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  1. I found a way in my games, with heavy home rules. [The Highlands, The Woodlands, The City and The Dungeon] Very briefly, I built 4 decks of 50 Adventure Cards each from the "corner expansions": -The Highlands has more Strength enemies (3 Strength for every Craft) -The Woodlands has more Craft enemies (3 Craft for every Strength) -The Dungeon has ONLY enemies, equally divided between Strength and Craft -The City has a lot of Events and very few enemies This way, characters can join The Highlands to improve their Strength and The Woodlands for Craft (with some risk), then The Dungeon when they're strong enough, while characters based on Gold and Objects can build up in The City without interference. [The Dragon] Put Varthrax in the final space of The Highlands, Grilipus on the final space of The Woodlands and Cadorus on the final space of The Dungeon. Whenever a player must draw an Adventure Card in The Highlands, draw a Dragon Token before: if it's a Varthrax token, he draw the card from the Varthrax Deck instead of the Adventure Deck, then put the Crown Token on Varthrax card and discard the Dragon Token. Do the same with Grilipus in The Woodlands and Cadorus in The Dungeon. This way, the corners become riskier and players will join them in the mid-game, so Dragon Token mechanic doesn't load too much the early-game (and it's faster then the original mechanic anyway, because you don't lose time with Dragon Tokens to define the Dragon King or collecting them). [The Reaper, The Harbinger and Blood Moon] I don't use to deploy all the "NPCs" in the same game, but they are all compatible. Furthermore, The Harbinger can force players to leave their "safe zone" (Highlands for Strength characters and Woodlands for Craft ones), so it adds more unpredictability. -------------------------------------------------------------------------------------| With this setup every corner is well exploited and match all the classes (fighters, mages, rogues, controllers, etc.)
  2. Hi, can you tell me some reason to move from Outer Region to Highlands or Woodlands? Why a player should leave the "safe zone" where he can draw the best cards and refill Life and Fate via Chapel/Graveyard? I use home rules to goad players to explore these regions, because in normal games I don't find enough reasons apart from "roleplaying"... so I want really know how other Talisman players approach the issue. Thanks
  3. We found the "toad mechanic" definitely boring, because the main issue in Talisman is waiting passively your turn (especially if you are more then 3 players), and being turned into a Toad means you're going to lose too much time while others are having fun. That's why everytime someone in my playgroup get turned into a Toad feels as he/she get turned away from the game itself. My variant tries to change the feeling about "toadification", so the players still lose their progress if toadified BUT they're not out of the game: givin' them the chance to damage other players just change their goals until the toadification expires, and that's funnier then just sit and watch at other players enjoying the game Before the modified Fate rule, Toad was the main reason why nobody in my playgroup visited the Enchantress further then early turns. The change about the Time Card is just "folkloric", because the only issue with that is the total absence of any justification, so I tried to "polish" it and prevent my friends to be confused (I think it's very important that players feel as they move through a coherent setting), and in fact a +1/-1 when you fight Spirits is definitely not a game changer... as I said, nothing more then folkloric
  4. There are many features who invalidate Talisman, my favourite board game, and make it too "dull" and uncontrollable. I tried to fix these problems for years, so my playgroup and me could enjoy it without "dead times" or excessive bad luck... now I want to share and know your thoughts about the result: 1. Frog - when you're turned into a Frog you can't carry Objects anymore, having Followers or Spell cards; furthermore you lose automatically every Battle or Psychic Combat. If you steps on space occupied by a Character during your Movement Phase, he must discard an Armour or lose 1 Life. Return to normal after completing 3 turns. [CONTEXT: when a player get turned into a Frog should be laughable, but in facts it's just annoying and frustrating with nothing to laugh about. The original rule just make you lose every progress and bored for 3 long turns, so I imagined the player get turned into a Monster Frog who's still negative, but meanwhile he become a real "pariah" who can chase and damage his opponents. I find that way is absolutely funnier, because it puts the player into a negative state but ACTIVE anyhow.] 2. Fate - when you roll a die, you can discard a Light Fate token to add 1 to final result. When an opponent roll a die, you can discard a Dark Fate token to subtract 1 to final result (to a minimum of "1"). In any case, no roll can be modified by more then 1 Light Fate or 1 Dark Fate. [CONTEXT: Fate is a very unpleasunt feature, who helps to stem extremely bad luck (like rolling 1 to Reaper or Enchantress), but results uncontrollable itself (you can still roll double 1). Translated in game terms, it means that Characters with much Fate can't make a great advantage of it compared to the ones with low Fate value... just think about the advantage about 1 or 2 more Lives, and you will understand how Fate is really poor. Turning Fate token into a +1 bonus is the most impactful change, because solve so many problems like the gap between "Good" alignment and "Evil" alignment (honestly, do you prefer gaining Fates or Lives?), or the worst criticism moved to Talisman: this game is completely uncontrollable and it's not so important how good you are, if the dice didn't helps you. With my house rule, Fate is super-strong because can avoid an unexpected death by the Reaper or 3 frustrating turns as a Frog. This way, Fate become a prominent resource to manage, just like Lives or Spells, aside from polishing the bad luck... you can still rolls 1 and be slaughtered by the lowest Goblin, but for the first time in Talisman's history you're going to have partial CONTROL on the game.] 3. Time Card - subtract 1 (to a minimum of 1) to Spirit's attack rolls during Day; add 1 to Spirit's attacck rolls during Night. [CONTEXT: simple and clean, the Time Card effects only the Spirit. I found the original rule meaningless, because delivers bonus or malus without any principle, so it was just confusing. Now effects only a single type of Enemy, the Spirits, and I think it's more consistent with the lore... ghosts should be powerful at night but less frightening if ecountered by day.] 4. Lycanthropy - until the Time Card is on the Night side, you can't carry Objects anymore, having Followers or Spell cards; furthermore add 2 to your attack rolls during a Battle or Psychic Combat. If you steps on space occupied by a Character during your Movement Phase, you must stop there and fight him in Battle: if you defeat him, he must lose a Life (no other rewards) then roll on the Werewolf card's chart. [CONTEXT: the original Lycanthropy is merely a buff. No recoil, no risks, it just helps the player and brings up the Werewolf as it's less scary then the Reaper. My house rule turns Lycanthropy into a real issue to deal with, because every Nightfall you're going to lose most of your advantages, and it's very similiar to my "Monster Frog" concept because turns players into a pariah who hunts down their opponents during Night, just like real werewolves.] With these changes I tried to preserve the original Talisman feeling, without twisting the basics too much, but I think it really needs to be more "competitive" and consistent with many features (just like Time Card, Lycanthropy and Fate tokens, who don't accomplish their tasks in my opinion).
  5. I saw a lot of good fan-made expansion on Talisman Island with a layout very similiar to the original Talisman, so I was asking myself... there is a specific and downloadable tool that may helps Talisman lovers with the creation of fan-made expansion? And, if yes, there's a guide for that? Thanks
  6. The game with only the core box is ABSOLUTELY incomplete, flat and repetitive. As for Eldritch Horror, you need to draw tons of cards during the game and the more you have, the more it will be fun, making every turn different from the others. To play the "real" Talisman experience, you will need AT LEAST 2 expansions (who are, not by chance, the first 2 released): -The Reaper, because it's for Talisman what Forsaken Lore is for Eldritch Horror, so "more of the same", new Warlock Quests who makes the late game less predictable, and a cool NPC (the Reaper himself) who's pretty scary to face -The Dungeon, who's the "ending game" zone with high level encounters and powerful equipment I think there are better games then Talisman to play with only the core box. This game has its power in the variety of adventure cards and boards, and giving up about this feature means your games will be very boaring and, basically, everytime the same.
  7. I swear I'm not too late, anyway there's my 2 cents -Blood Moon: it adds a lot of new mechanics, but I didn't like them too much. The reason is... they aren't well implemented in the game, because the bonus/malus from the Day/Night card is pretty invasive and hard to justify (I can understand SOME creatures are susceptible to day/night, but not ALL creatures in the game... could be very funny with a specific typology of Enemies got buffed/nerfed by day cycle, but I digress...), while the Lycanthropy appears to be a mere buff during the Night than a real threat. But this expansion is FULL of highly themed Adventure Cards, so if you wish to buy it someday (maybe this Halloween?) I suggest to add some "home rules". Maybe let the Day/Night changer making effect only on Spirits (it makes sense, didn't it? Spirits are stronger during night but weaker 'cause of daylight...), and create new rules for Lycanthropy... in the end, you can even add more "endings" with an Halloween theme, because Blood Moon is really well themed with this in mind. -The Dragon: another "game changer" expansion who requires a lots of change to be appreciated, in my hopinion. The dragon themed decks are really cool but too "chained" to the new dragon tokens, who's a really boring and complicated mechanics that don't promote the new adventure decks. The 'Dragon Tower' who replace the Inner Region has a lot of charm, and I suggest to use it but with modified dragon decks (there are some idea over the internet ), like it was the Dragon Tower from 3rd edition of Talisman. lycanthropy lycanthropy
  8. Assuming you have to build a 100 adventure cards deck, what's the ideal percentage of every card type (Enemies, Items, Followers, Strangers, Places and Events)? And how the Enemies' card pool should be composed? Thanks
  9. I think it will include only the new board, the specific Adventure Deck and the Denizens Deck (plus characters), so you need all the other decks and tokens from the base box to play. The interactions with base Talisman and previous expansions are what animate my curiosity and I want to know more about.
  10. I love the components and theme of this expansion, but I found the new mechanics uselessly complicated, especially the Dragon Shards' one. What if players in every region can choose to draw a Dragon Shard instead of Adventure Cards (ex. Draw 1 Dragon Shard or 1 Adventure Card in the Woods; 2 Dragon Shards or 2 Adventure Cards in the Ruins)? Then, if the player ecounters a Dragon Shard wich represents a Dragon Lord, he must draw a card from that Dragon Lord's deck: if it's an Enemy and he defeat it, the player gains a Dragon Shard, but if he lose the fight put that Dragon Shard on the Dragon Lord's card; if he ecounters anything but an Enemy, he resolve the card then gain the Dragon Shard too. Players can discard how many Dragon Shards they wish from their pool in a fight with an Enemy from the specific Dragon Lord's deck for a +1 bonus. When a Dragon Lord gains the 3rd Dragon Shard, discard all of them and place the Crown on him. What do you think about? What's the weakness of that variant? How can be improved? Thanks.
  11. The most OP characters I tried come from the Base game: the Assassin above all, he's a Strength farm machine; the Prophetess' ability to switch Adventure Cards you don't like is too good for a card-driven game, and she can always have a spell and we know the spellcasters are the best in Talisman; the Druid is extremely safe to play because he can refull Vitality, Fate and Spells very often.
  12. Trying to go on long your road, I analyzed a couple of little box expansions (my favourite ones): _The Reaper 28 Enemies (-1) 25 Obj (-7) 12 Followers (-1) 6 Strangers (-2) 7 Places (-2) 12 Events (-1) Where +1/-1 is a comparison with the Base ACards (so The Reaper has 1 less Enemy and 2 less Strangers, for example). The Base deck has 72 Strength Trophy Points and 37 Craft Trophy Points, where The Reaper has 73/51. The Reaper seems a perfect stand alone to me, what do you think about? _Blood Moon 36 Enemies (+7) 21 Obj (-11) 12 Followers (-1) 12 Strangers (+4) 12 Places (+3) 18 Events (+5) Trophy Points 57/63 I tried Blood Moon as stand-alone but it was a fail, because of too much Event Cards and few Stength Trophy Points. So i rewrote the rules i didn't like (max 1 active Lunar Event; when you draw a Lunar Event immediately draw another AdvCard) but there are still too few Strength TP for 100+ cards. Fow now, I'm still analyzing and pondering. Every idea and help (especially with a chart of Frostmarch or Sacred Pool, who I don't have at home at the moment) are well accepted
  13. Really thanks for your precious contribution. Mix the base and a single or two expansions are a great idea and I'm sure the game is designed for this (at least, they are "expansions" ) but it takes a lot of time to split the Adventure Cards after every game! So, in my laziness, I had few ideas: divide the 104 Base ACards into every expansion, but now I have a lots of and that means less then 20 Base ACards per expansion... OR mix couple of expansions (like The Reaper and Blood Moon, same theme). Can you help me building balanced theme decks?
  14. I didn't like the bonus/malus from the Day/Night cycle and the lycanthropy looked a clear buff to me (at night, in fact, you just have a +1 against creatures, but it's still 2 more then a non-lycathrope that's the point). Now I use this house rule: the bonus/malus from the Day/Night card affects ONLY "were-characters" (no creatures), so a Lycanthrope has -1 during day and +1 during night I think it's more plausible like that because the Lycanthrope got buffed by the "power of the moon" at night, but in the morning he feels shaken (a sort of "wolf hangover" )
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