House Rules for Talisman.
Character Generation (gesalt/munchkin style)
This blends powers where they make sense. It allows more variation and possibly outright abuse. (eg; leprechaun-thiefs). This came about when playing 3rd ed, spellcasters become overpowering, thus giving everyone a fair shot of adding spellcasting innately to their characters. If something comes in conflict, just choose one. : eg: if you are ALWAYS evil, and you are a druid-something, then obviously the always evil has to give way to the druid power.. Always Evil+ Always Good = choose one and stick to it.
a) In a 3 player game, Make 6 piles of 3. choose 1 character from each pile. (ie; 2 piles for each player, 1 char from each pile)
b) stats combine (if you want a faster game). (str/craft). Fate = choose the worst, Life choose the worst (aka everyone has 4 life) (unless you want to ignore rule (d), then choose the best.)
Prevent infinite spellcasting
c) Spellcasters RENEW spells at the start of their turn.
Movement
d) Movement: you can always choose to stop at the city, village, temple, graveyard, tavern if your movement dice exceeds and brings you past it. (declare before rolling)
Warlock Quests
e) For now: completing quests give you a 50% chance of treasure from the dungeon rewards. once the sacred pool expansion is out, this is unnecessary.
Adventure Deck + Gold spending characters
f) The adventure deck is split into two piles, player can choose whichever pile to take from. Any character who can peek at the top of the adventurer deck can look at either deck before they draw.
g) All adventure cards that allow you to spend gold (eg: sorcerer) cannot be destroyed. instead, they are moved to the top of ONE of the adventure piles when such a spell/event happens. (since there are two piles, the next person to draw an adventure card can then "resurrect them" if they choose from the appropiate deck..and yes, the evil prophetess draw 2 ability can then put them out of play permanently into the discard pile thereafter)
Talisman Extra uses
h) You can discard a talisman (on to the gameboard) to teleport to any square in the middle or outer region (excluding dungeon/highlands/expansions) not occupied by any player. (ie: behaves like hearthrune)
~~~~Reaper suggestions, to make it an even ***** fight~~~~
1) On a 1, teleport the reaper to a square in the same region NOT occupied by another player in the outer/middle region. (the reaper cannot teleport into expansion maps: dungeon/highland, otherwise people will just place the reaper at the end of the dungeon/highlands? OR SHOULD they be allowed to.. lol), a reaper free dungeon/highlands will see more visitation there anyway.
2) If you LAND on the reaper, you MUST encounter the reaper first (yes, its a change from the rules, the reaper becomes a land mine to land on, or someone to block access to that nice pool of wisdom)
3) You can pay 1G to avoid being toaded/killed on a die roll of 1. (use for gold) (if you don't like instant kill, changed reaper to toad on a roll of 1)
4) At the end of your turn, you can Discard a talisman (discard pile OR adventure pile + reshuffle unused cards) / 3 gold to teleport the reaper ON another player. (except inner region/expansions) . (I suppose that is also the last ditch to use the reaper to stop someone from entering the inner region since they must stop at the portal of power)
~~~Point system~~~
if the game takes too long or the variant endings unsatisfactory or time runs out, then a point system is in place. the first person to reach the crown of command can end the game and everyone counts points
~Catan ending for games.~
2 points for each craft/strength above the start value (from objects/followers)
1 point for each fate/luk
1 point for each gold
2 points for each completed quest
10 points for the each person to reach the crown of command.
Modify and adapt to your own liking..