Expansion Pros and cons?

By BamBam8, in Talisman

Hello, I notice all the forum interest on the upcoming expansions. Reading through previous posts there are a number of players who "optioned up" earlier editions. Its always great to open up a new toy but I'd like comments from these guys on the effect on the game. Obviously new cards and a new place to travel is cool while I imagine a larger area reduces the chance of player combat (does that alone give an edge to spell casters over stength based ones?

I'm just making assumptions here, any one with expansion experience able to shed some light? I've read through some previous posts and they primarily note extended game time, is there anything else to consider?

** Quick question RE Trophies. We only keep enemy cards as trophies currently. If you defeat a forest brigand (game board roll) for example we dont use that towards puchasing another strength point. Last game we played the cave card come up, the player rolled a 2 and then defeated the stength 2 goblin, prompting a request to keep the card as a trophy. Any clarification on which combats do and do not constitute a trophy would be very helpful, I asumed "enemy" meant only enemy cards. The player argued that the card type is not specifically mentioned anywhere and the attacking goblin is surely an enemy.

Only "enemy" cards can be trophies, Goblin from cave or Bandit from forest are "creature" it is a different type.(it is wrote in some part of rulebook i will check later)

about expansion it surely do the game longer but only if you want explore a lot hehe, the goal of game is always the same so if you are ready to go in crown room you are free to go but the inexplored lands call you and is hard to resist lengua.gif (and of course all treasures call you a lot louder).

Expansion bring new characters too and mainly new challenges because new "bad" cards (creatures and more) and new items give a new balance (or unbalance) to game because some item could help some character in odd ways.

Im looking to Dungeon for new items/enemies cards and the alternative ending to enter in crown room while Reaper is very nice to make better your game in "normal" board.

this is my opinion but now need have the expansion to test all this stuff (come on come on!!!)

Bambam said:

Hello, I notice all the forum interest on the upcoming expansions. Reading through previous posts there are a number of players who "optioned up" earlier editions. Its always great to open up a new toy but I'd like comments from these guys on the effect on the game. Obviously new cards and a new place to travel is cool while I imagine a larger area reduces the chance of player combat (does that alone give an edge to spell casters over stength based ones?

I'm just making assumptions here, any one with expansion experience able to shed some light? I've read through some previous posts and they primarily note extended game time, is there anything else to consider?

I must say that I've too little chances to play to need many expansions, but I'm always glad when they're released. I bought FFG Talisman with Reaper and also Upgrade Pack, so I actually have two basic game sets (Cards, Fate and Miniatures, I'm sure I'll have to replace something in the future, the Cross card has already been badly bent by some clumsy player); I've played about 10 games in this 2009 and I must say that Reaper Expansion makes things a lot different from game to game. On the bad side, you don't have many references about the cards still to be drawn, as you would have with the base deck only. If someone gets the Runesword it's all right, it's not "the magic weapon"; same for the beloved Ring and Unicorn. You may like the Reaper Character around the board or not; I don't like it, but my friends have a lot of fun with it and I don't mind its presence anymore (makes the game longer indeed).

What I have to say about Dungeon, AFAIK, is that the expansion is going to be a doorway to Crown for hyper-powered Characters only. If your games tend to be a quick rush for the centre, the Dungeon might introduce a complete different element. I'm pretty sure now that Dungeon is more difficult than the ordinary way to the Crown, but it might contain a lot of useful treasures (and chances to gain a Talisman) and a visit there would surely pay if you manage to stay alive. gran_risa.gif

New Characters are always welcome and after Dungeon we'll have 23 to choose from. Expanded Spell deck (Reaper and Dungeon) has a complete different impact on the game. Base deck is often exhausted during a game and encourages spell burning to look for the better Spells; with more than twice the Spells, this is over.

Bambam said:

** Quick question RE Trophies. We only keep enemy cards as trophies currently. If you defeat a forest brigand (game board roll) for example we dont use that towards puchasing another strength point. Last game we played the cave card come up, the player rolled a 2 and then defeated the stength 2 goblin, prompting a request to keep the card as a trophy. Any clarification on which combats do and do not constitute a trophy would be very helpful, I asumed "enemy" meant only enemy cards. The player argued that the card type is not specifically mentioned anywhere and the attacking goblin is surely an enemy.

Andraax gave you the right answer.

Bambam said:

Hello, I notice all the forum interest on the upcoming expansions. Reading through previous posts there are a number of players who "optioned up" earlier editions. Its always great to open up a new toy but I'd like comments from these guys on the effect on the game. Obviously new cards and a new place to travel is cool while I imagine a larger area reduces the chance of player combat (does that alone give an edge to spell casters over stength based ones?

I'm just making assumptions here, any one with expansion experience able to shed some light? I've read through some previous posts and they primarily note extended game time, is there anything else to consider?

Every character has a chance. I cannot say that spell casters are ruling above strength base ones by using spells if you are playing with regions.

But i must say that you cannot find so much spells in third edition as in fourth edition. So i wonder what the outcome will be if regions are used in 4th edition.

I like it to explore different regions, and each player must try to make it on his own. I am not looking into a pvp fight, except if there is something that i really need and i know i can claim a victory gran_risa.gif

Yeah, more regions and boards unfortunately means less player interaction. This is a bit of a shame, becaues adventure style games are a little light on player interaction for my tastes as it is (compare to Cosmic Encounter, where you can hardly do anything without directly involving another player). It tends to hurt players who benefit from encountering other characters, like the Thief, Sorceress, Assassin, etc. It also can hurt any player strong enough to be a bully (usually via physical combat), but these players are more often than not ahead anyway, so it's okay that it becomes easier to run away.

The expansions are really fun, and most importantly add variety to the game. This is our compensation for reduced player interaction, so take your pick. Personally, I plan to buy and play with every expansion they produce!

Note that the Reaper expansion actually adds player interaction, because you can send Death after each other. And there are no boards added, so it doesn't reduce interaction at all. There's a good bet there'll be plenty of other expansions adding cards, characters, and variety without adding boards or reducing player on player encounters. So you can probably go that route if you wish. That's the beauty of expansions - they are optional add ons!

Happy gaming.

-Luke

crimhead said:

Note that the Reaper expansion actually adds player interaction, because you can send Death after each other. And there are no boards added, so it doesn't reduce interaction at all.

Around here, Reaper doesn't really get sent after people, more like people stay on the other side of the board from the Reaper. Naturally, as all characters tend to congregate away from the Reaper, this places them within vicinity of each other, leading to more PvP. In a sense, I'd say Reaper's main addition to player interaction is herding. Of course, you can always push your luck and hang within reach of the Reaper, where others are less likely to come at you, but then you risk the insta-death option.

Dam said:

crimhead said:

Note that the Reaper expansion actually adds player interaction, because you can send Death after each other. And there are no boards added, so it doesn't reduce interaction at all.

Around here, Reaper doesn't really get sent after people, more like people stay on the other side of the board from the Reaper. Naturally, as all characters tend to congregate away from the Reaper, this places them within vicinity of each other, leading to more PvP. In a sense, I'd say Reaper's main addition to player interaction is herding. Of course, you can always push your luck and hang within reach of the Reaper, where others are less likely to come at you, but then you risk the insta-death option.

Sometimes you must risk your life, if you don't want a pvp fight and if you know that you will lose that battle.( the opponent would steal a powerful magic object maybe demonio.gif

Choose !

Live or die, Maybe that the Reaper wll spare you. demonio.gif

There is only one option to find that out. Walk to him and pray gran_risa.gif