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Tom Yerton
United States
Oklahoma
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We don't mind how long it takes but this isn't exactly a game we an play during the holidays week,but we want to !!! we have the reaper dungeon and city exspansion and we were wondering in hat as could we make the game faster ? SUGGESTIONS please.
 
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Santi Velasco
Spain
San Juan de Aznalfarache
Seville
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There are a few official variants in the rulebook itself. The ones our group likes the most:

- Sudden Death: once a character reaches the Crown of Command, it's game over. We always play with this one.

- Trophies worth 5 pts instead of 7 to advance a level. We use a variant of this one so you have to spend the same amount of trophy points as the level you want to reach, so for instance, you should spend trophies worth 4 craft to advance your craft to 4, and so on. This way people levels up faster at lower levels and it gets harder at higher levels.
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mortego
United States
New Kensington
Pennsylvania
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Sudden Death is by far the best variant for Talisman, but that player who gets there first doesn't win until all players finish the current round. Not sure if that's in the rule book or not.
 
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Ted Morris
Canada
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We do a variant on trophies as well but make it cost 1 more than the level you're at. If you're at 4 you need 5, if you're at 10 you need 11.
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Santi Velasco
Spain
San Juan de Aznalfarache
Seville
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Dogtorted wrote:
We do a variant on trophies as well but make it cost 1 more than the level you're at. If you're at 4 you need 5, if you're at 10 you need 11.


I thought that's what I said?

English is not my native languege, so in case I wasn't clear, well, FTR my variant is the same as yours.
 
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Tom Yerton
United States
Oklahoma
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So when you have trophies to spend you dd the thier strength value and spend it right but only strength trophies gI've you strength and craft trophies give you craft right ?
 
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Santi Velasco
Spain
San Juan de Aznalfarache
Seville
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Tulsatom wrote:
So when you have trophies to spend you dd the thier strength value and spend it right but only strength trophies gI've you strength and craft trophies give you craft right ?


Yes. All enemies you defeat are kept as trophies (unless the card or any game effect says otherwise). At the end of your turn, you cand spend trophies worth X strenght/craft to level up the corresponding stat. Strenght trophies level up strength and same thing for craft, obviously you can't mix strenght and craft trophies.
Also, you can spend strenght/craft to level up by more than 1; for instance, supposing you're using the standard rule, if, at the end of your turn, you discard trophies worth 14 craft, you would increase your craft by 2. If there are any points reamining (say, you discard 15 points instead of 14), those excess points are lost.

 
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Chris Tannhauser
United States
San Diego
California
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- Start the game with +1 Strength or Craft

- Gain Strength/Craft for every 5 points of trophies

- Remember that mechanically it's a push-your-luck race game without a timer—so push your luck and run that race as quickly as you can. Go for the inner region as soon as your Strength or Craft is 9+.

On average these changes drive the game to a satisfying conclusion in about 90 minutes.
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Tom Yerton
United States
Oklahoma
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We have the dungeon and city exspansion. Haven't played them yet but in dungeon you can choose o move left or right but not in the city. IF we play n the city w saying you can move eft or right would hat use any thing to break?
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Santi Velasco
Spain
San Juan de Aznalfarache
Seville
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HiveGod wrote:

- Remember that mechanically it's a push-your-luck race game without a timer—so push your luck and run that race as quickly as you can. Go for the inner region as soon as your Strength or Craft is 9+.


Yeah this is important and often overlooked. Many players try to get their characters to superhero level and they end up going round the board for too long. As Chris said, once you have about 9 points of strenght/craft, you all should be racing for the crown.
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Grarrrg Grarrrgowski
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Tulsatom wrote:
We have the dungeon and city exspansion. Haven't played them yet but in dungeon you can choose o move left or right but not in the city. IF we play n the city w saying you can move eft or right would hat use any thing to break?

There are some characters (Alchemist is the big one) that are already broken in the City. Letting them easily return to the same shop(s) would just make it worse.
But for the majority of the characters, being able to move either direction shouldn't hurt too much.
 
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Matt Price
United States
San Francisco
California
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We play this with our children, and to speed things up, two players on opposite sides of the table take simultaneous turns. We play with every expansion, so far we've never been anywhere near each other so this doesn't make a difference.

And you go twice as fast!
 
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marcin marcinek
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We play with several:
- at Day, you may add or subtract 1 from your movement roll
- when you gain fate (including start of the game), you may roll a die and put it on that fate. Later when you spend fate, you use that rolled result, instead of making a real re-roll.
- you can turn trophies worth 11 points, in any combination, to gain 1 Strength and 1 Craft
- adventure deck has less places and strangers, and more enemies (with average strength and craft of about 4-5)
- when turned into toad, you don't lose your stuff, but you still can't use it until you revert to your normal form


Public quests and more reliable rewards:
- warlock's quests are divided into two types: easy and hard. There are 15 easy quests and they are put on top of hard quests, so easy ones always come first.
- when you finish an easy quest, you gain 1 of the following: 3 gold, 2 fate, heal all lives, gain full compliment of spells, a talisman
- when you finish a hard quest, you gain as above, but also 1 relic.
- there are public quests - at all times there are two quests in the warlock's cave, and any character may complete those as if he had them.
 
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mortego
United States
New Kensington
Pennsylvania
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I tried this once but didn't like it because I do like playing Talisman the long way but here it goes:

Each Character starts with +1 strength, +1 Craft, +1 gold, +0 Fate & +0 Life.

You move up to the number you rolled on your d6 result rather than the exact number.

The first character to reach the center of the board (Crown) wins.

It shortened the game but for me it was too short.
 
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Daniel Davis - Personal
United States
Seattle
Washington
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Close enough rule. When landing on either space adjacent to a corner space, you can choose to move onto the corner space.

You can level up any stat with 7 points of trophies.

Magic based characters always have at least one spell.
 
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