Movement Variant

By John Steed 1, in Talisman

I love Talisman, but after playing for an hour or two, I'm always kinda antsy to get the game over with. The problem with this game is that it has a tendency to drag. A major cause of this is die rolling, always overshooting the spot you wanna land on to get that extra strength or craft point, or that enemy you know you can kill for the trophy but just can't seem to get the roll to land on the space.

I thought of this variant to replace the die rolling in certain spots. If your strength plus craft is 5+, you can move up to 3 spaces. Of course, if you wanna move more spaces you can simply put your fate in the die.

Then if your strength plus craft is 12+, you can move up to 6. I think this is a good variant, cuz toward then end of the game when you just want it to end, you won't need the dice, and can go anywhere on the board within a 6-sided die limit.

Go play something else if the movement in Talisman irritates you...

Hey, be nice, talismanamsilat!

John, many of us do 'house rules' for various situations and mechanics. I think your idea is a little over-generous, but it might be pleasing to your game partners.

But I do agree with talismanamsilat in principal, the game rules/verbiage may indicate that the normal or average game is under 2 hours, or whatever, but realistically it is NOT. Another point would be that you should play when you and yours will have the balance of an afternoon, evening, weekend, or consider a timer of some sort. My wife and I have played games so long, that we put out the candle and came back the next day. But we enjoy this. Our games are mythic, epic (and very long).

Or, just concentrate on where you CAN land, rather than where you cannot. There will always be something else to encounter.

You can always house rule to discard a fate and allow people to move up to the die roll...

There are many movement variants out there for Talisman.

My favorite is just roll a dice and move. :P

Oberon, thanks for the polite response. Your point is well taken. To each his own I suppose. I'm gonna play test my variant a and see how it goes. As for Talismanamsilat's response, I'm gonna chalk it up to PMS and ignore it.

There are many movement variants out there for Talisman.

My favorite is just roll a dice and move. :P

Ditto to this DomaGB!!

Oh talismanamsilate is not pms-ing. And you oughta see when I get pissy! It has happened on this board, but not too recently.

As you explore the World of Talisman, you will find that house rules do make sense for the players who have their own dynamics within their own circles of players. Some things that I have suggested are quite silly or at least problematic for most players.

I suppose its because I'm only playing 2 player and it really does bring a different flavor and strategy.

Having said that, movement to a spot you really want to get to is really the luck of the cards. It is a given, unless house-ruled and I think it would be one of the things that is least house-ruled.