Talisman: Idea of future expansions

By Croonos, in Talisman

It looks that Highland can link both: Mountain and Forrest in one. I think it's a good idea because third expansions with the same board mechanics and Big Boss at the end would be boring. It is definite that one of the two left corners takes the City expansions. What would be the last board expansion then? I vote for the Wastelands (or Islands) with new board mechanics (as Timescape): That's my indications for future expansions

1. Talisman – Base game
2. The Reaper
3. The Dungeon – some thematic cards as Lesser Demon or Cave Troll has been taken from The Reaper
4. The Frostmarch – 128 cards
5. The Highland – new corner board and new way to get CoC by high Mountains - some thematic cards surely would be taken from Frostmarch
6. Dragons – new Adventure, Dungeon and Highland cards including lots of strong enemies, new climatic Spells and of course Dragon King - the Red one form base game box should appear as an Alternative Ending card.
7. The City - lots of new Purchase Desk cards and new mechanics board.
8. The Masters - new Adventure cards, strong enemies and new powerful Characters which one can became after completing some quests (e.g. in the City)
9. The Wastelands - new corner board shows that land of Talisman is surrounded by Great Sea where Strom River runs. Expansions with new mechanics in moving between Islands - some of them would be friendly others very dangerous...
10. The Tower – 128 cards – increasing the difficulties of reaching the CoC space by main board.

Croonos said:

It looks that Highland can link both: Mountain and Forrest in one. I think it's a good idea because third expansions with the same board mechanics and Big Boss at the end would be boring. It is definite that one of the two left corners takes the City expansions. What would be the last board expansion then? I vote for the Wastelands (or Islands) with new board mechanics (as Timescape): That's my indications for future expansions

1. Talisman – Base game
2. The Reaper
3. The Dungeon – some thematic cards as Lesser Demon or Cave Troll has been taken from The Reaper
4. The Frostmarch – 128 cards
5. The Highland – new corner board and new way to get CoC by high Mountains - some thematic cards surely would be taken from Frostmarch
6. Dragons – new Adventure, Dungeon and Highland cards including lots of strong enemies, new climatic Spells and of course Dragon King - the Red one form base game box should appear as an Alternative Ending card.
7. The City - lots of new Purchase Desk cards and new mechanics board.
8. The Masters - new Adventure cards, strong enemies and new powerful Characters which one can became after completing some quests (e.g. in the City)
9. The Wastelands - new corner board shows that land of Talisman is surrounded by Great Sea where Strom River runs. Expansions with new mechanics in moving between Islands - some of them would be friendly others very dangerous...
10. The Tower – 128 cards – increasing the difficulties of reaching the CoC space by main board.

Something like that would also be fine with me.

For the 6. expansion I would also like the dark/light fate mechanic.

I can better see the Dragon king in tower expansion simelar to 3. edition Talisman tower.

cheer

Hey Croonos gran_risa.gif

Here we go again..

Big: Base game

Small: The Reaper expansion

Big: The Dungeon expansion

Small: The Frostmarch expansion

Big: The Highland expansion

Small: Dark&Light expansion ( new fate token rule)

Big: City expansion

Small: ( let's say a Desert expansion( a lot of raiders, return of the Sphinx card. New templates with (draw 2) for the middle region

Big: The Forest expansion

Small: Dragon expansion

Big: Dragon Tower

Small: The Wildernis expansion ( contains lot's of traps and retro cards+ new ones

Big:: The Revenge of the king ( The king takes revenge on the Dragon cultists, and help his people against the Dragon Clan, who are worshipping the Evil Dragon King. A deck of 128 cards, that contains War between dragons and Kings !

I like your ideas guys. Most of it is something that have apered in previous Talisman games. I would also like to be surprised with something totally new. Maybe the Dragon tower is going to be something very different and original, not a Dragon King.

About the Dragon King and tower I mention before should be like 3. edition - No, not anyway - I better like alternative endings. Maybe a middle mountain with alternative ending goal on top of it.

cheer

Apologies, I didn't realize this thread was running...I just posted my thoughts on a half-forest, half-village corner board that I think should be considered after the City...nice thoughts here though guys!

Don't worry Jimmy. There are several threads around regarding what people want to see in the future. If you look at the pinned thread at the top of the forum, Velhart has listed a lot of these in his latest post.

Such expansion as Wasted Lands or simpler: Islands would be really Great!!! I would like to see Dragon Tower as well!

The original poster mostly just suggested past expansion ideas. I don't think I agree with wanting them. here are some new ideas:

1) If a city space is expanded, how about an Arena Fight space in the city instead of a Temple to pray at. You fight a board-listed monster of Strength 5 and earn 1 gp for the fight if successful this way one reason to go to the city is to get money in the fight. Perhaps 2 gp = strength 7 monster, and strength 9 = 3 gp.

2) Expand a middle region space, especially like the Runes (ie. ruins) and since all monsters are +3 str/craft this area will be much more deadly.

3) Don't do a Dragons expansion, instead simply a Monsters expansion that includes mostly more powerful monsters of the str and craft variety and a mix of str + craft so you must roll vs both.

I'd add a Demon Prince instead of a dragon king and include a mix of Dragons, Demons, Vampire Lord, Lich, and perhaps things like Beholder or other things they want to add like Giant or Cyclops. or powerful Fae creatures.

4) No master level characters, instead perhaps include some Relic cards, very nice and powerful items. But you can steal and otherwise take it from other players.

5) If you do a City, how about a Guilds space where you can join a guild, and have some benefit for doing so and a due you must pay or you pay for a service it provides as you need once you join (and pay the initial due). Say 2 gp to join, and then a list of like 4 services it provides which you pay for only when you need to but can be in outer or middle regions once using it. One service could be Hire Mercenary (ie like a Str 5 dude you pay only when you want to fight for you)

6) Add Slaves to the game you can find a Slaves card and if you are an Evil character you go to the City or perhaps a Place card that is Slave Trader (or as a Stranger) who will allow you to sell Slaves for gold.

7) I think for the last 2 corners of the board the Middle region expansion is a better idea, perhaps a Warlock cave expansion, or the Caste. or like I already suggested a Runes (ruins) space.

OR here is a cooler idea.

8) A combined expansion of more powerful monsters and have a Planar expansion. It would sort of be like a timescape in that the Plane is not on the board but you can access it. You travel to it and in the Planes you can meet Demons, or the Demon Prince (ie a crazy powerful monster, or have it be like a Reaper type figure). This way you combine a set with powerful monsters with a space. Perhaps the Magical Glenn space (of the middle region) can be the access point.

Alternatively

Have this other realm be a world of the Fae or have a secton of the Planes be a Fae section so that as you meander through it you might go from a fae to a demonic section and a heavenly type section which is good for good characters but bad for evil characters.

Lastly,

I found the inner region to be the most anti-climatic. I'd expand it so that when you got to mine and leave it to face Death or the Werewolves or a space like that you instead go to the expansion, or have an expansion that replaces the inner region (perhaps not as good of idea but worth suggesting)

oooohhh....a Coliseum Space...me likey!

Croonos said:

10. The Tower – 128 cards – increasing the difficulties of reaching the CoC space by main board.

I'd be concerned about this. With the Dungeon's shortcut to CoC, the main route has already lost some allure, as has the middle region for a mid game beef up strategy. AS it stands the Inner region is he best route only if your attributes are not significantly lower than your effective fighting levels. This happens just enough, IMO. making the inner region harder may only serve to obsolete it.

I'd like to see a tower replace only the CoC space. It's big enough on the FFG board, and it won't require erratas on Ceribus, Shovel, and other cards which reference spaces in the inner region. It also won't affect the paths to that space. It would work best as an alternate ending I think.

I must agree that since using Dungeon entering CoC space is much easier than via Inner Rerion. There are lots of items which can give much advance in fighting and defeating LoD (like Staff of Mastery or some powerful Spells). So increasing difficulties in reching CoC og space make no sense. For the moment Tower (if appears) should replace CoC space unless we receive some future expansions which make entering CoC space via Dungeon or other new Regions much harder. But I think Talisman is perceive rather as Familly game so the level of difficulty won't be change as much.

For us, Dungeon hasn't changed the fact that the Inner Region is still the most common way to reach the Crown. 52 games with Dungeon have seen 9 exits at the Crown after defeating the LoD. 9 in 52 games, and this doesn't take into account the fact that many times more than 1 character reaches the Crown during a game, so the Crown has been reached via the Inner Region 50+ times easily in those 52 games.

Making the Inner Region harder would IMO promote more Dungeon-delving (and Highland-delving?). Sure, part of that is down to our approach, Talisman as a race-game, main stat 8+ and a Talisman -> Inner Region. It's easy to have those in the first 10-20 minutes of the game (with Troll in particular), so going for the win makes more sense than gearing up in the Dungeon.

In my opinion Talisman (magic object) should have been more important in the game as it is named! Fot the moment it is uneless treasure in Dungeon. It is always better to take the Cloak of Feathers as you can teleport straigth to CoC space from any space in Inner Region and you do not need a Talisman. Moreover it is no matter if you defeat LoD +8 or +7 with Cloak of Feathers you can easily reach CoC - of course you have to discard that Treasure card it but on CoC it is useless as you do need to move. MaybeTalisman as a core game object should be necessary to cast a Command Spell... Lets wait for future expansions.

Croonos said:

In my opinion Talisman (magic object) should have been more important in the game as it is named! Fot the moment it is uneless treasure in Dungeon. It is always better to take the Cloak of Feathers as you can teleport straigth to CoC space from any space in Inner Region and you do not need a Talisman. Moreover it is no matter if you defeat LoD +8 or +7 with Cloak of Feathers you can easily reach CoC - of course you have to discard that Treasure card it but on CoC it is useless as you do need to move. MaybeTalisman as a core game object should be necessary to cast a Command Spell... Lets wait for future expansions.

Around here, getting the Talisman as Treasure has the same odds as getting the Cloak of Feathers, 1 in 10 random chance gui%C3%B1o.gif . Choosing something like Treasure (or characters) goes against everything that makes Talisman fun gran_risa.gif . You already have "plenty" of choices in the game, go left or right (or up/down), what Spell to use, what to buy should the opportunity arise, do I encounter the char or the space, when to go for the Crown.

I agree with Dam.

It's better if you choose random for the treasure cards. ( this goes also for characters etc)

To get the Cloak of Feathers, is a 1/10 chance.

You need luck to draw it.

As soon as a player get that card, then they will run immediately to the Inner Region..

I think that players wil not use the fate replenish so much ( that ability has become less important now..)

Dam said:

Around here, getting the Talisman as Treasure has the same odds as getting the Cloak of Feathers, 1 in 10 random chance gui%C3%B1o.gif . Choosing something like Treasure (or characters) goes against everything that makes Talisman fun gran_risa.gif . You already have "plenty" of choices in the game, go left or right (or up/down), what Spell to use, what to buy should the opportunity arise, do I encounter the char or the space, when to go for the Crown.

Easy now. Just because it's your preference doesn't mean any other way is not fun. I like to chose treasures for the following reasons:

  • Most importantly, we play the option that you get a random treasure for completing a warlocks quest. I think beating LoD should give a better reward than completing a quest. (I also think a Talisman is too small a reward for a quest - especially a randomly drawn quest. We rarely ever bothered with quests for a mere talisman even when the reaper rules let us chose).
  • Sometimes choosing your treasure can increase the endgame dynamic. If there's a tougher player in the CoC you don't have much time to toughen up, chase them, and still be alive to beat them. A chosen treasure can be all the difference.
  • Usually when LoD is defeated the game is almost over The treasure won't see much play, so it might as well be a good one. Conversely, if you beat LoD when the game is not nearing the end, that's rare enough that I think you deserve a significant reward.

The above is based purely on tastes, of course. People enjoy games for different reasons. But for me random treasures for beating LoD would make the game less fun. (I do like random characters, for the sake of variety).

As for the game having enough chioces, that too is a matter of tastes. Talisman offers nowhere near the chioces that a stragey war game offers. I love the inovation of fate for the very reason that it adds more choices, and hence more strategy.

On topic, I can hardly wait for dark fate! I'm also keen for more regions, as they give you more choices and more control. Lastly, i really hope they print another expansion with a treasure deck, so we can combine them. More treasure!

crimhead said:

  • Sometimes choosing your treasure can increase the endgame dynamic. If there's a tougher player in the CoC you don't have much time to toughen up, chase them, and still be alive to beat them. A chosen treasure can be all the difference.

Doesn't this also increase the chances of a stalemate ending? Good character, defeat LoD (even just via Spell), take Clockwork Owl, spam the Chapel corner till you've all boosted up. Since you can choose to always move 1 space even if you roll 2+, you're guaranteed always to get back to Chapel for full healing next turn.

For us, taking on the LoD is 99% about trying to exit at the Crown. Treasure? Meh. It would be double-meh it was a chosen Treasure, you just know which ones people would take and which ones would never get taken.

So it looks that there are many rules aspects to resolve in future expansions. Maybe it should be stated that Life lost from Command Spell can not be healed but only gained?

Add a Port area where you can charter or command a ship that leads to islands off of the coast and perhaps some battles with White Whales or Giant Squid, angry natives etc.. Some golden idols and treasure maps :)

Dam said:

Doesn't this also increase the chances of a stalemate ending? Good character, defeat LoD (even just via Spell), take Clockwork Owl, spam the Chapel corner till you've all boosted up. Since you can choose to always move 1 space even if you roll 2+, you're guaranteed always to get back to Chapel for full healing next turn.

For us, taking on the LoD is 99% about trying to exit at the Crown. Treasure? Meh. It would be double-meh it was a chosen Treasure, you just know which ones people would take and which ones would never get taken.

If the player at the crown entered via LoD, they can take the Owl themselves. The Owl might be in play already, perhaps from a Quest reward. In this case it may be unwise to head for the CoC without first dealing with that player, depending on the ending you use.

Otherwise, the runner up has to be capable of beating Lod, but not powerful enough to go straight to CoC (or close to it) for a likely win (which is better than a draw). Then they have to stay alive long enough to get to the chapel, and they have to good, or else they'll run out of gold. I don't find this to be a problem - the occasional draw is okay by me.

I also prefer to play random endings, including the two freebies from the support page. Only one out of those four allows for the perpetual healing stalemate, whereas all four allow for the chance to catch the leader at the CoC and steal the win. If the leader is still at the Valley Of fire, and you beat LoD (but not quite by enough to go to CoC), you take a huge risk choosing the Owl instead of the spell book or something more useful for the face off in case CoC isn't drawn.

I'm not saying there's anything wrong with the way you like to play - just that there are other permutations opf optional rules which are also fun.

As for some treasures never getting taken, most are useful in some situations. Beyond that, as random Quest rewards they all see the light of day.

Croonos said:

So it looks that there are many rules aspects to resolve in future expansions. Maybe it should be stated that Life lost from Command Spell can not be healed but only gained?

I always found stalemates rare, even before Frostmarch. But for players who find draws happen too much, random endings cut their frequency down by 75% - or even more, as a draw is no longer a reliable plan.

for those who never want to see a draw, they can simply choose to play Danse Macabre, The Frost Queen, or if a more traditional ending, Crown & Sceptre. The Blood Bath ending also eliminates ties, as the Warlock Quest scenario. So there are plenty of options already. We can only assume more endings will be released, which will give more options as well as reduce the frequency of Crown Of Command as a random draw.

Random Quest reward makes Treasure cards too everyday IMO, which is why we don't use that variant. There are only 10 Treasure, you shouldn't even see one every game, at least from my POV. It takes away from their "ooh" factor is you get one or more every game. Our current ratio is 17 beatings of the Lord of Darkness (nobody has ever lost against him) in 53 games with the Dungeon, just under once every three games someone gets a Treasure. Still leaves a bit of a special feel to them, but they are also freely available if you want to defeat the LoD.

We've reverted back to the standard Crown of Command ending. All the alternate endings from FM remove any hope of catching up to the leader, including through the use of Transference, turning the game into Sudden Death. End-game rushing is one of the most exciting aspects of the game. Like today, a solid Gypsy (Str 8 in battle) is sitting at the Crown, as the Druid (Str 14 in battle) comes storming out of the Dungeon back to the Outer Region, looking for healing. He finds healing first in the City, then in the Chapel. But the Gypsy is on a roll, even without Fate she never fails a Command Spell roll (IIRC, a 6-turn streak to kill off the Druid, the Warlock died after three Command Spell, hit Temple with 1 Life and rolled a 3), Druid fails to find a healing location and dies.

The ideas posted so far are great, with few exceptions, but I was always a fan of the Timescape expansion. It was true GW and included some iconic Warhammer 40K concepts, with characters like the space marine. I was hoping to see a cross-genre expansion like the old Timescape from FFG, but it seems like all they are going to do is continue to make fantasy-themed expansions that do broaden the base game, but neglect some of the more interesting aspects of the board game (IMO). Please, FFG, please don't let the Timescape languish in limbo!

Cryptomonas said:

Please, FFG, please don't let the Timescape languish in limbo!

Yes indeed. Burn, maim and destroy it, so that we "normals" lengua.gif don't have to even think about Timescape ever coming for R4th.

Cryptomonas said:

The ideas posted so far are great, with few exceptions, but I was always a fan of the Timescape expansion. It was true GW and included some iconic Warhammer 40K concepts, with characters like the space marine. I was hoping to see a cross-genre expansion like the old Timescape from FFG, but it seems like all they are going to do is continue to make fantasy-themed expansions that do broaden the base game, but neglect some of the more interesting aspects of the board game (IMO). Please, FFG, please don't let the Timescape languish in limbo!

Seconded, with enthusiasm! Here's another strong vote in favor of an updated Timescape for 4ER.

I loved the Timescape precisely because of the allusions to multiple alternate genres. That, combined with its variable "warp line" movement and interesting characters, made for a wonderful companion to the strongly swords-n-sorcery basis of the main game. I really want to see this product brought into the current era of Talisman.