New Abilities

These are new Abilities that I have created to expand the game; you may obtain them drawing relative Events Experience or reaching the value of 7 point of pure Craft or Strength (this last option works only once per Character):

Pshysical Abilities

Alchemy:
You may convert Object to Gold also visiting Village and Castle.

Arms Master:
If you haven't any weapon you may add 1 to your Strength in Combat. You may take Instructor as Follower; he adds 1 to your Strength in Combat. If you combat in Arena you gain 3 Golds. Champion automatically follows you if he's up to 3 spaces away from you.

Camouflage:
Losing a turn you may camouflage one Object you have; it will be considered as if it were in the Concealed Pouch but without any size limit.

Climb:
You may add 1 to your die roll in Crags. You are always safe in Chasm.

Constitution:
If you already have 4 Lives, you may use Meal to gain 2 Lives, or Heal Spell or Healing Potion to gain 3 Lives.

Dragonish:
You may add 1 to your Strength or Craft while fighting Dragons. Dragon Objects you draw give you 1 Spell in addiction.

Hunting:
You must treat Deserts, Forest and Crags as they were normal squares (draw 1 card).

Immunity:
You are unaffected by Mummy, Rat Plague, Leper, Desert, Insect Swarm and Pestilence (but you must do the combats).

Nobility:
You may be healed for free (1 Life) in the Castle. If you bring Prince or Princess to the Castle you gain 3 Golds or 2 Objects from Purchase Deck at your choice.

Pickpocket:
If you land on another Character or if he lands on you, you may try to steal him 1 Gold (50% success).

Ride:
For you Horse and Mule don't count per encumbrance.

Sail:
You may use Ferryman also "on the fly", but if you do it, you must pay him 1 Gold even if you mustn't. If you use River Barge or Raft (but not if you build one), you may consider them as Water Walking. You may choose your arrival square (between normal ones) if you use Folding Boat.

Smithing:
You may repair by yourself and wherever you wish broken Object for free losing a turn.

Stealth:
You may pass without any problem Gang, Giant Spider and Sentinel.

Streetwise:
You may evade Enemies (as Character Special Ability) while in City and Suburbs.

Survival:
If you are 1 Life left, you may add up to 2 to your movement.

Track:
You may use Rifuge as if it were yours (but separately from eventual other user). You may use freely both Passages. You may take the treasure even if you haven't Treasure Map.

Train Animal:
You may consider Horse as if it were a Mule and vice-versa.

Mental Abilities

Arcane Lore:
You may add 1 to your die roll to Witch and Fortress of Druids. Dark Wizard always judges you positively. Magician also grants you a wish. To Mage Tomb you may try giving only 1 Magic Object. You are unaffected by Magic Vortex.

Barter:
You may barter any Object you have (only once at a time) with an Object sold by Market, Pedlar or Baker.

Carouse:
After doing the Tavern you may gain 1 Gold losing a turn and rolling under your Craft.

Cheat:
You wins automatically against Gambler and Grifter. In Tavern you must treat 1 Gold loss as 1 Gold gain. In Chess Tournament you may win (=don't roll) every time.

City Skills:
You may add 1 to every die roll done in City and Suburbs, except from Enchantress.

Convert:
If you encounter event-personalities, Strangers or Followers for a specified Alignment, you may, only once for each one, convert them to a random Alignment instead interact. Event-personalities converted stays on the board.

Direction Sense:
You are unaffected by Season of the Mists, Lost! and Misdirection.

Enemy Lore:
You may kill also immortal Enemies. Troll doesn't regenerate. You may kill Living Statue even if you have no magic weapon. Vampire and Lich have no extra Lives against you.

Fanatism:
You may destroy any Object, Magic Object, Stranger or event-personality related to different from yours Alignment. You may use this Ability when you encounter them; you don't suffer normal encounter effects.

Haggle:
When you buy an Object you must roll a die: 1-3) You must pay 1 Gold more; 4-6) You have a 1 Gold discount.

Lie:
You cannot be jailed in City. You are unaffected by Patrol, Judge and Magistrate. Outlaw always gives you 1 Gold.

Locks:
You automatically open the Chest. If you want to open the Casket you must roll only for positive results. If you have the Key you add 2 to your Craft.

Luck:
If you draw any Bag of Gold you may take 1 more. The Falling Star always grants you a wish.

Perception:
You must not encounter cards that arrive on your space or you are moved to against your will.

Read / Write:
You may add 1 to your die roll in Library. The Black Book adds 2 to your Craft. If you draw the Spell Book you gain you Spell potential. On Arcane Scroll and Decree of Banishment you discover also 1 Spell (draw it).

Rituals:
You may use Wisdom Sphere and Dragon Bones on every card deck. You may add 1 to your die roll in Chapel and Graveyard. You may pray in Chapel even if you are Neutral.

Self Control:
You are unaffected by Fury, Chaos Gem and Desire.

Tactics:
During the War you may add 1 to every die roll you do. Only once you may use the General without giving him any killed Enemy.

Theology:
Mad God, Demigod, Armageddon, Aura of Majesty an Idol grants you one wish in addition.


If you have any ideas for new cards or modifies to those already existent, feel free to send me an e-mail


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