold, 20 Life), Rule Book.
       
   
   
Subject: TALISMAN EXPANSION SET

   
     * CHARACTER CARDS(14): Amazon, Barbarian, Gladiator, Halfling,
       Hobgoblin, Knight, Leprechaun, Merchant, Necromancer, Philosopher,
       Pilgrim, Ranger, Rogue, Satyr.
     * SPELL CARDS(6): Barrier, Brainwave, Displacement, Metamorph, Mind
       Steal, Slow Motion.
     * ADVENTURE CARDS(36):
          + Event(6): Astral Conjunction, Earthquake, Halloween, Patrol,
            Taxation, Volcano.
          + Enemy: Animal(1): Giant Lizard.
          + Enemy: Monster(5): Berserker, Doppleganger, Gargoyle, Goblin,
            Golem.
          + Enemy: Spirit(3): Banshee, Lich, Shade.
          + Stranger(8): Centaur, Cyclops, Demigod, Judge, Magician,
            Outlaw, Pegasus, Sphinx.
          + Object(6): Bag of Gold(3), Casket, Map, Shovel.
          + Magic Object(2): Rod of Ruin, Winged Boots.
          + Follower(2): Champion, Genie.
          + Place (3): Arena, Idol, Secret Door.
            
   
   
Subject: TALISMAN ADVENTURE

   
     * CHARACTER CARDS(8): Centaur, Ninja, Orc, Samurai, Soldier, Warrior
       of Chaos, Witch Doctor, Woodsman.
     * SPELL CARDS(11): Finger of Death, Fireball(3), Gust of Wind,
       Lightening Bolt, Misdirection, Reflection, Speed, Summon Storm,
       Water Walking.
     * ADVENTURE CARDS(37):
          + Event(4): Fool's Gold, Jester, Werewolf, Whirlwind.
          + Enemy: Monster(4): Band of Zombies, Cave Troll, Griffon,
            Harpy.
          + Enemy: Dragon(1): Chinese Dragon.
          + Enemy: Spirit(4): Ghast, Shadow, Vampire, Vampire Bats.
          + Stranger(3): Instructor, Leper, Pedlar.
          + Object(10): Bag of Gold(3), Concealed Pouch, Golden Statue,
            Horse(2), Horse and Cart(2), Warhorse.
          + Magic Object(5): Ancient Artifact, Bag of Carrying, Staff of
            Mastery, Talisman(2).
          + Follower(5): Archer, Familiar, Man-at-Arms, Porter(2).
          + Place(1): Tomb.
     * MISCELLANEOUS:
          + Rule Sheet
          + Character Sheets(6), for keeping track of attributes and
            possessions.
          + Alternate Ending Cards(6)
            Adds the alternative endings: when you get to the Crown of
            Command space, you choose a card to determine the endgame.
               o Crown of command: as normal
               o Demon lord: fight a craft 12 demon with 4 lives, one
                 psychic combat per turn; other characters can't enter
                 the Valley of Fire.
               o Pandora's box: each turn take D6 spells and D6 adventure
                 cards to inflict on your opponents.
               o Belt of Hercules: your total strength becomes 12 (or
                 current, if higher than 12); you get 5 lives (or
                 current, whichever is higher). Each turn you can
                 teleport to the location of another character and fight
                 "to the death" (combat continues until one of you loses
                 all lives).
               o Horrible back void: first person to the Crown gets
                 tossed out of the game (or sent to the Timescape if you
                 have it); the Void card is then replaced with one of the
                 other endings
               o Dragon King: strength 12 craft 12; his reaction is
                 random, leading to 6 possible sub-endgames
                 
   
   
Subject: TALISMAN DUNGEON

   Adds the Dungeon board with its own adventure deck.
     * CHARACTER CARDS(14): Conjurer, Dark Elf, Inquisitor, Gypsy,
       Highlander, Martial Artist, Pirate, Saracen, Scout, Sprite, Spy,
       Swashbuckler, Swordsman, Zulu.
     * ADVENTURE CARDS(4):
          + Place(4): Dungeon Doorway(4).
          + DUNGEON CARDS(36):
               o Event(7): Cave-In, Fire, Green Mist, Magic Mirror(2),
                 Slaver, Trap Door.
               o Enemy: Animal(2): Giant Rat(2).
               o Enemy: Monster(8): Crawling Slime, Giant Beetle, Giant
                 Spider(2), Giant
               o Worm, Goblin(2), Living Statue.
               o Enemy: Dragon(1): Bronze Dragon.
               o Enemy: Spirit(2): Nightmare, Phantom Hound.
               o Stranger(1): Lone Dwarf.
               o Object(5): Bag of Gold(2), Decree of Banishment,
                 Torch(2).
               o Magic Object(2): Crystal of Power, Gauntlet of Might.
               o Follower(2): Dog, Wiseman.
               o Place(6): Altar, Chest, Gong, Secret Passage, Snake Pit,
                 Tunnel.
     * MISCELLANEOUS: Dungeon Board, Rule Sheet, Question and Answer
       Sheet.
       
   
   
Subject: TALISMAN TIMESCAPE

   Adds the Timescape board with its own adventure deck.
     * CHARACTER CARDS(8): Archeologist, Astronaught, Astropath, Chainsaw
       Warrior, Cyborg, Scientist, Space Marine, Space Pirate.
     * SPELL CARDS(2): Warp Gate(2).
     * TIMESCAPE CARDS(42):
          + Hand of Fate(10): Dimensional Rift(4), Orks, Supernova(4),
            Warp Storm.
          + Enemy: Alien(10): Astral Hound, Alien Spores, Behemoth, Star
            Predator(2),
          + Sun Worm, Psychic Parasite, Space Vampire, Will o Wisp(2).
          + Stranger(2): Omnipotent Being, Time Travelers.
          + Object(17): Alien Artifact(4), Anti-Grav Platform, Battle
            Armour, Chameleon Suit, Combat-Enviro Suit, Force Shield,
            Gyro Compass, Jet Pack, Medikit(2), Mining Laser, Power
            Glove, Psi-Helmet, Warp Belt.
          + Follower(3): Battle Droid, Star Sprites, Symbiote.
     * PURCHASE CARDS(12): Chain Sword, Combat-Enviro Suit(2), Gyro
       Compass(2), Jet Pack(2), Mining Laser(2), Power Axe,
       Psi-Helmet(2).
     * MISCELLANEOUS: Timescape Board, Timescape Data Sheets(4), Rule
       Book.
       
   
   
Subject: TALISMAN CITY

   Adds the City board, which replaces the City location on the main
   board.
     * CHARACTER CARDS(2): Minotaur, Valkyrie.
     * SPECIAL CHARACTER CARDS(4): High Mage, King's Champion, Master
       Thief, Sheriff.
     * SPELL CARDS(10): Craft, Feeble Mind, Magic Shell, Mini-Vortex,
       Restoration, Spell Call, Spell Turning, Syphon, Temporary Change,
       Weakness.
     * ADVENTURE CARDS(7):
          + Event(2): River Barge(2).
          + Event: Law(2): County Patrol(2).
          + Object(3): Broken Shield, Broken Sword, Damaged Armour.
     * DUNGEON CARDS(3):
          + Object(3): Broken Helmet, Broken Shield, Broken Sword.
     * CITY ADVENTURE CARDS(72):
          + Event(15): Conscription, Cutpurse, Drunken Revelry,
            Employment(2), Festival, Gambler, Heretic Priest, Horse
            Thief(2), Lost!, Market Day, Master Thief, Plague, War!.
          + Event: Law(10): Corrupt Sheriff, Honest Deputy, Watch(8).
          + Enemy: Animal(2): Dog Pack, Giant Fly.
          + Enemy: Monster(7): Bravo, City Rat(2), Drunken Soldier,
            Militia Man, Press Gang, Thug.
          + Enemy: Spirit(7): Air Elemental, Earth Elemental, Fire
            Elemental, Ghoul, Gremlin, Mummy, Water Elemental.
          + Stranger(10): Baker, Barterer, Beggar(3), Butcher, Grifter,
            Grumpy Wizard, Salesman, Street Sage.
          + Object(9): Bag of Gold(4), Broken Helmet, Damaged Armour,
            Dog, Money Belt, Stiletto.
          + Follower(7): Dancing Girl, Dragon Master, Druid, Errand Boy,
            Game Keeper, Urchin(2).
          + Place(5): Dungeon Door(2), Library, Side Show, Wishing Well.
     * PURCHASE CARDS(20): Doughnuts(4), Dragon's Bones(4), Full Face
       Helm, Great Axe, Horse(2), Horse and Cart, Kite Shield(2),
       Mule(2), Plate Mail, Two-Handed Sword, Warhorse.
     * MISCELLANEOUS: City Board, Warrant Cards(5), Loan Cards(5),
       Stands(6), Rule Book.
       
   
   
Subject: TALISMAN DRAGON

   The official board, not David Katleman's "DRAGON'S LAIR".
     * CHARACTER CARDS(4): Dragon Priest, Dragonrider, Dragon Slayer,
       Questing Kight
     * ADVENTURE CARDS(87):
          + Event(12): Deadly Rivals, Dragon Dawn(2), Dragon Rage(2),
            Dragon Raid, Dragon Sleep(2), Electrical Storm, Shaman's
            Bones, Surprise Attack(2)
          + Enemy: Monster(3): Wyvern(3)
          + Enemy: Dragon(17): Amber Dragon, Blue Dragon, Cloud Dragon,
            Dragon's Lair(2), Dragon Prince(3), Emerald Dragon, Frost
            Dragon, Gold Dragon(2), Mountain Dragon, Red Dragon, Sea
            Dragon, Shadow Dragon, Storm Dragon
          + Enemy: (3): Dragon Cultists(3)
          + Spirit: Dragon(1): Zombie Dragon
          + Object(6): Dragon Eggs, Dragon's Tears, Lance, Morning Star,
            Treasure Chest, Wyvern Staff
          + Magic Object(32): Arcane Scroll, Book of Dragon Lore,
            Bracelet of Might, Crown of Domination, Dragon Amulet, Dragon
            Bane, Dragon Blood, Dragonhelm, Dragonscale Shirt, Dragon
            Skull, Dragonskull Wand, Dragon's Teeth, Dragon Venom,
            Dragonwing Cape, Exorcist's Blade, Golden Gauntlet, Grimnir's
            Axe, Healing Potion, Horn of Horror, Magic Arrow, Magic
            Banner, Magic Harness, Magic Helmet, Magic Mace, Magic Ring,
            Magic Shield, Magic Tankard, Phoenix Potion, Psionic Wand,
            Ring of Command, Rod of Dragon Fire, Wand of Terror
          + Follower(5): Dragon Rider, Dragonet, Dragonslayer, Goblin
            Fanatic, Storm Giant
          + Place(8): Alter of Dread, Black Temple, Cave of Bones,
            Eagle's Lair, Sacrificial Stone, The Great Portal, Treasure
            Hoard, Wizard's Tower
     * MISCELLANEOUS: Dragon King, Rule Card, Stands(4)



                SUBJECT: TALISMAN 2ND EDITION OFFICIAL ANSWERS
                                       
   Date: 4 January 1993
   From: 11366ns@hogpa.ho.att.com (Nick Sauer)
   
   Nick Sauer (11366ns@hogpa.ho.att.com) send a list of questions to
   Games Workshop and got back the following answers; they should be
   considered as official as anything gets until GW publishes another Q&A
   sheet.
     * Talisman
     * Expansion Set
     * Adventure
     * Dungeon
     * Timescape
     * City
     * Combat vs Psychic Combat
       
   
   
Talisman

   
   
  CHARACTERS
    1. Can the Sorceress use her fourth special ability to take a
       follower that is an Enemy: Monster? (e.g. Could she take a Goblin
       from the Hobgoblin?)
       Answer: No
       
  SPELLS:
    2. Can Mesmerism be used to take a follower that is not normally a
       follower?
       Answer: No
       
  ADVENTURES:
    3. If a Character draws the Raiders while in the Oasis does he get to
       pick up all of his equipment assuming he doesn't lose his turn and
       defeats all Enemies in the Space (the Raiders card says that the
       Character's possessions are placed in the Oasis immediately)?
       Answer: Yes
       
   
   
Expansion Set

   
   
  ADVENTUERS
    1. Does the Astral Conjunction stay on the space it was drawn in
       until it is over (like the Blizzard does)?
       Answer: Yes
    2. Doppleganger
         1. When a Character defeats the Doppleganger, does he get to
            keep him to trade for additional Strength later?
            Answer: No
         2. If you use the Staff of Mastery on the Doppleganger what
            value is used for its strength in the next Combat you fight?
            Is it equal to:
               o a) Your Strength at the time you absorbed it with the
                 Staff.
               o b) Your opponent's Strength in the next Combat you use
                 it in.
        Answer: b
    3. Does the Patrol return Characters to:
          + a) Their Starting Space as listed on that Character's Card.
          + b) The space that they started that Turn from.
   Answer: a
    4. May Taxation be Evaded (as it has a figure on the card)?
       Answer: No!
       
   
   
Adventure

   
   
  CHARACTERS
    1. In the first Q&A sheet you specified that the Centaur DOES get to
       keep Enemies killed with his bow for Strength gains. However, the
       Samurai, Archeologist, Space Marine, or any Character using the
       Archer Follower DO NOT get to do this. Does the Centaur get to
       keep Enemies killed with his bow?
       Answer: The first Q&A sheet is wrong. The Centaur does not get to
       keep the enemies for Str.
       
  ADVENTURES
    2. Familiar
          + A) How does the Familiar work? Once you give him a life and
            gain two Craft do you:
               o a) Immediately draw three spells and choose the one you
                 want.
               o b) Draw three spells and choose one whenever you gain a
                 Spell?
        Answer: b
          + B) In either case, do the two unchosen Spells go to:
               o a) The discard pile.
               o b) The top of the Spell Draw Pile.
        Answer: b
    3. If you defeat a Character who owns the Golden Statue do you:
          + a) Have to take the statue.
          + b) Take the statue only if you force the other Character to
            lose a Life.
   Answer: a
       
   
   
Dungeon

   
   
  CARDS:
    1. May a Character strike the Gong (and thus place it on the discard
       pile) even if there are no other Characters on the Dungeon Board?
       Answer: Yes
       
  RULES:
    2. When a Character enters the Dungeon he must discard any Horses,
       Horse and Carts, or Warhorses that he has. Does he:
          + a) Leave them on the Space that he entered the Dungeon from
            (as with entering the Timescape).
          + b) leave them on the Dungeon Entrance Space.
          + c) Place them on their appropriate discard piles.
   Answer: a
       
   
   
Timescape

   
   
  CHARACTERS:
    1. Under the Archeologist's second special ability it says he may add
       one to his die roll on the Planetfall Space of the Timescape
       board. Is this supposed to read the Deathworld Space (as you don't
       roll a die on the Planetfall Space)?
       Answer: Yes
    2. Can the Astronaut replace any of the Objects listed under his
       first Special Ability if there are none left in the Timescape
       Purchase Deck?
       Answer: No
    3. If the Scientist uses his second Special Ability to repair the
       Ancient Artifact does it add four to his Strength in Combat?
       Answer: Yes
       
  CARDS:
    4. If a Character defeats all of the Orks, can he keep them for
       additional Strength (they are an Event)?
       Answer: No
    5. If a Character with equal base Craft and Strength encounters the
       Sun Worm, does he roll randomly to determine which the Worm
       attacks (as per the Chinese Dragon)?
       Answer: Yes
    6. A) If a Character encounters the Warp Storm, does the turn that he
       drew it count as his lost Turn (as per the Talisman rules section
       15:4)?
       B) If not, and he is on Planetfall, does he still get to encounter
       both Timescape Cards drawn?
       Answer: He encounters any other cards and misses his next turn.
       
   
   
City

   
   
  CHARACTERS:
    1. For the Valkyrie's fourth Special Ability, who are human Enemies?
       Answer: 'Pure-strain' humans only (no orks, elves, etc.).
       
  SPECIAL CHARACTERS:
    2. If a Character becomes one of the Special Characters does he keep
       his original Character's Special Abilities as well (it is not
       explicitly stated whether he does or not in the City rules)?
       Answer: Yes
    3. For the King's Champion's last Special Ability, should Outlaw and
       Raiders be replaced with Bandits?
       Answer: Yes
    4. Can the Sheriff use his fifth Special Ability, to teleport to any
       Space in the City:
          + a) From any other board (e.g. can he teleport from the main
            board, Dungeon, or Timescape to any Space on the City board).
          + b) Only while on the City board.
   
       Answer: b
       
  ADVENTURE CARDS:
    5. After the Air Elemental has moved itself and the Character
       encountering it to one of the two fields Spaces, must the
       Character then fight a Psychic Combat with it?
       Answer: Yes
    6.
          + A) If a Character who draws Conscription opts to defeat
            another Character in Combat and fails to do so (either due to
            lack of other nearby Characters or he loses the Combat) does
            he get to choose one of the three remaining options to avoid
            Conscription?
            Answer: No
          + B) If a Character loses three turns, does the Turn that he
            drew Conscription on count as his first lost Turn (again, as
            per rule 15:4)?
            Answer: Yes
    7. Will the Cutpurse become a follower of a Character who is the
       Master Thief?
       Answer: Yes
    8. If a Character uses the Dancing Girl to Evade an encounter does
       she:
          + a) Stay on the Space that the Character used her in.
          + b) Go to the discard pile?
   Answer: b
    9. Should the Dog be a follower rather than an object (like the Dog
       in the Dungeon Cards)?
       Answer: Yes
   10.
          + A) If the Dragon Master captures a Dragon for you, does the
            Dragon increase your carrying capacity to that of the
            Anti-Grav Platform or Horse and Cart (the Dragon Master's
            Card seems to imply this)?
            Answer: Yes
          + B) Will the Dragon carry a Warhorse?
            Answer: No!!
   11. If a Character with the Druid enters the Timescape, City, or
       Dungeon does he:
          + a) Leave the Druid in the Space that he entered from.
          + b) Is the Druid discarded.
   Answer: b
   12. If the Earth Elemental moves a Character to the Dungeon, must the
       Character then fight a Psychic Combat with it?
       Answer: Yes
   13. If a Character encounters Employment, does the Turn he drew it on
       count as his lost Turn (again, as per rule 15:4)?
       Answer: Yes
   14.
          + A) If a Character loses to the Fire Elemental does he lose
            any Objects on a Horse and Cart?
            Answer: Yes
          + B) If so, does he lose the Horse and Cart, also?
            Answer: Yes
          + C) If a Character loses to the Fire Elemental does he lose
            any Objects on an Anti-Grav Platform?
            Answer: Yes
          + D) If so, does he lose the Platform, also?
            Answer: Yes
   15. If you defeat the Gambler, do any unclaimed objects:
          + a) Stay on the board.
          + b) Go to their respective discard piles.
   Answer: b
   16. If the Ghoul (Enemy: Monster), taken as a follower by the Ghoul
       Character, is used in Psychic Combat, and loses, is it placed on
       the discard pile?
       Answer: Yes
   17. If a Character is Lost, does the Turn he drew it on count as his
       lost Turn (again, as per rule 15:4)?
       Answer: Yes
   18. If a Character with an Urchin leaves the City, does he:
          + a) Leave the Urchin in the Space that he left the City from.
          + b) Discard the Urchin.
   Answer: b
   19. Does War remain on the City Gate for the rest of the game?
       Answer: Yes
   20.
          + A) Will the Watch arrest a Toad (for having no Gold)?
            Answer: No
          + B) Similarly, if a Character is turned into a Toad while in
            the City does he have to draw for the Watch at the end of
            each of his Turns as a Toad (for having no Gold)?
            Answer: No
   21. If a Character loses to the Water Elemental, does he:
          + a) Choose which follower to lose.
          + b) Roll randomly.
   Answer: b
       
  BOARD:
   22. When a Character uses the Enchantress Space to enter the
       Timescape, does he:
          + a) Roll two dice under his starting quota of Craft and
            Strength (as per the Timescape rules).
          + b) Roll two dice under his current quota of Strength and
            Craft (as stated on the Space)?
   Answer: b
       
  RULES:
   23. Can a Toad rob the Bank?
       Answer: No!!!
   24. As the rules are currently written, a Character with a Warrant
       does not have to draw for the Watch at the end of his Turn while
       in the City (having a Warrant does not violate any of the statutes
       of the City). Is this correct?
       Answer: Yes it is. Breaking the law causes a 'hue & cry' which may
       bring the watch. Simply carrying a warrant will not (though you
       may encounter them normally).
   25. If a Character with a Warrant is defeated by another Character in
       Combat, that Character can opt to move the defeated Character to
       the Donjon Space on the City board. Does this work:
          + a) While Characters are on the City board, only.
          + b) While Characters are on the Dungeon or main board, also.
   Answer: a
   26. If a Character rolls poorly for judgement, and is forced to make
       an escape, does he still retain his Warrant even though he rolled
       for judgement?
       Answer: Yes
   27.
          + A) If a Character draws a Horse, Warhorse, or Horse and Cart
            from the Adventure Deck, does he replace it with the
            appropriate Purchase Card (as per rule 20:1)?
            Answer: Yes
          + B) If this is the case, does any Character who draws an
            Adventure Card of an item that is not currently in the
            Purchase Deck get nothing?
            Answer: Yes
   28. Finally, when a Character enters a City location he must leave any
       Mules, Horses, Horse and Carts, Warhorses, or Dragons on the
       Street Space outside of the location. On his next Turn may the
       Character:
          + a) Move back to that Space automatically and reclain his
            Objects (as a person with the Horse may reclaim followers).
          + b) Must he roll for movement normally.
   Answer: a
       
   
   
                      SUBJECT: COMBAT VS PSYCHIC COMBAT
                                       
   From: sh666@selway.umt.edu (Scott Hensley)
   Date: 27 October 1993
   
   During a debate on whether the term "Combat" (sometimes) included
   "Psychic Combat", Scott reported:
   I wrote GW about his very exact same question (the 'Combat', 'Psychic
       Combat' distinction). Their reply was as follows...
       'Combat always refers to Strength based combats... Psychic Combat
       always refers to fights using Craft. They should never be
       mistaken.'



                   SUBJECT: TALISMAN 2ND EDITION HOUSE RULES
                                       
   "House Rules" means none of these are official - use the ones you
   like, drop the ones you don't. Sometimes these are "interpretations"
   of the official rules in places where the official ones were ambiguous
   (or at least non-obvious).
   A rule marked "Heli N" is the N'th rule from Rick Heli's gaming
   group's FAQ (Rick.Heli@Eng.Sun.COM), the April 6 1992 edition. One
   marked "Mill N" is the N'th rule from The Mill Gaming Dudes' house
   rules (contributed by Ned Utzig ). Several contributions came from
   Howard Kim (hkim@cs.cornell.edu) in the summer of 1993, with the aid
   of Sten Drescher (smd@floyd.brooks.af.mil), Doug Gibson
   (doug@abby.chem.ucla.edu), Kurt Grossman (KurtG@yang.earlham.edu),
   Dave Katleman (katleman@corp.sun.com), Jay Lorch
   (lorch@cs.berkeley.edu), and Petri.Maaninen (Petri.Maaninen@hut.fi).
     * Principles for resolving issues ("meta" house rules)
     * Talisman "Dragon's Lair" expansion set
     * Tournament Rules
     * Cycling through spells
     * The Amazing Warp Belt Trick
     * The Ninja's Secret Attack
     * The Warhorse and charging into combat
     * Centaur
     * Warrior of Chaos
     * Followers 
     * Priest
     * The Bandit
     * Spell casting restrictions
     * Amulet
     * Order of encounters
     * Witch Doctor's curse
     * Genie
     * Ghoul
     * Events left on the board
     * the Idol
     * "before rolling the die for movement"
     * Attacking strangers
     * Staff of Mastery
     * The Demon Lord
     * Dragon King
     * Magic Pouch
     * Supernova
     * Loans
     * The Town Square
     * Entering the City
     * Leaving animals at the Stable
     * City offices
     * Dungeon doors
     * The Watch
     * Anarchist's Guild
     * Leaving the City
     * Dancing Girl
     * Ninja versus Knight
     * Isn't it too easy to become the High Mage?
     * When you leave the Donjon, where do you go?
     * Crown of Command
     * Multi-creature cards
     * Doppelganger
     * Losing lives to creatures with special attacks
     * Questing Knight
     * Characters adapted to the City board
     * The Horse
     * Teleporting in/out of the City
     * The Siren
     * Snake Pit
     * Great Portal
     * The Sentinel
     * Strengthening monsters
     * Enemies that Move
     * The Zulu
     * The Familiar and Extra Spells
     * Unwanted followers
       
   
   
Subject: Principles for resolving issues ("meta" house rules)

   From: dalamb@qucis.queensu.ca (David Lamb)
   Date: 27 October 1993
   
   Having been involved in a few Talisman rules arguments lately, I
   thought I'd propose some guidelines for helping resolve such disputes.
    1. Be clear about whether the argument is about resolving an
       ambiguity in the "official" rules, or about defining a new "house"
       rule.
         1. If you're resolving an "official" rule, then the rules as
            written are definitive (including the official answers in the
            previous section). Check the official rules! Arguing from
            memory, or from your own group's house rules, is probably
            counterproductive.
         2. If you're defining a "house rule" it makes sense to point out
            that it contradicts an "official" rule if the other party
            doesn't seem to know about the official rule, but once it's
            clear they don't like the official rule and are trying to
            define a house rule, harping about the official rules is
            pointless.
    2. Combat vs Psychic Combat. A lot of people, including me, tend to
       think of "Combat" as being generic for both "(Strength) Combat or
       Psychic Combat". Psychologists and sociologists will tell you
       about "marked" versus "unmarked" terms and point out there'd be
       fewer misinterpretations if the "unmarked" term "Combat" meant
       both kinds, and there were 2 marks, e.g. Strength/Craft, or
       Normal/Psychic, for distinguishing the two forms of combat.
       
       Unfortunately that does not appear to be what Games Workshop chose
       to do: Combat, unmarked, means combat with Strength. "Combat or
       Psychic Combat" is what they say when they mean the combat in the
       generic sense. So: if a rule or card says Combat, unadorned, it
       means exactly "Combat based on strength". Thus for example we can
       deduce:
         1. Armour doesn't protect against losing a life in psychic
            combat.
         2. A creature you "save" to use in the next "combat" can only be
            used in the next strength-based combat.
         3. The astropath can evade Combat, but not Psychic Combat.
   Of course, you can always reject this "meta house rule" and substitute
       one that lets "combat" include "psychic combat" whenever you feel
       like it - but bear in mind it's just that, a house rule.
    3. Any rule change that increases the power of spell-cyclers (those
       who "always have K spells") is probably "wrong" (meaning "makes
       the game less fun for most players").
       
   
   
Subject: Talisman "Dragon's Lair" expansion set

   From: David.Katleman@Corp.Sun.COM (David Katleman)
   Date: Thu 29 July 1993
   
   While waiting for the official Dragons release, David Katleman
   developed a "Dragon's Lair" expansion set; contact him directly at the
   above address if you want a copy. Basically, the Dragon Adventure deck
   cards are now considered the entrance to the Dragon's lair and are
   considered places. The expansion is still in a Alpha, maybe Beta test
   state. 
   
Subject: Tournament Rules

   From: bl375@cleveland.Freenet.Edu (Brian G. Greenberg)
   Date: 27 October 1993
   
   Since the game can be very unbalanced, my group runs a tournament. We
   have five in our group and we deal out nine characters to each of us.
   We keep these characters hidden from each other. (We write them down
   and have my mom initial the peice of paper). We do not allow a
   character to have more that one spell caster. If this happens those
   without one may bid as to how many characters to show the person with
   the extra spell caster and let that person choose two of the shown.
   Then we play six games. Whoever wins the most is the Champ. If there
   is a tie there is a tie breaker game. A player who uses all nine
   characters is then allowed to draw two from those not chosen; the
   other players choose which one to play. The only time the High Mage is
   in the game is if two or more spell casters are played in a game or if
   a six is rolled on one die before the game (after characters are
   picked.) Because we think the Dragon King (from Dragons expansion) is
   too easy to beat, we use the alternate endings. Once one is picked it
   cannot be picked again until the fifth game, when we recycle them.
   Because the Great Portal and the Cave of Dragon Bones can be very
   cheap wins (a character may not have enough natural strength to get
   past the crypt), we only allow each player to use either of these
   once. 
   
Subject: Cycling through spells

   Date: 11 March 1993
   Characters who "always have a spell" can really take over, since so
   many of the spells can be cast "when needed" (that is, just about any
   time). So they can cast a lot of spells on their own turn, then cast a
   lot more on the next person's, and so on. How can we fix this without
   being too unfair to the spell cyclers?
    1. (GW in Talisman City): cast spells only on your own turn, except
       for defensive spells
    2. (GW in Talisman City): cast only one spell "at a time" [DAL - it's
       unclear what they mean by this, but presumably either "one spell
       per turn" such as one on your own turn, one on the next person's,
       and so on]
    3. [LondonTowne Gaming Gang]: Make "always have N spells" true only
       at the start and end of the spell caster's own turn, at which time
       the caster can freely discard spells, then draw enough to have N
       spells.
    4. [Jeremy Gates ] To cast a spell it must be able to take effect
       (eg. Heal - subject must be not fully healed). Secondly the player
       can only get his new spells via the "always have a spell" at the
       start of his turn.
       
   Aside: in the "standard" rules the only way to get rid of a spell is
   to
    1. cast it
    2. discard it if you acquire more spells than your limit.
       
   So a spell-cycler can get "trapped" with an uncastable spell (e.g.
   counterspell, if no one ever casts a spell on the cycler). 
   
Subject: The Amazing Warp Belt Trick

   From: KURTG@EARLHAM.BITNET
   Date: 20 October 1994
   
   If you have the Warp Belt, or if you are the Astropath, you can choose
   to follow the Red line from the Negative Zone to the Time Loop,
   returning to "the space you came from" - where you draw another
   Timescape card. This lets you get all the treasure fromthe Timescape
   Deck!
    1. Do nothing. It's not necessarily so bad if you do this with the
       Warp Belt, since you also cycle through all the Monsters in the
       Timescape deck, such as the Str 12 Behmoth or Cra 12 Space
       Vampire. The Astropath, on the other hand, gets a 2/3 chance to
       Evade the Behemoth (though not the Vampire), and doesn't even need
       to find the Belt, so he's even worse.
    2. Limit people to a small number of loops, e.g once. Thereafter they
       roll normally for what path to follow.
       
   
   
Subject: The Ninja's Secret Attack

   Date: 11 March 1993
   From: KURTG@EARLHAM.BITNET
   
   Can the Ninja make a Secret Attack in an endgame where you have to
   fight, such as against the Dragon King?
    1. No. It says against an upturned Enemy card or player; several of
       GW's Q&A items show they mean Enemy to refer to cards with the
       word Enemy on them, and not fixed monsters like the Sentinel, the
       Spirit at the crags, the Brigand in the forest, the Warp Demon,
       and so on.
       
   
   
Subject: The Warhorse and charging into combat

   Date: 11 March 1993
   From: wrr3118@tamsun.tamu.edu (Rick Russell)
   
   The Talisman Rules and Q&A state that the Warhorse allows you to add
   your Craft to your Strength for *any* combat in which you would
   normally use Strength. Hence, the Warhorse is exactly equivalent to
   the Monk's special ability and the spell Psionic Blast. For a measly
   price of 5G in the City, or for free if you pick it out of the
   Adventure Deck, the Warhorse seems like an inordinately powerful
   object. The Warhorse will allow most Strength 2 and 3 characters to
   take on Dragons and Giants with ease, given a sword and a spot of good
   luck. Later in the game, characters fortunate enough to have a
   Warhorse become extremely powerful. In a 2 player game, this is
   practically a ticket to the Crown of Command.
    1. Note the rules and Q&A sheet for some standard limitations: If the
       owner of the Warhorse loses a life in combat, the Warhorse is lost
       instead. The Warhorse may not be used more than once per combat
       round; this is important when the character using the Warhorse is
       fighting the Pit Fiends, Zombies or characters who have the
       ability to fight or re-fight a second round of combat.
    2. The Warhorse *only* allows you to add your Craft to your Strength
       when you land on/encounter a face-up Adventure Card or Character.
       When you are attacked, the Warhorse is useless (i.e. you don't
       have the opportunity to charge). Comment: This rule is good on the
       face of it, but has some problems. In the center of the board, the
       *second* character to enter the Crown of Command space will get to
       charge, and on their attack they can steal their opponent's
       Warhorse. The first character is dead meat. If the character at
       the center gets the Belt of Hercules, then they can do the same
       thing by teleporting on top of another character.
    3. The Warhorse works as originally specified, but you may *only*
       take Life away from your opponent, not Gold or Objects. Comment:
       Makes a certain amount of sense, since it would be difficult to
       use a Warhorse for subdual combat. It still allows low-strength
       high-craft characters to kick the rear out of dragons and such,
       which doesn't seem sensible. Instant strength for weak characters.
    4. The Warhorse adds a random Charge Bonus (1d6) to your Strength in
       every standard Combat, whether you attack or are attacked. Instead
       of rolling one die and adding to your Strength, you roll two dice.
       Comment: Easy to implement, simple to understand. On average, the
       Warhorse will provide a Strength bonus of 3 or 4 at a cost of 5G,
       slightly better than two-handed weapons at a cost of 4G. About the
       same as the Mercenary. Provides no guarantee of easy success in a
       given situation.
    5. Same as (4), and in addition the Warhorse will not necessarily be
       killed by attacks which would normally take a Life. The player has
       the option of allowing the Warhorse to be killed instead of losing
       a Life in Combat. Comment: My personal favorite. Since the
       Warhorse no longer provides a constant Strength bonus in combat,
       it seems unfair to kill it anytime the Character loses a combat
       while using the Warhorse.
    6. Same as (4) or (5), but the Warhorse only provides a bonus if the
       Character encounters/lands on a face up Adventure Card or
       character. Comment: Another sensible variation of (3) and (4).
    7. By itself, the Warhorse provides adds 1 to your Strength in
       Combat, and it may be combined with any normal weapons (Axe,
       Sword, etc) and Armor. A new weapon is introduced into the game:
       The Lance. The Lance may be purchased at the City Armoury for 3
       gold. It is a one-handed weapon which adds 1 to your Strength
       while in Combat. When the Lance is used with a Warhorse in Combat,
       both items used together provide a net bonus of +4 to your
       Strength. When used *against* a Character with a Warhorse, the
       Lance provides a +2 bonus to your Strength in Combat (then you
       might call it a Polearm). The Holy Lance works just like a normal
       lance, except that it is adds 3 to your Strength in Combat with
       Enemy-Dragons and when combined with the Warhorse provides a net
       bonus of +6 to your Strength in Combat against Enemy-Dragons.
       Comment: It would require printing up some new Purchase cards, but
       otherwise it's a really neat idea. I haven't playtested anything,
       so I don't know if it's a well-balanced solution.
    8. [jjohnson@ccscola.Columbia.NCR.COM (Jeffrey H. Johnson)] Tone it
       down by:
         1. It adds your craft or 6, whichever is less.
         2. You may only use it against face-up cards and characters you
            land upon.
         3. You may not use it against foes that you land upon via
            teleport, etc.
   This addresses most of the problems save the Crown of Command. We play
       that you can only take items which you can use, and since you
       can't use two warhorses, you can't charge someone already on the
       center space AND take his warhorse. You only get the charge when
       you enter the space.
       
   
   
Subject: Centaur

   Date: 26 Oct 1993
   
   What "plains" space does the Centaur start in?
   Answer Player's choice. Can the centaur use his +2 movement in the
   dungeon?
   Answer No
   
   Can he "outrun" his followers, as does someone using the Horse?
   Answer Yes, but he can return to them next move, as with the Horse
   
   Can he ride a horse or warhorse?
   Answer No (this being an extension of the Q&A that suggested
   reasonable limits on how big an object the Mule might carry) 
   
Subject: Warrior of Chaos

   Date: 12 July 1993
   
   If the Warrior of Chaos is turned Good, e.g. by the Mystic, can he
   still corrupt other characters to Evil?
   Answer Yes; whenever possible, it's simplest to assume 'change of
   alingment' has no effect on special abilities.
   
   The Chaos Gift ability is very powerful; to tone it down, make the
   Warrior first pass a roll of 2D6 >= the characteristic just used in
   combat. 
   
Subject: Followers

   Date: 27 October 1993
   
   [Heli 1] The Minstrel may have an unlimited number of animal
   followers.
   
   [Heli 12] Creatures turned into Followers via special abilities (e.g.,
   the Minstrel's Animal, Ghoul's undead, etc.) can be stolen like any
   other Followers (e.g., via Mesmerism or the Sorceress' special
   ability), but these followers are left face up in the space where the
   former owner is.
   
   [Heli 23] The Mercenary, Man-at-Arms and any other followers who add
   Strength do not count when firing a bow at an Enemy or another
   character.
   
   Followers cannot use objects (although the Porter can carry some).
   
   Followers that "add to strength" (e.g. Unicorn) count when opening the
   Portal of Power and Crypt. Those that "add to strength in Combat"
   don't count. (And similarly for "add to craft" and the Mines). 
   
Subject: Priest [Heli 2]

   Date: 6 April 1992
   
   The Priest, when he automatically destroys a Spirit in the space he
   lands in, does not count it as an encounter; he encounters the space
   as normal. The Priest has a starting Craft of 6. When the Priest is of
   Good alignment and is visited by the Angel, instead of the normal
   benefits of the card, he may choose to receive either two Strength,
   two Craft or a teleport to any space in the same region. 
   
Subject: The Bandit [Heli 3]

   Date: 6 April 1992
   
   When gold is surrendered to the Bandit, it remains there until
   recovered by the character who defeats the Bandit. If the Bandit card
   is destroyed with the Destruction spell, the gold is destroyed also. 
   
Subject: Spell casting restrictions

   Date: 6 April 1992
   
   [Heli 4]: The following spells cannot be played unless they are the
   first spell cast by the player in a given turn: Acquisition, Barrier,
   Craft, Destruction, Fireball, Mesmerism, Misdirection, Random,
   Teleport, Temporal Warp
   
   [Heli 7]: The Counterspell, Reflection Spell and Spell Turning must be
   played immediately after the spell is played and before any other
   activity occurs. A Counterspell, Reflection Spell and Spell Turning
   may not be used to counter a spell cast by the same player.
   
   [Heli 9]: The Immobility and Destroy Magic Spells may be used to
   prevent casting of the Command Spell. In addition, a Character at the
   Crown of Command may not the cast the Command Spell if currently a
   Toad.
   
   You need to decide on a house rule for whether Destruction can remove
   an Event. Some groups play yes, others no. Destruction can remove "any
   card on the board". So it can't destroy possessions that are off the
   board, on the character's sheet. We don't know why the Amulet says
   Destruction cannot be cast on the holder.
   
   W.D. Bradford's group (wdb1000@cus.cam.ac.uk) allows Destruction to
   apply to any card in play, including those in characters' possession.
   However, this strengthens spellcasters, whom many believe to be too
   powerful already. 
   
Subject: Amulet [Heli 5]

   Date: 25 March 1993
   
   The Amulet protects the owning player from the following spells:
    1. those listed on the Amulet card.
    2. the following from Talisman City: Craft, Feeble Mind, Magic Shell,
       Mini-Vortex, Restoration, Spell Call, Spell Turning, Syphon,
       Temporary Change, Weakness
       
   
   
Subject: Order of encounters [Heli 6]

   Date: 6 April 1992
   
   When encountering Adventure Cards bearing the same number, the player
   decides the order in which he will enounter them. 
   
Subject: Witch Doctor's curse [Heli 8]

   Date: 6 April 1992
   
   When cursed by the Witch Doctor, the cursed player must move so as
   never to end his move further from than his destination than he
   started. If he overshoots the target, he must overshoot the minimum
   possible distance, i. e. may not use horse, boots or other means to
   increase movement. The player remains cursed until he lands directly
   on the Chapel (or Ruins if evil). 
   
Subject: Genie [Heli 10]

   Date: 6 April 1992
   
   The Genie is not a Player; hence its spell is not affected by the
   Magical Vortex. Likewise, the Prophetess does not get to see the spell
   (unless she owns the Genie, of course), and it cannot be stolen by
   Mindsteal or Nullify. 
   
Subject: Ghoul [Heli 11]

   Date: 6 April 1992
   
   The Ghoul decides in which Combat to use any of his zombie Followers.
   That is, they do not automatically fight in the next combat. Also, the
   Ghoul can NOT raise defeated Spirits (for feeding to the Vampire,
   say). 
   
Subject: Events left on the board [Heli 13]

   Date: 6 April 1992
   
   Note that some Events (Astral Conjunction, Blizzard, etc.) count,
   until they expire, toward the total number of cards on a Draw Cards
   space. This does not apply to Spells such as Hex and Barrier. 
   
Subject: the Idol [Heli 14]

   Date: 6 April 1992
   
   If enslaved by the Idol, you re-encounter the space with whatever
   effects that implies. 
   
Subject: "before rolling the die for movement" [Heli 15]

   Date: 6 April 1992
   
   Whenever an instruction says you may (or must) do something "before
   rolling the die for movement", interpret it to mean that the action
   takes place just before the Movement phase of the turn, regardless of
   whether you actually roll the die. Thus, for example, you can cast
   Destroy Magic during the Blizzard. 
   
Subject: Attacking strangers [Heli 16]

   Date: 6 April 1992
   
   Despite what the character or adventure cards may say, Strangers may
   not be killed by bow and arrow. The GW Q&A sheet says no one can ever
   attack strangers. 
   
Subject: Staff of Mastery

   Date: 20 October 1994
   
   [Heli 17]: When a player loses the Staff of Mastery, the Enemy under
   control reverts to normal and is placed in the current space.
   
   [Heli 18]: Neither the Demon Lord nor the Dragon King may be mastered
   with the Staff of Mastery.
   
   An enslaved Enemy gets used in the next combat in which it could
   participate; thus a Strength monster doesn't get discarded after a
   Psychic Combat. 
   
Subject: The Demon Lord

   Date: 25 October 1993
   
   The Demon Lord may not be automatically defeated with the Cross or
   with the Priest's Special Ability, or anything else that automatically
   defeats other spirits. [Heli 19, Mill 4]
   
   If the Demon Lord slays a character, what happens to their
   possessions?
    1. [impliction of normal "fight first, pick up cards after" rule]:
       Discard all such possessions; there's no way for anyone to pick
       them up until they've defeated the D.L and thus won the game.
    2. Let the next character to reach the Crown of Command space pick up
       the items before fighting the D.L.
       
   
   
Subject: Dragon King

   Date: 17 June 1993
   
   [Mill 4] Characters, Magical Items / followers, etc. that
   automatically defeat Dragons do not defeat the Dragon King. Items that
   add plusses for Dragons still apply, however. Thus for example [Heli
   20] the Holy Lance does add 3 to the Strength of its user when
   fighting the Dragon King.
   
   [Mill 6] If the Dragon King decides to eat one of your followers and
   you have none, you lose a life instead. 
   
Subject: Magic Pouch [Heli 22]

   Date: 6 April 1992
   
   The Magic Pouch may only contain 1 object. It may not contain
   aggregate objects, e. g. the Horse and Cart. Objects in the Pouch may
   not be used, they are in the Pouch. To put something into the Pouch or
   take something out is a transfer. Only one transfer is allowed per
   turn. When it is carrying another object, the Magic Pouch does not
   count against object carrying limits. 
   
Subject: Supernova [Heli 24]

   Date: 6 April 1992
   
   The Supernova causes the character to advance along the blue warp
   line, not the red as stated on the card. 
   
Subject: Loans

   Date: 6 April 1992
   
   [Heli 25]: Leaving the City (regardless of method) without repaying an
   outstanding loan causes the character to be turned into a toad. The
   Loan card is removed from the game.
   
   [Heli 34]: The Bank will loan out money only to the extent of its loan
   cards; when these are all out, no further loans are available. 
   
Subject: The Town Square [Heli 26]

   Date: 6 April 1992
   
   If simply landing in the Town Square, draw one City card unless there
   is one there already. 
   
Subject: Entering the City

   Date: 6 April 1992
   
   [Heli 27] Do not count weapons in your strength total when wrestling
   with the guard to obtain entry to the City. You may still count items
   such as the Potion and Magic Belt which confer basic strength,
   however.
   
   [Heli 39] When bribing the guard to enter the city, a roll of 6 means
   that entry is denied. 
   
Subject: Leaving animals at the Stable [Heli 28]

   Date: 6 April 1992
   
   Other players may not pick up animals which you leave at the stable.
   If your character dies, discard any cards left at the stable. 
   
Subject: City offices

   Date: 6 April 1992
   
   [Heli 29]: A single character may only hold one of the City offices
   (High Mage, Sheriff, Champion, Master Thief) at a time.
   
   [Heli 31]: The Sheriff and the Champion may disregard any pre-existing
   Warrants upon taking office, but may still not discard these Warrants
   in the event that they later lose the position.
   
   [Heli 32] When your character holds a City office, this becomes the
   character's new alignment for all purposes until something (Mephisto,
   Mystic, Anarchist's Guild, Temporary Change) causes that alignment to
   change. Even if the character loses the office, he still retains the
   current alignment. 
   
Subject: Dungeon doors [Heli 33]

   Date: 6 April 1992
   
   The new dungeon door cards in the City card deck still count against
   the maximum two dungeon door cards which may be visible at any one
   time. 
   
Subject: The Watch

   Date: 6 April 1992
   
   [Heli 35] The Market Day card in the City deck allows trading of items
   between players just as the Market Day card in the Adventure Deck
   does. Note however that Trading is deemed illegal in the City (without
   a license); thus, characters currently in the City who trade must
   thereafter draw a City card to check for the Watch.
   
   If you have multiple offences in the same turn (e.g. fighting and
   being a Troll), you only draw once for the Watch. If you fight the
   watch, you draw again for the new fight, though. 
   
Subject: Anarchist's Guild [Heli 36]

   Date: 6 April 1992
   
   The Anarchist's Guild automatically changes the alignment of any
   character using its services to Neutral. 
   
Subject: Leaving the City [Heli 38]

   Date: 6 April 1992
   
   When you are taken to the City Gate as a result of Judgement, you are
   not allowed to retrieve your animals from the stables. 
   
Subject: Dancing Girl [Heli 40]

   Date: 6 April 1992
   
   The Dancing Girl can be used on human enemies only. 
   
Subject: Ninja versus Knight [Heli 43]

   Date: 6 April 1992
   
   When the Ninja fights the Knight, whoever initiated the attack has his
   power take precedence. 
   
Subject: Isn't it too easy to become the High Mage?

   Date: 11 March 1993
    1. [Heli 41] To become the High Mage, in addition to turning in a
       magic object, the player must roll his Craft or less on two dice.
       If successful, he becomes the High Mage. If unsuccessful, he must
       still discard the Magic Object.
    2. [LondonTowne Gaming Gang] Donate N magic objects, then roll D6
       less than or equal to the number of object donated. You can donate
       several objects at once, but can only make one roll per turn. If
       you fail you can come back later and donate more, counting both
       the old and the new donations toward the number you must roll.
       
   
   
Subject: When you leave the Donjon, where do you go?

   Date: 12 July 1993
   
   When escaping from the Donjon, or when found not guilty:
    1. [Heli 37] Roll a die for movement in the subsequent turn as
       normal, counting the Royal Castle as the first space entered.
    2. Start in Imperial Avenue, and assume your horses (if any) have
       been left there (if you didn't leave them at the stable already).
    3. When escaping (only), start in any square adjacent to the Donjon
       (you're escaping, after all).
       
   
   
Subject: Crown of Command

   From: utzig@mast.enet.dec.com Date: 17 June 1993
   
   [Mill 1] The Crown of Command spell affects ALL players when cast, not
   a single player. (text on the C-of-C conflicts w/ the rulebook..)
   
   [Mill 2] Loss of life from the Crown of Command Spell cannot be
   prevented by items such as shields, armour, helmets, etc.
   Counter-spells may negate the C of C spell, however. 
   
Subject: Multi-creature cards

   Date: 25 October 1993
   
   If you fight an Enemy that consists of several creatures that you must
   fight in sequence (e.g. Band of Zombies), if you defeat a few before
   they kill you, the next time someone lands on that card, the Band is
   back to full strength. 
   
Subject: Doppelganger

   Date: 25 October 1993
   
   Fighting the Doppelganger seems always to be a straight roll-off of
   D6's, since the card says you fight with the same TOTAL strength,
   including strength from weapons, followers, potions, and so on. Things
   that "add craft to strength", e.g. Warhorse or Monk's ability, don't
   get around this - they add to your strength, and thus the D. gets the
   same total strength as you. The one exception *might* be the special
   ability that "subtracts your craft from your opponent's strength"
   which is phrased not to change your own strength, but many people
   regard that the D's ability overrides even that.
   
   You can't save the D. for strength (see official answers from GW).
   
   If the D. shows up on the same square as another tough creature, so
   that you get to fight "yourself" at big minuses, the best hope is to
   attack the Doppelganger with a missile weapon or Fireball from a
   different hex. 
   
Subject: Losing lives to creatures with special attacks

   Date: 27 October 1993
   
   If a moster, such as the Air Elemental, does something special, such
   as taking you out of the city, when it defeats you, does it *also*
   drains a life first?
    1. In the case of the Air Elemental, there's an official answer: if
       it takes you out of the City, you then fight a normal Psychic
       Combat (and similarly for the Earth Elemental).
    2. For other cases, take your pick of interpretations:
         1. Yes. The only exceptions are creatures whose descriptions say
            "instead of taking a life".
         2. No. It only has the effect stated on the card.
            
   
   
Subject: Questing Knight

   Date: 25 October 1993
   
   Why should the QN start the game with Helmet, Shield, and Armour,
   since you can only use one of the three, presumably Armour, in any one
   combat (question 5 in the Q&A).
    1. Treat it as another special ability, letting him use each in turn.
    2. Treat the Helmet and Shield as Alchemist fodder.
    3. Treat the Helmet and Shield as spares, in case someone steals the
       Armour.
       
   
   
Subject: Characters adapted to the City board

   Date: 26 October 1993
   From: hkim@cs.cornell.edu (Howard Kim) and Kurt Grossman.
   
   The Thief description dates from before the City expansion. How should
   he steal from shops in the city?
    1. Take an object at random [straightforward extension of Thief card]
    2. [variant of Master Thief] Roll D6:
          + 1-2: Successful, take an item of choice.
          + 3-4: Successful, take a random item.
          + 5-6: Failure, lose 1 life.
            
   The Merchant can trade with shops in the city.
   
   The Inquisitor's victim automatically goes to the Donjon; the
   Inquisitor's power supersedes the "judgement" that normally happens at
   the Donjon. 
   
Subject: The Horse

   Date: 26 October 1993
   From: hkim@cs.cornell.edu (Howard Kim)
   
   The horse can "outrun" followers. Does this apply to the Hag, Jester,
   and Poltergeist?
    1. No. These can never be outrun.
    2. Yes.
    3. Yes to the hag and jester, no to the Poltergeist. The Poltergeist
       prevents you from moving +3 with a Horse, so prevents outrunning.
       
   If the player uses the +3 movement, then he/she leaves his/her
   followers behind unless they have horses. Certain followers like the
   unicorn do not seem to be logical candidates as horse riders. Should
   these followers have to have a horse to follow a player w/ a horse?
    1. Strict interpretation of the rules says they can't follow.
    2. A house rule can say these followers need not have a horse:
       Unicorn, Familiar, Spirits, and Animals.
       
   
   
Subject: Teleporting in/out of the City

   Date: 26 October 1993
   From: hkim@cs.cornell.edu (Howard Kim)
   
   Since spellcasting is illegal in the city, is teleporting in/out
   illegal?
    1. Draw to see if you get a Law card when you teleport in, but not
       out. [Kurt Grossman, Petri Maaninen]
    2. Neither is illegal. For "out" you're not in the city at the time
       you would draw, and for "in" you weren't in the city when you cast
       the spell.
       
   
   
Subject: The Siren

   Date: 27 October 1993
   
   Non-human characters generally appear to be immune to the Siren.
   Non-human characters added in expansions usually list "immune to
   Siren" as a special ability. If you're creating a nonhuman character,
   think about whether they should be immune.
   
   One exception appears to be the Sprite. Consistency might suggest
   making her immune - but she's already quite powerful, and doesn't need
   to get any better! 
   
Subject: Snake Pit

   Date: 26 October 1993
   From: hkim@cs.cornell.edu (Howard Kim)
   
   The snake pit only stops those who land on it; it doesn't stop players
   passing it. 
   
Subject: Great Portal

   Date: 20 October 1994
   
   May a character drink the Dragon Blood (lose one life, but double your
   strength for one turn) and then attempt to open the Brian> Great
   Portal and defeat the Dragon King?
   Answer: Yes; fighting the Dragon King is immediate after moving
   through the Great Portal, so is still on the same term. 
   
Subject: The Sentinel

   Date: 20 October 1994
   
   If a player attempts to pass the Sentinal and does not beat him it
   says that he remains on the space. Does he encounter the space? i.e.
   Pick a card if there is not one already there or fight an existing
   card?
    1. No. You already made a choice as to which aspect of the space you
       were encountering, and decided on the sentinel.
    2. Yes. You would encounter the space at the end of your move if you
       won, so why not encounter the sentinel space if you lose?
       
   
   
Subject: Strengthening monsters

   Date: 20 October 1994
   From: wdb1000@cus.cam.ac.uk (W.D. Bradford)
   
   Monsters quickly cease to be a threat to strong characters. We've
   tried a number of ways to reverse this such as Double Strength
   Talisman, +1d6 Talisman, and the following scheme:
   
   When a monster/animal/dragon/spirit/alien is encountered, roll 1d6 and
   consul the table below:
    1. Strength/craft halved (round up)
    2. Strength/craft doubled
    3. Strength/craft as normal
    4. Strength/craft normal + 1d6
    5. Strength/craft at least equal to yours (i.e doppelganger if
       weaker, normal if stronger)
    6. Strength/craft at most equal to yours (i.e doppelganger if
       stronger, normal if weaker)
       
   In all cases the normal strength value applies when enemies are kept
   for strength. If 1 and 6 seem too wimpy, then instead rolls of 1-3 can
   indicate normal strength, while 4,5,6 indicate +1d6, double, and "at
   least" respectively. This type of system really makes the early stage
   of the game tense - boars and apes are no longer "breakfast" and
   dragons can be truly terrifying! Even at the end of the game any enemy
   potentially poses a serious threat, and you never get to the point
   where picking up Adventure cards becomes a tedious (and pointless)
   chore. 
   
Subject: Enemies that Move

   Date: 20 October 1994
   
   Enemies that move after combat, such as the Berserker and Vampire
   Bats, don't encounter the character(s) they land on. 
   
Subject: The Zulu

   Date: 20 October 1994
   
   If the Zulu routs a character, the character does not encounter the
   space to which s/he is routed (by analogy with the Satyr's panic). 
   
Subject: The Familiar and Extra Spells

   Date: 20 October 1994
   
   If the Philosopher has the Familiar as a follower, how many spell
   cards does he draw before deciding which one he wants?
    1. 4. His special ability gives +1 and the Familiar's gives +2, for a
       total of +3.
    2. 3. This is the maximum of his own ability and the Familiar's.
       
   What happens to the extra cards?
    1. There's an official answer: the top of the spell draw pile.
    2. Some people play that you discard them.
       
   
   
Subject: Unwanted followers

   Date: 20 October 1994
   
   Several mechanisms let you get rid of normal followers: you can outrun
   them with the horse, the Dark Elf can drain their lives, the Saracen
   can enslave them. Do these apply to the "unwanted" followers: hag,
   jester, poltergeist?
     * The horse was handled above: you can choose whatever rule you
       like.
     * No; these uses of special abilities would make those characters
       immune to the unwanted followers.



       SUBJECT: TALISMAN 2ND EDITION HINTS, SUGGESTIONS, AND STRATEGIES
                                       
   This page gives hints, suggestions, and strategies for playing
   particular Talisman characters. In particular it covers:
     * Are some characters more powerful than others?
     * Dwarf
     * Abusive Combinations
     * Scout
       
   
   
Subject: Are some characters more powerful than others?

   Date: 11 March 1993
   
   Some people don't think so - in that every character *can* win, luck
   being such a big part of the game. It certainly seems that for most
   characters, by the end of the game it's the "stuff" you've acquired
   during the game (objects, followers, extra strength and craft) that
   matter, not your special abilities (except possibly for spell-cycling
   ("always have a spell"), which seems very powerful).
   
   Others think there's a definite split between "strong" and "wimpy"
   characters. The LondonTowne Gaming Gang splits characters into the
   Tough and Wimp decks, and lets each player choose one of 3
   randomly-dealt Tough characters, with the option of choosing any
   character from the Wimp deck. Their Tough characters include: Amazon,
   Astronaut, Astropath, Centaur, Chainsaw Warrior, Cyborg, Dark Elf,
   Elf, Gypsy, Gladiator, Highlander, Knight, Leprechaun, Monk, Ninja,
   Philosopher, Prophetess, Soldier, Sprite, Swashbuckler, Swordsman,
   Troll, Valkyrie, Warrior, Warrior of Chaos, Wizard, Woodsman, Zulu.
   
   Rick Heli's group rates the characters as follows:
   
   Weak:
          Amazon, Druid, Ghoul, Halfling, Highlander, Hobgoblin, Martial
          Artist, Minstrel*+, Orc, Pilgrim, Pirate, Priest+, Ranger,
          Samurai, Satyr, Thief*, Warrior
          
   Average:
          Archaeologist, Assassin, Astronaut, Barbarian, Centaur,
          Chemist[H], Collector[H], Conjurer, Cyborg, Dark Elf,
          Dragonlord[H], Dwarf, Elf, Gladiator, Inquisitor, Leprechaun,
          Merchant*, Minotaur, Necromancer, Ninja, Rogue*, Saracen,
          Scientist, Scout, Soldier, Space Marine, Space Pirate, Sprite,
          Spy, Swashbuckler, Swordsman, Torturer[H], Warrior of Chaos,
          Witch Doctor, Woodsman, Zulu
          
   Powerful:
          Astropath, Chainsaw Warrior, Gipsy, Knight*, Mechanician[H],
          Monk, Philosopher, Prophetess, Sage[H], Sorceress*, Troll,
          Valkyrie, Wizard
          
   * means becomes more powerful with more players
   + means becomes more powerful with additional rules (Heli's rules for
   these particular characters; see previous sections).
   [H]
   is a special character invented by Rick Heli's group; for details,
   contact Rick.Heli@eng.sun.com. 
   
Subject: Dwarf

   Date: 11 March 1993
   
   The dwarf seems weak to some people, but, if he is lucky enough to
   gain an extra few points of craft before others get very powerful, can
   try for a quick win via the Craft route because of his Special
   Abilities 4 and 5. 
   
Subject: Abusive Combinations

   From: jdean@nmsu.edu (Jonathan Dean), gitzlaff@uxa.cso.uiuc.edu (Jim
   Gitzlaff), bl375@cleveland.Freenet.Edu (Brian G. Greenberg)
   Date: 23 Jun 1993 15:44:59 GMT
   
   Sometimes characters get one or two cards that make them nearly
   invincible or untouchable. For example:
    1. The Ghoul with the Runesword. The Ghoul will gain a life at the
       end of almost every combat.
    2. The Valkyrie with the Champion. If the Valkyrie does want to fight
       she puts forth the Champion. If he dies then she picks him up as a
       follower again. Thus, she does not need to fight any non-psychic
       battle.
    3. The Astropath with a chameleon suit. If the Astropaths inate
       ability to evade fails then it has the chameleon suit to fall back
       on.
    4. The Conjurer High-Mage. Always has two spells and can discard one
       spell while casting another. Eventually he will get the Finger of
       Death spell. "I cast Finger of Death at you and throw away
       Alchemy." We limited him to casting one Finger of Death per
       encounter...
    5. The Sprite (or other always-has-a-spell character) with the
       Familiar. Minimum of two spells at all times, and gets to examine
       the top three (!) each time one is cast. Limit them a bit by
       placing the 2 unclaimed spells back on the unused pile, not the
       discard.
    6. The Scientist with the Ancient Artifact. Actually, this seems to
       be part of his design. He'd get +4 in every combat - but starts
       off quite weak.
       
   It may not be necessasry to "tone down" these combinations. Particular
   cards "will appear eventually" only if the game goes on for a long
   time or there are a lot of players - there are a *lot* of adventure
   cards if you have all the expansions (275 according to numbers in the
   FAQ). If they occur very late, other characters may have already
   become quite powerful before the "abusive" one gets this chance. Also
   there may well be some way to take the object or follower away -
   Mesmerism, theft, defeating the character in combat or psychic combat.
   
   
Subject: Scout

   Date: 20 October 1994
   From: David Wildstrom
   
   Hide both dungeon doors, and whenever a stream of life, magic stream,
   or fountain of wisdom pops up, hide it. You can get all the strength,
   wisdom, or life from the waterays to yourself, and you have your own
   little "hideaway" (the dungeon). You need the hideaway because as soon
   as you start hiding things, the other players are going to focus all
   their abilities on killing you.



                            SUBJECT: NEW CHARACTERS
                                       
   The following are character descriptions submitted by people from the
   Net. Some contributors have asserted claimed copyright, noted in the
   individual entries, but have given permision for this work to be
   included in the FAQ. Playtester comments are not included in the
   copyright.
     * Hero character
     * Robot character
     * Sentinel character
     * Space Knight character
     * Space Ork character
     * Timelord character
       
   
   
Subject: Hero character

   Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
   Date: 25 Oct 1993
   
   Updated because of playtesting information from Kurt Grossman.
   
   Start:Vortex Alignment:Good Str:4 Cra:3
    1. You start the game with a sword.
    2. You may enter the Timescape at any time from the Main board or the
       Dungeon.
    3. In the Timescape you may move to the Vortex as your next move.
       
   Discussion: seemed quite powerful to one playtester, but perhaps not
   compared to, for example, the Sprite. #3 let him avoid the Warp Demon
   - but evasion, e.g. via the Chameleon suit, or the Warp
   Belt/Astropath's select-lines ability, also do the same (and more).
   Whether #2 is too powerful depends on whether you see the Timescape as
   too generous - you can get good stuff there, but also run into 12-Str
   or 12-Cra creatures, too. 
   
Subject: Robot character

   Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
   Date: 12 July 1993
   
   Start:Space Port Alignment:Neutral Str:5 Cra:2
    1. No spells may be used against you.
    2. You may not use any spells.
    3. If you encounter or are encountered by another player he may not
       use any magic objects against you in combat.
       
   Playtester comment: not bad. 
   
Subject: Sentinel character

   Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
   Date: 25 Oct 1993
   
   Start:Sentinel Outpost Alignment:Neutral Str:3 Cra:3
    1. You may encounter other players in the Timescape.
    2. When you encounter another character in the Outer or Middle
       regions or the Timescape, instead of fighting him you may arrest
       him. Arrested players go to Donjon or the Castle (whichever is in
       the same region) as their next move. Arrested players in the
       Timescape go to the Vortex as their next move.
    3. You may look at the top Timescape card at any time.
       
   Playtester comment: interesting. Automatic arrest may be too powerful.
   
   
Subject: Space Knight character

   Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
   Date: 25 Oct 1993
   
   Updated because of playtesting information from Kurt Grossman.
   
   Start:Space Port Alignment:Good Str:3 Cra:3
    1. Every time you lose a life in combat you gain 1 Craft.
    2. If you aquire a sword it adds two to your stength in combat.
    3. When you draw an Adventure, Timescape, or Dungeon card you may
       attempt to use the force. If you roll 2d6 under your current craft
       you discard the current card and draw a new one. You may only do
       this once per turn.
       
   
   
Subject: Space Ork character

   Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
   Date: 12 July 1993
   
   Start:Space Warp Alignment:Evil Str:4 Cra:2
    1. If you draw the Space Ork Timescape card they become your
       followers and fight for you until they are all destroyed.
    2. You are uneffected by the siren.
    3. You are safe in the Rad Zone and need not roll the die there.
       
   Playtester comment: pretty quiet - comparable to some "average"
   existing characters. Nick replied: yep, just like the ordinary Orc. 
   
Subject: Timelord character

   Copyright: 1993 Nick Sauer (11366ns@hogpa.ho.att.com)
   Date: 25 Oct 1993
   
   Updated because of playtesting information from Kurt Grossman.
   
   Start:4th Dimension Alignment:Neutral Str:2 Cra:4
    1. You start the game with 6 lives. This is your full quota for
       healing purposes
    2. When you land on another player you may take one of his followers
       or give him one of yours (this includes the Hag and the
       Poltergeist).
    3. You need only roll 1 die vs. Craft at the Portal of Power and 2
       dice vs. Craft in the Mines.
    4. Whenever you roll a 6 for movement, roll again and move according
       to the following chart:
          + 1-4 Move six normally
          + 5 Move to the warp gate
          + 6 Move to any space in the region you are currently in (or in
            the Timescape, if on the Timescape board). All your followers
            go with you.
            
   Discussion: Doctor Who would have been Good, and had more Lives, but
   it's too easy for Good characters to get healed back to starting
   quota.
-- 
http://www.qucis.queensu.ca/home/dalamb/

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