Thieves Guild

By JimmyDark, in Talisman Rules Questions

The Thieves' Guild alternate ending states that:

"A character on the Crown of Command must roll one die for the Thieves' Guild during each of his turns:

1-2) You must take 1 gold from all other characters
3-4) You must take 1 Object from all other characters
5-6) You must take 2 Objects from all other characters

A character on the Crown of Command can hold an unlimited number of Objects. When a gold or Object must be taken, and a character does not have one to take, he is killed. If all other characters are killed, you win the game!

Characters on the Crown of Command cannot encounter each other; they must roll 1 die for the Thieves' Guild instead.

If all remaining characters are on the Crown of Command, the game ends. The character with the most total Objects and gold wins the game."

The way I read this, it sounds like you could steal other players Talismans if you roll a 3-6. If that's the case, the game is pretty much over if other characters aren't already at the Valley of Fire by the time you get to this ending. Even if you could pick up another Talisman it would be gone before you could make any progress.

What do you all think? If this is the correct interpretation of this card I'll likely house rule it so that you can only take the Talisman if there are no other objects left to take.

Kinda the opposite of a stalemate from what I'm seeing. Two-thirds of the time the first person to land on the Crown of Command could take everyones Talisman. That would mean the game would be all but over if the other players weren't already at the Valley of Fire.

Hm, we haven't had this problem so far. I interpret it just the way you do which feels sad, I really liked this ending.

I see three potential house rules to solve this (if you too feel this is not how you want to play it):

  1. You can only take the Talisman if there are no other objects left to take. (your way).
  2. Objects are taken at random.
  3. The affected character chooses what object is to be taken.
Edited by Nioreh

What do you all think? If this is the correct interpretation of this card I'll likely house rule it so that you can only take the Talisman if there are no other objects left to take.

Thieves' Guild seems to be designed like an Ending that strongly favours the character on the Crown of Command. He will always be the favoured one, because he starts collecting Objects first and it will be very difficult for characters who make it to the Crown to close the gap. The fact he can steal the Talismans from others ensures that no character may reach the Crown, if no alternative route is available (Dungeon, Dragonspire/Great Portal).

All in all, it's ok to have an edge when you reach the Crown first, which is not the case of many other random roll Endings. Thieves' Guild works better as a revealed Ending, since everybody knows that who reaches the Crown is probably going to win, and this speeds up things.

If you absolutely want the others to have a second chance, try house ruling the Ending as "All other characters must give you 1(2) of their Objects", or follow Nioreh's suggestions.

If the Dungeon is in play, a character can reach the Crown of Command without a Talisman.

wrong thread.

Edited by Nioreh