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The Sacred Pool expansion out now!

The Sacred Pool is here!
The fifth expansion release for Talisman: Digital Edition includes 4 characters, 72 Adventure Cards, 16 Spell Cards, 3 Alternative Endings and two new decks - the Stables deck and the Quest Rewards deck.
The Stables deck includes 14 follower cards - Riding Horses, Warhorses, Mules and Horse and Carts.
The Quest Rewards deck is a deck of cards from which you can draw when you complete a Warlock's Quest, and they give players beneficial bonuses, such as increasing your Strength and Craft values or allowing you to teleport.
The Sacred Pool brings more balance to the game with regards to alignments. Neutral characters can benefit from some of the advantages that Good and Evil characters have had so far.
For more information about this expansion, read my blog here - http://nomadgames.co.uk/sacred-pool-preview/

Save slots -
You can now keep up to 10 offline saved games.

Sudden Death mode -
The Sudden Death house rule allows the host to choose how many rounds the game will last for. At the end, players receive one point for every Strength and Craft point gained (not from objects or followers), plus one point for each gold, Spell, Follower, Object, Magic Object and Quest Reward they have. Used and discarded Quest Reward cards count towards this total.
Players who finish with the most points will receive the usual amount of XP for winning a game. This includes players who come joint-first.
The lowest number of rounds you can choose is 20, and this takes about 30 minutes to play with 4 players.
We hope you enjoy this new game mode. It makes players think in a slightly different way, which is interesting. For instance, if the game will end soon and you have a useful spell, should you cast it or not? Keeping hold of the spell is worth 1 point on the scoreboard, but the effect of the spell might be more useful.

Replacing Quests -
This new house rule gives players the chance to replace their current Warlock Quest, when they are offered a new one. Ninjas, rejoice!
When you already have a quest, choose to accept a new one and then you will see both quests and can choose which one to discard.

Runes spaces fix -
The instructions on Runes spaces hadn't been implemented correctly, but now the +2 to attack roll (rather than Strength) works as it should.

Creature/Enemy fix -
Some character special abilities refer to enemy sub-types, such as the Priest's Destroy Spirit ability and the Minstrel's ability to to not fight Animals and Dragons. Previously, we were allowing characters to use these abilities with creatures, such as the Dragon in the Cave or the Crags Spirit, but they should only affect enemies.

House Rule re-order -
The list of house rules has been re-ordered. Character selection related rules are at the top, together, then rules for endings, then rules which affect the game's basic rules, such as Bloodbath mode, then the rest.

Leaderboard level -
A player's current level is shown to the right of their XP on the Leaderboard screen. Will dbax1969 make it to level 100? You can watch his progress here!

Automatic die rolls -
Some situations, like using Lucky Charm, now roll the die automatically after the number has been chosen. This is because it was possible to choose the number you wanted and then not re-roll and miss out on your choice.

Many other bug fixes, including -
Alchemist character could get stuck on the Crown of Command if they try to use their alchemise ability.
Howl of the Wendigo would sometimes not discard after the criteria is met.
Closed Chop and Curfew now discard cards from all regions.
Denied and A Challenger Appears achievements fixed.
Issues with Path of Destiny fixed.
Crash with Black Ice fixed.
AI fixes -
AI now uses containers such as the Bag of Carrying.
Loop detection - if the game spots that an AI is stuck in a loop, a prompt appears allowing you to skip their turn. Hopefully you won't see this, but if you do please get in touch.
Correct usage of the City Alchemist with gems/trinkets.
AI will no longer pick up objects and then ditch them if it didn't want them in the first place.
AI characters are more likely to venture into the Dungeon.
Lots of other fixes.