Lindsey Dubb's New Adventure Cards


These are New Adventure Cards Lindsey Dubb's has created to expand the game:


Countdown
For the rest of the game, any player that casts Command may add one to the roll. If the Dragon King is in play, he falls asleep. The sleeping King's Strength is reduced by two. If he is attacked and survives, he will wake up. Place this card on the Crown of Command space as a reminder. [There is no effect on the Demon Lord.]
Damsel in Distress
If the Maiden or Princess are in play, one of them (equal chance) is captured by a Dragon. Each Dragon in play (other than the King) has an equal chance of being the culprit. Wake the Dragon and place the captive on its space. No Good Player may enter the Crown of Command space until she is freed. If no Dragons are in play, ignore this event.

Flood
Remove all cards (except the Sea Dragon and Water Elemental) from the Dungeon, the Outer Region, and the Middle Region. All Characters in the Dungeon lose a Life. Reshuffle all of the card decks.
Rumor of Riches
Place 5 Gold on the following space: (roll 1 die)
1: Guard Room
2: Treasure Chamber
3: Graveyard
4: Cursed Glade
5: Desert nearest the Warlock's Cave
6: Plain of Peril

Shrieker
A funny-looking fungus screams at you. The two nearest Enemies in the Dungeon (in either direction -- roll to break ties) move to this space. You must encounter them normally.
Tales of Treasure
Pick a random magic card and place it on (roll 1 die):
1: The Cell
2: The Chamber of Darkness
3: The Forest
4: The Ruins
5: The Desert next to the Temple
6: The Chasm

Wages Rise
Place this card on the City. Players that take a job receive 2 (rather than 1) Gold so long as this card remains there.


Floating Eye (Craft 4)
If you lose to the Eye, do not lose a Life. Instead, roll one die to determine the number of turns you miss.
Gorgon (Craft 8)
Place her on the Plane of Peril when this card is drawn. Add 3 to your roll when fighting the Gorgon if you possess a Shield. If she defeats you, lose one life, miss 3 turns, and leave the Region on your next move.


Aquetor (Strength 5)
If you are defeated by the Aquetor, you do not lose a Life. Instead, you lose one (randomly selected) piece of Armor (this includes Shields and Helmets). Regardless of the result, you must discard any (non-missile) weapon you used in the combat.
Colossus (Strength 10)
A Colossus is terrorizing this area. It will remain here until it is killed.

Cyclops (Strength 6)
You may either fight or trade. If you fight and lose, lose a Life and leave a randomly chosen Object or Follower here. If you win, all Objects, Followers and Gold on this space are discarded. To trade, leave any combination of two of the following here: Gold, Objects, and/or Followers. You may then take one of those (but not a thing you just left).
Drolem (Strength 7)
No Spells, weapons, or Magic Objects can be used against the Drolem.

Gelatinous Cube (Strength 6)
If you are defeated by the Cube, you must lose a Life and miss your next turn.
Grumpy Wizard (Strength 2)
Before Combat, he casts a Spell (roll 1 die):
1) He teleports to a random space in this region.
2) Lightning Bolt: You miss this and your next turn.
3) Invisibility: You may not fight the Wizard.
4) Psionic Blast: The Wizard fights with a Strength of 7.
5) Curse: You automatically roll a 1 for the Combat.
6) Weakness: Your base Strength is returned to its original value for this turn.

Rodent of Unusual Size (Strength 4)
A savage ROUS is infesting this place. it will remain here until killed. If it defeats you, you are diseased, and your starting quota of Lives is reduced by one until you either drink from the Pool of Life, gain a Life at the Temple, Altar or Shrine, or have Healing cast on you.
Salamander (Strength 7)
Place the Salamander on the Valley of Fire when it is drawn. Increase your total against the Salamander by 3 if you have a Water Bottle or the Holy Grail. If you lose to the Salamander, you lose a Life, one Talisman (return it to the pile), and are teleported to the Plane of Peril.

Strix (Strength 3)
If you lose to the Strix, lose a Life and keep the Strix as a Follower. As a follower, it will attack you at the start of your turn. You may move normally afterward. If you tie it, leave it in your space. Except through combat, you may not lose the Strix.
Troll Bridge (Strength 6)
Place this card on the bridge next to the Town or City (equal chance). To use that bridge, either pay 1 Gold (discard it), evade the Troll, or defeat it. If you fight and are defeated, encounter the space next to the bridge (on your side). If the Troll is defeated, roll a die -- on a six, the card stays here, though you continue your move.


Candlestick Maker
You may buy a Candlestick here for 2 Gold. When all are sold, the Candlestick Maker wanders to the discard pile. If this card, the Baker, and the Butcher are all on the board, the three of them float off together into the discards.
Fishermonger
A Fishmonger has set up shop in the City. Place this card there when it is drawn. You may buy a Fishcake for 1 Gold, one per visit. If there are no Fishcakes in the purchase deck, place the fishmonger on the discard pile.

Instructor (Craft 7)
You may choose not to fight the Instructor. If you fight and lose or tie, you gain 1 Craft, but must miss one turn for each point by which you lost the combat; you do not lose any Lives.
Mendicant Priest
The Priest will bless any Player that gives him a Gold or Object. A blessing is (roll 1 die):
1-2: gain a Life.
3-4: gain a Craft.
5-6: gain a Strength.
After a blessing, the priest will go to (roll 1 die):
1: The discard pile.
2: The Castle.
3: The Temple.
4: The Chapel.
5: The City.
6: The Village.

Oracle
You may roll a die if you pay 1 Gold:
1: You must take a quest, as if you had landed on the Warlock's Cave. When you complete it, you get a wish. You may not enter the Crown of Command space with an unfinished quest.
2-3: Take the top 20 cards of the Adventure deck. You may view but not reorder them. Whenever you would draw from the Adventure deck, draw from those cards, instead.
4: Look at the top 10 Adventure cards.
5-6: Gain 1 Craft.
Ignore the 2-3 result, above, if you already hold Adventure cards.
Taxidermist
When this card is drawn, place it on the Village. When you visit the Taxidermist, you may discard any one Enemy you are keeping for experience and take half of that Enemy's Strength in Gold (round up).

Wise Sage
A Wise Sage has set up his stall here, giving advice. You may consult him by rolling a die:
1: Speaks rubbish: lose 1 turn.
2-6: Foretells future: look at a number of Adventure Cards equal to your roll from the top of the deck. After you have viewed them, mix them and put them on the deck.
The Wise Sage remains here for the rest of the game.
Zen Master
The Zen master will, if you wish, hit you over the head with a stick. If you have him do so, lose 2 Lives, gain 1 Craft, and roll a die. If you roll a 1, the Master becomes bored and walks to the discard pile.


Instructions
When using the Ancient Artifact, do not roll the die. Instead, add four to your Combat total, and one (cumulative) to any future rolls for the Artifact.
Map and Compass
You may reroll your movement once per turn. You may use this reroll with any other card that alters your movement. (Cost: 3)

Quarterstaff
Add 1 to your Strength for the duration of any Combat in which you use the staff. In addition, if you lose the Combat by less than 3, treat the result as a draw. You may not use both a Shield and the Quarterstaff simultaneously.
Rapier
You may add 1 to your Strength for the duration of any Combat in which you use it. If, as a result of this Combat, you have lost a Life, roll 1 die. If you roll a 5 or 6, the attack was parried and you do not lose the Life. This roll is in addition to any roll made for Armor, a Shield, or a Helmet.

Royal Writ
You may evade the Sentinel. (Cost=4)
Sling
If you lose in a Combat in which you used the sling by more than five points, you win, instead. The sling may not be used with any other missile weapon. (Cost=1)

Treasure Map
A treasure is buried in a (randomly determined) space in the following Region (roll 1 die):
1: Dungeon.
2-3: Middle.
4-6: Outer.
Place 5 gold upside-down on the space. Only the Pirate or the owner of the Treasure Map may claim it.
Wheaties
You may eat (discard) the Wheaties when you are on the Kitchen space. If you do so, you gain 2 Strength. (Cost=2) [The Kitchen is in the dungeon.]


Arrow of Slaying
You may use the Arrow only if you have a bow or the Archer. You may not use that bow or Archer for any other purpose when you use this Arrow. When used, the Arrow adds 10 to your Strength for one round of Combat, after which it is discarded.
Book of Arcane Lore
As long as you have the Book of Arcane Lore, you may ignore the special abilities of Enemies. Special abilities are any effects other than the Enemy's ability to fight.

Executioner's Blade
No Good Player may take this sword. In any combat in which you use it:
1: Add 1 to your Strength.
2: If you roll a 6, you automatically win (unless your opponent has successfully used poison). If you win this way, your opponent loses two Lives which may not be protected with any kind of Armor.
Folding Boat
You may, in lieu of your normal move, declare that your are unfolding the Boat. On your next turn, you may cross the river to a space directly opposite the one you are in. Do not discard the Boat when you have crossed.

Gauntlet of Action
While you have the Gauntlet of Action, you may never involuntarily miss your turn.
Helm of Beauty
Whenever you spend two or more Gold (except in a trade), you may reduce that price by one.

Holy Water
No Evil Player may take this potion. You must discard this potion when it is used. The Holy Water may do one of the following:
1: You automatically defeat 1 Spirit in Psychic Combat.
2: You may remove any and all diseases, unwanted Followers, and unwanted Spells from your Character.
Magic Coupon
For one turn, you may pay half price whenever you use your Gold (except in trades). The Coupon is then discarded. May not be used with other offers. Void where prohibited by law.

Magic Purse
If you have no Gold, you may, once per turn, pay (not keep or drop) one Gold from the Purse.
Miner's Pan
If you occupy a space that borders the Storm River, you may miss your turn and take 1 Gold.

Necklace of Bones
As long as you carry this necklace:
1: You may add 1 to your Craft.
2: You alignment becomes Evil. (It stays evil even after you have lost the necklace.)
3: So long as you possess this item, you alignment cannot change from Evil.
Ring of Doom
The Character that draws this card must pick it up. So long as this card is on a space or held by a Player, any Player that casts Command may add two to the roll. This ring may not be voluntarily discarded, turned into Gold, or dropped unless you are on the Chasm. If dropped at the Chasm, the Ring is discarded.

Robe of the Magi
As long as you have this robe:
1: Your Craft is increased by 2.
2: Your Spell capacity is increased by 1.
3: Your Strength is reduced by 1 (but not below starting level).
Ruby Slippers
Instead of your normal turn, you may choose to return to your starting space. You may not use the slippers if you are in the Outer Region.

Shamrock
Before rolling one or more dice, you may dictate the number on one of them. If you do so, discard the Shamrock. If the spell Curse is cast, too, the latter of the cards to be played takes precedence. If the Leprechaun has the Shamrock, he may teleport on a five or six.
Steel Headband
As long as you carry this cloak:
1: Your Strength is increased by 2.
2: Your Craft is reduced by 1 (but not below starting level).
3: Your Spell capacity is reduced by 2.

Sunsword
No Evil Player may take the Sunsword. While it is in your possession:
1: Add 2 to your Strength for the duration of any Combat in which you use it.
2: Add 2 to your Craft for the duration of any Psychic Combat in which you use it.
Time in a Bottle
You may choose to forego any turn and thus store it in this bottle. The bottle may hold at most 2 turns. You may, at the end of your turn, take an extra turn, expending one from the bottle. When the bottle is drawn, it contains 2 turns.


Chef
While the Chef is your Follower:
1: Your starting quota of Lives is increased by one.
2: At the Kitchen, you automatically heal 2 Lives instead of rolling.
Fletcher
While the Fletcher is your Follower, you may take a quiver card whenever you land on a Woods or Forest space.

Juggler
While the Juggler is your Follower:
1: He will carry 5 Objects for you.
2: You may add 1 to your roll at the Tavern.
Medic
Pay 1 Gold for the Medic to become your follower. He will heal 1 Life for 1 Gold instead of your normal turn.

Messenger
You may trade Gold, Objects, Spells, and Followers with other Players at the start of your turn.


Altar
You may sacrifice (discard) any one Dragon, Animal, or Monster you have kept for experience. Only evil characters may sacrifice humans. You may roll one die to pray, adding the Strength (x2 if it was human) of any sacrifice to your total. You may choose any of the following results that is not greater than your total.
1-4: Nothing.
5: Draw a Spell.
6: Heal to starting quota.
7: Gain a Life.
8: Gain a Craft.
9: Gain a Strength.
10: You may add 1 to any future prayers (at any location). This addition is cumulative with any similar bonuses.
12: Add 1 to your starting quota of Lives.
13: You become High Priest (take the card). (See the section on Lindsey Dubb's New Characters for a description of the High Priest.)
14: Gain 2 Strength.
Bazaar
When this card is drawn, place it on the City. On each visit to the Bazaar, you may buy any available items in the purchase deck for one more than the price listed on the card.

Cauldron
If you are Neutral or Evil, you may discard any one defeated Enemy. In return, you may draw one Spell for an Animal, two for a Monster or Spirit, or three for a Dragon.
Crossroads
Any Player starting their turn here may choose not to roll for movement. Instead, they may move to any space (other than this one) in this Region whose distance is up to half of their Craft (rounded up) away.

Enchanted Spring
Place a total of eight Spells here when revealed. You may take up to your capacity in Spells when you visit the Spring. When all the Spells have been taken, the Spring disappears -- place it on the discard pile.
Flea Market
If you have enough Gold, you may attempt to buy an item in the purchase deck for half the price listed on the card (round up). To do so, name the item and roll 1 die:
1: Market closed: discard this card.
2: You can't find the item.
3: You pay for the item, but do not receive it.
4-6: You get the item at half price.

Game
You must play. Roll 1 die:
1: Game begins -- go to your starting space.
2: Boy, this game is long -- lose 2 turns.
3: Stay up too late -- lose 1 Life.
4: Your move -- take an extra turn.
5: Swipe a card -- take a Doughnuts card.
6: You win the game! -- gain 1 Craft and discard the Game (this card, that is).
Gold Mine
The Gold Mine will remain here for the rest of the game. You may roll one die with the following results:
1: Wrong turn -- go to the Vault.
2: Wrong turn -- go to the Crags.
3-4: Gain 1 Gold.
5-6: Roll 1 die and take that many Gold.

Haunted Mansion
You must roll one die:
1: Become Evil.
2: Go to the Graveyard.
3: A (randomly chosen) Follower is eaten (discarded).
4: Attacked by a ghost (Craft 4).
5: Gain 1 Craft.
6: Take a random magic card.
Inn
Place to the side of the board 1 Character card for each Player in the game when this card is drawn. When you land here, you may:
1: Purchase a Henchman not of the opposite alignment for Gold equal to that Henchman's Craft. Replace that Character card with a new one. Pay the Henchman 1 Gold each time they are used. or:
2: Stay the night: Pay 1 Gold, miss a turn, and be healed to your starting quota of Lives. [Henchmen must be paid as described above, and have only one Life. Otherwise, the rules for Henchmen are on the Talisman: The Adventure rules sheet.]

Mages' Guild
The mages are looking for Magic Objects and Spells. You may sell them one or more Spells (except Mental Block) for 1 Gold each, or you may give them (discard) 1 Magic Object and receive training -- roll 1 die to see what you learn:
1-3: Gain a Spell.
4-6: Gain a Craft.
Magic Mirror
You may look into the mirror. You see (roll one die):
1: All players' Spells.
2: Top 5 Spell cards.
3: Top 5 Dungeon cards.
4: Top 10 Adventure cards.
5: Bottom 20 Adventure cards.
6: Yourself; lose 1 turn and return to your starting alignment.

Magic Shop
When this card is drawn, and whenever a purchase is made at this shop, roll 1 die to determine its new location:
1: City
2: Oasis
3: Chasm
4: Vault
5: Treasure Chamber
6: Plain of Peril
While here, you may buy either:
A Spell: Top discard for 3 Gold, or pick one Spell from the top (price^2) cards in the deck.
A magic item: Pay the price listed on the magic card.
School
You may attend class, if you wish. To do so, pay 3 Gold, miss 1 turn, and gain 1 Craft.

Shop
You may buy the following, if available:
Doughnuts: 2
Spell: 2
Candlestick: 2
Water Bottle: 1
Sword: 2
Shield: 3
Information (see the top card of any deck): 1
Directions (take an extra turn now) are free with any purchase.
Stables
For 1 Gold, you may stable animals here (keep the cards here -- only you may pick them up). You may buy the following:
Mule: 3 Gold
Horse: 4 Gold
Warhorse: 6 Gold
Horse and Cart: 6 Gold


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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