Card-based movement?

By Lars Gnomish, in Talisman Home Brews

A lot of us don't care much for the roll-to-move rules. I was wondering if a more strategic game could be created with card-based movement. Here's what I was thinking:

-create a deck of cards with the numbers 1 through 6 on them. The higher the number, the more uncommon the card. Each player is dealt 3 movement cards, and he must play and draw one every turn.

At the start of each round of turns, all players simultaneously select a card from their hand and set it down on the table. Those with the highest numbered card moves first (call this "initative") and they could move as many spaces as they like, up to the number on the card. Once you've moved, discard your card and draw a new one for the next turn.

Why?

Well, you have much more range of motion, and therefore strategy, but cards with big numbers are rarer, and will become more valuable, increasing strategy. Also, the fact that everyone must select their cards simultaneously means that you don't know what or where your opponents are going.

Additional movement cards could also have special effects, like trade with another player, or move Reaper (if you have him), ford river, or go to a specific place on the board.

Will this reduce randomness? To a degree. Playing cards simultaneously keeps the game very random, but at least you have more control over your choices and can attempt to plan your actions.

Thoughts?

A "destination" call system (with limitations for its use) is much simpler and with rolls still simulates the unexpected along the way when traveling the wilderness. In addition, there are too many card mechanics in the game linked to movement by die roll... and more to comce. The card movement system isn't adapted enough to other movement mechanics and thereby will become more complicated as expansions grow in number.