It's that time again!
To tell everyone how cute I am?
To put cucumbers in our ears?
No, it's time to play this week's game of Talisman. And for that we turn to...
A table that's just barely big enough to fit the corner expansions. I'm going to need to find a side table for the cards here soon enough.
I had the Valkyrie, Roommate A had the Gypsy, and Roommate B took the Monk. We played with Cataclysm, Dungeon, Highland, and The Reaper. This was, by far, one of our most fun and interesting games of Talisman yet. The Gypsy got a huge lead with the Remnant cards, being able to ignore Events that cost RB and myself a turn or the inability to use spells, and a few well-timed casts of her own to gain some stats. RB took the Monk into the Highland and almost immediately got hit with two Lodestones in a row, as well as losing several Life along the way. I spent a good chunk of the early game in the Outer Region, hunting down Remnants and gaining a couple of nice items. I quickly realized that with the Cataclysm board the Valkyrie's ability to visit the Graveyard isn't nearly as powerful (although it didn't help that we were all Good, and so they avoided it and I wasn't about to take the time to circle around to visit it just to get Denizens to myself), while RB found herself quickly annoyed by the inability to use Weapons or Armor. We also just picked an ending and went with Hand of Doom because it sounded interesting.
Eventually I managed to make my way through the Highland, getting all the way through and picking up the Spell Blade (which I used judiciously), Dreadwing, and got a Fate Stealer immediately after I left (which I also used judiciously). The Gypsy attempted several times to make her way to the Highland, but cards somehow kept sending her back around the Dungeon, which after gaining some stats she figured she might as well go into and try. She made it all the way through, but somehow lost to the Lord of Darkness (which really upset her), by which point she decided to gun for the Highland again, as she got the Ageless Talisman along the way and decided to use it to shoot for the Portal of Power. I had gone for the Dungeon soon after and managed to pick up the Elixer of Life, which was never used (we chose randomly), and teleported to the Temple. The Monk somehow, after being loaded down and hanging on at one life, not only survived the Highland after getting the Prospecter (and having to spend several turns powering up as it was guarded by a Craft 9 combo of creatures), beat the Eagle King, and was subsequently rewarded with a weapon she couldn't use. RB then gunned for the Dungeon.
The best part was that RB got the Orb of Time at one point, using it to speed her way through the Dungeon. It then passed to me, who used it to finish the Dungeon to get my item and get to the Temple, and then aim for the Portal of Power as I had picked up a Talisman from the Adventure Deck. RA then got it, finished up the Highland, and ported to the Portal of Power just two turns behind me. I make it to the Crown, roll a 1 and immediately use Fate so we all don't lose, and proceeded to lose one life. RA moves into the Valley of Fire, one step behind me. RB absolutely slaughtered the Lord of Darkness and immediately got sent to the Crown of Command despite never seeing a Talisman the whole game, and then immediately lost a life herself. I roll a 5 and kill RB's Monk dead as a doornail. And then RA moves to the crown and rolls a 6, winning the game.
As I said, this was hands down the best game of Talisman yet. The early game wasn't at all a slog, with the Remnant cards giving everyone a good boost, The Highland yielding some good rewards, and the Adventure Deck not absolutely murderizing all of us. The Gypsy used her abilities to full effect, getting a lot of good spells that she kept using. The Monk made a massive comeback, from no items and one life to nearly winning the game herself. And the Valkyrie was just plain powerful, with a slew of good weapons and items, Followers that made her Strength absolutely enormous, and just enough spells to make things interesting. I think the only problem was the lack of taking advantage of the Denizens, and of course absolutely no need to visit the Warlock yet again. I'm considering yanking the Talismans out of the Adventure Decks just to force us to go there, or at least rely on running into an NPC or other space that might give us one.
Next up will be The City and potentially the Nether Realm, as I just ordered those of of ebay.
As usual, a couple of questions. For some reason we thought that using the Gaunlet of Might (Magic Object, Add 2 to your Strength in Battle) and a Weapon couldn't be done, and ruled so in an earlier game and therefore this one. I'm thinking we were wrong and probably just misread something, but I just want to check and make sure.
We ran into two Treasure Maps in the game, both doing the same thing. However, one was a Trinket (Cataclysm), the other wasn't (Highland). It kind of sucks to have to treat the Highland one as a regular object, but without knowing what items got turned into Trinkets later, it seems kind of difficult to keep track of without exhaustively going through the deck to find out. Any thoughts on this one?
What are people's experiences playing with the corner boards and the Cataclysm board? A lot of cards that rely on specific NPC's (namely thinking The Highland gems) seem a lot less useful or more dangerous (The Hag) thanks to having to rely on a good Denizen draw. And yet with at least Highland and Cataclysm's Remnants, plus the plethora of good cards in The Dungeon, it doesn't feel like the Denizens really get to make all that much of a difference. Much as I feared, with The Highland and Dungeon, there just doesn't seem to be as much reason to be on the main board unless you're running for the Crown, and maybe early on hunting down Remnants. Is there any way to really angle towards a focus on the main board without cutting out playing with the corners?
As always, I hope you enjoyed my chronicles!