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Everything posted by Thernand
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Last night during our game, I was delt the Dwarf as a charter. I had adventured around a bit here and there and had built up my stats to Str 5 Cft 6. I was in the mountains when I found the Lucky Charm. Then remembering reading what your wife had done I had an idea. I then made my way to the middle region, I had an axe and built a raft, whet through the PoP, I only had to roll 1d to open the door, I used my Craft, then went through the Mines, I nneded to roll 2d si I used the Lucky Charm set down one die as a 1 and rolled the other die which came up a 4, and the rest was a victory. Note to High power characters: Better watch for the Dwarf he can end the game quick. Other info about the game: Players 4: Wizard, Oger Chieftian, Warrior, Dwarf Ending: Crown of Command
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Hi Not only do we use Enemy Dice we also use a Dice tower, this insure a proper roll and keeps the Dice in the middle of the board for everyone to see. We put the Dice Tower on the CoC..
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This is great. I am new to Strange Eons, where can I get it and all the latest plugins for Talisman?
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Personally, I would rather see a whole new SciFi game using the same game Mechanics as Talisman.
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Who thinks the Warlocks Quests are too simple/boring?
Thernand replied to wastedyuthe's topic in Talisman
Well, Warlock Quest Cards are optional based off the rules sheet and they also list different variants on there uses. What intrests me the most is the Treasure Rewards Variant. I would use this variant with a slight modification: At the begining of the game all players draw 4 quests. All 4 quests have to be completed before going for the win and when you have completed the last quest you may get a talisman or draw 1 treasure from treasure deck. -
[Possible Spoilers] Frostmarch Card Checklist
Thernand replied to talismanisland's topic in Talisman
In other words he fights you by your weakest Ability -
In our games we do not use the game's tokens, we have replaced them with vintage mexican peso coins. The have an Eagle on one side and Aztec ruins on the other. this is what we use for gold coins
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Can't wait for this expanson. It looks to be fun. I already have a way to randomise the ending. Roll a D4 1. Crown Of Command 2. Crown and Septor 3. Ice Queen 4. Warlock Quests
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The Knight for me!!!! Everytime I have gotten him I have won the game.
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Hi, I play in a group of 4 to 6 and our games are about 2 to 3 hours long. This is how we play. 1. We do not use the Strengh/Craft/Health/Fate markers to track. We use colored 12d's. Red(Strength), Blue(Craft), Green(Health) and Black(Fate). Rule we use is once character has 12 he cannot gain any more of that atribute. He can only increase it above 12 via objects and followers. 2. We use experience points instead of trophies. Rule we use is 7 experience points to gain attribute and all battles gain experience, so fighting a farmer str 3 in the tavren and winning gains us 3 experience points. We track experience using a 12d(Yellow or White) on character card. 3. We deal 1 character at random at the begining of game, if character dies you are only aloud 1 new character draw. 4. We call this rule "Tough Bar and Grill or Don't Play if you can't pay the Piper", any time a character is instructed to lose one gold and they do not have it they must lose a life instead. 5. When rolling a one for movement instead of moving the reaper by rolling a d6 we telaport him to any space on any board, including the crown of command, he is not allowed to teleport to the same space he is on. 6. Last rule we use is you must encounter the spaces you end your movement on. This means you must take a quest at warlocks gave and you must encounter the city, village, graveyard or chaple. I hope i have givven you some ideas how you can make your games go quicker and maybe more fun.
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Hi, Where I play we do not use the cones. We use 12 sided colored dice to represent Strength (red), Craft (blue), Lifes (green) and Fate (black). We also play where 12 is the max that can be reached. This makes it easy to see everyones ability at a glance.
