can u have more than one talisman card or are they subject to the normal carry rules?
talisman cards
They are not subject to special rules for carrying. You can carry up to four as with normal objects, unless you have a Mule.
I up this post to avoid opening a new thread.
Of course you can carry many Talismans and obtain more than one Talisman from various sources (Warlock, Hermit, Temple, Adventure Cards). Yesterday evening i played a 2-player game and had the following problem. My opponent had already a Talisman (by the way, she took one Life from my Character as her Quest), then got to the Temple and rolled a 10 = one additional Talisman. But she didn't want to have it at all, so what shall be done in this case:
1) The Talisman granted by the Temple can be discarded (=not taken)
2) The Talisman MUST be taken or dropped on the Temple space
I wasn't sure how to deal with it, so I told her to keep two Talismans (solution 2), but after some turns I attacked her Wizard and took one Talisman.
Perhaps having only one Talisman would have been worse in this case. Nevertheless, do you think that solution 1 might be applied as well?
I'm pretty sure you have to take (or drop) the Talisman card. There is no reason to allow a player to just discard it, if I'm not mistaken.
That's correct. The Talisman is acquired if one is still available. If the recipient doesn't want it or can't have, then it is dropped on the current space, just like anyother Magic Object.
I typically visit the Alchemist to turn extra Talismans into gold to keep them out of the hands of other players. Of course, this only works with Adventure card Talismans and not Talismans gained from the Talisman deck.
Gentlegamer said:
I typically visit the Alchemist to turn extra Talismans into gold to keep them out of the hands of other players. Of course, this only works with Adventure card Talismans and not Talismans gained from the Talisman deck.
Yes, or you can use the Alchemist Follower. But this is not always useful. If you have two Talismans instead of one, you can keep them both. If you lose one to another player, you still have the other. It's better than going back to the Warlock's Cave and roll a 1, when the other player is on his way in the Inner Region.
Gentlegamer said:
I typically visit the Alchemist to turn extra Talismans into gold to keep them out of the hands of other players. Of course, this only works with Adventure card Talismans and not Talismans gained from the Talisman deck.
I think I used to play that there were only 4 talismans in the world. Whenever you drew an Adventure one you replaced it with one of the 4 if available,
Not sure if that was a house rule or just our interpretation of the rules.
BanthaFodder said:
Gentlegamer said:
I typically visit the Alchemist to turn extra Talismans into gold to keep them out of the hands of other players. Of course, this only works with Adventure card Talismans and not Talismans gained from the Talisman deck.
I think I used to play that there were only 4 talismans in the world. Whenever you drew an Adventure one you replaced it with one of the 4 if available,
Not sure if that was a house rule or just our interpretation of the rules.
If you play with 6 players, according to your house rule two of 'em will be short of the Talisman to complete the game! Albeit being normal that two or more Characters aren't strong enough to win such big games, the lack of enough Talismans is a handicap.
I house rule this way: in 2-4 player games, I take the Talisman Adventure cards out of the deck. 5 players I put one Talisman back; 6 players I put both Talisman Adventure cards in the deck.
I decided to do this because in my real first Talisman game, the first Adventure Card ever drawn was a Talisman. I found this to be a strong anticlimax and from the second game on I chose to apply this house rule.
The_Warlock said:
I decided to do this because in my real first Talisman game, the first Adventure Card ever drawn was a Talisman. I found this to be a strong anticlimax and from the second game on I chose to apply this house rule.
Lol, I'm not sure if that would be a blessing or a curse! You may get a Talisman, but that early it comes with something else... a big target on your back, and the other players might greedily see it as an opportunity for themselves to take it.
The_Warlock said:
BanthaFodder said:
Gentlegamer said:
I typically visit the Alchemist to turn extra Talismans into gold to keep them out of the hands of other players. Of course, this only works with Adventure card Talismans and not Talismans gained from the Talisman deck.
I think I used to play that there were only 4 talismans in the world. Whenever you drew an Adventure one you replaced it with one of the 4 if available,
Not sure if that was a house rule or just our interpretation of the rules.
If you play with 6 players, according to your house rule two of 'em will be short of the Talisman to complete the game! Albeit being normal that two or more Characters aren't strong enough to win such big games, the lack of enough Talismans is a handicap.
I house rule this way: in 2-4 player games, I take the Talisman Adventure cards out of the deck. 5 players I put one Talisman back; 6 players I put both Talisman Adventure cards in the deck.
I decided to do this because in my real first Talisman game, the first Adventure Card ever drawn was a Talisman. I found this to be a strong anticlimax and from the second game on I chose to apply this house rule.
Actually I thought that was the point, it encouraged "interaction" between players to fight over a limited required resource. It only means that there could not be more than 4 players on CoC at the same time but does that really happen?
I am pretty sure there was
bloodbath
variation where there was only
one
talisman in play.
In 4.5 edition rules , looking for somethign else then found this:
Talisman Bloodbath
At the start of the game, remove three cards from the available
Talisman Cards instead of using all four.
In addition,
any player whose character is killed immediately loses the
game instead of drawing a new character card. The Talisman
Bloodbath alternative rule makes for a short, but very, very
bloody game.
Which would imply that you should only use only the 4 normally, maybe, well in a typically vague Talisman rule way.
Gentlegamer said:
I typically visit the Alchemist to turn extra Talismans into gold to keep them out of the hands of other players. Of course, this only works with Adventure card Talismans and not Talismans gained from the Talisman deck.
You can also turn the talisman cards in gold with the Alchemist. It is still a magic object
Sell it fast, before players will steal it from you
The_Warlock said:
Gentlegamer said:
I typically visit the Alchemist to turn extra Talismans into gold to keep them out of the hands of other players. Of course, this only works with Adventure card Talismans and not Talismans gained from the Talisman deck.
Yes, or you can use the Alchemist Follower. But this is not always useful. If you have two Talismans instead of one, you can keep them both. If you lose one to another player, you still have the other. It's better than going back to the Warlock's Cave and roll a 1, when the other player is on his way in the Inner Region.
You are right, but i think that the opponent will follow your every move to get that talisman !
The_Warlock said:
BanthaFodder said:
Gentlegamer said:
I typically visit the Alchemist to turn extra Talismans into gold to keep them out of the hands of other players. Of course, this only works with Adventure card Talismans and not Talismans gained from the Talisman deck.
I think I used to play that there were only 4 talismans in the world. Whenever you drew an Adventure one you replaced it with one of the 4 if available,
Not sure if that was a house rule or just our interpretation of the rules.
If you play with 6 players, according to your house rule two of 'em will be short of the Talisman to complete the game! Albeit being normal that two or more Characters aren't strong enough to win such big games, the lack of enough Talismans is a handicap.
I house rule this way: in 2-4 player games, I take the Talisman Adventure cards out of the deck. 5 players I put one Talisman back; 6 players I put both Talisman Adventure cards in the deck.
I decided to do this because in my real first Talisman game, the first Adventure Card ever drawn was a Talisman. I found this to be a strong anticlimax and from the second game on I chose to apply this house rule.
That was only luck my friend
You can try to do it again. I am sure that the first card will not be a talisman
And with more cards in the deck( from reaper etc) the chances are low to get a talisman fast, but off course, you never know, it's all random
Mattr0polis said:
The_Warlock said:
I decided to do this because in my real first Talisman game, the first Adventure Card ever drawn was a Talisman. I found this to be a strong anticlimax and from the second game on I chose to apply this house rule.
Lol, I'm not sure if that would be a blessing or a curse! You may get a Talisman, but that early it comes with something else... a big target on your back, and the other players might greedily see it as an opportunity for themselves to take it.
Indeed
You become a big target and you must run for your life
The hunt has begun..
Off course, players can use spell cards too
Better be prepared with a counter attack spell