Since nobody's really posted about how the game works so far, here's a quick overview:
The goal of the game is to be the first to deliver 3 treasures to sanctuaries.
Each player chooses a character with a number of stats between 0 and 3, and gets a number of items, allies and companions. The stats can go up during the game; allies and companions need to be activated by visiting their home location. They also receive 20 stamina, 20 luck and 100 crowns.
While allies/companions are unrevealed, they can't be targeted by certain cards, but can be targeted by others; as soon as they're revealed, the situation reverses.
A player's turn consists of: rolling 2d6 and moving up to the higher roll's value in spaces, and encountering that space. If it's not a location, the player draws a Legend Card, which will give one of several different obstacles to overcome.
Often, the cards will list skills, items, or companions. Adding that skill level, +1 per item/companion mentioned on the card, plus up to 5 points by expending Luck, plus a d6 yields the total that must be cross-referenced on the Legend Results table. This table gives the outcome of the encounter, which depends on which of the four encounter types the card is.
Other cards will just have a set score of 6 that needs to be beaten, and a pass and fail outcome; others yet require the player to follow the text on the card.
Each player is dealt a location card, which tells him where to go to find a clue to the current treasure's whereabouts. An unclaimed treasure also sits on a location card, which may be looked at when reaching one's location, or via rewards from encounters. As soon as a treasure is claimed, all location cards are discarded and replenished with the next clue.
A claimed treasure must be delivered to a sanctuary, of which there are 3 on the map; naturally, a player with treasure(s) opens himself up to attacks by other players, who can run off with the treasure (or, alternatively, other cards). A fun mechanic there: each player secretly sets a die to the number of Luck they're willing to gamble in direct conflict, reveal at the same time, then add 2d6 and points for companions; higher total wins.
These challenges do not cost the losing player stamina, and there is no player elimination: whoever ends up with 0 stamina needs to remain on their location for 3 turns, regaining 2 stamina each turn.
Overall, sounds very fun, and fixes a thing that annoys many people in Talisman: no control over where one's going. Can't wait to try it.