Lightning Storm (Event) - That's a good card, better than its 2nd ed and 4th RE version I think.
Apparition (Event) - This is one of the best cards I like in this expansion. Also it is easy to get rid of Apparition (but it can be deadly for Evil Characters, if hey will need to visit Chapel instead of Temple).
Jewel of Envy (Event) - Yes, indeed. However once I tried to play with it, and it also has great possibilities to ruin a game. Also, after destroying the Jewel, Characters are taking its S points.
Stonehenge (Place) - For some reason I always liked this card, but there is one problem with it. It is just a Place card that will be visited once per 20 turns. It don't need any limitations.
Phantom Cliffs (Place) - I see this card in another way - next turn no matter if You want, or You don't want, You must visit the Dragon. You may not avoid encountering it by going to the other side of the board.
Nightmare (Follower) - It has another useful ability - it may double the movement roll. You may use this ability whenever You want (so You rolled "6" for Your movement, so You can move Your Character by 6 spaces or 12 spaces), You aren't forced to use it (like Ridding Horse). As for its name... It could be third Nightmare in the 4th RE Why not adding it then?
Ring of Wisdom (Magic Object) - When I translated White Knight cards into Polish, I gave this card similar effect like its original effect. You may put trophy cards on it and use them without needing to exchange them for additional points.
Sword of Berserking (Magic Object) - I had this sword in one of my games and I must say it is a great sword. You always are Evil. We all know that in 4th RE Evil Characters are like in a paradise. This ability already is good. +2 to S too. Also Magic Emporium is in City, so You can easily quickly get rid of it, if You wish.
Venom Blade (Magic Object) - I might be wrong, but from what I remember, it was if You will roll "6" OR Your enemy will roll "1".
Ring of Assimilation (Magic Object) - One of the best Objects. My friend had it when he went to Timescape. He knew that we have Acquisition Spell, and he ditched it at the last space of Timescape. It is not boring at all.
Wand of Fire (Magic Object) - Even more than very powerful. You can use all 4 Fireballs against another Character causing him to die without possibility to do anything.
Staff of Healing (Magic Object) - Staff is used to gain lives not heal ;). I also had this card in one of my games, and I must say it is great, even if it really can give You a lot of lives.
Check Talisman Island!
Jake yet again said:
Adevnture Cards. Thankfully, I didn't have to do much work here. This list is taken from another post:
Taxation, Berserker, Giant Lizard, Highwayman, Orc, Red Dragon, Shade, Band of Zombies, Sphinx, Halloween, Judge, Secret Door, Ghast, Vampire, man-at-arms, Ferry Man, Archer, Bodyguard, Doomsword, Squire, Market day for trading lost file, Carrions lost file
PS:This is not including the Dragon expansion..
Skaven, Rat ogre.
Cliff, Chaos Dwarf, Orc, Woolly Mammoth, Dwarf Runemaster, Dwarf Mercenary, Guide(for mountains) Merchant, scroll
It's worth commenting that some of these cards have functional equivalents, so can be disregarded. The Ferryman is now the boatman for instance and the Orc possesses no special abilities and can be easily replaced by another Hobgoblin. The Highwayman is a Strength 4 bandit who can be bribed for one Gold. Taxation causes players to lose gold. This seems most likely as a city event. Berseker (2e) is a cool monster that runs around the board after it is beaten. It has a similar Craft equivalent in Vampire Bats from TtA. both add a little bookkeeping to the game. It's 3e namesake gets stronger every time it wins a combat. Giant Lizard is a Strength 3 Animal - another pet for the Minstrel. The Squire is a neat little follower that gives +1 in combat and can carry up to to items for you. Red Dragon is, unsurprisingly, a big dragon who first appeared in Dragons. If we get some kind of Dragons set, he'll probably return there. Doomsword is the runesword in all but name. Secret Door (Place: Discard and draw three adventure cards) is a dumb name. I guess they could always rename it Secret Trail. Shade - a Craft 2 (or Craft 3 in 3e) enemy is nothing to write home about, although Shadow and Ghast from TtA cuased you to lose Craft and Strength repsectively. Vampire was a very cool enemy who not only stole one Life and one Craft, but also gained lives, making it more difficult to kill. Although the Dungeon has given us Vampire Lord at Craft 9 it's not quite the same. Bodyguard is essentially the same as the Champion. Archer allows you to make Str 3 no-loss ranged attacks up to three spaces away and may have been dropped as ranged attacks seem to have (rightly, IMO) been abandoned in 4e. Market Day (not the City card) was a great idea encouraging interaction between players. Carrions dumped players onto the mountain board, but was abandoned at some point during the design process. Sphinx was a creative idea. A stranger where you had to guess a die roll to win a spell. Hallowe'en allows evil and Neutral players to pray as if they were at the Graveyard. (IMO, it ought to have a counterpart - All Souls Day - tht allows Good / Neutral players to pray as if they were at the Chapel) Band of Zombies required a player to win 4 successive str 2 combats to win a point of Strength, an original idea which it'd be nice to see return. Man-at-arms gave a combat bonus, but every time you lost a life, you had to roll a dice and on a one you lost the man-at-arms instead.
The list is missing the Bow (3e) and the Quiver of Arrows (3e) which gave you a discardable +2 bonus in combat. The quiver, a highly situational card, could be discarded instead of the bow.
Astral Conjunction is completely different. The original doubled the Craft of Spirits til the start of your next turn. Howl of the Wendigo, a Mountains card, is also completely different, the original made all your combats deadly until the end of your turn. I guess they could always republish that as Season of the Witch.
It's worth adding that Instructor and Doppleganger were made available as limitted edition cards. An aisde: Personally I'd prefer that FFG used this technique to preview cards from later sets, rather than release special edition cards. Limitted edition cards disenfranchise sections of their customer-base, such as latecomers to the game, people who can't make conventions and customer who prefer to purchase from their FLGS rather than online. Thankfully these cards are very similar to the Academies and the Mimic card in the dungeon.
In the Dungeon The Skaven and Rat Ogre were merely ordinary monsters and can easily be superceded by the plethora of Kobolds and Gnolls that inhabit the Dungeon. However, the 2e Altar appears to be absent.
The Mountains. There is a Mammoth which forms part of the Frostmarch set, so we can discount this one. Chaos Dwarf and Orc are Strength based monsters so can also be disregarded. The Dwarven Runesmaster allows characters to gain 3e Runeswords by paying 2 gold and discarding a sword (3e Runeswords give +1 Str, +1 Cra in (psychic) Combat but the sword will break on a 1.) I guess a bright spark could SE up some cards and have them reside on the Cave in the Highlands. The Dwarven Mercenary was a clever idea. He cost a gold to hire granted a +1 bonus to Strength in combat. However he would leave you and join another character you encountered if they paid him a Gold. The Scroll granted the reader one spell. unlike, say the Magic Mirror, you didn't gain the spell straight away, so if you were at your limit, you didn't need to read it until you had to. The Guide (Mountains) is essentially a Mountain torch on a follower, allowing you to roll two dice and pick the best for your move. As he's only useful in the Mountains - and his name clashes with an existing card - I doubt we'll ever see him. The Merchant is a follower who you had to guide to 1-City, 2-Tavern, 3-Village, 4-Castle, 5-Temple, 6-Warlocks Cave. if you did so, you gained 3 Gold. Of course, the poor chap was just is likely to end up as Vampire chow. This guy could easily appear in the Forest or a small expansion set. The Cliff is the Rock Face, except that it requires you to roll three dice instead of two.
After THE CITY EXPANSION:
Taxation, Market day for trading (as Trading Day) and Bow - finally appeared in The City deck
Here are the list of City cards from 2nd ed that aren't in 4th yet:
Event - Employment, Gambler, Conscription, Master Thief (there is Sneakthief enemy), Plague, War!, Honest Deputy
Enemy - Ghoul, Drunken Soldier, Militia Man, Press Gang, Thug
Stranger - Baker, Butcher, Salesman, Beggar (there is Beggar King)
Follower - Dancing Girl, Druid, Dragon Master, Errand Boy, Dog, Gamekeeper
Object - Money Belt, Broken Helmet (repleaced by Broken Sword)
Place - Library, Side Show
Some cards from City 2ed (Mummy, Earth Elemental or Dungeon Door) has been included in other expansions but not in the City 4th ed.
Some cards has been changed (Heretic Priest from Event to Enemy, Gremlin from Enemy to Follower, Grumpy Wizard from Stranger to Event, Cutpurse from Event to Stranger)
Employment is now Dung Sweeper!
Talisman at UK Games Expo 25th-27th May
Mephisto Character Cards (English Revised Edition)