Dungeon Movement and Trapdoors (unrelated)

By Mind Robber, in Talisman

Just got the Dungeon expansion and was wondering what those players who have played it or are experienced with the 2nd edition (i nether had dungeon for 2nd, only for 3rd) what movement rules they would recommend for the best game? I like the idea of 'Fight or Flee' but it does take away the choice of the player each round but free movement may make the dungeon to easy.

For my 2nd point/question, the Trap Door card. Why does this only drop you to the entrance, isnt that abit low in the danger stakes and unexciting, its not much of a disadvantage just walk out in your following turn. The 3rd edition Trap Door dropped you in the middle of the dungeon so you had to fight your way out. I was thinking of a house rule, if a player falls through a Trap Door then he drops to a space 2d6 spaces into the dungeon from the entrance - forcing the player to entertain herself for a while in the dungeon. Does this seem reasonable or am i just adding an extra unnecessary difficulty ?

Mind Robber said:

Just got the Dungeon expansion and was wondering what those players who have played it or are experienced with the 2nd edition (i nether had dungeon for 2nd, only for 3rd) what movement rules they would recommend for the best game? I like the idea of 'Fight or Flee' but it does take away the choice of the player each round but free movement may make the dungeon to easy.

For my 2nd point/question, the Trap Door card. Why does this only drop you to the entrance, isnt that abit low in the danger stakes and unexciting, its not much of a disadvantage just walk out in your following turn. The 3rd edition Trap Door dropped you in the middle of the dungeon so you had to fight your way out. I was thinking of a house rule, if a player falls through a Trap Door then he drops to a space 2d6 spaces into the dungeon from the entrance - forcing the player to entertain herself for a while in the dungeon. Does this seem reasonable or am i just adding an extra unnecessary difficulty ?

Now i am getting confused..

I thought also that if you drew a trapdoor, than you land on the vault space in the dungeon, but if i look on boardgamegeek.com, then the trapdoor there says that you find yourself back again on the entrance space...

But somehow i remember something that i landed on a vault space..preocupado.gif

Velhart said:

Mind Robber said:

Just got the Dungeon expansion and was wondering what those players who have played it or are experienced with the 2nd edition (i nether had dungeon for 2nd, only for 3rd) what movement rules they would recommend for the best game? I like the idea of 'Fight or Flee' but it does take away the choice of the player each round but free movement may make the dungeon to easy.

For my 2nd point/question, the Trap Door card. Why does this only drop you to the entrance, isnt that abit low in the danger stakes and unexciting, its not much of a disadvantage just walk out in your following turn. The 3rd edition Trap Door dropped you in the middle of the dungeon so you had to fight your way out. I was thinking of a house rule, if a player falls through a Trap Door then he drops to a space 2d6 spaces into the dungeon from the entrance - forcing the player to entertain herself for a while in the dungeon. Does this seem reasonable or am i just adding an extra unnecessary difficulty ?

Now i am getting confused..

I thought also that if you drew a trapdoor, than you land on the vault space in the dungeon, but if i look on boardgamegeek.com, then the trapdoor there says that you find yourself back again on the entrance space...

But somehow i remember something that i landed on a vault space..preocupado.gif

I figure out with Jon's help what the problem iscool.gif

The Trapdoor from the mainboard is different than the one from the dungeon boardgran_risa.gif

I wonder if FFG know that there are 2 different trapdoorspreocupado.gif

Anyway, i think i am using the third edition trapdoor text for 4th edition..

What about rolling as usual and if you land on a vault space, than you pick the first vault space in the dungeoncool.gif

dungeon_trapdoor_x2.jpg?t=1246810696

"I figure out with Jon's help what the problem is

The Trapdoor from the mainboard is different than the one from the dungeon board"

Actually, the trapdoor cards for both the adventure deck and dungeon deck are all the same. They move your character to either the dungeon enterance or a revealed dungeon door. The 2nd edition trapdoor moved you back to the dungeon enterance, too.

The trapdoor card is the only card I don't like (I didn't like it in 2nd edition either). Why does falling down a trapdoor make you go back UP to the enterance? And falling through a trapdoor when you're outside only makes you go to the enterance?

I also don't like the dungeon door cards, since no one will use them because it's so easy to enter the dungeon through the ruins space. I took the dungeon doors out of the deck.

I want to house rule trapdoors in the adventure deck (and the burrow worm enemy) so that they move you to a space 1d6 spaces into the dungeon (counting from the enterance). Trapdoors in the dungeon will move you 1d6 spaces deeper into the dungeon. This just makes more sense to me.

I think Velhart is referring to the Trap Doors from the 3rd Edition game which is what my cards were from. The Adventure card version drops you in the Vault whereas the Dungeon card version drops you at the Entrance.

Indeed cool.gif

I am talking about the trapdoors from third edition.

But if i look to Aarontu post, then the trapdoor from 4th edition has the same rules as 2th edition?

So there are also trapdoors in second edition?

Yes, there was a Trap Door card in the Dungeon deck which dropped you back at the Entrance.

Yeah, it does seem strange that the adventure deck one just drops you at the entrance. That's hardly a penalty at all, though if that's how it was in 2nd edition... Although usually I agree that 2nd edition was the best for everything, this may be one case where 3rd edition did a slightly better job.

Don't forget that Talisman is a going concern. There is always the possibility for other doorways that drop you in other places...

talismanisland said:

There is always the possibility for other doorways that drop you in other places...

Ah, true! Extra ways to fall down there in the future would be sweet!

Indeed gran_risa.gif

If more cards are coming, then we need more trap doors for the main deck to interact with the dungeon.

And i hope that they will add more dangerous trapdoors or other traps for the main board.

I am still wondering why FFG makes the game not more difficult.

Also the Burrow Worm brings you to the entrance. It makes no sensepreocupado.gif Why should i be afraid of that card pff..

You fell through the ground but actually landing from the airpreocupado.gifHow stupid..enfadado.gif

Maybe that FFG can re-do the card and give it a more dangerous text to itpreocupado.gif Same aplies for the easy trapdoors BAHenfadado.gif

I don't want to use a house rule for it , but it seems i have no choice sad.gif

So, if FFG makes more Trapdoors, please re-do the card and make the Trapdoors/ Burrow Worm more difficult..sad.gif

Aarontu said:

I want to house rule trapdoors in the adventure deck (and the burrow worm enemy) so that they move you to a space 1d6 spaces into the dungeon (counting from the enterance). Trapdoors in the dungeon will move you 1d6 spaces deeper into the dungeon. This just makes more sense to me.

I think that house rule is good and makes sense...

meggypeggs said:

Aarontu said:

I want to house rule trapdoors in the adventure deck (and the burrow worm enemy) so that they move you to a space 1d6 spaces into the dungeon (counting from the enterance). Trapdoors in the dungeon will move you 1d6 spaces deeper into the dungeon. This just makes more sense to me.

I think that house rule is good and makes sense...

I think i will use the rule (as third edition) that you land on the first Vault space in the Dungeon( same for the Burrow Worm(simply change entrance to vault space..

Now it's gonna be dangerous..gran_risa.gif

Still waiting for the trapdoor that is gonna send some adversaries to the horrible black voidgran_risa.gif

Cheers

Old Master said:

Still waiting for the trapdoor that is gonna send some adversaries to the horrible black voidgran_risa.gif

Cheers

That card do not existpartido_risa.gif

Only the Black Void itself off course gran_risa.gif

But it would be a very dangerous card if you can draw such a card from the deck...demonio.gif

It is already dangerous enough if you draw the Black Void at the end..demonio.gif

Yesterday, we used the trapdoor text from third edition for the 4th edition revised.

It was a lot of fun !

I landed on the first vault space and i have draw a battle hulk strength 10 + goblin marauders with strength 5 ( together with a total of 15 strength:)

i also drew the black elf. (craft 3)

Later in the game, i defeated the battle hulk + goblin marauders because my swashbuckler has 13 strength gran_risa.gif

It was awesome cool.gif

Now that the Frostmarch expansion will be added to the maindeck, i think that we need 2 a 3 more trapdoors for adding to the deck.

Trapdoors are dangerous, if you use the third edition rule, but with only 2 trapdoors in the deck and 290 cards, you will not draw them so much.

I hope that we get some more in the futuregran_risa.gif

First post ever.

Sidenote = Love the rules and explanations. Spending many hours going through them. As per my Username, we play with 1.5 pages of 1 liner home rules, so any resemblance with our 4th Ed Rev. Games home-brewed and Talisman... is purely coincidental.

Anyhow, re: trap doors from the main board, we use the home rule (which I think harken backs to my friend's 1st or 2nd edition) that you can't bring anything bigger than humanoid in the dungeon, meaning, no horses, mules, unicorns, ghoulified dragons, etc...

Means that when you hit a trapdoor, all those followers, and the stuff they carry are left behind on the square you "fell" from. Means you can lose a LOT from the fall, or, it's trivial, depending on how you loaded up.

Cuz, otherwise, really, as per full official rules + card, trap door is just a minor annoyance. Square 1. Hop out. You're done.

And, well, we hate wasted cards. Any opportunity to make something "significant" is why we have so many rules.

Looking forward to reading more on the forums. Thanks for all those that helped re: rules as well. 16 pages worth. Lots of work there, guys. Thanks.

Tons-Home-rules said:

First post ever.

Welcome!!

talismanisland said:

Welcome!!

Thank you.

Actually, I have Talisman Island to thank about my buying 4th Edition Revised. Our internet is getting spotty, interfering with my wife's online games, so I decided to go back to old classic Board Games as an alternative. I asked a friend about E-bay (I'm old, so I've never touched the stuff) for Talisman, and he told me about Talisman Island and Fantasy Flight.

4th Edition Revised is a big hit with my wife and friends. Of course, being an old timer, there's a few old rules I carried over even though they were dropped from 4R (like, no horses / mules in a dungeon, which is not 4R I know). But I owe a lot of the renewed interest and products due to your website. So again, thank you for your hard work.