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Hi everyone,
I was thinking about the Pandora's Box ending card today from 2th edition.
From all the ending cards from 2th edition( i do not count the Dragon King because of Dragon Tower) i like the Pandora's Box card the most.
The reason for this is, that you must roll a die to see how many spells and adventure cards you will unleash on your opponents.
But it is possible that many spells or adventure cards will not work with this ending. (you just need some luck for that)

So the question to you guys/girls is: What do you think what the Pandora's Box card must do ?
I like the idea to have a Pandora's Box in Talisman Revised Edition, but maybe it needs a new change..
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Pandora's Box
The Crown of Command has been replaced by a large magic chest. If you are alone, you may open the chest and use its power to defeat your rivals. Each turn the chest will give you Spells and Adventure cards to attack your opponents. Roll one die for the number of Spells you pick up each turn and one die for the number of Adventure cards you pick up each turn.
You must use these on the turn that you collect them. They may be used against any of the other players. You win the game when all of your opponents have been killed.
Okey, I agree the adventure card part should stay away or be changed. I could think of something like:
Just some sugestion from here.
cheer
www.geniesworkshop.com - The site is under construction, but feel free to take a look.
If i think about Pandora's Box, then i like to see some curse's or a plague..
How about rolling a die and see what for disaster comes out of the box.
The options are written on the card: example would be a plague, or a curse etc
Then there would be 6 options for what will happen each turn..
It's just a idea of course..
Or make it a deck like Warlock's Quests. Each turn you would draw D6 cards, nasty things would happen, but they would target only 1 character and the text would offer that character a way to negate or reduce the nastiness (though the cost would be high).
A dirty mind is its own reward.
Dam said:
Or make it a deck like Warlock's Quests. Each turn you would draw D6 cards, nasty things would happen, but they would target only 1 character and the text would offer that character a way to negate or reduce the nastiness (though the cost would be high).
Creative idea - I like that 
www.geniesworkshop.com - The site is under construction, but feel free to take a look.
Velhart said:
If i think about Pandora's Box, then i like to see some curse's or a plague..
How about rolling a die and see what for disaster comes out of the box.
The options are written on the card: example would be a plague, or a curse etc
Then there would be 6 options for what will happen each turn..
It's just a idea of course..
I agree with Velhart. The artifact could be more according to its mythological adequate. According to myth it unleashed all nasty things on mankind - ills, toils, sickness and... HOPE. Let's do not forget about the most important part of the myth ;> Hope could cause harm to the box opener. What do You think?
Actually box is a mistake in translation from Greek. It would rather be a big jar. But of course Pandora's box has already its publicity :D
As to ye mechanics.. I would suggest rolling 2 dice subtracting 1 from the result to get numbers 1-11 which would be compared against the disasters' table. Effectively disregarding potential names nasty things happening to mankind would be loss of: fate, strength, craft or life or...
When the disaster's number would however be equal to any of attributes of any non-box-opener player <again be it: craft, strength, life, fate> the effect would be shifted in phase by Pi <sowwy am an engineer> and of double amplitude ;) Let me explain- For example in the case of the eventual loss of 1 strength there would be 1 strength moved from the box opener to the affected player instead. And here the HOPE would come. It would force the box-opener to leave the crone-of-command cosy centre and challange characters face to face when their attributes' values start falling below 12. Of course pandora's jar rolling would occur no matter what. In the case of double HOPE reflection - the disater's number equals the strength of one affected players and coincidentally is equal to the same attribute of the box-opener - nothing would happen ;)
I hope I did not complicated it too much.
With my best wishes
Tomas
Without Signature
Yet another idea of representation of hope:
All players <dead two> roll a die <+ two additional dice in the case of just two players>. If the sum of all results would be equal to the followers in game then the Pandora's box get temporarily shut and its opener teleported to some agreed place ;>
Regards
t.
Without Signature
Mr. Brogger said:
Dam said:
Or make it a deck like Warlock's Quests. Each turn you would draw D6 cards, nasty things would happen, but they would target only 1 character and the text would offer that character a way to negate or reduce the nastiness (though the cost would be high).
Creative idea - I like that 
I like the idea too, but FFG must then create a handful of cards for the Pandora's box ending.
I don't know if FFG will do that,....but if we look to the warlock quests..
The easy way is to write it on the card itself ( 1-6 and roll a die..)
But Dam's idea is better.
Then the idea from 2th edition will still live, and we have a deck that is made for the box.. ( how cool would that be..)
I have not yet tryed the alterneative endings, but I am sure it change the game in a possitive way. And adding more endings is very wellcome. Lets just have 10 different ending or more 
If FFG makes a dragon tower I wonder what they do with alternative endings 
www.geniesworkshop.com - The site is under construction, but feel free to take a look.
Pandoras Box was always the lamest ending as it is virtually impossible to kill the other characters with.
Here is my beefed up version that seems to work ok
Pandora’s Box
If a character is on the Crown of Command and no other characters are present, he must open Pandora’s Box at the start of each of his turns. Roll one die for the number of Spells you pick up each turn and one die for the number of Adventure cards you pick up each turn.
All Spell cards must be cast before your next turn. If you have any Spell cards at the start of your next turn they are discarded. Otherwise all the normal rules for Spell Cards apply.
You must use the Adventure cards on the turn that you collect them. They may be used played on any player including yourself and are treated as if that Character had encountered the card.
Each Card you draw from Pandora's Box is played separately and therefore attacks are not combined.
Place a Pandora’s Box token on any Enemy cards that are played in this manner. The following rules apply to Enemies with this token:
a) For each turn beyond the first that you are alone on the Crown of Command space you must add an additional +1 to the attack roll of the Enemy. Eg. On the second turn the cards add 1, on the third turn they add 2 etc.
b) Enemies may not be kept as trophies and must be discarded instead.
If a Character is on the Crown of Command and there is another character present, he must encounter the character instead of opening the Box.
Sin firma
Mr. Brogger said:
I have not yet tryed the alterneative endings, but I am sure it change the game in a possitive way. And adding more endings is very wellcome. Lets just have 10 different ending or more 
If FFG makes a dragon tower I wonder what they do with alternative endings 
Simple..
The players can choose if they play with the ending cards or with the Tower board.
Anyway, you can make a houserule too, to draw a ending card and use it if you are at the top of the tower 
Velhart said:
Mr. Brogger said:
I have not yet tryed the alterneative endings, but I am sure it change the game in a possitive way. And adding more endings is very wellcome. Lets just have 10 different ending or more 
If FFG makes a dragon tower I wonder what they do with alternative endings 
Simple..
The players can choose if they play with the ending cards or with the Tower board.
Anyway, you can make a houserule too, to draw a ending card and use it if you are at the top of the tower 
I actually came to think of a solution too. The dragon tower could be in the form of an ending card. If you draw it you place in the dragon tower.
www.geniesworkshop.com - The site is under construction, but feel free to take a look.
Mr. Brogger said:
Velhart said:
Mr. Brogger said:
I have not yet tryed the alterneative endings, but I am sure it change the game in a possitive way. And adding more endings is very wellcome. Lets just have 10 different ending or more 
If FFG makes a dragon tower I wonder what they do with alternative endings 
Simple..
The players can choose if they play with the ending cards or with the Tower board.
Anyway, you can make a houserule too, to draw a ending card and use it if you are at the top of the tower 
I actually came to think of a solution too. The dragon tower could be in the form of an ending card. If you draw it you place in the dragon tower.
That's also a good solution.
Both idea's will work.
But i will seperate the Tower from the ending cards.
If i like to play with the tower, then i use it..
If i like the ending cards, then i will draw one at random
I came up with a new idea for the Pandora's box ( to make the idea from 2th work..)
Pandora's Box
When it is your turn: Roll 1 die to see how many adventure cards you will draw.
If you draw a:
Enemy: Unleash it on a a other character ( you may unleash every enemy card that you draw on a character)
Objects= Rust : For each object that you draw, you unleash a curse that a object from a character will rust. The character must discard a object that the pandora's Box player want. ( alternative: random)
Follower type card= Disease: A Follower gets a disease ( the Pandora's Box player choose a character and he will discard one of the character's followers at random. ( for every follower type card that the pandora's box player draws, he can discard a follower from a opponent)
Event type card: If the event has a bad effect, you must use it on a character, But if it has a good effect, or it will not work, then you may draw another card
Place/ Stranger= illness: You unleash it on a character of your choice, and he must lose a strength or Craft, per card that you use on your opponent.
- The opponent may decide if he lose a strength or craft
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