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Team Talisman: Alignment War


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#1 sirvolkar

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Posted 05 December 2008 - 07:49 AM

Okay, so my friends and I have been playing Talisman for a while now - eighteen years give or take - and somewhere along the line we decided to create our own rules and game types.  Now I don't know if it's been suggested else where here - apologies for repetition if something similar is out there -,but one game alternative that we have found to be highly entertaining, and should work no matter your edition,  is Team Talisman: Alignment War!!!

Alignment War Rules

Set-Up: Characters are divided into three piles, by alignment. 

Character Select: Two teams of equal players are formed, Good Vs. Evil, and each player randomly picks one character from the Neutral pile and one from their team's alignment pile.  If you opt for the Neutral character, you remain Neutral, but in D&D terms you are either Neutral-Good or Neutral-Evil.

Game Changes: The aim of the game is to defeat the opposing team.  Two approaches to achieving this goal;

  1. "Wipe them out.  All of them." - Kill your way to victory, either through simply being harder than them or through taking the crown and bumping off your opponents one-by-one (using the old challenge rules - not sure what the current end game rulings are?).  To add to the fun, and to ensure impetus, should a player be killed, they miss their next turn before returning to the game as a randomly selected character with the opposing team - i.e. they swap sides.
  2. "Drink some of this, Michael.  Be one of us." - Okay, so this is more difficult to achieve for most, but there are quite a few ways to alter one's alignment - often accidently.  This approach has the advantage of not having to wait a turn for your new buddie to join in. 

With regards to characters who are able to pick their starting alignment or alter it during play, they can only change between their starting alignment or Neutral (used in order to avoid negative alignment related effects).

"There ain't no coming back!"(Alternative)

Replaces the "Team-Swap-On-Death" ruling with good ol' oblivion.  When your dead, your dead!  Best played when limited for time as no one likes to twiddle their thumbs whilst others play.  To make up somewhat, you can be the monsters and roll for them...but you have to perform impressions of them as you do so.

Three Way War (Alternative)

In this instance, best suited for larger groups of odd-numbered players, divide yourselves into three (teams that is) and pick two-choose one character of your team's alignment.  This one may take a little longer to play.

 

Well, if you haven't tried something like this already, I highly recommend it for a giggle or two   If you do, let us know how it goes!

Enjoy!



#2 akuma508

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Posted 05 December 2008 - 09:34 AM

My mate and I are in the same boat as your. We've being playing each other for years and years. He often talks about changing the rules and styles. I'm not really keen on it. But, any way here is one idea and rule set we came up with. I posted on the old broad. But, I'll post it again.

 

Team Edition v.2

 

The Crown of Command has been overtaken by death himself. Having already overtaken the inner region, he is looking to increase his power and overtake all the land of talisman. He has started to send out his army to spread his terror though out the land.

 

Warrior's must combine to try and stop this new terror from overtaking the land. Now is the time to attack before it is to late......

 

Rule Book:

 

  1. The Crown of Command

  • Death sits on the Crown of Command. A team of warriors must kill him to win the game. Death's score is equal to the number of team members times 12. (Eg: a team has 3 members. Deaths strength will be 36 (12 x 3members)).

  • Death is not affected by any spells cast upon him. (You may cast spells upon yourself while attacking him, except life saving spells (eg: healing, preservation, immobility).

  • Death has 1 life for each member of a Team. (Eg: a team has 3 members therefore Death has 3 lives. All of Death's lives must be taken to win the game)

  • Death’s lives reset if a team retreats.

  • Remaining team members may continue to fight against Death if a team member dies, or they may retreat.

  • Characters can not use life saving objects while fighting Death (Eg: helmet, armour, etc.)

  • A team of characters fight as if they are one character (eg: one dice roll)

  • Characters combine their strength or craft together plus the dice roll to workout their score. (Each character may pick strength or craft depending on what ability is highest for them.)

  • The team leader rolls a die for Death to be added to his score.

  • Not all team members need to be present at the Crown of Command to fight Death and win the game.

 

  1. Team Leader

  • The team has a team leader. A team leader is selected by the person who rolls the highest on a single die roll.

  • The team leaders’ starting square is used for all team members at the start of the game.

  • If a character starts on a square that would normally result in them losing a life. (eg: the Monk on the Graveyard), They are temporally protected until they move off that square. If they return to that square through the course of the game the protection no longer exists and would therefore abide to normal ruling (i.e., lose a life).

  • If a team member dies, they use their own starting square when they come back to life.

 

  1. Characters

  • If a character dies he drops all his objects, followers and gold on the square where he/she died.

  • They return to the starting quota in strength and craft.

  • They do not select a new character – they must use the same character that just died.

  • Characters may freely trade objects, spells, gold, poles and followers between each other, as long as they share the same square. Trading ends the turn of that character. Trading must start after the characters movement to that square and after all events and drawn cards have been performed.

 

  1. Death Shield

  • A team must build a shield before they can attack death. This shield is built by collecting five poles and an energy source.

  • All five poles and energy source must be bought together at the Valley of Fire before the shield can be built.

  • Poles are special objects and are not counted as one of the four objects you are allowed to carry.

  • Poles and the energy source can be traded between team members. (There is no limit to the number of poles one character can carry).

  • The energy source is a Talisman.

 

5. Roaming Werewolf

  • There is one roaming werewolf who patrols the middle region. He starting square is the werewolf den.

  • He has his turn at the end of the round.

  • He drops down to the Oasis square from the werewolf's den. He then moves clockwise around the board.

  • He moves one square at the end of their turn.

  • His starting strength is 3.

  • He only fights in combat.

  • He is treated as a character, in relation to combat & spells.

  • He does not interact with the squares. (eg: Losing a life at the desert)

  • If a character lands on the werewolf. A combat is commenced as normal.

  • If a character is within one square radius of the werewolf at the start of his turn. The Werewolf moves to that square and attacks the character.

  • If the werewolf beats the character, the character must lose one life.

  • If the character wins, the character is given a one pole. The werewolf returns to the werewolf's den, and gains three strength. (Every time the werewolf is beaten he gains another 3 strength and another pole is given)

  • If the werewolf lands on a pole which is left on the floor. He destroys it.

  • His turn is shared with the Master Fiend.

  • He doesn't combine his strength with other monsters. (Two combats take place.)

 

6. Master Fiend

  • There is one roaming fiend who patrols the outer region. He staring square is the Pits.

  • He has his turn at the end of the round.

  • He drops down to the Plains square under the Pits. He then moves clockwise around the broad.

  • He moves one square at the end of their turn.

  • His starting craft is 3.

  • He only fights in psychic combat.

  • He is treated as a character, in relation to psychic combat & spells.

  • He does not interact with the squares. (eg: Losing a life at the desert)

  • If a character land on the Fiend. A psychic combat is commenced as normal.

  • If a character is within one square radius of the Fiend at the start of his turn. The Fiend moves to that square and attacks the character.

  • If the Field beats the character, the character must lose one life.

  • If the character wins, the character is given a one pole. The Fiend returns to the pits, and gains three craft. (Every time the werewolf is beaten he gains another 3 craft and another pole is given)

  • If the Fiend lands on a pole which is left on the floor. He destroys it.

  • His turn is shared with the Roaming Werewolf.

  • He doesn't combine his craft with other monsters. (Two physic combats take place.)

 

 

Game Board:

 

  1. Werewolf Den

“Roll 2 dice for the werewolf's Strength then fight it. If you lose, lose 1 life and you must fight the same werewolf again on your next turn. You may not move on until you have killed the werewolf.”

now reads:

“Roll 3 dice for the werewolf's Strength then fight it. If you lose, lose 1 life and you must fight the same werewolf again on your next turn. You may not move on until you have killed the werewolf.”

 

  1. Pits

“You are ambushed by that many Pit fiends (STRENGTH 4 each). Each turn, fight one-by-one until you lose a life. You may escape one turn after all are dead.

Now Reads:

“You are ambushed by that many Pit fiends (STRENGTH 7 each). Each turn, fight one-by-one until you lose a life. You may escape one turn after all are dead.

 

  1. Valley of Fire

Team members may wait here until other team members arrive to go into battle together against Death.

 

4. Tavern

“A wizard offers to teleport you to another region square of your choice as your next move.”

Now reads:

“A wizard offers to teleport you to another region square of your choice as your next move; or teleport the Roaming werewolf to the outer region or teleport the Master Fiend to the inner region.”

  • The Roaming Werewolf is teleported to a square under his current square in the middle region.

  • The Master Fiend is teleported to a square above his current square in the outer region.

  • If the Master Fiend or Roaming Werewolf is beaten he returns to his start square, and them drops back to there normal region.






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