Here is my commentary/review of the Talisman Dungeon expansion for Revised 4th Edition of the game. Some of the points have been raised by other players but are included here for completeness (eg issues regarding production, storage of components). I have broken the review into sections, though obviously there is a lot of overlap between the individual topics. Also, I am not going into the details of gameplay. And yes, there will be digressions...
Flavour
Efforts have clearly been made to give the Dungeon its own feel, distinct from both the main Talisman board and Adventure deck, but also from earlier editions and other dungeon-bashing games. The distinctive flavour is largely the sum of the separate parts (artwork, new cards, the board etc). With so many cards and other features it is difficult to have both focus and variety and I think the designers have tried hard to find the right balance. So, on the one hand, elements such as the Cultist and Construct cards and the Lord of Darkness theme have been added for flavour. However there is perhaps some lack of variety in the Enemies as a whole (being largely humanoids of various kinds) - more on this point later. The new Strangers and Followers also contribute to the overall theme of the Dungeon being largely inhabited by humanoid servants of the Lord, with the occasional wild-eyed dwarf - Lone Dwarf (now an event), Miner, Tunnel Fighter, Weaponsmith and Armoursmith). Artwork is generally dark, both literally and metaphorically, as might be expected.
Production
Much has been said by other commentators about this already. The main things I note are the inordinately large box, and the high quality artwork on cards and board. The artwork on some cards is highly detailed but the images are small and some impact is lost. It remains to be seen what storage issues will arise once further expansions arise - the main game box can carry everything to date but little else. The rule book seems clear enough and comprehensive. However, some guidance on the Reaper would have been welcome and also an explicit statement of the use of Horses, Flying Carpets and the like (for the sake of 2nd edition fans used to having to dump all forms of transport at the entrance. Side note - transport is now permitted in the Dungeon as it is now considered a huge realm not the pokey tunnel of 2nd edition; though how a Horse and Cart are supposed to negotiate those narrow staircases...).
Integration with Main Game
The new board fits well both physically and in play terms with the main board. The issue of limited table space has been discussed by many fans already and with three more such add-on boards expected at least, many of us will be playing on the floor! The key method of integration is the 10 new Adventure cards, which allow access through various portals to the dungeon. Rune Gates (including the Dungeon deck one) bring more relevance to the Rune spaces on the main board. My particular favourite though is the new event, Dark Denizens, a lovely way to bring the Dungeon into the Outer and Middle Regions (not sure how this works with a couple of cards eg Hunchback...). There are a few repeat cards from the main Adventure deck, which seem apt in flavour terms - eg Miser Dragon, Gargoyle, Cave Troll, Shadow, Lesser Demon, Crypt Keeper and Hobgoblin (the latter for Goblin King's sake). A surprise appearance for 2nd edition Porter (now renamed Miner), ticks off another old card from the reprint waiting list; Porter appeared in Talisman the Adventure not 2nd edition Dungeon. Fate (introduced by FantasyFlight in the revised 4th edition) gets some further mentions in this set (eg Twist of Fate spell, Cloak of Feathers, Rune Dancer, Sister of Fate).
Player Interaction
Others have raised the question of the extent to which expansions draw attention away from the main board and in particular reduce player-on-player encounters. Potentially in a game with six players, everyone could be in a different region, once the remaining add-on boards are released. I am confident the designers will make efforts to add in new mechanics, modifications and additional encounter cards and spells which encourage player interaction - a major factor in maintaining Talisman's fun and competitiveness. Another suggestion others have made would be the development of the quest mechanic beyond the Warlock's quests; perhaps even including co-operative elements.
Sources
To the delight of many old fans (I guess) this edition draws heavily on the original 2nd edition Dungeon. Most 2nd edition Dungeon cards are here, a few with modifications. Notable absences are Gong, Altar, Decree of Banishment (not the same as the new Scroll of Exile), and the two Giant Spiders (which had a special ability not yet seen in 4th edition Spiders). Although I am not very familiar with 3rd edition Dungeon of Doom, it's good to see some of the new cards from that set eg Weighted Dice, Spell Ring, Sliding Walls. The Skaven and Rat Ogre enemies from 3rd edition are probably excluded for copyright and/or flavour reasons, being a particular invention of Games Workshop and the Warhammer setting. Some other random sources include "Clash of the Titans", inspiration according to the designer, for one of the new Treasure cards, Clockwork Owl. Black Elf has a strong D&D flavour (also found in 2nd edition originals such as Crawling Slime).
Dungeon Board
The new spaces (Monster Pit, Summoning Circle and beefed-up Treasure Chamber) are all welcome, while perhaps more significant are the Cavern and Vault spaces (now draw 2 and draw 3 instead of draw 1 and draw 2). In all, there are now 29 board spaces compared to 25 in 2nd edition and I think 16(?) in 3rd edition. Dungeon Entrance is also a draw space (wasn't in 2nd edition). Dungeon movement has changed, allowing both directions; good to see that the old rule (move only towards Treasure Chamber except when fleeing) is given as an option - I'm sure many 2nd edition fans will want to try that out. The order of the special spaces (eg Guard Room and Library) has changed compared to 2nd edition.
New Characters
Not much to say here. Four of the new characters are close revisions of 2nd edition cards. Philosopher is new, though I don't understand why the original 2nd edition Philosopher needed to be renamed Sage (Reaper expansion). All are playable; I'll leave the debate to the numerous threads on characters.
Treasure Cards
The idea of special treasures as quest items for specific Regions was realised in the 3rd edition expansions, but much expanded here. I strongly suspect something similar in future large expansions. It's a good addition to game flavour. They are a fairly interesting bunch and after much thought I've decided that having a choice of the treasures rather than random selection is preferable. They are more valuable if a player knows that they can target a particular item which will aid in some strategy (as far as that is possible in the chaotic world of Talisman). For some reason, Cloak of Feathers intrigues me - haven't seen it used yet but the ability to teleport in the Inner Region seems very handy... (On a related but digressing note, there seems to be a creep towards ways of getting to the Crown of Command without need of a Talisman, which seems contrary to the central theme of the game.) One wonders if some of the Treasure Cards will ever see play - favourites are bound to emerge in time and how often are players going to beat the Lord of Darkness? Perhaps a Spell or encounter card will appear which allows players to plunder Treasure Cards at random. Further idle speculation - do Treasure Cards need to be Magic Objects? Could they include mundane Objects or even Followers, Spells or Places? Perhaps the Treasure Cards for each expansion could form one deck for all Regions?
Spells
The new Spells are a good balance of reprints (sometimes revised) of cards from 2nd edition and new creations. Finger of Death is a fan favourite. The new Restoration spell is completely different to the 2nd edition spell of the same name. Magic Portal is curious - I would have preferred its possible destinations to include some of the less often visited spaces on the main board (eg Cursed Glade, Black Knight). A few more Spells which target other players would have been welcome.
Events, Strangers and Places
I have to confess to some disappointment with these cards. Sure, the ones included are great and are mostly from 2nd and 3rd editions. It's just that they are my favourite encounter types (especially those that stay around on the board) and I would have liked to see more. The relatively small number does help to make the Dungeon distinct from the main board. The Strangers get the biggest boost compared to 2nd edition. Dungeon Keeper (Stranger) is a revision of Slaver (Event), now allowing other players the chance to buy your stolen Followers (such noble morals the Talisman heroes have!). Armoursmith and Weaponsmith make the Purchase deck more relevant, while Oracle is an interesting twist on the prophecy mechanic. Places lose out most as neither Gong nor Altar made it from 2nd edition. Rune Gate I have already mentioned in the paragraph on Integration above.
Followers
Wise Man and Dog make a return, though Dog is now Faithful Hound and has different stats. Of the new cards Hunchback is my favourite for usefulness, flavour and humour. Presumably his name is Igor (possibly Quasimodo) and his real intention is to lead you straight into the clutches of the Vampire Prince... I love Followers so would have welcomed one or two more bizarre entities. (Another digression, I love the fact that in the new edition Minstrel can charm giant creepy crawlies as well as the usual furry critters - can't imagine being followed around by a giant worm helps him with the ladies - "Don't worry Princess, that drooling slime just means he likes you..."). Miner I've already mentioned above (reprint of Porter).
Objects (Magic and Mundane)
Much beefed up compared to previous editions. Even the reprinted Gauntlet of Might is stronger, while the stronger Crystal of Power replaces the 2nd edition Psychic Crystal (itself reprinted in the Reaper expansion). A balanced selection with enough new ideas. Overall, some worthwhile rewards for the challenges of the Dungeon. Good to see alignment get some more relevance.
Enemies
The most significant feature of the Dungeon expansion is that about 60% of the Dungeon cards are Enemies, compared to about 30% in the main Adventure deck (including Reaper expansion). This makes for a very challenging Region, which I'm sure most players will welcome, making victory at the Treasure Chamber (or even just getting there) all the sweeter. The proportion of enemies with high Craft or Strength (above 4) is greater than in the main Adventure deck. There are some great new additions and revisions (personal favourites are the deadlier Giant Beetle and the Vampire Prince - I've got a thing about Followers dying for their leader...). Goblin King is flavoursome (like the Magic the Gathering Goblin King in reverse). An interesting array of encounters with beneficial side effects (Tomb Warden, Rune Dancer, Gate Keeper, Bloodroot). Delightful innovations include Battle Hulk (yeah!), Gate Smasher (nod to Indiana Jones), Vassal of Darkness (expect variations on this in future), and the wonderfully annoying Tinker Imp. Nice to see the lowly goblins getting their revenge (Strength 9 Marauders anyone?) There are many more Spirits (a general change across all 4th Revised edition) - 2nd edition Dungeon had only two! Vampire Bats are quite different from 2nd edition (I prefer the latter version). Overall, I'm happy with the Enemies but would have liked some more bizarre and fantastical monsters (non-humanoid).
Some Minor Quibbles
Nightmare, while an exact reprint of the 2nd and 3rd edition card, is different to the Reaper expansion's Nightmare. One of them should have been renamed. Mimic is just a reprint of Doppelganger (promotional card with Reaper expansion). I don't mind functional reprints of enemies without special abilities (eg Ape=Lion=Bear), but it seems a shame not to keep a distinct identity for special creatures. Would have liked the Gnolls to be something other than a functionally identical Hobgoblin variant. Why is the Kobold Brute so big or is their usual small size just a D&D concept? Where is the Toad love? (Rumour has it that the next expansion will include a Toad theme - can we expect the Wand of Toadification or "Event - all players become Toads"?). Again, I suppose lack of Toadiness keeps the Dungeon distinct and heaven help a Random-ised Toad in the Dungeon...
Further Expansion of the Dungeon
I do hope that amongst all the other planned expansions, FantasyFlight will make further additions to the Dungeon. No doubt integrative cards such as Dungeon Doors and more Rune Gates will appear in other large expansions. Imaging Dark Denizens arriving in Talisman City! Likewise, perhaps the Dungeon deck will have new cards making connections to other expansions (would the City Watch dare hunt down and arrest one of our heroes in the underworld?). Perhaps there is room for player characters will special abilities linked to specific Regions - Dungeoneer anyone? As a Talisman fan since 1983, more cards for every deck are always welcome!
That concludes my commentary. Thanks for reading!
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