Anyone else think the Alternative Endings have been getting better?

By Artaterxes, in Talisman

Endings used to be bosses, or get enough of something (complete four Quests, get four Rewards, get four Wanted Posters), or some roll a die outcome (Hand of Doom, Judgement Day), etc. There were a few unique ones, like Battle Royale or Lightbearers.

But since Nether Realm and Firelands they have been getting really cool. Nether Realm endings give you a new deck to toughen the Inner Region, any Region, or just you. I think Pandora's Box is just a wonderful ending; it's fun watching other players try to survive your onslaught. In Firelands, you play hot potato with a flaming crown or watch the land get ignited around you. In the Woodland, you explore all the side boards and you can have a Path to follow in each corner Region. It gives a new experience to each corner! Woodland also includes a boss fight, but it's a race to get there! As for the Harbinger, it has one of my favorite endings (spoilers):


All the civilized spaces are guarded by heralds of the apocalypse and you fight a final boss that ticks down Armageddon every time you lose to him! Crazy!

What do you think? Have you liked the endings more recently?

Edited by Artaterxes

Well, we got the greatest Talisman (probably card game card) card ever in Blood Moon and it was an ending: Horrible Black Void :lol:

Well, we got the greatest Talisman (probably card game card) card ever in Blood Moon and it was an ending: Horrible Black Void :lol:

Hey Dam, what six endings do you have right now in your random draw?

Battle Royale
Crown and Sceptre
Hand of Doom
HBV
Ice Queen
Pandora's Box

No Woodlands or Harbringer, not sure what potential endings those two would offer.

No Woodlands or Harbringer, not sure what potential endings those two would offer.

I'll just describe the hidden ones because I think you only use those. Woodland has two; Harbinger, one. (The others are revealed only.)

In Woodland, one ending boots everyone out of the Inner Region. Everyone wanders around while their fate depletes every turn, and you start to lose life or die if your fate gets too low.

Another ending again boots everyone out onto the Forest, and they have to run to the end of the Woodland where the final boss is. First to kill the boss wins.

In Harbinger, only one of the two endings can be hidden. It's similar to casting the Command Spell, except on 4-6, instead of hurting everyone, you tick down Armageddon faster. If you make Armageddon happen, everyone else loses but you win. Players on the Crown have to fight each other like the original ending. Another twist is that your "Command Spell" also succeeds on 2-3, but everyone loses life, even you. So it goes by faster, but you could kill yourself. But while you're up there, people have to draw from the Harbinger deck (the nasty one) instead of normal cards, so you can kill them off indirectly. So it's like the Command Spell but a little more tense for the person casting it.

Edited by Artaterxes

I like these five.

Blood Moon Werewolf

Pandora's Box

Crown of Flame

Danse Macabre

Wanderlust.

The jury is out on the new ones at our table until we try them. So far, the new expansion has not been much of a hit with us :(