Infinite Loop + couple of questions I`m too lazy to search

By Drovich, in Talisman Rules Questions

Hi all! Yesterday we played Talisman (without expansions) and it ended pretty unexpectedly. I was standing on CoC tile and casting Death Spell demonio.gif. Everyone else were dead except the Troll. And then this happened - Troll drew adventure card and gets Poltergeist Follower. Next turn he moves one tile and gets Healer Stranger (sorry guys I have no idea how it`s called in English version - we had Russian. It`s dude that heals you for 2 Health each time you land on him). So Troll said: "I will move back and forward one tile (because of Poltergeist) and will get 2 Health every second turn, so that is the point of playing longer?". Of course I could return to Middle or Outer Regions, spend couple of hours trying to draw Event card that allows me to discard Healer, but we all agreed that it is a tie cool.gif.

Maybe there was other options?

And a couple of questions:

1. If character encounter place and it teleports him on another tile, can he encounter that space (or another Hero) same turn?

2. We run out of Adventure deck while playing and reshuffled it. Is it legal or there special rule about it?

Drovich said:

Hi all! Yesterday we played Talisman (without expansions) and it ended pretty unexpectedly. I was standing on CoC tile and casting Death Spell demonio.gif. Everyone else were dead except the Troll. And then this happened - Troll drew adventure card and gets Poltergeist Follower. Next turn he moves one tile and gets Healer Stranger (sorry guys I have no idea how it`s called in English version - we had Russian. It`s dude that heals you for 2 Health each time you land on him). So Troll said: "I will move back and forward one tile (because of Poltergeist) and will get 2 Health every second turn, so that is the point of playing longer?". Of course I could return to Middle or Outer Regions, spend couple of hours trying to draw Event card that allows me to discard Healer, but we all agreed that it is a tie cool.gif.

Maybe there was other options?

And a couple of questions:

1. If character encounter place and it teleports him on another tile, can he encounter that space (or another Hero) same turn?

2. We run out of Adventure deck while playing and reshuffled it. Is it legal or there special rule about it?

1. Yes you can!

2. Perfectly acceptable!

The Troll loses if this occurs, as he is making no attempt to end the game.

Thanks a lot!

If the Troll loses then my winning steak is not over yet! happy.gif

Drovich said:

If the Troll loses then my winning steak is not over yet! happy.gif

[Homer Simpson, drooling]: Mmmmm, winning steak. [/Homer]

Dam said:

[Homer Simpson, drooling]: Mmmmm, winning steak. [/Homer]

OMG! That was helluva typo! Of course I meant "streak"...

But you not far from the truth - sometimes I play "Magic The Gathering" with my wife and the loser have to cook food for the rest of day gui%C3%B1o.gif /offtopic

talismanamsilat said:

The Troll loses if this occurs, as he is making no attempt to end the game.

Good to know. Reading here and on BGG, I noticed that there is a non-trivial number of stalemate cases reported and I am glad that now we have a guideline on how to handle this.

I thought that when you reach the CoC no players can gain life anymore. So in that case the Troll couldn't gain 2 lifes.

frogemoth said:

I thought that when you reach the CoC no players can gain life anymore. So in that case the Troll couldn't gain 2 lifes.

RAW there is no change to healing/gaining lives whether there a character has reached CoC or not. Death is permanent after, but lives are unaffected. Alternate endings/variants can change things.

Dam said:

RAW there is no change to healing/gaining lives whether there a character has reached CoC or not. Death is permanent after, but lives are unaffected. Alternate endings/variants can change things.

And, in fact, do. I can't help but thinking that, if possible, one shouldn't play with the Crown of Command at all, and use Crown & Sceptre instead.

Cynewulf said:

And, in fact, do. I can't help but thinking that, if possible, one shouldn't play with the Crown of Command at all, and use Crown & Sceptre instead.

Why not just play Sudden Death variant then? C&S basically amounts to the same deal, 1 life lost each turn (not round, turn), in a 5+ player game, you could be dead before even getting another turn if you're player #5 in the rotation and #1 makes it to the CoC. Personally, default CoC is my favourite, purely because it provides an endgame (Warlock Quests probably climbs to #2). All the others either end the game right away or make things silly (looking at your Battle Royale, which mostly just deals out asswhuppings with a foregone conclusion).

Then again, haven't gotten around to Hand of Doom yet sonrojado.gif, next three games are going to be Eagle King, then three with HoD.

Dam said:

(not round, turn),

Didn't notice that lengua.gif

Hmm... few days ago I was playing as Alchemist and I drawn Arcane Archive. I draw 20 Spells and I got tired of that. Every Spell I didn't wanted to keep, I was selling, and then I was buying a new Spell using Alchemist's ability.

Nemomon said:

Hmm... few days ago I was playing as Alchemist and I drawn Arcane Archive. I draw 20 Spells and I got tired of that. Every Spell I didn't wanted to keep, I was selling, and then I was buying a new Spell using Alchemist's ability.

I read on BGG a nice solution for this sorta loop (Archive + Sprite in that case). In effect, you encounter the Archive once, thus you can only sell the Spells you have at that point in time, if you then turn Gold into more Spells with the Alchemist, go for it, but you wouldn't encounter the Archive again this turn.

Cynewulf said:

talismanamsilat said:

The Troll loses if this occurs, as he is making no attempt to end the game.

Good to know. Reading here and on BGG, I noticed that there is a non-trivial number of stalemate cases reported and I am glad that now we have a guideline on how to handle this.

You’ll find that this attitude is overwhelmingly prevalent among Talisman players. So, common things being common, tie-breaker scenarios are what will be proposed.

Personally, being an ex-chess player, stalemates are perfectly acceptable to me, but if I mention a stalemate / tie with Poltergeist + healing spot in Talisman, it feels like I just handed the other board members a rotting undead skunk. Heh.

I thought you could not just freely change direction on any turn?

How would the troll go back and forth inbetween the two places?

When you start moving clockwise, I thought the only way you can change direction is by altering locations (going to dungeon / highlands) or going to a different region - or Teleport?

If he was doing this in and out of the dungeon, he would still have to draw a card on the runes or in the dungeon..

If he did it in the highlands, well the Healer is not in the highlands so bouncing between the crags and the highlands is not possible as described?

Unless he was doing it on the Sentinel..but again, When he moves from the healer up - or the healer down - does he not have a card to draw - or one in play that he has to act with? AND he would be going across water hence poltergiest is buh bye..

Each turn you can choose which direction to move in. Makes no difference if you moved clockwise last turn, you can go counter this turn.

Some people label Talisman as fantasy Monopoly. Pfft, in Monopoly you can only move in one direction. At least you have 2+ options each turn (rolling a 6 at Sentinel could get you to quite a few different spaces).

Very interesting.

20 + years of playing, and we never have played that way. Isn't that weird?

Probably why we never ran into this infinite loop problem. You cannot T port onto the space you are on - and you always must go the same way you started moving - unless you change regions or the first move after a Teleport / movement alteration by card.

Guess it makes things alot easier to get rid of if you can just circle it like a shark - mind you it would gather characters for the premium loots/cards.

Fascinating.

Hello All,

Our group played this for the first time a few weeks back and we have had a total of about 3 games so far.

The first time we played we thought at the beginning of each turn you could choose your direction of movement however after reading the rule book we got the impression you could choose your direction at the start of the game but only switch when moving in between the different regions.

What does everyone else do?

Regards

Ali

I'm not sure where these ideas that you can only move in one direction have come from, but they're completely false. You roll your die, and then choose where to go. Clockwise or counter-clockwise. It's entirely your choice.

I have to admit that playing it the way you guys have makes it sound like a terrible game to play!

Thank you for the response - we are having a game tomorrow and will do it with the sequence.

1.Roll Die

2. Choose your direction.

Thanks again