The Epic Battle between Good and Evil

By Lars Gnomish, in Talisman Home Brews

The "Night Falls Expansion" Thread got me thinking about night and day in Talisman, and how that could be used to add another dimension to Alignments.

How's this for an idea:

Good characters move during the Day, and Evil characters move during the Night. Neutral characters can choose. An aligment card is used to reflect the current time, and the game either begins in the Day or a coin is flipped to determine the starting time.

When the time changes, all players who can move roll their movement dice simultaneously. Then the lowest roll goes first, and the rest of the active players follow through from lowest to highest. (this reflects that players who move the furthest take the longest time to reach their destination)

Now here's the trick... any time a good or evil character share the same space, they MUST fight (unless their special ability allows them to be safe), and characters of the same alignment can gang up on characters of the opposite alignment. That way, characters of the same alignment can form plot with each other.

Characters might be allowed to move during the opposite time (Good at night, Evil during day) but if they do so, they must forfeit their fate points for the duration of the turn.

I will expand on this idea if people are interested in hearing more.

Part of the problem is that Alignment is already both too arbitrary and too mechanical in this game. Beyond forced effects based on Alignment, it is almost meaningless. Adding more such isn't going to appeal to players more and more focused on speed of game and doing as they please to achieve the standard endgame. For what you have in mind, Alignment would have to be given actual meaning for play by players rather than more influence for the game itself to play upon the characters.