Solo Quests

By Alfax, in Talisman Home Brews

Had a question inspired by a topic about playing solo talisman and the quests in DE-Prologue. Is it possible to make the quests in prologue work with the tabletop version. Seems like it wouldn't be horribly complicated aside from having to figure out the cards available.

How hard would it be to create some of your own quests?

Even little storyline quests could be added.

Rough Example - Start is any woods space as a toad. Travel to the forest where the princess is waiting. She will kiss you and turn you into the Chivalric Knight. She must then be escorted to the castle. Along the way you encounter some low level monsters. goblins, hobgoblins etc.

Upon returning the princess to the castle another task is added, perhaps using the expansion boards.

Something along those lines. I know there are very creative people on this board. Is this viable as a solution for people looking for solo play?

Sure, make a "custom" deck by choosing the cards from the full deck that would meet your criteria. and make a quests deck out of it. Of coarse the more expansions you own, more would be available.

Talisman Island already has the Rune Stones deck available to download...

ON the matter of the board game, I have an idea for 'quests', whether solo or not.

Since we nearly have the full four regions and various 'flavor' expansions, we could come up with an alternate 'game' or one that presents an either or way to win:

Rather than working towards the Crown, have a quest. Place certain cards in certain regions/spaces and the goal is to collect the cards and take them to another space to claim winning.

In my scenario I first thought:

Take either the Maiden or the Princess from the base set. Place her in the Cell in the Dungeon. She cannot be retrieved without leaving another follower in her place. To make it more tense, perhaps it has to be a specific/type of Follower for the exchange.

Now, take a sacred relic/object or two. How about the Holy Grail, and, without knowing all the new spaces in Woodland, we'll place that in one where either other card(s) are drawn or there is some mechanic in place. Perhaps, have an unrevealed Nether Realm card 'guarding' the Grail.

I believe there are various magic wands or staffs, so one of these should be placed in the Highlands, perhaps in the Lost City, or any space with certain risks/rolls involved.

Finally (or add more!) the Princess/Maiden and the Grail and Wand must be brought to the High Temple in the City, and she casts a spell with the objects.

Would this quest be harder to perform than the CoC? Not sure, there would be obvious ways to add more or make it more challenging.

Right, something along these lines is what I was thinking. Using cards from the various "adventure" decks to go along with the theme...

people have played, that you tag the end space on every expansion, 1st one to do so and then you win.

That's a nice example too.

ON the matter of the board game, I have an idea for 'quests', whether solo or not.

Since we nearly have the full four regions and various 'flavor' expansions, we could come up with an alternate 'game' or one that presents an either or way to win:

Rather than working towards the Crown, have a quest. Place certain cards in certain regions/spaces and the goal is to collect the cards and take them to another space to claim winning.

In my scenario I first thought:

Take either the Maiden or the Princess from the base set. Place her in the Cell in the Dungeon. She cannot be retrieved without leaving another follower in her place. To make it more tense, perhaps it has to be a specific/type of Follower for the exchange.

Now, take a sacred relic/object or two. How about the Holy Grail, and, without knowing all the new spaces in Woodland, we'll place that in one where either other card(s) are drawn or there is some mechanic in place. Perhaps, have an unrevealed Nether Realm card 'guarding' the Grail.

I believe there are various magic wands or staffs, so one of these should be placed in the Highlands, perhaps in the Lost City, or any space with certain risks/rolls involved.

Finally (or add more!) the Princess/Maiden and the Grail and Wand must be brought to the High Temple in the City, and she casts a spell with the objects.

Would this quest be harder to perform than the CoC? Not sure, there would be obvious ways to add more or make it more challenging.

I was forgetting some ideas. You need the spell book from the City, Using Dragon Lords as Guardians of the Wand, Staff or Blade, that you must defeat to gain, stuff like that.

It would also be cool if there could be other riddles involved, more random elements, with consequences.

Solo Quests!

Great ideas on this thread, I really like the idea of playing Talisman alone, although from what I have read on this thread i feel that the ideas would work better when playing with others (2+ players).

The idea of the Maiden/Wand/High Temple is a good idea and perhaps for every active player specific cards are chosen from a pool of adventure cards set aside (or perhaps even new ones created for this kind of play) For example : The Troll may chose from a set of cards (divided into piles of followers, magic objects, and places perhaps chosen from a places chart (roll the dice to select the chosen place to get to with said follower and magic object).

The quest could be the aim of the game and when someone completes thier mission they win the game. Or perhaps you could play it that on completion they gain a Talisman (maybe take out all Talismans from the game so completing quests are essential for gameplay)

I am really interested in this quest idea now, may have to think up so new cards to make a quest deck :D