Hi everyone,
My wife got me really into Talisman about a year ago, and recently I started searching for a similar game that is as much fun, but adding a little more depth to it. While I still love Talisman, I think I've found what I'm looking for. Before purchasing the game I did a lot of research about it, reading the rules, forum posts (here and BoardGame Geek), the official FAQ, etc., and I had the rules more or less understood before our first game. Having played our first game this weekend (and another one after!), I feel like we have a great grasp of the game, but we are missing some of the nuances (we were refreshing ALL adventure counters upon events for our first two games!), and there are some ideas that I had that I thought I'd share to get some feedback. Our second game we played with my wife, my brother and I, and we had a blast – my brother won with Red Scorpion. I thought I'd list my questions numerically for simplicity:
1. Item limitations – I understand that we can have two weapon types provided they aren't the same type (i.e. mace and mace) and one armor piece. Can we have one Armor: Shield and one Armor: Gauntlets card on our characters? Up until now we played where it wasn't allowed, because it was two armor pieces.
2. Item limitations – Are there limitations on artifacts or relics? Up until now we played (using more common sense than rules) that we can have one item per "slot". We were able to equip an Artifact: Cloak and Artifact: Ring.
Are artifacts and relics also limited to one? By our rules it was allowed as long as you didn't have two items in the cloak spot for example. If this is allowed, are rings limited to one or two (we played one is the limit).
3. Items in combat (activate to use and discard items): As I understand it, we are allowed to use one before combat item, one activate to use item per round of combat, and as many discard to use items as we like. Does this mean I can use the Dwarven firebomb (discard to deal 3dmg ranged before combat) AND a weapon that gives me a before combat attack (activate to use)? We played until now you can only use one item. Also, we can use one activate to use item per round of combat. Can I use my Dragontooth Hammer to deal an extra damage in melee, then use my armor to prevent a heart during the magic phase?
4. Runes and Rituals – Just for clarification (the rulebook isn't in front of me at the moment); we can have as many rituals as we like but the rules state we can only have one Rune with capital letters in its title. As I recall 90% of the runes are all capitalized – what am I missing?
5. Now that we know that sunburst icons are the only ones refreshed, what if we run out of green or yellow counters with no event happening? Are we supposed to try for blues and keep escaping until we see an event?
6. Hero death – We played with semi-softer knockouts (lose gold or item, whichever is most valuable). In my opinion death is not penalized enough, or at least it should be done in a different way. Not necessarily strip your hero of everything, but have a different penalty. In the early game when gold is scarce, we found it much easier (and cheaper) to die to a challenge in order to heal, at least for the first few levels Otherwise we'd be spending our reward gold on healing anyway, and this would save a turn. In PvP I found this system flawed as well. I killed my brother and took his 20 gold from his character and put his hero in the nearest town. The next turn he was fully healed, moved two spaces and killed me in one go (I was wounded from our previous battle). What I thought to propose was one of two things.
My proposal - Either have hero death make the player lose his next turn as well (to prevent exploiting dying as a healing alternative early, and prevent PvP from being less fun/effective in my opinion), or an alternative would be to have players roll a die to determine their hometown in the beginning of the game (or assign it based on the excellent Cities of Adventure variation), and whenever they die they go back there (1-8 can be assigned to specific towns, 9 could mean roll again, 10 choose your own, or 9-10 choose your own). Just my idea of an interesting house rule to make the game more enjoyable. Also, I'm not sure if this is a rule or not, but we made a house rule where towns are PvP safe zones.
Those are my questions/comments for now I guess. I'll probably come back and make some additions in case I forgot anything. This is such a great game that I am looking forward to next weekend when I foresee another great gaming session going on (and sleeping on the couch if I knockout the wife's hero too many times).