I'm yet another tragic who played Talisman 20 years ago and recently stumbled upon the new FFG version of the game. Played my first game last night, I'd forgotten how harsh the game could be, we had a great time but it was mainly due to laughing at the misfortune of others.
My memory of playing the game as a kid was building up your character (probably much more than required however that was the most rewarding part of the game) then racing to the middle when someone made a dash for the crown. Not sure if it was bad luck but after a couple of hours no one was really that much stronger than they had started. Most of the players gained and quickly lost many items and followers. My character suffered two poor cards and that combined with a pesky thief left my little troll with only 3 bonus strengh and an axe from his starting stats. It was clearly too dangerous in the starting zone so on finding a talisman I fashioned a raft and made a run to the middle (I was going for suicide to try another character with spells and more than 1 craft - Craft based enemies were in abundance). I lost 2 lives in the werewolves den but otherwise got through to the crown of command and nuked my opponents.
This got me thinking, clearly I had some fortune in the teleport crypt but otherwise it was very easy with a couple of lives up the sleave to reach the crown of command. I'm interested to know when others decide its time to make a dash for the crown of command, How much craft or strength do you aim to have before launching the final assault, is there any other general factors you take into account?
PS The best quote from last night was from a female player who wanted to borrow the game for her kids to play - She thought the game was great for teaching kids not to give up even while facing continual loss and disapointment LOL.
? For me it is
.
Don't tell me. Talisman teaches me every time the meaning of loss and disappointment, since I'm usually the unlucky player.
!