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Talisman (Revised 4th Edition)» Forums » Variants

Subject: Talisman + Western theme = Blazing Saddles? rss

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Rudy
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So another BGGer and I have been thinking of ideas to turn Talisman into a fun Western. We want to channel our inner Mel Brooks and see if we can get a fun game out of it that minimizes some of the randomness. The end result would be available for everyone on PnP or maybe even on Tabletop Simulator.

Just to give you a taste, here are a couple of things we've been thinking about. The main change would be to add dexterity and guns to replace craft and spells. There would be a bunch of new cards (think Mongo punching a horse) and characters. If silliness is not your thing, it will be simple to remove those particular rules and cards and keep the Western theme. Another idea is to split the adventure cards up into two decks. One for low risk/low reward and the other high risk/high reward. You get to choose which deck when you get to draw your card. I have ideas for a board as well.

We have a lengthy document that we have been using to collect ideas. I am going to start adding everything in sections to this post as time allows. We would love some more help and feedback, so if this sound intriguing to you, please post your thoughts and ideas.

Thank you!
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Rudy
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WARNING! Work in Progress. This is a raw list of random thoughts that is not presented the clearest of manners.

Mechanics

◘ No magic or spells. No alignment such as good or evil? May change to allow character interaction or for quests.

◘ Quest cards. Do something and get stuff. No freebies. Optional system. The goal here is to give something for players to do in order to obtain items. You complete the goal on the card and you get one item listed on the card.

◘ Strength for melee/fist fights. Strength to carry more items?

◘ Have a dexterity system for speed, guns, dodge, movement.

◘ Mischief to other players by direct or indirect interaction. (Dynamite card could cause avalanche on specific spot on board and temporarily block a square.)

◘ No portals or jumping rows on the board but you can have mischief to make you slide downwards but only one row. Must be limits not to screw someone that just crossed the river and is last place.

◘ Places are determined by score. Strength + Dex + Life = score? Add an extra 1 for every 5 you have in one category?

◘ System of Luck. Luck can be used to add/remove one chit from your dice. You can spend 5 coins to buy 1 luck. 1 luck can be used to reroll one dice and 2-3 luck can be spent to add/remove one chit on a single die.

◘ More gold and more uses for it.

◘ Landing on square with someone else you can encounter space or person. If person, you can either gamble or battle.

◘ Gambling system. In a particular situation, a character can challenge another to a round of 5 dice poker. The player receiving the challenge can refuse. If they accept, a wager is made and the hand played. Winner of the hand takes the pot. Specific adventure cards for gambling, such as an “ace up the sleeve”?

The board

The current idea is to have a race-to-the-top style of board. Here are two rough boards I have quickly made.



◘ Start at the bottom in the tan Prairie and work your way up through the green Forest and lastly through the Fort in the gray Mountains.

◘ There are two major section barriers: the blue river and dark gray mountain peaks.

◘ Have a town at bottom right square of Prairie zone, bottom left of Grasslands zone, and bottom right of Mountain zone

◘ You'll need a raft or a guide to cross the river or you risk losing items with a bad roll. You need a guide or a rope to climb the mountain or you risk losing items with a bad toll. If you decide to chance a crossing/climbing, then you must say so before you roll and that will be your turn.

◘ In the Fort, there are wooden walls (yellow and orange) that you cannot climb over, you must go around. Also, the top two rows are the end game rows. The bottom of the three gray rows is one last chance to try to get better loot or mess with someone.

◘ Each region you advance up to gives you better chance to draw more cards? Light gray row is the only area that has a draw three squares. Town is in this area with saloon. Also, area has train tracks across with looping tunnels?

◘ The top, dark gray row you no longer roll but move one square at a time until beat the square’s trials or missions to advance.

◘ Cannot move to the mountain region unless there is one other person in the forest region (to prevent racing ahead).

◘ There are mini barriers in the middle of the prairie and the forest that you can cross if you roll a 1. If you chose to cross, you cannot encounter space or character that is there?

◘ To get into the fort you will either need a letter of admittance or pay a hefty toll.

◘ Environments ideas:
- Cliffs
- Boulders: Can place explosive when you leave the space to take effect on players within range after your move - can affect yourself depending on roll
- Deserts
- Tall grass (to hide): +1 to attack against a character that encounters you
- Lake
- Farmland
- Quicksand pit

◘ At the top of the board, one square will be a game of dice poker (with 5 die). Need to beat a set hand or whatever someone else rolls. Cheaters, gamblers and possible a card to make this easier, also luck can be used here.

◘ Saloon, church, blacksmith, gunsmith, graveyard, cave,

◘ General store:
- Weapons
- Horse to add to movement rolls: ex. +3 in plains, +2 in forest, +1 in fort
- Bandages +1 to health if health is >2. Can be used immediately or held

◘ Snake Oil salesman. “Snake oil” has chance to affect strength, dex or luck, +1 or -1

◘ Pawn shop in Saloon to sell items to gamble (chance at +1/-1 price). Also hire followers there. One saloon per region.

◘ Top row square ideas. Need to fill up 6 missions or quests?
- Prove your might in a arm wrestling/shooting contest. Highest roll + strength/dex wins. Best 2 out of 3?
- First square a quest from the gate guard? Maybe he wants some firewater.
- Clear a den of bears/wolves troubling the fort. Roll a die to see how many.
- Beat the gambler in a best of 5 dice poker match.
- Pass a physical. Roll 2 die and you must beat the doc’s two die roll. Cannot use luck to modify roll.

◘ Allow a shortcut of three squares (from the second row to the top row) if someone has 10 gold to spend on it. Else, all other chars draw a card or something like that. It will allow someone who is getting a ton of gold and nothing else a chance to catch up, which won’t likely make a difference but to them it might feel like it.

◘ Showdown at high noon system. Every time someone hits you with a card, you gather revenge tokens. Once you get three, you can spend them to force a showdown with that player. The token will be a picture of the character’s face. Don’t have to be as same spot.

◘ One idea you could use for the multiple adventure card decks is to have high risk spaces and low risk spaces. For example, a horse trail could have you draw one low risk card, but landing on a remote canyon space could have you draw a high risk card.

Characters

◘ Cowboy - Starts with a horse card for movement and more inventory space.
◘ Native - Good with bows. Good just means they have something like a +1 modifier with that weapon.
◘ Outlaw - Stays away from sheriff. Can steal from someone on same square.
◘ Gunslinger - Good with pistols. Can use two pistols at same time.
◘ Ranger - Good with rifles
◘ Bounty hunter - Wins ties against AI human enemies; increased reward when doing so (“taking them in alive”)
◘ Hunter/trapper - Roll 2 dice against animals and uses higher of the two; can gain 1 health by discarding a killed animal
◘ Guide - “Knows the way”, Avoids losing turns from rolls on special spaces (i.e. crags, forest in Talisman).
◘ Prospector - Increased luck with money or increased amount when finding gold
◘ Medicine Woman - Can heal self under certain conditions (roll 6, like the troll?), or heal another character that lands in their space and engages them - for a price
◘ Banker - Better with vendors, weak in battle, good in fleeing
◘ Mexican Bandito - Can take two turns back to back but skips his very next turn.
◘ Military - Start with letter of passage. Cannot be stolen from when player is using campfire to heal.

◘ Abilities for other characters?
Can redraw one adventure card that they must encounter.

◘ Possible NPC: merchant, robbers, farmer, sheriff, natives, doctor

◘ Sheriff in charge of jail in specific town. Puts out bounties and pays for their return.

Battles

◘ Two types of fights: showdown/duel (solo) and shootout (with followers) In a shootout, if you lose a battle you lose one follower. Basically one follower gets killed in action.
- Maybe Saloon fights/drunken battles?

◘ Roll two dice in combat: one for strength/dex and the other for flee/dodge chance?

◘ Can flee fights or dodge in shootouts. Losing/fleeing fights gives you shame. Shame can have a negative effect on followers?

Cards

◘ Different color decks to indicate different types of cards? Positive (gold!) and negative (red, like a bandit mask) adventure cards.

◘ There will be low risk/low reward and high risk/high reward decks. This is to prevent getting overly beaten by randomness.

◘ Followers can give you temporary stats as a favor in a event/fight and then leave.
- Annoying side kick that slows you down.
- Hired assassin or troublemaker

◘ Campfire will allow you to give up your turn to heal, but anyone may steal from you if they land on your space. Will not work with diseases. Also, if someone robs you, they pick one item card without getting to see what it is.

◘ Global events (everyone, or those in a region) like drought, flood, disease, famine, fire. Local events (just you) like bandits, native attacks, false guide, military corruption

◘ Items
- Weapons. Knife, six-shooter, rifle, pan, club, bow and arrow, spear, liquor bottle, tomahawk
- Special rifle/bow card. Plus 1 to dex or can shoot one square away (same row).
- Horses add to speed and carrying capacity.

◘ Opportunity cards can be played by you on another's turn. Example, tornado blows you/someone else across the map instead of a portal. Can only move one/two rows on the board and then the card is used. Can also use/spend hired troublemakers.

◘ Discards are face down:
- If they take effect immediately, they are shown first (such as the cyclone)
- Any other card goes into temporary discard in front of the player until end of turn / effect

◘ Weather events such as cyclone, you roll a D9 and you are moved based on what number you roll. Up is 8, up right is 9, right is 6, etc. Your position would be the 5 that you are on. Picture looking at a number pad or a phone. Can use a D8? and move based on 8 possible directions. Cyclone cannot move you into top most row, you have to go through that.

◘ Train card lets you warp from one end of the row to the other in a particular region.

◘ Event cards.
- Quicksand. Lose one follower or lose one turn.
- Dust storm. People in region cannot see.
- Flooding. Move down one row.
- Time-travelling train.

◘ Bounty cards. Have to beat them to capture but chance to escape and be caught by someone else. Handcuff/shackle cards?

◘ Once someone reaches the mountains a new deck is added (that contains more screwage and good and bad items) that the players can now choose from? Another option is to make the deck be comprised of all the cards that have been discarded/used. They would be mixed up, so you would know what was in there but not exactly where. Could be abused.

◘ Instead of spells, screwage cards that allow you to mess with other people. When you mess with someone, they take a revenge token?

◘ Gangs/factions cards. Fight different characters from that gang/faction. Used to replace specters and ghosts.

◘ Toll booth obstacle. Quest to find a ton of dimes

◘ Other card ideas.
- Pawn shop
- mountain lion, pack of wolves
- Mongo. Can punch horses or mules or other followers for a turn.
- Firewater/moonshine. Chance to increase/decreaase dex or stength.
- Crazy Ex husband/wife that follows you.
- Con Artist. Take something from you.
- Tornado. Move your char to a new spot.
- Flee. Forced to leave a certain area quickly or lose an item.

Silliness

Really silly ideas - to offer a variation from serious play.

◘ Items
- Normal wide-brimmed hat offers +1 to attack or, on defeat, chance to keep life on roll of 6
- Humongous 100-gallon hat offers -2 to attack and, on defeat, chance to keep life on roll of 2-6
- Banker has a weak neck and only wears small hats.

◘ Drunken saloon battles. Broken bottles as weapons in drunken saloon battles

◘ Every char has a weakness such as cannot turn down a drink or lust or money or gambling?
- If you roll at the saloon as an alcoholic you must roll a resist roll too. Other chars in the same space can offer to buy drinks (rolling against your resist roll) to make it harder.

◘ WHORES! "It burns when I pee" A card, with a chance of an STD, that takes down health once every so many turns without a doc. Must scream out “Whores” when drawn or suffer a consequence.
- Play a toothless whore card on someone that drew whores card and you buy them a really dirty whore. Costs a gold but they have to roll for an outcome.

◘ THIS IS HORSE CRAP! "You got poop on you." A card you pick up. You cannot get into the fort smelling like this! Only way to rid yourself is to land on an occupied square and then you can pass it off (like the old maid game). Does not count towards inventory because it’s "all over your shoes".

Island of misfit ideas

◘ Rifles allow you to shoot someone one square away. But if you win you cannot pick up the card they drop since you are not in that square. Cannot shoot someone above or below you. You must be in the same row.

◘ Covering someone in honey and fire ants. As screwage or from random savages.

◘ When the first person enters the top region of the map, the person doing the worst in the game gets a free point in either strength or dex.

◘ Movement ideas::
1. Use Fate tokens to adjust movement rolls (one token per additional movement).
2. Option to move one space instead of rolling for movement (even a toad can move one space).
3. Don’t roll for movement, all characters have a movement score set at 2, 3 or there starting Strength or Craft.
4. Roll 2 dice for movement, choose which one to use.
5. You may move UP TO your movement roll (i.e. roll a 4, you can move 1, 2, 3 or 4 spaces).
6. Middle region use 1 dice and Inner region move 1 space as normal.

◘ Leveling.
If you want to bump up strength or dexterity you have to trade trophies that are X+2 (or base stat plus two). For example, if you have 3 dex and want to level up, you need to trade cards that total 5 dex . This should make the beginning leveling go quicker and late leveling slows down.

◘ Have a roaming NPC. You roll another dice and a specific number could activate the NPC movement. Originally activated by drawing a card. They wander every time their number is rolled until they are killed. Could be neat to have a roaming pack of dogs or bandits.

◘ Expansion idea. Have a side board for special events. You could have a mini board off to the side for every time someone pulls a card that they are stuck in a cavern. The player is removed from the board to the side and has to play through the cavern until they escape. They would need to be able to pick up cards so as not to be punished and maybe make it take at least two turns (12 spaces) to escape. The exit back to the game where they left.

◘ Build your own character? Pick a character card and then pick 1-2 abilities cards and then possibly a special movement card. Maybe special movement is part of the ability cards. Also give the ability cards individual values and limit how much total value you can have, so that you cannot build a super powerful char. For example, you can only build up to a value of 5 points and your card value total cannot exceed 5, so you have a two cards both with a value of 3, you cannot make that character because it exceeds 5 points.

◘ Help for last place or prevent runaway leader. Everyone is ranked by adding their strength and dex and lives. The total determines your rank against other players, so the highest score is ranked 1. Ties are allowed. What this will do is influence certain things slightly. For example, if last place becomes a toad, they get it for two turns instead of three. Or if last place cannot lose a turn. Or last place only has to trade trophies of x-1 value. There are other ways to change cards to make them hurt or help people in first or last.

◘ Guns use ammo that you need to stock up on?

◘ Double sided board featuring multiple movie sets for final epic showdown
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Matt
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Sounds dumb.
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Aaron Tubb
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Sounds cool.

One idea you could use for the multiple adventure card decks is to have high risk spaces and low risk spaces. For example, a horse trail could have you draw one low risk card, but landing on a remote canyon space could have you draw a high risk card. Relic, a tweaked Talisman clone, did something like this, except with cards focusing on different stats.


Also, a Talisman style silly Western themed game needs to have a time-travelling train event card.
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Aaron Tubb
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So spells would become one-time use guns? Or Would they be cards you can hold onto and use repeatedly, or maybe they have a limited number of uses/bullets before you discard them?
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Rudy
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vyran wrote:
Sounds dumb.

Just like most of our ideas.
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Rudy
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Aarontu wrote:
Sounds cool.

Thank you!
Quote:
One idea you could use for the multiple adventure card decks is to have high risk spaces and low risk spaces. For example, a horse trail could have you draw one low risk card, but landing on a remote canyon space could have you draw a high risk card. Relic, a tweaked Talisman clone, did something like this, except with cards focusing on different stats.

Interesting! One of the ways I want to mitigate randomness is by allowing more choice. I am thinking about movement rules to make the odds higher to land where you would like to. I will add this to the list of ideas.
Quote:
Also, a Talisman style silly Western themed game needs to have a time-travelling train event card.

Well, there is an idea to have a train tack going across the map allowing players to teleport through the tunnels just like in Pac Man. I will add this too.
Aarontu wrote:
So spells would become one-time use guns? Or Would they be cards you can hold onto and use repeatedly, or maybe they have a limited number of uses/bullets before you discard them?

Guns would be permanent weapons. I haven't considered the possibility of bullets but I do want to make this game as simple as possible without the need of constantly checking player's guides and rules.

I also like the idea of player screwage, so there will be cards (sort of like spells) to encourage you mess with other players.
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Jason Brown
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Sounds fun, the track should have something to do with where choo-choo go.

Must haves:

Quicksand pit
Candy gram weapon
Apple pie rewards
Toll booth obstacle
Quest to find a shit ton of dimes
Gubernatorial decisions involving work, work, work, work, work...
Special Johnson power used only for defense
Double sided board featuring multiple movie sets for final epic showdown
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Rudy
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MAJBrown22 wrote:
Sounds fun, the track should have something to do with where choo-choo go.

Must haves:

Quicksand pit
Candy gram weapon
Apple pie rewards
Toll booth obstacle
Quest to find a shit ton of dimes
Gubernatorial decisions involving work, work, work, work, work...
Special Johnson power used only for defense
Double sided board featuring multiple movie sets for final epic showdown

Thanks for these!

I have been thinking of having the toll both obstacle, so it is definitely going in now.
 
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Freelance Police
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MAJBrown22 wrote:
Double sided board featuring multiple movie sets for final epic showdown


Could be the inner circle, with a blank space like the Dragon expansion. You'd advance one space per turn, drawing a Set card. In the bottom half of the Set deck would be the last set where the movie ends. Or something.

A Timescape expansion with the History of the World would be amusing...
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