My House Rules

By Taranthor, in Talisman Home Brews

Hey all :)

First post here and wanted to get some feedback on some house rules that I have been using with friends to make talisman even more enjoyable!

I've listed below every house rule we currently use in our games, any comments or notes are welcome! :)

Fate Counters

  • Can be traded in to either add or subtract one from any dice roll or re-rolling one die, can only be done once per turn. Modified results cannot go higher than 6 or lower than 1.

Movement

  • Players may choose to only move one square before they roll to move, if they do, the next player rolls for both death and the werewolf at the same time, they choose which die applies to which character.

  • Players may pass the sentinel at any time, if they do and lose combat, they may choose to stay where they moved, but miss one turn in addition to taking damage for losing combat.

  • If a player has more than one movement object (i.e. witches broom, riding horse, flying carpet), they must choose one to use before rolling their dice to move.

  • Players may move from the temple to the tavern at the cost of 1 gold (for ferry costs)

Levelling Up

  • Players may trade in trophies at a ratio equal to their current strength or craft.

Crown of Command

  • If a player rolls a 1 at the crown of command, they miss one turn.

Day/Night Modifiers

  • Enemies not drawn from the adventure deck are unaffected by time of day modifiers.

Time Limited Game

  • At the end of a pre-determined time period (i.e. 30 mins per player in the game), the following occurs.

    • All card draw squares in the outer region are disabled and no adventure cards can be drawn there, all adventure cards are removed from the outer region and any adventure card that would be placed there is discarded instead.

    • Players may move freely across the sentinel bridge or between the tavern and temple.
Edited by Taranthor

Hey all :)

First post here and wanted to get some feedback on some house rules that I have been using with friends to make talisman even more enjoyable!

I've listed below every house rule we currently use in our games, any comments or notes are welcome! :)

Fate Counters [/size]

  • Can be traded in to either add or subtract one from any dice roll or re-rolling one die, can only be done once per turn. Modified results cannot go higher than 6 or lower than 1.

Movement [/size]

  • Players may choose to only move one square before they roll to move, if they do, the next player rolls for both death and the werewolf at the same time, they choose which die applies to which character.

  • Players may pass the sentinel at any time, if they do and lose combat, they may choose to stay where they moved, but miss one turn in addition to taking damage for losing combat.

  • If a player has more than one movement object (i.e. witches broom, riding horse, flying carpet), they must choose one to use before rolling their dice to move.

  • Players may move from the temple to the tavern at the cost of 1 gold (for ferry costs)

Levelling Up [/size]

  • Players may trade in trophies at a ratio equal to their current strength or craft.

Crown of Command [/size]

  • If a player rolls a 1 at the crown of command, they miss one turn.

Day/Night Modifiers [/size]

  • Enemies not drawn from the adventure deck are unaffected by time of day modifiers.

Time Limited Game [/size]

  • At the end of a pre-determined time period (i.e. 30 mins per player in the game), the following occurs.

  • All card draw squares in the outer region are disabled and no adventure cards can be drawn there, all adventure cards are removed from the outer region and any adventure card that would be placed there is discarded instead.

  • Players may move freely across the sentinel bridge or between the tavern and temple.

First off...Hello. And, you may want to consider posting this in the "House Rules" subsection.

It sounds like you have made the difference between the inner and outer region much less significant than it should be. Also, being able to level up with trophies equal to your current stat makes the difference MUCH less between those that start low. There is a reason characters have low stats because they have abilities to offset this. With some of your house rules it appears as though some characters are going to be really strong (Leprachaun comes to mind).

I like the movement of one square before rolling(Our group also does that) but we do not have to roll the D6 because we use a D10 for alternate things happening.

Oops, wasn't aware of that subsection (New) hehe.

Can I have a post moved? Or would I have to recreate it?

In response regarding levelling up, this can potentially be offset by making it current stat + 1, the reason I wanted this is because it didn't seem to make sense that no matter how powerful you become, it still required the same effort to "level up". The changes I play with makes the levelling seem a bit more like an actual levelling system.

Missing a turn in CoC when rolling a 1 - ouch!

Missing a turn in CoC when rolling a 1 - ouch!

It's a way of allowing people to catch up to those in the CoC. (Better than our original idea which was if you roll a 1 you lose 1 life)

Edited by Taranthor

I love your rule about levelling up and only trading trophies for your current strength/craft value. I wil

Be introducing this with a minimum of 7 though :)

Edited by rainman8

I love your rule about levelling up and only trading trophies for your current strength/craft value. I wil

Be introducing this with a minimum of 7 though :)

I totally agree with the Minimum 7. Otherwise, someone that is strength 2 is up to a Strength 5 after killing 9 Points of characters. Someone with a Craft 1 can soon get spells with just one easy craft enemy killed.

I think our group may institute leveling with the level +1 and a minimum 7.