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chemical22

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Everything posted by chemical22

  1. Great work here Leavon. Out of curiosity... anyone have pics of the board fully loaded with these yet?
  2. Or the bright side is they could be sitting on a bunch of bits and bites that they cannot sell. So it might be perfect timing.
  3. Best of luck! Let us know how it works out for you.
  4. I can vouch for their fantastic customer service. They sent me replacements without hesitation and at no cost. Obviously, you are dealing with a much larger scale however.
  5. OH no! I had dog problems with my game too - but only a few cards. Yours had a complete nuclear meltdown. I don't have anything I can offer except my sincere condolences. Hope you can patch together your collection.
  6. Thanks for your input! 1. I'm too OCD to play with only two corner boards. I NEED to use them all 2. This is actually our sudden death rules. At a point in time we declare sudden death and then each turn your character gets +1 Strength or Craft. It also means all deaths are final. I find, it wraps the games up in 30-60 minutes after we do this. But it isn't my favourite solution. I find the magic minimum stat number is about 8 before you can consider trying for the crown... so doesn't this speed up the game too much? In 7-10 rounds anyone could be ready to attempt a run. 3. Something similar has been suggested - I could only see this helping if you do your previous house rule, otherwise this would significantly lengthen the game. It also makes combat a little bit unrewarding in the later rounds. 4. This has really never been an issue for our group. I'd also comment, that the inner region is not exceptionally better than the outer region in terms of game progression. I find the corner boards are MUCH better at helping progression, which might be a reason for me to further vote for all 4 corners. 5. This is interesting and makes for a much more cutthroat game. I find some of our most exciting games however were based on 2+ characters racing for the crown at the same time. This would prevent that unfortunately. It might also exclude some endings - not sure off hand. 6. Assuming you mean choose between 2 characters, and not 2 characters at the same time; then this is exactly what we do too. We also have a rule, that if you used it in a previous game, you can choose to redraw. It's amazing how often the same characters are drawn Thanks again for your input! I love hearing how others play the game.
  7. 1. The variant from the rulebook. Works fine but not my cup of tea. 2. My variant "public quests" is like that but through entire game. 3. I like that idea. I really like your variant of public quests - it is sort of a toss up for me. I also considered your idea with some slight tweaks: Place ONE public quest on the warlock's cave. When any character completes it, they may choose to teleport to the cave, discard the quest and gain a talisman. If there is no quest on this space, draw a new one.
  8. As a follow up, based on some of your feedback, I've decided that perhaps it's not the fiddle aspect of the game so-much that is causing the long games and the drag - but instead, it is the lack of character progression. Next game I am going to use all expansions as written but house rule the following: 1. It costs only 5 trophies for a cone, rather than 7 2. All characters begin with a warlock quest 3. A character who "dies" drops all equipment, followers and coins on the space and is resurrected back at the graveyard with full starting health and fate. The character will retain all strength/craft that it has. Maybe for flavour, I will have the Reaper teleport to the graveyard as well I'll give an update on how that works.
  9. Yep... that's me! You should join our games so I don't have to do it . All the fiddle doesn't really bug me, I can handle it. From the other player's point of view, they have a smooth drive. It's not the effort that is the problem, but the time it all takes.
  10. First of all, thanks to all of you for offering your input... it's nice to see that I am not the only one with these issues. I appreciate all your comments. I've replied where I can... in between work hours... I think the most important suggestion: Take everything that slows the game out, and make it usable in game only via alternate endings. The Reaper? Can only be in the game if you use The Reaper alt ending. Same with the Harbinger, the Dragons, the Werewolf, etc. I'd never considered that and I'm going to give it good thought. It is a good way to still use those expansions, but not every game. That is a VERY interesting suggestion. Bonus feature of this solution is that you can then write some "fixes" to original rules on those ending cards. For example, I don't play with original Dragon rules as they increase the game time. If I want to play with the Dragon expansion, I use this: I played the majority of our games with housed rules for the Dragon Expansion. Just recently I went back to the original rules in attempt to play it as-is. While it definitely contributes to the fiddly aspect of the game - I find using the dragon expansion can actually push the game along. Once you get to a certain level where you can take on 7, 8 or 9 Strength/Craft. characters can start gunning for the Scales and really progress fast.
  11. I know this has been hashed to death in the forums... But I'm putting out a call to see if there is anyone who has definitive house rules to make ALL expansions playable in a game. I have every expansion and I'm of the personality where I need to use them all. However, I really can't remember the last time we played a Talisman game to the end without having people forfeit or imposing a sudden death rule. And I mean - we're giving 6-7 hours per game and still feeling like no progress is made - it's such a drain on morale. With the death rate, it is not unusual to be at the 5 hour mark with all relatively new characters. So question - does anyone have any definitive suggestions about tweaking the game/expansions so that all can be played in a reasonable game time? I'm at the point where I am going to yank every fiddly mechanic (reaper, harbinger, werewolf, dragons, tokens, day and night) just to get to a more simplified game. But that kills me to think that way and I know it causes some issues with gameplay - but if I don't, I think I'm going to lose my players. Suggestions?
  12. Thanks for the correction. Did not realize that GW has a complete license for it all.
  13. I think the common accepted theory is that FF knew that Cataclysm was the final expansion. They put in some pretty unusually thorough thank-you's in the end notes to give you that impression. I would assume that sales were not a factor. From what I understand, the contract was not pulled and simply not renewed. So I am sure both companies saw the writing on the wall, well before the date. I could be wrong, but I don't believe GW could issue expansions unless the rights were sold to them. I'm pretty sure FF owns Talisman Property while the Intellectual Rights are over at GW... unless they kiss and make up, that is a recipe for eternal slumber. I've been corrected
  14. This is a very good base for an organizer. Light and dark fate could be organized top and bottom row... with the "fate side" showing to the left. So there is a way to incorporate that clearly. I do feel that there needs to be a follower section and a MUCH larger items section to incorporate the item limit that mules and carts allow. Perhaps you could even break items up between standard items and trinkets - those often need to be separated to keep your item limits organized at a glance. I'm not sure what the face down treasure card is supposed to represent? Just a header for the section? - If so, I see that as just some wasted space you could utilize. As much as I like the talisman on its own, I feel like it needs to be within the items section for limits purposes. Do the cones stack fine? If space allowed, there should also be a spot for at least one destiny and one quest. Overall - very cool idea, and could be very awesome with a tweak. Nice work.
  15. I personally had a great experience with Fantasy Flight when my dog ate a few of my cards. They sent me replacements with no hassle and no cost - they were pretty awesome about it. You might send them an email while they still have stock! You can follow my little ordeal here: https://community.fantasyflightgames.com/topic/186765-replacement-card/
  16. You could always build up. Main board on a playing table and the expansions placed on something like this for each of the expansion boards.
  17. Amazing work. I'd be interested if cost and shipping was reasonable. It would be nice to have a representation for the Sentinel and the Portal of Power I think. Also, the Eagle King and Dark Lord.
  18. Oh boy, thanks for bringing this up. I've been having a major brainfart today apparently. For some reason I was thinking the Harbinger forced you to encounter draw spaces and draw Harbinger cards, but that is absolutely not the case. Man, I'm getting foggy in my old age. So, ignore everything I typed up previously in this thread. Here are some examples to hopefully clarify the chain of command. 1) If on a draw space that contains the Harbinger NPC and any dragon scale, you must encounter the Harbinger NPC, moving him to any non-Inner Region space and rolling on his chart. 2) If on a draw space with a dragon scale of the reigning dragon king, and the Harbinger is in the same Region, you must encounter the dragon scale and draw one card from the dragon king's deck, ignoring all text on the space. 3) If on a draw space with a dragon scale that does not match the reigning dragon king, and the Harbinger is in the same Region, you may either choose to encounter the dragon scale and draw from the corresponding dragon deck, or encounter the space and draw from the Harbinger deck. 4) If on a draw space that has another character and the Harbinger is in the same Region, you can choose to encounter the other character or encounter the space and draw Harbinger cards. Hopefully this clears things up, my apologies for the earlier confusion. You know, while I was typing my response it told me that another post was made. I should have checked before I posted mine. But it appears that you said what I said (or I said what you said, since yours came first). And you are both saying what I originally said
  19. I was intimidated at first, but it actually isn't all that bad once you get into the swing of it. Event is drawn Harbinger appears on space that the character is on (nothing more happens at this point) and turn resolves as normal. From now on, anyone in the region draws from the Harbinger deck, rather than the adventure deck (city deck, forest deck etc). If you use the dragon expansion, you can escape the Harbinger deck by choosing to encounter a dragon token instead. The Harbinger remains there until another Event is drawn and he is moved to the new character - OR - If an omen is revealed (these are revealed by drawing cards or by rolling on the Harbinger chart). In this case, he returns to his card - waiting to be summoned again The only other rule is regarding landing on him (nothing happens if he lands on you). If you land on him, you must roll on the Harbinger chart - there are some decent results on there, so not everything is bad. It's also a way to forward along the omens if that is your end goal - there is an item that makes you the winner if all omens are revealed and often the reveal of omens can be initially beneficial to the players. Or simply, he may be the better of the movement choices (do I want to lose 1 life, or do a random roll instead? - I'd pick the roll). Of course there are the omens themselves. They offer special effects when revealed and throughout the game (all printed on the card) and if all the omens are revealed, then everyone loses. Hope that helps. 2 notes to the above. 1) drawing from the dragon deck when you encounter a dragon scale is not permitted when the Harbinger NPC is in the same Region as you, unless the dragon scale is on a non-draw space to begin with. This is due to the Golden Rule of Special Ability Vs. Rules in the 4e Rulebook. The rules for drawing dragon cards when encountering a dragon scale on a space are described in a Rulebook, while the instructions that you must draw from the Harbinger deck are described by the NPC Harbinger card. This Golden Rule resolves the conflicting "musts", as the Harbinger effect overrules the dragon scale Rule. 2) When you land on the Harbinger and encounter him, you move him to any non-Inner Region space then roll on his chart. It is the alternative to moving out of the Region to avoid drawing Harbinger cards, and he becomes a tool to harass other characters that are in a different Region from yourself. 1) I didn't know this. Thank you for the clarification. What happens when the scale is the same as the Dragon King? The rule states that you MUST encounter it - so there are 2 musts here. "Exception: When a character lands on a space with a dragon scale that matches the current Dragon King, that dragon scale must be encountered." 2) This is correct. I failed to mention this.
  20. I was intimidated at first, but it actually isn't all that bad once you get into the swing of it. Event is drawn Harbinger appears on space that the character is on (nothing more happens at this point) and turn resolves as normal. From now on, anyone in the region draws from the Harbinger deck, rather than the adventure deck (city deck, forest deck etc). If you use the dragon expansion, you can escape the Harbinger deck by choosing to encounter a dragon token instead. The Harbinger remains there until another Event is drawn and he is moved to the new character - OR - If an omen is revealed (these are revealed by drawing cards or by rolling on the Harbinger chart). In this case, he returns to his card - waiting to be summoned again The only other rule is regarding landing on him (nothing happens if he lands on you). If you land on him, you may teleport him to any other region and then must roll on the Harbinger chart - there are some decent results on there, so not everything is bad. It's also a way to forward along the omens if that is your end goal - there is an item that makes you the winner if all omens are revealed and often the reveal of omens can be initially beneficial to the players. Or simply, he may be the better of the movement choices (do I want to lose 1 life, or do a random roll instead? - I'd pick the roll). Of course there are the omens themselves. They offer special effects when revealed and throughout the game (all printed on the card) and if all the omens are revealed, then everyone loses. Hope that helps.
  21. Well, I already play with those 3. I have modified the Dragon to be less fiddly (I choose a king at the beginning and a scale appears on a square on a roll of a 1 for movement) - I definitely speeds things along. It means that the Dragon King ending and one or two dragon cards don't work very well, but we just ignore those. I can't say that it is "no problem" because we certainly have long games - but I personally don't see a problem with synergy between these expansions. But yes - again, time is always an issue for us. Two player using Harbinger would be tough - we always have 3-6 players. When Harbinger first came out, it dominated our games - but once you learn "to get out of Dodge" when he makes his appearance, he's a bit less menacing. I'm mostly concerned with Night and Day and the Werewolf (and of course all the new additions from the Cataclysm) mucking up the game a bit more. I don't want to rule them out without giving them a shot, but it does add a lot to the fiddle factor. And of course if we play the Dragon by the book, then we have a lot more to fiddle with. I appreciate both of your inputs. I think you are both confirming that I'm just a glutton for punishment
  22. Well - I was one of the people who ran out and purchased the last remaining expansions to complete my collection, before sales stopped. So I've added in Frostmarch, Bloodmoon and Cataclysm to complete the collection. Next week I am planning to play our first complete expansion game. I've been considering using all rules as printed for these expansions. How many of you do this? Any suggestions or recommendations? I'd like to hear about what I'm getting myself into.
  23. I wouldn't expect any Talisman-like game for a while from FFG. I can only speculate that there is some form of non-compete agreement in their contract and at the very least, it would be a tip-toe around to make sure there weren't any infringements. I hope I am mistaken - but I think if this is not the final resting place, then it may be a very long time before we see anything resembling a 5th edition coming out.
  24. It is official https://www.fantasyflightgames.com/en/news/2016/9/9/a-new-path-forward/
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