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Out of the Woods

From the Fantasy Flight website: http://www.fantasyflightgames.com/edge_news.asp?eidn=5041

Out of the Woods
Preview the Characters and Rules of Talisman: The Woodland
Talisman | Published 11 September 2014

From the moment you enter the graveyard, with its crumbling tombstones and piles of skulls, all you can think of is leaving it as soon as possible. So you start running – only to fall flat on your face after a few steps, legs tangled in spiderwebs. From behind a tombstone crawls not a ghoul or vampire, but a giant spider the size of a wolf, all eight of its eyes focused on you. You struggle and tear at the sticky threads binding you, unable to break free as the creature leans in and begins to open its jaws…

In The Woodland expansion for Talisman 4th Edition, you venture into the realm of the Fae, a mysterious forest haunted by mischievous faeries and filled with enchanted artifacts, where fate is worth more than gold and even the mist has a mind of its own.

Our first preview introduced some of the capricious creatures that dwell in the savage Woodland and the uncanny encounters that may occur there. You met Titania and Oberon in our second preview, which also explored the new rules for fate introduced in this expansion. Most recently, we looked at the Path and Destiny cards that shape your journey inside the Woodland and beyond.

Today’s preview highlights three of the new characters featured in The Woodland. In addition, we’ve added the rules for this expansion to the Talisman 4th Edition support page. You can download them (pdf, 2.3 MB) by clicking on the thumbnail on the right.

The Strength (and Craft) of an Oak

Emerging from the forest space in the Outer region, the Ancient Oak may at first seem an unlikely candidate for the Crown of Command. But living for thousands of years has given this tree almost infinite understanding and strengthened his resolve. Since the Ancient Oak can heal a life simply by being in a Woods or Forest space, he is almost invincible and immortal.

Trees grow until they die, and this one is no exception. As the Ancient Oak you can earn leaf-shaped Growth tokens whenever you turn in trophies. Each Growth token on your card gives you an additional life and increases either your Strength or your Craft value by one. With the red side faceup, the Growth token adds to your strength, with the blue side faceup, it adds to your Craft. At the start of each turn, you can flip the tokens to whichever side you wish, bending your Strength and Craft for to suit your present situation. This adaptability allows the Ancient Oak to thrive in any region of Talisman.

Portals of Power

Running through Talisman are currents of magical energy called ley lines, which fuel spells and other forms of magic. The ethereal Leywalker is so advanced a magician that he can travel along ley lines, teleporting from space to space free from the laws that normally govern movement. As the Leywalker, whenever another character casts a Spell outside of the Inner Region, you can place a Portal token on that character’s space. Then, at the start of your turn, you can choose to teleport there instead of rolling the die to determine your movement.

Gifted with such outstanding Craft, the Leywalker has little need to develop physical Strength. In combat he can discard a Spell to fight with Craft instead of Strength. Spells are easily expendable for this creature: the Leywalker gains a Spell upon entering a space where he has placed a Portal token, and whenever he lands in the Runes. By taking advantage of Talisman’s rich magical resources, the Leywalker can overcome any difficulty.

Webspinning

Delighting in sticky traps and creeping terrors, the compassionless Spider Queen seeks power for its own sake. Like the Leywalker, her Craft is greater than her Strength. But instead of casting Spells, she sends her treacherous webs and arachnid minions throughout Talisman to ambush and cripple her opponents. As the Spider Queen, you begin the game with six double-sided Spider tokens. Once per turn, you can place a Spider token, web side facing up, on any space with a character on it.

If you enter a space with a Spider token, you may remain there for the turn or continue on. If another character enters a space with a Spider token, he must end his movement there and face the evil that awaits him. Once another character has entered a space with a Spider token, you flip it to the Crawler side. You can add or subtract 1 from one roll that character makes in that space before removing the Spider token. The Spider Queen has better control over her own movement than most players have, but she truly excels in ensnaring and weakening other characters.

Adventure Awaits

The Ancient Oak, the Leywalker, and the Spider Queen, although not native to the unpredictable and perilous Woodland, are particularly well-equipped to travel through that region. They are all capable of surviving the numerous dangers found throughout the realm of Talisman, all capable of winning the struggle for the Crown of Command. These characters and the others introduced in The Woodland can also be played in any game of Talisman, independent of the other parts of the expansion. Whether you scatter spiders across the Woodland, or travel across Talisman as a thousand-year-old tree, unknown adventures await you.

Download the rules from the support page, and pre-order your copy of Talisman: The Woodland from a local retailer today!

Talisman is a classic board game of adventuring through the lands in search of the powerful Crown of Command. Take control of one of 14 different characters from a powerful Troll to a magical Druid, and enter a beloved world of fantasy adventure!

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April 20, 2018
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    Want a way to play that offers a level playing field and lets you check out new cards at the same time? Then a limited format like booster draft may be for you. Unlike constructed formats, where you arrive with a carefully constructed deck ready to play, limited formats allow you to build a deck from new cards as part of the game.

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April 21, 2018
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    Flames of War - Firestorm: Tunisia Campaign Week 2

    This is a Firestorm campaign where battles affect the campaign map and the fate of North Africa in 1943.  Recreate the battles in Tunisia and change the course of history!  The campaign is five turns, with battles for one turn played each week beginning April 14. Players participate as a member of the Allied British or US forces, or choose to take command of Axis forces, and command German Panzers or the Italians. Once selected players play a game of Cat & Mouse on the map to seize vital supply lines, encircle opposing players units all while others are attempting the same. So collect your forces, and battle it out in the deserts of North Africa for fame, glory, and prizes.

     

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    71 points Main Force + 46 points Firestorm Support Pool*

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     Start time is 10 am, no time limit on games.  Match-ups made at start time.

     * Each mission you will have the ability to field 1 or 2 of your support units, determined at random.  To build your Firestorm Support Pool spend 46 points and buy a minimum of 4 units.  Each unit must be legal choice for your force and may not cost more than 29 points.  Only one of your units may consist of tank teams with front armor of 5+.  Only one additional unit may consist of tank teams with front armor 3+.  A maximum of two units may be Allied Support choices.  Independent teams such as an OP must be assigned to one of your support units and are deployed only with that unit.  Command Cards may not be purchased as part of your support pool.

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