Recommend
 
 Thumb up
 Hide
8 Posts

Talisman (Revised 4th Edition)» Forums » Rules

Subject: When do you draw spells? rss

Your Tags: Add tags
Popular Tags: [View All]
Andrew S
New Zealand
Auckland
flag msg tools
mbmbmb
So i bought this talisman prologue game for pc/iPad and played about 5 games. If you do not know what talisman prologue is, it's i think faithful representation of the games rules but this particular title is for solo play only.

During the 5 games the number of spells that I can have were occasionally increased by an encounter. However I've never seen an actual spell card even once. In the proper game of talisman, when do you draw spells? The rulebook says that they are given by encounters but I'm still to come across one. Is this like there is just one or two cards that allows to draw spells in the entire deck? Can you give examples?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
Avatar
mbmbmbmbmb
Play as Prophetess/Wizard, get one almost every turn (assuming you can cast the previous one).
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric Keef
United States
Texas
flag msg tools
mbmbmbmbmb
TALISMAN BASE GAME
1 BOOK OF SPELLS - E1 You have found the fabled Book of Spells. You gain your full compliment of Spells, according to your current Craft. The Book then vanishes to the discard pile.
1 ENCHANTER - E4 An Enchanter seeks an able adventurer. To the first character landing here with a Craft of 4 or more he will grant one of the following wishes of his choice, then vanish to the discard pile: Gain one Spell, gold, Strength, Craft, life, or fate; or teleport to any space in this Region.
1 FAIRY - E4 A Fairy seeks a champion. To the first good character landing here she will grant one of the following wishes of his choice, then vanish to the discard pile: Gain one Spell, gold, Strength, Craft, life, or fate; or teleport to any other space in this Region.
1 MAGE - E4 A kindly Mage has made his home here for the rest of the game. He will give one Spell per visit to each good character landing here, if their Craft allows.
1 PHANTOM - E4 A Phantom will haunt this space until it has granted the first evil character to visit it one of the following wishes of his choice whereupon it will vanish to the discard pile: Gain one spell, gold, Strength, Craft, life, or fate; or teleport to any other space in this Region.
1 SHRINE - E6 The Shrine will remain here for the rest of the game. Roll 1 die to pray with the following results: 1). Ignored 2). Gain 1 fate 3). Gain 1 gold 4). Gain 1 Spell 5). Gain 1 life 6). Teleport to any space in the same Region
1 SORCERER - E4 A Sorcerer has set up shop here and will remain for the rest of the game. He sells Spells at the price of 1 gold per Spell - but only to those whose Craft allows. You may only buy one Spell per visit.
1 WAND - E5 You may always have at least 1 Spell if your Craft allows (gain a Spell each time you cast your last Spell).
1 WITCH - E4 A Witch lurks in this space for the rest of the game. If you land here roll 1 die: 1). Become a Toad for 3 turns 2). Lose 1 life 3). Gain 1 Strength 4). Gain 1 Craft 5). Gain 1 Spell 6). Replenish fate up to your fate value
REAPER EXPANSION
1 ASTRAL CONJUNCTION - E1 The stars are aligned and magic flows strongly through the land. Each character, starting with you, may gain 1 Spell if his Craft allows. The Astral Conjunction then passes to the discard pile.
1 CASKET - E5 You may roll 1 die to see what the Casket contains: 1-2). Poisoned needle; lose 1 life 3). Gas trap; lose your next turn 4). Gain 2 gold 5). Gain 1 Spell 6). Gain a Talisman The Casket then crumbles to the discard pile.
1 CONCEALED POUCH - E5 You may place 1 Object on this card. Neither the Pouch nor the Object on this card counts towards your Object limit. If you lose an attack, the victor may not take either the Pouch or the Object stored inside. Similarly, neither may be taken by any character's special ability or Spell.
1 DEMIGOD - E4 A Demigod grants you the Spell of your choice, if your Craft allows. Look through the Spell deck and take one of your choice. Then mix together the Spell deck and Spell discard pile and shuffle them. The Demigod then vanishes to the discard pile.
1 FAMILIAR - E5 The Familiar will become your Follower if you lose 1 life. Add 2 to your Craft. Whenever you draw a Spell that you do not wish to keep, you may discard it and draw another one to replace it, which you must keep.
1 GENIE - E5 The Genie has 3 Spells (take them from the Spell deck, look at them, and place on this card). The Genie will cast the Spells whenever you wish (treat the Spells as though you had cast them). The Genie spirits off to the discard pile when the last Spell is cast.
DUNGEON EXPANSION
1 BLOOD STONE - E5 If you have 2 or more life, you may lose 1 life during your turn to roll 1 die: 1). The Blood Stone shatters to the discard pile 2). Lose 1 life 3). Heal 1 life 4). Gain 1 fate 5). Gain 1 Spell 6). Gain 1 Spell You may only do this once per turn.
1 BOOK OF DIABLERIE - E5 No good character may have the Book of Diablerie. Add 2 to your Craft. During your turn, you may discard 1 Follower to gain 1 Spell, if your Craft allows. You may only do this once per turn.
1 BOOK OF LORE (MO) - E5 Add 1 to your Craft. At the start of your turn, you may gain 1 Spell, if your Craft allows.
1 CASKET - E5 You may roll 1 die to see what the Casket contains: 1-2). Poisoned needle; lose 1 life 3). Gas trap; lose your next turn 4). Gain 2 gold 5). Gain 1 Spell 6). Gain a Talisman The Casket then crumbles to the discard pile.
1 MAGIC MIRROR - E1 Gain 1 Spell, if your Craft allows. The Magic Mirror then shatters to the discard pile.
2 RUNE DANCER - C6 - E3 A Rune Dancer is weaving enchantments throughout this area. If you kill the Rune Dancer, you may gain your full compliment of Spells, according to your current Craft. She will remain here until she is killed.
2 SPELL CALL Cast immediately after any character casts a Spell. Instead of placing the Spell on the discard pile, you may take it.
1 SPELL RING - E5 The Ring has 1 Spell (take a Spell from the Spell deck, look at it, and place it on this card). The Ring will cast the Spell whenever you wish (treat the Spell as though you had cast it). When you use the Spell, both it and the Ring vanish to the discard pile.
FROSTMARCH EXPANSION
1 ALTAR - E6 The Altar will remain here for the rest of the game. Roll 1 die to pray with the following results: 1). Miss your next turn 2). Ignored 3). Gain 1 fate 4). Gain 1 life 5). Gain 1 Spell 6). Immediately take another turn
2 ARCANE ARCHIVE - E6 The Archive will remain here for the rest of the game. You may either discard any number of Spells you have and gain 1 gold for each, or buy 1 Spell for 1 gold, if your Craft allows. You may only buy 1 Spell per visit.
1 BOOK OF WIZARDRY - E5 You may discard the Book during your turn to gain your full complement of Spells, according to your current Craft.
1 ICE QUEEN'S PALACE - E6 The Palace will remain here for the rest of the game. Roll 1 die: 1). Become a slimy little Toad for 3 turns 2-3). Ignored 4). Gain 1 life 5). Gain 1 Spell 6). Teleport to any other space in this Region
1 LORE MASTER - E4 Gain your full complement of Spells, according to your current Craft. If you gain 3 Spells during a visit, the Lore Master departs to the discard pile to find a new apprentice.
2 PEDLAR - E4 A Pedlar has set up his stall here. You may buy available items at these prices: Sword 1G, Water Bottle 1G, Axe 2G, Raft 3G, Helmet 1G, Mule 2G, Shield 2G, Spell 2G. Then roll 1 die and move him that many spaces clockwise around the board.
1 YMIR'S GLOW - E1 Starting with yourself, each character may gain his full complement of Spells, according to his current Craft. Ymir’s Glow then darkens to the discard pile.
HIGHLAND EXPANSION
1 GURU - E4 The Guru grants you a Spell, if your Craft allows. Look through the Spell discard pile and take one of your choice. Then mix together the Spell deck and Spell discard pile and shuffle them. Once the Guru has granted a Spell he vanishes to the discard pile.
2 LIGHTNING BOLT Cast at any time on any character. That character is stunned (may do nothing apart from negating this Spell with Counterspell) for the duration of that turn.
2 MIND STEAL Cast on another character at any time. Look at that character’s Spells and take one of your choice.
1 RENEWAL POTION (T) - E5 You may discard this potion at any time to discard any of your Spells and then draw an equal number of Spells.
1 SPELLBOUND POTION (T) - E5 You may discard this potion at any time to gain 1 Spell, if your Craft allows.
1 SPELLSTONE (T) - E5 The Spellstone has 2 Spells (take them from the Spell deck, look at them, and place them on this card). It will cast the Spells whenever you wish (treat the Spells as though you had cast them). The Spellstone crumbles to the discard pile when the last Spell is cast.
1 SPELLSWORD (W) - E5 Add 1 to your Craft during psychic combat. When you use the Spellsword in psychic combat to defeat an Enemy or another character and then cause him to lose a life, you gain 1 Spell, if your Craft allows.
1 SPELLWEAVER - E4 The Spellweaver will remain here for the rest of the game. Draw 3 Spells, keep one if your Craft allows, and discard the other Spells.
1 YMIR'S GLOW - E1 Starting with yourself, each character may gain his full complement of Spells, according to his current Craft. Ymir’s Glow then darkens to the discard pile.
SACRED POOL EXPANSION
1 ANCIENT NAMES Keep this card. Each spirit has 1 Spell (take 4 Spells from the Spell deck, look at them, and place them on this card). The spirits will cast the Spells whenever you wish (treat the Spells as though you had cast them). Discard this card when the last Spell is cast. “I will tell you the names of four ancient spirits. Say the name to call the spirit to your aid, but do so wisely. Each of these entities will offer you aid but once.”
1 BOOK OF MAGIC Keep this card. You may discard this card at any time to gain your full complement of Spells. “When you are ready, this text will unveil the secrets of the hidden world. You will be able to manipulate the magic arts in ways you never before dreamed possible.”
1 DARK THEURGIST - E5 No good character may have the Dark Theurgist. Whenever you kill an Enemy or defeat a good character, roll 1 die to receive a gift from the Forces of Darkness: 1-2). Ignored 3-4). Heal 1 life 5-6). Gain 1 Spell, if your Craft allows
1 LAWBRINGER - E4 The Lawbringer will grant the first neutral character to visit him one of the following wishes of his choice, then vanish to the discard pile: Gain 1 Spell, gold, Strength, Craft, life, or fate; or teleport to any other space in this Region.
1 RITE OF PASSAGE Discard immediately and gain 1 life, 1 fate, 1 gold, and 1 Spell, if your Craft allows. “You are granted a life beyond the one you have known. You will be transformed into the favoured child of fortune and you will know both wealth and power.”
1 THEURGIST OF LIGHT - E5 No evil character may have the Theurgist of Light. Whenever you kill an Enemy or defeat an evil character, roll 1 die to receive a blessing from the Spirits of Light: 1-2). Ignored 3-4). Replenish 1 fate 5-6). Gain 1 Spell, if your Craft allows
DRAGON EXPANSION
1 ARBOREAL DRAGON - C7 - E3 If you kill the Dragon, you may gain your full complement of Spells, according to your current Craft. It will remain here until it is killed.
1 DRAGONSKULL WAND - E5 You may discard one of your dragon scales to gain your full complement of Spells, according to your current Craft.
1 FAERIE DRAGON - E4 The Faerie Dragon will grant one of the following wishes of your choice, then vanish to the discard pile: Gain one Spell, gold, Strength, Craft, life, or fate; or teleport to any other space in this Region.
2 GREEN DRAGON - C9 - E3 If you are defeated, you do not lose a life. Instead, you must place all of your Spells on this card face up. If you kill the Dragon, you may take any Spells on this card, if your Craft allows, then discard the rest. The Spells do not count towards the number of cards on this space. It will remain here until it is killed.
1 MYSTIC DRAGON - E5 At the start of your turn, you may gain 1 Spell, if your Craft allows.
1 SPELL CALLER - E4 The Spell Caller will remain here for the rest of the game. You may take the top Spell from the discard pile, if your Craft allows. You cannot cast the Spell during the same round that you took it from the discard pile.
1 SPRITE DRAGON - E4 Draw 4 Spells and place them on this card face up when revealed. Once per visit, you may take a Spell of your choice from this card, if your Craft allows. When all 4 Spells have been taken, the Dragon flies off to the discard pile. The Spells do not count towards the number of cards on this space.
1 VERDANT WITCH - E5 Whenever you draw Spells, you may draw one more card than required. You must then discard one Spell that you do not wish to keep.
BLOOD MOON EXPANSION
1 CITY OF SHADOWS - E6 If it is Day, roll 1 die; if it is Night, roll 2 dice: 1-2). Attacked by a Vampire Prince with Craft 9 3-5). Roll 1 die on the Werewolf's chart 6-8). Gain 1 Spell 9-11). Gain 1 Craft 12). Gain a Talisman; then discard this card
1 DISCIPLE OF DARKNESS - E5 No good character may have the Disciple of Darkness. During the Night, you may always have at least 1 Spell if you Craft allows (gain a Spell each time you cast your last Spell). If it is Day, you may discard the Disciple to flip the Time Card to Night.
1 GHOSTWOOD ENT - E4 You may discard one of your trophies to gain your full complement of Spells, according to your current Craft. Once a character chooses to do so, discard this card.
1 GHOSTWOOD WAND - E5 Whenever a Spirit is placed in the discard pile, you may gain 1 Spell, if your Craft allows.
1 LOST SOUL - E5 After you visit the Chapel or Graveyard, you may discard the Lost Soul to gain 1 Strength, Craft, life, fate, or Spell, if your Craft allows.
2 LUNAR WITCH - C3 - E3 If you kill the Witch during the Night, you may gain 1 Spell, if your Craft allows. She will remain here until she is killed.
1 WITCHING HOUR - E1 When revealed, flip the Time Card to Night. Whenever a character starts his turn, he may gain his full complement of Spells, according to his current Craft. Discard this card when Day breaks.
CITY EXPANSION
1 GLITTER (F) - E5 You always have at least 1 Spell, regardless of your Craft. If, at any time, you do not have a Spell, gain 1 Spell.
1 GRUMPY WIZARD - E1 You must draw Spells until you reveal one that can be cast on a character. The Spell is immediately cast on your character ignoring any restrictions (treat the Spell as if the player to your left cast it on your character). Then discard this card along with the drawn Spells.
1 RENEWAL POTION (T) - E5 You may discard this potion at any time to discard any of your Spells and then draw an equal number of Spells.
3 SCROLL (MO (T)) - E5 You may discard the Scroll at any time to gain 1 Spell, if your Craft allows.
2 SPELLBOOK (MO (T)) - E5 At the start of your turn you may gain 1 Spell, if your Craft allows.
1 SPELLBOUND POTION (T) - E5 You may discard this potion at any time to gain 1 Spell, if your Craft allows.
1 TRADING DAY - E1 All characters, no matter which Region they are in, may trade Objects, Followers, Spells, and gold with each other. Then discard this card.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Andrew S
New Zealand
Auckland
flag msg tools
mbmbmb
Eric Keef, wow, where is this from? Did you actually have to type this all in?

Thank you everyone, turned out that I interpreted the game controls incorrectly. As monk when I prayed the game would display a small +1 sign, and I assumed that it should apply automatically. So when I expected to get a new spell and did not get one I just assume that it's the max spell count that just got increased. Of course this was not the case since the max spell count is based solely on Craft and is not changed this way.

So to apply this +1 I actually had to *tap* on it. All clear now. Thanks.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simon Wiese
Germany
35043 Marburg
flag msg tools
mbmbmbmbmb
zespri wrote:
So to apply this +1 I actually had to *tap* on it. All clear now. Thanks.


Yes, because under certain circumstances you do not want this bonus to be added. Let's say you roll a total of 7 at the Temple which would give you a stat boost up, you might prefer this rather than the other reward you would get on a result of 8.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric Keef
United States
Texas
flag msg tools
mbmbmbmbmb
I finished transcribing cards from the base game and the first 5 expansions, then I found http://www.talismanwiki.com/Main_Page

I compiled them all into an excel file.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Andrew S
New Zealand
Auckland
flag msg tools
mbmbmb
Well the wiki does not give you a list. Each card is on a separate page. I'd rather have the excel file =)
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric Keef
United States
Texas
flag msg tools
mbmbmbmbmb
Just Geekmail me and I will send you a copy of the Excel File.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.