Talisman movement comparison chart

By inkblob, in Talisman Rules Questions

I'm presenting this as a discussion point, not as anything final as I am trying to figure this out and would like your feedback!

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or
http://www.blobfarm.com/talisman_movement.html
if you don't like the look of that link ( I don't .... )

This is a chart I made up tonight, looking at all the movement modifier cards and the characters who have movement skills. I think this chart is pretty straightforward, what I wanted to try and figure out was what objects might work together and then what special characters can then use those items or item combos. I'm not going to post my reasoning for each combo at the moment as it's time to walk away from the cards... but if you disagree with anything please post and why, I am very interested in this ( apparantly ) and would like it figured out :)

I've had a good rest and can visit this again. Maybe it would be easier if I summed up my findings

Flying Carpet: Amazon & Sage

Riding Horse: works with Speed spell

Winged Boots: Amazon & Sage

Amulet of Speed: Amazon, Sage, Leprechaun. works with Torch for Amazon & Leprechaun

Hunchback: Amazon & Sage

Torch: Amazon & Leprechaun. works with Speed spell & Clockwork Owl for the Amazon

Speed Spell: Amazon. works with Riding Horse & Clockwork Owl for the Amazon

Clockwork Owl: Amazon. works with Speed spell & Torch for the Amazon

Poltergeist and Slow spell are the only movement modifiers that don't play well with anyone ( big surprise )

Are there any disagreements on these interpretations?

Not so much a disagreement, just asking for clarification. The Amazon rolls 2 die, pick 1 for movement. How does that affect the riding horse? Roll 2 pairs of dice, pick one pair? I know there are other characters, I just can't remember the details on them.

Plus, with the release of the Highlands expansion, we have new movement items, the Walking Stick, and Dreadwing, possibly others. How do these stack with the others? Does the Walking Stick add 1 to the Horse and Rider/Dreadwing, or 1 to each die? Does the Walking Stick negate Death (Since you can't roll a 1, it becomes a 2)? Can the Walking Stick be used to get the doubles for Dreadwing's Teleport ability (I would say no, it's not a natural pair)? All sorts of new combos!

Thanks for making this, it'll help out a bunch!

Take care,

Ranger Drakeson

I can't remember exactly where in the rulebook it is as I don't have one in front of me right now... but movement may be affected by only one ability/spell per turn. Therefore most the combinations before are actually not allowed. (The Sage works because he replenishes fate. That is not considered as an ability affecting movement)

I don't understand how to use the chart ....

I'm going to revisit this very soon and add the Highland movement cards.

I personally don't think the Amazon and Riding Horse are compatible as they use the same type of movement mechanics.

I'll check the rule books for that clarification, Canadianized, I don't remember seeing it but would definitely like to know for certain.

To use this chart, it's colour coded, so the green boxes are the individual cards, and then you cross reference down and across to determine combinations. When I update it, I'll remove one half of the chart, as it's redundant. The red boxes mean you can't use those items in combination, the purple ones mean you can, and then there are letters which indicate which characters can use those cards as well.

I've updated the chart to take into consideration the Highlands set as well as the Black Witch from the Mephisto set of characters. I made several changes as well, loosened up on some of the cards and tightened up on some of the characters. The Leprechaun's ability works in very few instances, so removed him from many occurances. Many of the cards have you roll 2 die, and that conflicts on a core level with the Amazon, Black Witch and Sage, so excluded them as it got too muddy. I gave a wider berth to the Clockwork Owl type cards, there are 2 other similar ones in the Highland deck now. Looking forward to going through the new expansion!

www.blobfarm.com/talisman_movement.html


If you have any feedback, suggestions or plain aghast apallment at my butchery I'd like to hear! This is to try and make sense of the movement rules and I'd be curious as to how anyone else handles this. I don't see any reason why in the odd case you couldn't combine even more cards, but I'd have to make a chart that used 3d glasses then and not sure if my brain can visualize that.

You should provide

-example of table reading

-explanation of what the single cards do

I'm not going to write out each card description, you use this chart if you have the cards in front of you and you want to check the legality. Each card tells which set it's from, that should be enough to go on.

Usage though, that's a good idea. The green squares are the individual cards and the description is directly above them. Find the card and then cross reference using the left hand vertical list or refer back to the horizontal column ( which is kind of diagonal ) until you match up the squares.

If the square is red then I found some reason for it being an impossible or redundant combination, if it's purple then the cards work together for any character. In the square is indicated with A,B,L,S for Amazon, Black Witch, Leprechaun and Sage respectively, if you see those letters then the card combo also works for that movement based character.

Some cards I made as an impossible combination, such as the Hunchback from the Dungeon and the Sage Owl from Highlands as you wouldn't be able to use them together. It occured to me afterwards that there is the remotest possibiltiy where you can draw the Eyrie Vanguard ( I think that's the card ) where you draw 3 Highland cards and place them on the Adventure deck, and whatever the corresponding card for the Dungeon deck might be. Even with that in mind I'm going to say they still can't work together for these purposes.