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Triple A

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Everything posted by Triple A

  1. "The Realms Addendum" ? or something like "Realms of Glory"
  2. Okay - my top two suggestions The Forsaken Realms The Dread Realms And a few others: The Uncharted Realms The Discarded Realms The Abandoned Realms The Unsung Realms
  3. In our current game, the Grave Robber landed on the Graveyard space, which had a face-up enemy card on it (I forgot how it got there) The player using the Grave Robber said that his special ability (picking 8 Adventure Cards looking for objects) should trigger regardless of the outcome of the battle, because the Graveyard had been visited - it was where the battle occured. Other players argued that the Grave Robber must first defeat the enemy before he can encounter the board (and only then encounter / visit the Graveyard). I'm torn. The second option seems more consistent with basic Talisman rules - but I can symathize with the Grave Robber that it seems wrong that he can't use a special ability as printed on his card. Any thoughts?
  4. Oberon, Maybe try giving the Harbinger a more localized effect. He appears on the board as normal, but you only have to draw from the Harbinger deck if you are within 3-4 spaces of him (on either side). The rest of the region is unaffected. Or - when the Harbinger is in the region - roll the dice and you only draw a Harbinger card on a roll of 1-2 (or whatever). Otherwise, draw from the Adventure Deck as normal. You should be able to find a way dilute the Harbinger's impact while still including him in the game. In our games, we include the Harbinger himself, but don't use the Omens etc.
  5. In Talisman, we're very comfortable using House Rules to shape the game "our way" when there's something we don't like. With the Harbinger expansion, we just weren't that happy with the Omen Cards, or the dreaded countdown to doom. We didn't like the idea of "everyone dying", or anything that artificially shortened the game (we love our 7-hour games). So, we just don't use the Omen Cards. How does this change things? Well, we still use the Harbinger. He comes out when someone draws an Event, and characters in the same region must draw cards from the Harbinger deck (which we've made extra spicy by mixing in the Nether Realm cards). Yeah, I was initially against mixing two separate decks together, but after a couple of games, I don't really notice it - and this gives a "legitimate" use for the Nether Realms. When one of the Seven Signs is drawn, the Harbinger goes away until the next Event is drawn. So, we still have the danger ramped up by the Harbinger deck, but without the extra badness that the Omens bring. All the Omen-specific cards were removed from the Harbinger deck (not that many actually). When you land on the Harbinger, dice roll encounters 2-5 are the same. On a 6, you can move the Harbinger to any space (instead of this happening every time), and on a 1, that character must suffer the effect of the most recently drawn Seven Signs card (keep the latest one visible near the discard pile). If none of the Seven Signs cards have been drawn yet, then you got lucky and there is no negative effect. I might find something different for a roll of 6, and go back to allowing you to move the Harbinger every time - haven't decided yet.
  6. Setting up a game now. Nothing better than Talisman and pre-Easter chocolate.
  7. Playing 2nd edition in the mid 80s. I was volunteering as a Big Brother, and Talisman became our go-to thing if there weren't any movies we wanted to see.
  8. If you face the Doppelganger (exact stats as character) at night, would the creature get +1 to his combat roll (disrupting the "mirror" image), or would he be exactly equal to the player even including the nighttime factor? In other words, does the nighttime bonus get ignored because it's a Doppelganger?
  9. Triple A

    Forum

    With so many of us Canadians around, of course this forum was going to be nice, helpful & civil. It's the law.
  10. I can certainly see the logic in limiting sets from a thematic point of view, but for me, the joy of Talisman is the "everything including the kitchen sick approach". I love the chaos! Also, the symbols depicting the various sets are so tiny, I'd go blind trying to separate the cards after each game.
  11. Yeah, we also limit the scribe to once-use only, and don't allow you to buy a pet if you already have one (although you could get a second pet from the City Adventure deck).
  12. That's a good idea. We also put a few fate tokens in our dragon bag, but when drawn, it just means the lucky player increases their fate.
  13. Yesterday was a very snowy day in Toronto, so the boys and I decided to break out Talisman. This is our first game using the Nether Realms Deck. Our House Rule states that the first Adventure card drawn after nightfall must come from the Nether Realms deck, and it worked really well. We were all trying various (and sometimes extreme) ways to avoid drawing the card, and then breathing easier once the card was encountered. It adds a bit more danger and excitement to the basic game. Strong characters can potentially be seriously damaged or killed without warning, which does give all other players some hope that a runaway leader could be unexpected removed from the game. However, if that does happen, it could extend the length of the game.
  14. My idea (as yet untried). The first Adventure Card drawn after nightfall (including all expansions) must be pulled from the Nether Deck. Could be fun watching players trying to avoid being the first one to draw a card.
  15. Maybe the first card drawn after nightfall has to be from the Nether Realm?
  16. Hi Jon, Just received my copy - cards look fantastic. Congrats on a job well done. Now I just have to figure out how to integrate them into a standard game (we don't use alternate endings).
  17. So these are my "Dragon" House Rules 1. At game set-up, roll dice to determine which Dragon Lord is the acting Dragon King. Place the three Dragon Lord cards in the center of the board, with the Dragon King on top. Re-arrange the Dragon Lord cards as needed so that only the current Dragon King is visible. 2. After rolling a 6 for movement, players randomly draw a Dragon Token with the following results: a. Dragon Scales – Place the token on the square where the character is standing. The Dragon Lord matching the colour of the token is crowned the new Dragon King (switch cards in centre of board if necessary). If a Dragon Scale is already on the square, replace it with the new token. However, if the new Dragon Scale is the same colour as the existing token, place the new token on the next available counter-clockwise square. b. Dragon Rage – Suffer Rage effect of current Dragon King. c. Dragon Strike – Draw a card from the Dragon King's deck and encounter it immediately before continuing with your turn d. Dragon Sleep – Place on any upturned Dragon enemy card (strength & craft are reduced by 3 for one encounter). e. Fate - Since tokens are same size, I've added 6 Fate tokens which players can obtain. 3. Once the above actions are complete, the character moves 6 spaces and continues with their turn as normal. 4. Characters ending their movement on a square with a Dragon Scale may choose to ignore normal board instructions and draw a card from the corresponding Dragon Lord deck. If they land on a square with a Dragon Scale that matches the current Dragon King (or it is Night), the player must draw from the Dragon deck. 5. Each Dragon Scale claimed by the player adds 1 to their character’s attack score against encounters with the corresponding Dragon Lord / minions, and can be discarded to avoid the effects of Dragon Rage. 6. Players must kill the Dragon King in order to seize the Crown of Command and begin casting the Command spell (strength and craft as per card, but the Dragon King only has one life).
  18. We own it. We use it every time. But with heavily modified rules because we thought it changed the basic game too much.
  19. I am a bit concerned that some of the items you can purchase are a bit overpowered, and that really good items are now so much easier to obtain. Kind of takes away from the luck factor and excitement of finding them while adventuring. I also don't want Talisman to change from a grand adventure game to a search for gold so you can buy more stuff game. I think the Sorcerer is great, in that you can finally get rid of unwanted spells. But I might house rule it that you can only trade unwanted spells for new ones, instead of gold. I worry that characters who gain new spells every turn have easy access to an unlimited supply of gold. Also, I might limit each character to one pet only. I'm certainly looking forward to the expansion, but a I'm a bit nervous about how this will change the overall game.
  20. We always move the Reaper / Werewolf first after rolling a "1", simply because we kept forgetting to move them if we waited until the end of the turn.
  21. Talisman is a very luck-driven game. Rolling dice for combat and movement, plus drawing cards to encounter guarantees that there will be a certain amount of randomness. No matter how skilled a player you are, if the game is against you, it may seem like you have little chance of winning. That said, there are decisions to be made every turn, which over the course of the game will have an impact on how successful you'll be. This is a light "fun with friends" game, not a deep strategic thinking game.
  22. I think that may be the official rule - but we've always played it that if you make a return visit to the Warlock's Cave, you can exchange your Quest for a new one.
  23. Once you lose the grail, the condition has been removed.
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