How do you keep a game to 3 hours and win through normal game conditions.

By BillStivers, in Talisman

Impressive you could hold this game under 2 hours. You must be very effective. I mostly like the part you had with the dominating prophetess vs. Grim Reaper. This is what Talisman is - nothing is for sure, and I hope the game exelerate like this with futher expansions.

Very nice report. Sounded like a very fun game - thank you again Dam.

cheer

Didn't do a count of the Adventure cards, but I think this game was the first game since adding Frostmarch (25 plays with it in the mix) that the Adventure deck went over half-way, out of the 288 cards. Close on few occasions previously. Ragnarok helped in that, clearing masses of cards, leaving an almost fresh, untouched board.

Troll and Sage are still walking hand-in-hand in the win-loss column. Both are 7-8 in 15 appearances. Both have won as mid-game replacements (Troll twice counting today's replacement win). Winning as a mid-game replacement isn't that easy, 70 mid-game replacements have tried (in 91 games there have been 70 deaths before someone has reached the Crown of Command), 8 times it has been done, Troll and Warrior twice now, Dark Cultist, Sage, Warlock and Wizard make up the rest of the club.

Dam said:

Didn't do a count of the Adventure cards, but I think this game was the first game since adding Frostmarch (25 plays with it in the mix) that the Adventure deck went over half-way, out of the 288 cards. Close on few occasions previously. Ragnarok helped in that, clearing masses of cards, leaving an almost fresh, untouched board.

Troll and Sage are still walking hand-in-hand in the win-loss column. Both are 7-8 in 15 appearances. Both have won as mid-game replacements (Troll twice counting today's replacement win). Winning as a mid-game replacement isn't that easy, 70 mid-game replacements have tried (in 91 games there have been 70 deaths before someone has reached the Crown of Command), 8 times it has been done, Troll and Warrior twice now, Dark Cultist, Sage, Warlock and Wizard make up the rest of the club.

My best experience is also with Troll and Wizard... hmm, the one with highest strenght and the one with highest craft. That may have something to do with it. I also have good experience with these in mid-game replacements. I have not munc experience with Sage. Cultist is usually unlucky in our games, like only getting gold as reward. I have not yet tried Frostmarch.

Well,,

What does 'too weak for the dungeon' actually mean? Last weekend when my wife and I played Talisman. I was 'playing Ghoul' having ompletely no luck at al in the outer region. Well rolling 1s and 2s agains the weakest enemies. Tried to enter the dungeon after prior full heal-up.

Neat: Goblins Strngth 9 then some dragon thing str 8, my character had strength 2 and sword, shield and helmet.

Then some greenish nasty fog consumed my all metal object - neat indeed :P

And a sudden turnover - I met a tunnel fighter adding +3 to my str. After that I boosted pretty quickly my strength to 9 and craft to 10 simply by drawing enemies and collecting trophies.

I did not even bother to approach LOD but run directly to the CoC, while we assumed that if we can enter the dungeon we can same easily get out moving backwards.

With my best wishes

Tomasz