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Talisman (fourth edition): The Frostmarch Expansion» Forums » Reviews

Subject: A Simple Review on Frostmarch rss

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Jin TS
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Honestly, so far I have only played Frostmarch once, though I have played Talisman 4ed, Reaper and Dungeon many times. So this review is to share with all Talisman enthusiasts a little bit more about Frostmarch as the third expansion from Talisman.

Concept
The concept was interesting, icy and chilly theme with Ice Queen as one of the main villains. It’s nice and some of the adventure cards have a strong flavor ingrained into it, such as monsters Chillbane , Cryomancer and new items Ice Fang. And for that, I give it a 2 thumbs up...thumbsup thumbsup

Design
The usual FFG materials which is excellent and a top quality product. No complaint at all.

Price
A little pricy for just some new cards and all that I can say is FFG truly knows how to dig money out from my wallet..

Characters and Figures
Leprechaun is a powerful and interesting character IMHO. His teleportation ability whenever he rolls a 6 in his movement is a huge advantage compare to other characters. As every player who has played Talisman would know by now that moving to a preferred spot in any Talisman game can be a nightmarish effort...laugh This character has the best gold collecting ability yet. So use this ability wisely, collect wisely and spend them wisely, and please know when to stop..laugh

Ogre Chieftain is very powerful and has a distinct advantage in strength and battle. This character may accumulate monsters that he defeated as followers to boost his strength up to insane figure… He can easily win the game provided some spellcasters or equally strong characters (Assassin, Troll or Warlock) stop him along the way, or he will lose only if he really runs into poor luck, such as fighting mostly craft base monsters or draws cards such as Raiders, Poltergeist, Curse by a Hag etc… Definitely an enjoyable character to play, especially the process of tormenting other weak characters on the way of winning...devil

Warlock is the most overpowered character I’ve seen so far. Starting from the Middle region, replenish to full complement of spells according to current craft EVERY ROUND! shake And not to mention he may complete Warlock’s quests to claim access to the purchase deck, any one item free for every quest completion. My god, where else would you find a more complete and perfect character than this?! gulp Merchant and Thief are somehow “survivable” due to their ability to access to purchase deck while others can’t until the adventure card like Merchants, Pedler or Market make their appearance. Some items in the purchase deck can’t be obtained through Village’s Blacksmith which are crucial for winning the game, such as the Water Bottle, and especially the Mule! This character is a nice addition, superb to play with though I have yet to try it out, and undoubtedly one of the most controversial characters of all time! Arguably the most powerful character so far...robot

Necromancer is a nice themed character. But in my personal view, he is somehow a disappointment. He is a spellcaster that’s finding hard time to replenish his spells. Even a Druid would be able to regain his spells whenever he visits the Woods. His “spirits enthrall” ability is interesting but very much depends on situations, in my opinion. If we compare him with the Warlock, I wonder how the creator decides that the contrast of both characters’ abilities can be a balance in the game? However, I’m not questioning the credibility of the designer for this expansion, I love this expansion, just that sometimes there are issues we will ask why...

The figures are slightly different in size if we compare it to other expansion which I’m not quite certain if it was intended to be. However, this has no effect to me since I never use these figures, I’m a miniatures collector and I constantly use other pre-painted figures instead of those from Talisman. Nevertheless, these figures are in fine shape and excellent quality, that’s for sure.

Adventure Cards
This expansion added another 84 new cards, and I would say that is excellent. More cards mean better gaming experience, right? Well, I reserve my comment on this, because I notice that after we have completed the game in 2 hours, there were still tons of cards sitting on the center of Inner region (the place where I usually stack the cards conveniently for everyone to draw from it), and we hardly had the chance to try out so many other new cards from Frostmarch. I know some players may suggest to remove some cards from old expansion or the original base cards that are less interesting for better chance of playing the Frostmarch cards, which I think is fine. I prefer to have all the cards there and knowing that each one of them may come out during every draw. Also, the stack of adventure cards is now high and if more adventure cards were to be added from future expansions, I’m not quite sure how or where to stack them by then. Having said all this, I haven’t even touched on the Dungeon’s adventure cards where sometimes players are forced to draw from there due to a few cards that requires us to do so. Well, so many adventure cards..still nice...laugh

Spells
New spells are added and most outstanding is Toadify. A chance for players to turn others (or themselves) into a Toad... Interesting spells such as Path of Destiny that potentially change the tie during end game and it injected surprise elements into the game, fantastic new addition..

Warlock Quests
More quests and this mainly to meet the need of adding the Warlock character and Warlock Alternate Ending so that players get more options in drawing quests cards. Good addition and no objection or whatsoever.cool

Alternate Ending
Ice Queen is a nice theme and honestly, I haven’t try it out yet, Not much can be said about it except that it won’t be a short ending I’m sure, mainly because players need to deal with her “4 life” and her ability to send the player out of CoC should the player lose a life. Other players get more opportunities to chase the leader and things may drag a little. Nice ending but not significantly outstanding because somehow it gives me the feel of another Lord of Darkness, but with 4 life instead of 1..

Warlock Quests is a great addition in my opinion. That’s because it changes the style of players playing the game where in the original ending, players (my gamers group specifically) spend lots of time grinding and hording magical items/gold, finding ways to power up their stats to insanely high though unnecessary, and some even moving around “adventuring” (similar to the way they play pen and paper table top AD&D RPG session) without any purpose. This ending actually made players know that as long as they complete the quests in hand, they may enter the CoC and as long as their stats are reasonably high, they can win the game, thus a shorter and much faster, intense game. I prefer this way, though sometimes I’m equally guilty of grinding and adventuring endlessly.. Most notably, this ending gives other weaker characters a better chance to win because all they need to do is complete quests and go up to CoC. Definitely one of my favorite ending so far.. thumbsup

Crown and Scepter is meant to be a fast ending that cut down all those unnecessary long battles to find a winner. My only nip about this ending is FFG can easily put it as one of the alternate ending in the rule book, instead of making it this way. This issue was highlighted in other thread and I personally feel it is so true, FFG should have added many other much..much better ending such as Black Void or other innovative stuff than this…a bit disappointed here, though not a big deal as making the game less enjoyable.. It could be better, that’s all, just my feeling anyway..

Integration with other Expansion
After I played this with all other expansions, the “faster” or more urgent alternate ending has resulted players to be very cautious of where they adventure as well as the attitude toward risk taking. Because players now know that they have shorter time to build up or to re-build in case they are killed or made a mistake, or unfortunately struck by some events, or mishap happens to them, they tend to be careful in where they go and what they do. I may have to try more games to confirm this but the new alternate ending except the Ice Queen may deter players of going into the Dungeon which is infamous of brutality, and high risk for high gain.. cool

On the other hand, the Reaper works absolutely well with Frostmarch, no issues at all, at least not until I spot any in future games.

Future Expansion
Perhaps FFG should start thinking more about adding new elements into the game instead of simply adding new adventure cards (that’s because difficult to find place to stack them up and no chance to play many of them, and this is especially true when players like us who do not have the luxury to play many sessions to try out all the cards..), new spells (though it is still a welcome..), new Warlock Quests (the amount of quests are quite sufficient for now..) and more characters (absolutely necessary, please add more..). New map is great though it may result into players being too spread out and cut down on player’s interaction, so far the most outstanding feature of Talisman. Whatever FFG may introduce in the future, I really anticipate with high hope and excitement hoping to see some new concepts or surprises that it may elevate the game to another new level of fun and sensational gaming experience...laugh

Conclusion
I personally feel that this is a very interesting expansion but its impact may not be as significant as the Reaper and Dungeon. Everything was well thought of and I truly appreciate the effort from FFG trying to enhance this game in numerous ways, except the few concerns I have highlighted above. Overall, if you are a Talisman's loyal fan and enthusiast, get this expansion! cool If you are Talisman's fan who only look for the best and nothing but the best, I suggest you read more about it and if possible, test play it before you buy it just to be on the safe side. Finally for me, this is an excellent addition and no regret at all. It still gives me the additional fun, variability and possibilities into playing this game and with this point in mind, it adds value into the game and the money I invested, worth it..thumbsup thumbsup thumbsup
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  • Last edited Mon Feb 1, 2010 2:19 am (Total Number of Edits: 5)
  • Posted Sun Jan 31, 2010 6:13 am
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Rauli Kettunen
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jininthenet wrote:
Honestly, so far I have only played Frostmarch once, though I have played Talisman 4ed, Reaper and Dungeon many times. So this review is to share with all Talisman enthusiasts a little bit more about Frostmarch as the third expansion from Talisman.


Do you pick your expansions for each game or something? I mixed FM cards in when I got it and haven't looked back since.

Quote:
Leprechaun is a powerful and interesting character IMHO.


SO disagree ! At least on the powerful part. Leprechaun is currently the worst character created for Talisman, this includes the Priest (based purely on stats). He is 0-6 in 6 games, with 5 mid-game deaths (3 of those deaths by Reaper, more deaths by Reaper than any other char, even though Leprechaun has had fewer games).

Quote:
His teleportation ability whenever he rolls a 6 in his movement is a huge advantage compare to other characters. As every player who has played Talisman would know by now that moving to a preferred spot in any Talisman game can be a nightmarish effort...laugh


I was just thinking about this this morning actually. Yes, on the surface, teleporting seems nice, but deeper down, there aren't that many spaces in Talisman that are really worth landing on more than another, especially on the Outer Region. Middle Region offers Temple-spamming of course. Teleporting (via Magic Carpet) is far more feared when it's in the possession of a char whose special ability works with PvP, like Thief, Assassin, Sorceress, etc.

Quote:
This character has the best gold collecting ability yet. So use this ability wisely, collect wisely and spend them wisely, and please know when to stop.


This has pretty much been the Leprechaun's sole contribution to games, he boosts the amount of Gold in a game by 10-20+. Sadly, Gold is the most worthless commodity in Talisman currently.

Quote:
Ogre Chieftain is very powerful and has a distinct advantage in strength and battle. This character may accumulate monsters that he defeated as followers to boost his strength up to insane figure


Dungeon offers a quick win opportunity for the OC. 3 Followers of Str 5 gives him Str 20 vs the LoD's Str 12. I've seen him reach the Crown of Command this way in 25 minutes. Same applies for the Necromancer, except he doesn't even need to defeat those Enemies to get them as Follower, and does his thing in psychic combat. OC and Necromancer's abilities to use any and all of the their Followers in one combat makes the insanely more powerful than the base game Ghoul and Minstrel, who can only use 1 Follower at a time.

Quote:
Warlock is the most overpowered character I’ve seen so far. Starting from the Middle region, replenish to full complement of spells according to current craft EVERY ROUND! shake


Agreed. He's a nut-job for sure. Still, he has been beaten. Once by the Basilisk laugh (Basilisk rolls 2 dice in combat, if it rolls doubles, it kills the char, regardless of combat result) and once by the Gypsy. Gypsy in particular is a nasty piece of work from the Warlock's POV as her ability is pretty much a low blow to his spell-cycling.

Quote:
And not to mention he may complete Warlock’s quests to claim access to the purchase deck, any one item free for every quest completion.


Never used that ability myself. And can't really see myself using it either.

Quote:
My god, where else would you find a more complete and perfect character than this?!


If only he could attack in Psychic Combat as well... whistle

Quote:
His “spirits enthrall” ability is interesting but very much depends on situations, in my opinion.


See Ogre Chieftain and how to molest the LoD from Dungeon for quick access to the Crown.

Quote:
Ice Queen is a nice theme and honestly, I haven’t try it out yet, Not much can be said about it except that it won’t be a short ending I’m sure, mainly because players need to deal with her “4 life” and her ability to send the player out of CoC should the player lose a life. Other players get more opportunities to chase the leader and things may drag a little. Nice ending but not significantly outstanding because somehow it gives me the feel of another Lord of Darkness, but with 4 life instead of 1..


My sole complaint about her is that she adds a forced boosting aspect to the game. Normally, main stat 9 + Talisman, hit the Inner Region. Now, you're "forced" to boost up until you're around 15 in combat (since she is immune to Spells), which adds playing time, making the IQ games around 90 minutes (compared to normal 60 minutes or less). Then again, sometimes you get the right draws, like the Troll in the last game, when he molested the LoD with Str 26 (Str 12 + Energize to double Str value, essentially +6, Elixir of Rage +3, Tunnel Fighter +3 and Gauntlets of Might for +2). Since Energize and Elixir last until the end of the turn, he exited at the Crown and attacked the Ice Queen with Str 24, insta-winning the game. Yes, we're talking spell-casting Troll (had Craft 5) cool .

Quote:
Warlock Quests is a great addition in my opinion. Definitely one of my favorite ending so far.. thumbsup


Are you using the Replacing Quests Variant from the rules? I am, because an unlucky break (all Good chars, Knight gets "Take 1 Life from another char" Quest, etc.) can mean you can't win, no matter what (okay, Druid Staff and Mephistopheles for the Knight scenario, but still).

My biggest complaint with both these endings (as well as the CaS, which I haven't used) is that they all cut out the end-game. The moment someone hits the Crown of Command, they win, period. For some, this will be a bonus, for me, the standard Crown of Command with its end-game race, as one char is on the Crown, others are rushing desperately there to kill him before they die is exciting. The new endings therefore add in anti-climactic feel to the end.
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  • Last edited Sun Jan 31, 2010 8:08 am (Total Number of Edits: 1)
  • Posted Sun Jan 31, 2010 8:07 am
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Simon Lundström
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Simple review maybe, but a good one. You explained what's in the expansion, and gave your thoughts. Thanks!
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Jin TS
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Simon: Welcome and thanks for reading my review..

Quote:
Do you pick your expansions for each game or something? I mixed FM cards in when I got it and haven't looked back since.

I play with all my expansions everytime. I like to use all the materials from the games i bought, just to maximize the value for the money i invested...


Quote:
SO disagree ! At least on the powerful part. Leprechaun is currently the worst character created for Talisman, this includes the Priest (based purely on stats). He is 0-6 in 6 games, with 5 mid-game deaths (3 of those deaths by Reaper, more deaths by Reaper than any other char, even though Leprechaun has had fewer games).

laugh sound strange to me that your Leprechaun had so much hard time... I love this character, really..

Quote:
I was just thinking about this this morning actually. Yes, on the surface, teleporting seems nice, but deeper down, there aren't that many spaces in Talisman that are really worth landing on more than another, especially on the Outer Region. Middle Region offers Temple-spamming of course. Teleporting (via Magic Carpet) is far more feared when it's in the possession of a char whose special ability works with PvP, like Thief, Assassin, Sorceress, etc.

I understand where you come from, and up to certain extend, i agree with u. But there are so many places that a character may want to visit, sometimes to the City for healing, or to the Village to buy some stuff, or to the Tavern to get rid of Jester, or to the Pool of Life that just appeared somewhere and the character desperately needs healing, or when there are good stuff laying on the ground after another character turn into a Toad...the list goes on... One of the major issue with some players when they play Talisman is that they can't really control where they go, so the argument of "strategic" issue came about. Leprechaun really is making the character to have more control and strategically able to plan and plot his plans while still facing with the usual uncertainty aspect from the Talisman's game mechnism. In short, to constantly go to places that i want to is already a luxurious experience in playing Talisman...laugh

Quote:
This has pretty much been the Leprechaun's sole contribution to games, he boosts the amount of Gold in a game by 10-20+. Sadly, Gold is the most worthless commodity in Talisman currently.

On this comment, i disagree.. laugh Gold is good when applied to situations appropriately. That's how some characters manage to survive or win the game, such as Merchant or Thief, though it may not be the strongest factor to win IMO.. For Leprechaun, gold is too easy to be obtained, so all he needs to do is to get "enough" for him to use (such as a reward for other characters for defeating him because they may want the gold instead of taking his life or strength/craft counter, or buy mule, axe, or raft or water bottle to do important things..or pay Black Knight in middle region or Torturer and Guard in Dungeon, or healing in Castle...etc). Gold is a very essential resource in Talisman especially when the character is not the commanding type like Warlock (him again?? laugh ) or Assassin (who really needs healing..laugh ). My opinion on gold is it's never a bad thing to have more for emergency condition, but with Leprechaun's ability, knowing when is "enough" is probably the key to winning (because it's so tempting to keep visiting the wood for more gold, until he meets the Raider)..

Quote:
Dungeon offers a quick win opportunity for the OC. 3 Followers of Str 5 gives him Str 20 vs the LoD's Str 12. I've seen him reach the Crown of Command this way in 25 minutes. Same applies for the Necromancer, except he doesn't even need to defeat those Enemies to get them as Follower, and does his thing in psychic combat. OC and Necromancer's abilities to use any and all of the their Followers in one combat makes the insanely more powerful than the base game Ghoul and Minstrel, who can only use 1 Follower at a time.

I agree with u.

Quote:
Agreed. He's a nut-job for sure. Still, he has been beaten. Once by the Basilisk laugh (Basilisk rolls 2 dice in combat, if it rolls doubles, it kills the char, regardless of combat result) and once by the Gypsy. Gypsy in particular is a nasty piece of work from the Warlock's POV as her ability is pretty much a low blow to his spell-cycling.

laugh laugh Thats really funny!! And your comment on Gypsy really reminds me of this character's interesting ability, but i haven't played it yet, so hope to test it out one day..

Quote:
If only he could attack in Psychic Combat as well... whistle

My goodness...if that's the case, Warlock will be a God with godly power...period.. laugh

Quote:
My sole complaint about her is that she adds a forced boosting aspect to the game. Normally, main stat 9 + Talisman, hit the Inner Region. Now, you're "forced" to boost up until you're around 15 in combat (since she is immune to Spells), which adds playing time, making the IQ games around 90 minutes (compared to normal 60 minutes or less). Then again, sometimes you get the right draws, like the Troll in the last game, when he molested the LoD with Str 26 (Str 12 + Energize to double Str value, essentially +6, Elixir of Rage +3, Tunnel Fighter +3 and Gauntlets of Might for +2). Since Energize and Elixir last until the end of the turn, he exited at the Crown and attacked the Ice Queen with Str 24, insta-winning the game. Yes, we're talking spell-casting Troll (had Craft 5) cool .

Yup..thats true, she extends the game to longer playtime. Why she is immune to spells, may i know? Perhaps i missed that. Since we are talking about the Ice Queen, would u mind describing how the encounter progress when a character face the Ice Queen? I'm a bit confused as how the rounds will progress and what the Ice Queen may do to the character during her turn, such as does she choose which stats to attack, etc ...thanks..

Quote:
Are you using the Replacing Quests Variant from the rules? I am, because an unlucky break (all Good chars, Knight gets "Take 1 Life from another char" Quest, etc.) can mean you can't win, no matter what (okay, Druid Staff and Mephistopheles for the Knight scenario, but still).

No, I'm not using that rule, so the character will be unlikely to win. Therefore the condition may force the player to choose the suicidal path in order to change new character. Why that? Simply because we love a bit of cruelty in playing Talisman thats the first reason, then the second is our group's play system. Players begin the game with each paying $5 to a pool. Then any character dies will force the player to pay $5 to restart a new character (as long as no players is in the CoC), therefore the money pool will grow...devil To be honest, i created this system and house rule it mainly to counter those players who likes to kill their characters when they get a sucky character, such as a Priest.. People like this really need control so that they won't simply spoil the fun of other players playing..yuk

Quote:
My biggest complaint with both these endings (as well as the CaS, which I haven't used) is that they all cut out the end-game. The moment someone hits the Crown of Command, they win, period. For some, this will be a bonus, for me, the standard Crown of Command with its end-game race, as one char is on the Crown, others are rushing desperately there to kill him before they die is exciting. The new endings therefore add in anti-climactic feel to the end.

I agree. But like what i said in my review, some players (me included.. ) just tend to grind and keep moving around the circles and makes the game play to finish in 6 long hours!! The alternate ending cuts those crabs out...cool Nevertheless, part of the fun of playing Talisman IS ACTUALLY exploring and discovering what is the next card you will draw...laugh
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  • Last edited Mon Feb 1, 2010 5:03 am (Total Number of Edits: 2)
  • Posted Mon Feb 1, 2010 3:53 am
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Rauli Kettunen
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jininthenet wrote:
Yup..thats true, she extends the game to longer playtime. Why she is immune to spells, may i know?


"None of the creatures in the Inner Region (nor any of the • Alternative Ending Cards) can be affected by any Spell. They also cannot be evaded." (Frostmarch rules p. 2)

Quote:
Since we are talking about the Ice Queen, would u mind describing how the encounter progress when a character face the Ice Queen? I'm a bit confused as how the rounds will progress and what the Ice Queen may do to the character during her turn, such as does she choose which stats to attack, etc ...thanks..


When a char reaches CoC, you combat the Ice Queen. You get to choose which stat to attack her with (just like LoD, Lord of the Pit, Cerberus). If you win, you take a Life from her and immediately attack again. You keep attacking until you get a stand-off, which ends you turn or you lose, in which case you lose a Life and roll on the chart. So if you're powerful enough, you can remove all 4 Lives from her the turn you reach the Crown. Ice Queen has no turn of her own.

Adding to the Gold-discussion and why I feel it is useless. Pretty much every game at least one character ends with 10+ Gold because there is nothing to spend it on. What is there to buy? For us, the Mule. That's it. If you get another carrying Object or Follower via the Adventure deck, don't even need to buy that. Some might say, well what about the Armour? If you're a weak char, buying the Armour seems like a good idea to protect you from life losses, but it's an invitation for a tougher char to attack you just to take the Armour away (why pay 4 Gold when you can have it for free?). And once you get over the initial hump by gaining a few points of Str, you're not going to be losing combats that often anymore, at least not so often it'll pay itself back I don't think. Doesn't protect you from psychic combat losses either, works only in battle. Weapons are plentiful in the Adventure deck and even if they aren't coming up, another invitation for the tougher char to attack you and take it from you.

There are what, 2x Pedlar, Market and Market Day as cards that offer purchases. Additionally, Academy is a place to spend Gold on. So for one, you need to get any of those cards. In a 288 Adventure deck, won't happen every game. Today's game was a bit of an aberration, nobody finished with 10+ Gold. Leprechaun was in the game and finished with 9 Gold, despite spending 12 Gold at Academy and 3 Gold over the game to heal. He never bought anything from the Purhase deck. Even with him training at Academy, he still lost, currently 0-7.
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  • Last edited Mon Feb 1, 2010 11:15 am (Total Number of Edits: 1)
  • Posted Mon Feb 1, 2010 8:04 am
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Jin TS
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"None of the creatures in the Inner Region (nor any of the • Alternative Ending Cards) can be affected by any Spell. They also cannot be evaded." (Frostmarch rules p. 2)


Ok, i see. Thanks for highlighting this.

Quote:
When a char reaches CoC, you combat the Ice Queen. You get to choose which stat to attack her with (just like LoD, Lord of the Pit, Cerberus). If you win, you take a Life from her and immediately attack again. You keep attacking until you get a stand-off, which ends you turn or you lose, in which case you lose a Life and roll on the chart. So if you're powerful enough, you can remove all 4 Lives from her the turn you reach the Crown. Ice Queen has no turn of her own.


Ok, now i see how it is played...interesting.

Quote:
Adding to the Gold-discussion and why I feel it is useless. Pretty much every game at least one character ends with 10+ Gold because there is nothing to spend it on. What is there to buy? For us, the Mule. That's it. If you get another carrying Object or Follower via the Adventure deck, don't even need to buy that. Some might say, well what about the Armour? If you're a weak char, buying the Armour seems like a good idea to protect you from life losses, but it's an invitation for a tougher char to attack you just to take the Armour away (why pay 4 Gold when you can have it for free?). And once you get over the initial hump by gaining a few points of Str, you're not going to be losing combats that often anymore, at least not so often it'll pay itself back I don't think. Doesn't protect you from psychic combat losses either, works only in battle. Weapons are plentiful in the Adventure deck and even if they aren't coming up, another invitation for the tougher char to attack you and take it from you.

There are what, 2x Pedlar, Market and Market Day as cards that offer purchases. Additionally, Academy is a place to spend Gold on. So for one, you need to get any of those cards. In a 288 Adventure deck, won't happen every game. Today's game was a bit of an aberration, nobody finished with 10+ Gold. Leprechaun was in the game and finished with 9 Gold, despite spending 12 Gold at Academy and 3 Gold over the game to heal. He never bought anything from the Purhase deck. Even with him training at Academy, he still lost, currently 0-7.


hmm..i guess u have some points there.. again, having some gold is useful in buying stuff but if we look at the point that it invites others to attack the character, i guess its true also. But then even if the character gets any interesting stuff from adventure cards, people will still come hunt him down...i guess it depends on situations too..

Anyway, that's why Talisman is so nice to play, there is always another way of playing and winning, and there is no one single sure way of playing to enjoy the game...that's really fun..

So lets play it the way players like it the most, some may like to keep grinding, some hording objects, some keepin tons of gold, some keep looting others, etc...as long as you enjoy it...laugh

Rauli, thanks again for explaining the details...really helps a lot..
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Peter Enzerink
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Are you using the Replacing Quests Variant from the rules? I am, because an unlucky break (all Good chars, Knight gets "Take 1 Life from another char" Quest, etc.) can mean you can't win, no matter what (okay, Druid Staff and Mephistopheles for the Knight scenario, but still).


Erm... when it says the Knight is Good it means it. There is nothing that can change this including the Druid Staff so the "take 1 life" quest is impossible unless another character attacks the Knight and loses.
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Rauli Kettunen
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placid wrote:
Quote:
Are you using the Replacing Quests Variant from the rules? I am, because an unlucky break (all Good chars, Knight gets "Take 1 Life from another char" Quest, etc.) can mean you can't win, no matter what (okay, Druid Staff and Mephistopheles for the Knight scenario, but still).


Erm... when it says the Knight is Good it means it. There is nothing that can change this including the Druid Staff so the "take 1 life" quest is impossible unless another character attacks the Knight and loses.


I meant DS or Mephistopheles drawn by another Char, since all characters started Good . I know Knight can't change alignment ever, ditto for Dark Cultist.
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Mxyzptlk Kltpzyxm


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Dam the Man wrote:

My biggest complaint with both these endings (as well as the CaS, which I haven't used) is that they all cut out the end-game. The moment someone hits the Crown of Command, they win, period. For some, this will be a bonus, for me, the standard Crown of Command with its end-game race, as one char is on the Crown, others are rushing desperately there to kill him before they die is exciting. The new endings therefore add in anti-climactic feel to the end.


You can have it both ways. Defeat the boss to get to the Crown or better yet the Crown and Sceptre... dual ending.
 
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