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Infinite turns loop (the City needed)

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#1 civril



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Posted 05 February 2014 - 05:45 AM

Few days ago we have discovered combo for infinite turns in Talisman. It looks legal unfortunately, but maybe we are wrong



Easy to get: Book of Spells from a Shop (so just gold is needed)

Harder, but not so hard with a book and 6+ power: Temporal Warp spell

Hardest part: The Scribe (which have to be found in the City)

(And I had all these conditions met)

Power of 4 (to held 2 spells at a time)


And now the bloodest thing - Catch Temporal Warp, but discard another spell card (thanks to a Scribe), gain 3 turns.

On upkeep the book of spells grants us another spell in place of casted one (no matter what is it), cast another Temporal Warp, but discards this new spell - and so on, and so on...


You just can't lose the Scribe, or Temporal Warp spell, nor enough power to held two spells.

Best effective in Crown of Command. ;)

#2 sanityismyvanity



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Posted 05 February 2014 - 09:53 AM

It isn't legal actually. The part that prevents it from working as you describe is detailed in the Scribe, where their ability is limited to being only used once per Round, not Turn. Once you use the Scribe to retain Temporal Warp, you cannot use the Scribe again until all other Players have had a Turn and play has returned to you again.


You can certainly do this combination to take 3 Turns every Round, but not infinite Turns.

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#3 civril



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Posted 05 February 2014 - 02:36 PM

Oh, there it is, I've found it, and I was misunderstood once per round.

Thanks a lot, this is still very deadly, but can be stopped :)

#4 talismanisland



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Posted 05 February 2014 - 02:45 PM

You can still only cast as many spells during your turn as the number of spells you started that turn with. Still a pain, but not endless.

Harbourmaster at Talisman Island - 15 magical years and counting!

Sometimes I even update the Talisman Island Facebook Page!

#5 DomaGB



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Posted 05 February 2014 - 04:16 PM

I find the scribe to be so over powerful I removed it from my game!

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RoboRally, then Talisman. That's the way it is... ;)

#6 adjogi



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Posted 05 February 2014 - 05:41 PM

We did the same thing DomaGB. There were just too many issues with it as is. 

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#7 mrvankil



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Posted 28 September 2014 - 08:40 AM

I find the scribe to be so over powerful I removed it from my game!

We play with a friend who was caught cheating and taking the scribe when we weren't looking.  He also had a spell book and two spells one of which was shatter.  We all quit because we now had no way to win the game since he could shatter any talisman we got rest of game.  He also was playing the bounty hunter and had a combo where he could make any combat a standoff and hence win.  I house ruled the scribe to require one gold to use.  He got the quest reward where you always have one gold if you have none at the start of your turn (probably cheated there too).  I have since house ruled the scribe to REQUIRE TWO GOLD TO USE.

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