Gold Coins

By MonkOfDoom, in Talisman

So I was wondering how people who have 4ER feel about the reduced amount of gold coins in the game. 4E came with almost 60 gold coins. According to the online rulebook for 4ER, it only comes with 30. Has this massive drop affected anyone in gameplay? Due to the scarcity of resources rule, do people think this is a good thing or a bad thing?

We had a game where my wife as the Leprechaun managed to have 29 gold on her before she died. The space she died on was a vaults space in the Dungeon, very poetic. (Yes, we're currently playing with 4E and the 4ER expansions, it's kind of a pain).

We never run out of gold.

30 gold pieces is enough for the game.

The only thing what must be added are more ways to spend gold.

The leprechaun is a exception of gaining massive gold in the game.

I have not use him yet, but someone on boardgamegeek has also collect all the gold in the game...

PS: you can easily decrease the 60 gold ( from black industries Edition?) to 30 gold gui%C3%B1o.gif

To address the issue of not having enough things to spend gold on ...

We actually created a houserule that you can visit the Warlock (at the Warlock's Cave) and choose one of the following options per visit ...

Option 1: Purchase a spell of your choice for 4 gold.

Option 2: Purchase a RANDOM treasure card for 6 gold.

Option 3: Purchase a treasure card of your choice for 8 gold.

Option 4: Draw a quest card for a Talisman as normal.

It has been a very welcome addition / change to our rules. We actually don't play the option to use the quest cards for a treasure card reward. We feel that it was a bit too easy gaining powerful treasure cards. This way it encourages people to STILL use the dungeon AND gives incentive for saving your gold.

Malthule said:

Option 2: Purchase a RANDOM treasure card for 6 gold.

Leprechaun would have the entire Treasure deck with him in no time, 6G is way too cheap, even for random treasure IMO.

Gold currently is the least useful thing you can collect. Unless you're the Alchemist, in which case Gold turns you into an unkillable God-monster, never out of lives, out of Fate or out of Spells sad.gif .

Yup,

We had one case where the Leprechaun was played and gathered alot of gold. Oddly he did very poorly and didn't even reach the middle region until later in the game, yes he finally did get a couple treasure cards after paying a large amount and two different visits to the Warlocks Cave, but one card eventually got acquisitioned away! He hardly breaks the game with this method, but he is considered a power to be reckoned with ... which is fine.

Besides we always play random character draws in selecting our starting characters, so our group NEVER knows what character they will play from game to game. Each player gets 2 random character cards to start with, then each player chooses 1 of the 2 character cards to start with. If the first character dies, you are allowed to come in with your backup character + an extra 2 points that may be distributed anyway you choose among Strength, Craft, Fate or Lives. If your second character dies ... your done.

Those treasure cards are cool ... but hardly powerful enough to seal your victory. At 6 gold for a random card, you could get a talisman or even a bag of holding! Thats not going to help you wipe out another player is it?

Now 6 gold is not hard to get, but it is still a fair amount to get for an average player during a regular game, especially when you are tempted early on to buy a sword or use it to heal a life or two when you are weaker. You could get lucky, but chances are, you won't be getting a treasure card till mid to later game anyways. We experimented with more expensive costs ... and found the 6g / 8g method to be ideal for our playstyle. We wanted more options to spend the gold on not make the treasure cards the main focus of the game. Remember the GOAL of the game is to reach the CoC and win before someone else does. Treasure cards are just a fun way to strengthen your character. If you divert your attention away from the main goal too long (while collecting treasure cards), someone else will claim the victory, happens with us all the time.

Even if you want to choose your Treasure, 8G isn't very much at all, least of all to the Leprechaun (3 visits to Woods = 9G) and with 3 Woods on the Outer Region, combined with his Teleport ability, he can get 10+ in a matter of turns. After he gets to choose his Treasure for 8G, Clockwork Owl first to help him Woods-spam on the Middle Region, meaning he will gain 3G every other turn (Temple-Woods-Temple-Woods...)? Bag next to carry more stuff?

A "room cleanup" claimed our rules. They aren't discarded, just "put away" i.e. we'll find them in about 2-3 years. Is the "You can only have ONE Treasure card" a house rule we use? Or was that an actual rule? Sorry for the trouble, but our hard copies are MIA.

I was reading the "expert" rules on Talisman Island's website.

There is a rule about 8 gold max.

I don't recall the rule in 1st edition about max gold.

I do think this is a kind of good rule, some characters can earn so much gold. Especially the Merchant.

Merchant's got nothing on the Leprechaun. Leprechaun in a game all but automatically adds 15+Gold into the game (he'll land on Woods 5 times, especially if sticking to the Outer Region). I think if you wanted to break the Gold "record", Alchemist would give the Leprechaun a run for his money partido_risa.gif .