Dungeon and the Grim Reaper

By GrimGuvna, in Talisman

The main Talisman board has 40 spaces that the reaper can access to terrorize our characters. The dungeon adds another 29 spaces to the board. Now the Dungeon rules mention nothing about the reaper in this expansion but I am assuming that he can wander around the Dungeon as easily as in the main board using his normal rules.

This imposes a problem as the rules stand in that there is now nearly 75% more spaces for the Reaper to cover which basically means that there is a significant reduction in the chances of being encountered by the Reaper overall. This does him a disservice in my opinion, and when more realms get released then the Reaper has really got a lot of empty ground between characters to cover.

How is everyone dealing with this in their games, if at all?

In ours we will move him whenerver a 1 or 2 is rolled on the move dice.

I think that the reaper cannot go into the dungeon.

Because if you do that, then the reaper is too far away from the main board, and if other realms are added, then the encounter with the reaper will decrease.

It seems that we need some official clarification on this.

It would seem strange that an awesomly powerful entity such as the Grim Reaper could be barred from the Dungeon, even the Lord of Darkness is puny in comparison and could not prevent him doing so.

The only reason death doesn't enter the inner region is because he is always there anyway.

Never thought about this complication. I would keep the reaper to the main board only, unless you are playing with many players? Not sure.

Maybe he likes fresh air, I'm sure he has had enough Dungeon type environments throughout his career. gran_risa.gif

Perhaps change how he moves, I am not fond of his movement in any case.

Make a chart, deck of cards or a spinner (I love spinners..the wheel of death we could call it).

On a character's move roll of '1' the Reaper is moved according to the draw/spin.

"Current Player" means the player whose turn it is...

1. Reaper Moves by the roll of 1d6 controlled by the current player

2. Move to any unoccupied space the current player decides.

3. Move to any space the current player decides.

4. Reaper moves to the current player's space for them to encounter.

5. Reaper moves to any unoccupied space the previous player decides.

6. Repaer moves to any unoccupied space the player whose turn is next decides.

The Reaper should not always be bound by the laws of physics imposed on mere mortals, more moves could be added as your gaming group sees fit.

Well, I like the idea of the Reaper wandering around the Dungeon so that's the way I will be playing for the time being. But right, with further expansions, it may need to be restricted to the main board.

but try to think what happen when he enter in dungeon.....dungeon is filled with dangers stuff but have very nice rewards so i suppose many want go inside when they feel ready for it...but if Reaper is in dungeon who is brave enough to enter there?

Reaper encounters are rare but just because he is the biggest danger on board, players try always to be very far from it. maybe we need some new rule when more area will be released but atm only dungeon is ok IMO, because moving reaper in dungeon is very bad for all.

it just do a area of board almost off limit but while in outer region you just want be far from him because nothing is valuable so much to risk the istant death, in the dungeon i think more players will risk to meet him because the rewards are too powerful to skip it.

The great thing about Talisman is that so many permutations can be added to a game depending on the players preferences and creativity, a few more variations for oL Bony in reference to handling the Dungeon could be the following.

1) Normal movement rules for the Reaper but if you roll a 6 for his movement then he teleports to any character of the players choosing including in the Dungeon. (This adds more dread to the Reaper and makes for a more risky nervy game. Perhaps to balance it out a bit allow players to spend a fate point to reroll the Reaper Roll)

2) The Dungeon takes up a very small part of the world of Talisman comparably, so you can assume that if the Reaper lands on the Ruins space or a Dungeon Door card then he is on the Whole Dungeon and can encounter any character currently in the Dungeon simply by Phasing into the Dungeonscape. (This has the effect of making the Dungeon a far more dangerous place)

3) Simply allow him to move on a move roll of 1 or 2. (When the next realm is released maybe allow the reaper to move on a 1,2 or 3.)

4) For a really nasty game try this. In this variation the Reaper is not represented by a mini on the board. At the start of each round roll a d6 for death, this is his manifestation number. Now when each player rolls their move dice and rolls that same number then Reapoman appears and they have to roll on the death card as normal. This method reinforces the idea that death can just appear at will unbound by physical limits and distance to do you in and technically can encounter multiple players in one round. This is proper lethal though. You can even make this a bit more easier on the players by adding a confirmation roll. For example, if deaths manifestation number is 3 and the Troll rolls a 3 for his movement then after he completes his turn he rolls a D6 again and if he gets 3 again then death appears. Fate points can be spent to reroll that die, but not the actual death roll as normal.

Would still like some official clarification from FF though.

Andraax said:

but just because he is the biggest danger on board, players try always to be very far from it.

He is not the biggest danger on the board if you have at least one fate left.

In our group, we sometimes move the Reaper on our own model just for the chance to get a "wish" spell (6 result)...and it happens more often than losing all your lives (a 1 result.)

GrimGuvna said:

The main Talisman board has 40 spaces that the reaper can access to terrorize our characters. The dungeon adds another 29 spaces to the board. Now the Dungeon rules mention nothing about the reaper in this expansion but I am assuming that he can wander around the Dungeon as easily as in the main board using his normal rules.

This imposes a problem as the rules stand in that there is now nearly 75% more spaces for the Reaper to cover which basically means that there is a significant reduction in the chances of being encountered by the Reaper overall. This does him a disservice in my opinion, and when more realms get released then the Reaper has really got a lot of empty ground between characters to cover.

How is everyone dealing with this in their games, if at all?

In ours we will move him whenerver a 1 or 2 is rolled on the move dice.

The Grim Reaper is an optional game feature, you can keep her in play or not, depending on what you see fit. In some games I've put her aside and saw a lot more PvP. It depends on your gaming attitude and player number. Reaper with 2-3 Characters is not effective and funny as with 4-5-6.

Technically speaking, the Reaper and Dungeon don't fit togethere. Reaper is very active when Characters move aroud a circular board, considering she can easily cross between Regions. Dungeon is no place for the Reaper, because it's a straight line. If someone sends the Reaper after a Character in the Dungeon, she may never reach him and become idle. This is not what players should want. Same for the "There has been a mistake!" effect: send the Reaper to a Character in the depths of Dungeon and the Reaper will be stuck there for an enormous time, before she emerges from Dungeon.

Reaper can still be in play, but only on the main board. Dungeon should be off-limits for her, and Characters in the Dungeon shouldn't roll to move the Reaper anymore (it won't be fair towards the others). But I'm prepared to put aside the Reaper when more expansions are available, and to keep the figure just for games that don't use Dungeon and other board expansions (City, Mountain, Forest, whatever will be).

Obviously everyone can make his house rules about the Reaper and have her bump from one region to the other, move into Dungeon vertically and horizontally, activate her on 1,2,3,4,5, there's no limit on what can be home brewed. As it is, the Reaper don't works well with Dungeon.

I haven't got my copy yet but I have been playing using the 2nd ed Dungeon and City and 3rd ed mountains and forest. My ruling was that the Reaper could only head into the other boards if there were characters on those boards and if the Reaper was ever on his own on one of the extra boards he would teleport back to the Portal of Power. This seemed to work ok but I was rather hoping for some official word in the new Dungeon.

Geoff

This seemed to work ok but I was rather hoping for some official word in the new Dungeon.

Yes indeed, I'm a bit dissapointed that the designer didn't think to put in a small paragraph in the Dungeon rules concerning using the Reaper with the Dungeon Expansion. Makes the Reaper feel like a bit of a "Tacked on System" instead of a consistent component that merges well with all aspects of the game and expansions. Shame because I think the reaper is awesome.

The Grim Reaper may emerge from the Treasure Chamber on any space of his choosing, apart from the Plain of Peril or Crown of Command, as the Reaper is prohibited from the Inner Region. In addition, the Grim Reaper may freely enter the Treasure Chamber from any of these spaces, as well as entering the Dungeon from the Ruins space.

Ell.

Ps. This needs to be ratified in the FAQ!

Good to know. gran_risa.gif

This makes it more dangerous demonio.gif

talismanamsilat said:

The Grim Reaper may emerge from the Treasure Chamber on any space of his choosing, apart from the Plain of Peril or Crown of Command, as the Reaper is prohibited from the Inner Region. In addition, the Grim Reaper may freely enter the Treasure Chamber from any of these spaces, as well as entering the Dungeon from the Ruins space.

Ell.

Ps. This needs to be ratified in the FAQ!

Thanks for informing us, however I just want to clarify exactly how this works.

Say the player controlling the Reaper in the Dungeon rolls a 4 for the Reapers Move and he uses 2 to move to the Treasure Chamber and basically then he can encounter any player he wants on the main board (Except Inner) by spending his 3rd move appearing in a space next to a character and then his 4th to move onto a characters space. Is that how it works?

When you say the Reaper can freely enter the Treasure Chamber from any of these spaces, which spaces are you refering to here? Any space on the mainBoard or any space in the Dungeon meaning that the reaper doesnt have to move along the linear direction characters have to?

Cheers

GrimGuvna said:

When you say the Reaper can freely enter the Treasure Chamber from any of these spaces, which spaces are you refering to here? Any space on the mainBoard or any space in the Dungeon meaning that the reaper doesnt have to move along the linear direction characters have to?

Surely talismanamsilat was referring to the Spaces written on the Treasure Chamber Space, excluding Inner Region Spaces. They are: Crags, Forest, Chasm, Cursed Glade, Warlock's Cave and Portal of Power. The Reaper can move from the Treasure Chamber to any of these Spaces as if they were adiacent, and she can also move from these spaces to the Treasure Chamber.

It's not a bad solution, we'll give it a try.

The Grim Reaper may freely move from the Treasure Chamber to the Crags, Forest, Chasm, Cursed Glade, Warlock's Cave, Temple, or Portal of Power or visa-versa, at the cost of a single movement point.

Ell.

The_Warlock said:

GrimGuvna said:

When you say the Reaper can freely enter the Treasure Chamber from any of these spaces, which spaces are you refering to here? Any space on the mainBoard or any space in the Dungeon meaning that the reaper doesnt have to move along the linear direction characters have to?

Surely talismanamsilat was referring to the Spaces written on the Treasure Chamber Space, excluding Inner Region Spaces. They are: Crags, Forest, Chasm, Cursed Glade, Warlock's Cave and Portal of Power. The Reaper can move from the Treasure Chamber to any of these Spaces as if they were adiacent, and she can also move from these spaces to the Treasure Chamber.

It's not a bad solution, we'll give it a try.

I think the same as what warlock says.

After the teleport, the reaper will end his move there...

talismanamsilat said:

The Grim Reaper may freely move from the Treasure Chamber to the Crags, Forest, Chasm, Cursed Glade, Warlock's Cave, Temple, or Portal of Power or visa-versa, at the cost of a single movement point.

Ell.

Does the reaper not end his move after the teleport warp?

talismanamsilat said:

The Grim Reaper may freely move from the Treasure Chamber to the Crags, Forest, Chasm, Cursed Glade, Warlock's Cave, Temple, or Portal of Power or visa-versa, at the cost of a single movement point.

Ell.

Ahh, I get it now, many thanks. That makes sense though I am not sure that the viceversa bit feels right, seems a lot to remember which spaces the Reaper can use to get into the Dungeon for players on top of everything else going on. The Treasure Chamber Portal feels like more of a one way portal. I kinda like a house rule we are experimenting with that if you roll a 6 for the Reapers move then you can place on any space you like instead of a normal move. Gives hims a more all powerful entity feel if he can access anywhere anytime possibility rather than having to rely on a mere Portal.

Thanks anyway clears some things up.

talismanamsilat said:

Ps. This needs to be ratified in the FAQ!

Is there a FAQ yet? I still can't find it.

Velhart said:

talismanamsilat said:

The Grim Reaper may freely move from the Treasure Chamber to the Crags, Forest, Chasm, Cursed Glade, Warlock's Cave, Temple, or Portal of Power or visa-versa, at the cost of a single movement point.

Ell.

Does the reaper not end his move after the teleport warp?

I am still waiting for this answer.

Can the Reaper move on after the warp at a single movement point, or must he end on the space where he is teleport too?

I think talismanamsilat answered this question already since he says that the reaper can move from one of this space to the treasure room at the cost of ONE mouvement point (and not instead of his normal move...) so I'm pretty sure he means that the reaper can continue his moves after the warp...makes him more effective to catch cowards who try to hides from him in the Dungeon's depth !

I played it like this in my first dungeon game and it worked wonderfully (but with our bad luck the reaper always do a slaughter among the players demonio.gif )

Now that you mention it...

If the Reaper would end on the space he is warp too, then it is not needed to give his movement -1

You could simply say that he warp to a space like any other character and end his move there, but because you must give his movement a -1 for warping, then it looks like that he can move further gui%C3%B1o.gif

That is a nice solution. The only thing I would want to add is a restriction that the Reaper cannot move into and out of the dungeon in the same move (so he can't warp from the craggs to the treasure chamber and then from there to the chasm, for example). Otherwise, the treasure chamber would be used as a sort of jump point the Reaper can use to easily move anywhere on the board.