talisman questions.

By grim_reaper_zig, in Talisman

I've recently bought this game, looking for a fantasy adventure game that wasn't 5 hours long, and man was i pleased! i do have a few questions however.

(1) Can i assasinate the sentinal? i say i can because its similer if i ran to a dragon on he board to assasinate because their both on the board. Same questions for pit feinds.

(2) I am convinced that the melee type hero's have it easy when compared to the balanced and wizard type heroee, because they can actually get to the middle reigion much easier, they can kill sentinal. Wizards can't, and they don't always have 3 gold or an axe. Am i missing something, or is their actually a flaw?

(3) when it says can i add my craft value to my strenght and vise-versa, is that whats printed on my card, or what i have? Ex. A wizard adds his craft value on his sheet (5) or what he has now (lets say seven) to his strenght?

(4) I can use fate on ANY roll right? like to push my luck in combat or to beg a witch not to make me a toad?

These are all my questions. Thanks to those who answer!

grim_reaper_zig said:

I've recently bought this game, looking for a fantasy adventure game that wasn't 5 hours long, and man was i pleased! i do have a few questions however.

(1) Can i assasinate the sentinal? i say i can because its similer if i ran to a dragon on he board to assasinate because their both on the board. Same questions for pit feinds.

(2) I am convinced that the melee type hero's have it easy when compared to the balanced and wizard type heroee, because they can actually get to the middle reigion much easier, they can kill sentinal. Wizards can't, and they don't always have 3 gold or an axe. Am i missing something, or is their actually a flaw?

(3) when it says can i add my craft value to my strenght and vise-versa, is that whats printed on my card, or what i have? Ex. A wizard adds his craft value on his sheet (5) or what he has now (lets say seven) to his strenght?

(4) I can use fate on ANY roll right? like to push my luck in combat or to beg a witch not to make me a toad?

These are all my questions. Thanks to those who answer!

(2)Craft-based characters have to use more cunning play to get to the Middle Region, which is fitting. As you note, you can use an Axe (either bought or encountered ) to build a Raft. Visiting the Tavern and rolling a 6 allows you to be ferried to the Temple. There are Adventure cards that you may encounter that can send you to the Middle Region.

(3)The value is what is printed on your card. All characters have a Strength, Craft, Fate, and Life value. Any effect that allows you to add your XXX value to something means the number printed on the card; it does not include counters, Followers, Weapons, etc.

(4)You may use Fate on any die roll, as long as it is your own die roll. If you are required to roll more than one die, you may use Fate to reroll one of the dice. So yes, you may push your luck in combat (Battle or Psychic Combat) and to avoid becoming a Toad. You may only spend Fate to reroll the die once, though. You must accept the second result.

Thanks, gladly i've been playing with what was right all along happy.gif . I never saw a card that teleports you to the middle regeion except an imp, which you see once a game, and has an equal chance to take you out or not move you to the middle region. Also, The fact i have to roll lucky to go to the tavern and roll lucky again to get a ferry still pisses me off, but at least it's something possably eaiser than sentinal right?

Never forget the use of spells. Craft based characters have faster access to spells and many of them (Psionic Blast, Invisibility, Immobility) can help you pass the Sentinel. Some Characters can also attack in Psychic combat (Wizard, Sorceress, Ghoul) and they need to be more aggressive towards Strength based Characters, if they want to increase their power accordingly. I see that FFG Talisman has decreased the Warrior Craft to 2 and added more Enemy Spirits; I believe this can balance the game, as I noticed that the Strength Characters tended to overwhelm the Craft or balanced ones in Black Industries edition.

There's also the Magic Portal to get in the Middle Region, and in some cases you might draw the Raft.

Ah, "a fantasy adventure game that wasn't 5 hours long"... well, try playing Talisman with more than 4 players and you'll see. The only thing is, that in Talisman you also look to other players' turns with great interest. It's important for your game to control the others, because the Player Versus Player part of the game is crucial.

hello,

for me, i prefer stay in the outer region because we can have more card, and go in the midlle after so, esasier to passe the sentinel or by other way. an axe is very easy to have but a spell easier !

"(3)The value is what is printed on your card. All characters have a Strength, Craft, Fate, and Life value. Any effect that allows you to add your XXX value to something means the number printed on the card; it does not include counters, Followers, Weapons, etc."

i'm not sure (i'm not sure to have really understand because i'm french !) it's true. for example, to have spell, the objet and followers count to have the good craft !

The Sentenal.

most games I have played (and its a high number) the sentenal seems to rarely be used to get to the middle. Most of the time characters wind up with a option to go to the middle region, or are forced. Regardless of character type.

Lots of ways to go in...

Cards:

Axe..Build a raft in woods

Mgic Portal...50% chance to teliport in, increased chance with fate

Market..Buy a raft

Imp...33% chance to teliport in, increased chance with fate

Market day..Buy a raft.

Raft...Use it.

Spell. Invisibility, and imobility(2). Both let you bypass the sentinal.

Increased chance of getting spells with wand, book of spells, and a few stragers you can purchase from

Tavern..With fate, two..1-in-6 chances of crossing..

There will shurly be other cards that get you accross as well in the future such as...

Ferryman; Magician; Boots of water walking; spell-flight; wish-spell;river crossing; Fallen log; Low river; Drought: Sea Turtle; Circus Cannon; Leaping boots; Polymorf-spell; Displacement-spell; Troll Bridge; Warf space;Gills-spell;Water breathing-spell.

Just to name a few...Not that I have insider information or anything like that

grim_reaper_zig said:

(1) Can i assasinate the sentinal? i say i can because its similer if i ran to a dragon on he board to assasinate because their both on the board. Same questions for pit feinds.

yes, absurd, but assassin can kill everything. In this edition remember the rules on page 10 and definition of a creature: creature is any encounter that attacks with strength. So if the Assassin can assassinate a creature when attacks, everything on Talisman (board, cards...) can be easily killed. The only doubt remain when assassin draw a enemy card: it's attacked in this case? If so, assassin use its skill only when land on a card (and/or creature) already on board...

The_Warlock said:

Ah, "a fantasy adventure game that wasn't 5 hours long"... well, try playing Talisman with more than 4 players and you'll see. The only thing is, that in Talisman you also look to other players' turns with great interest. It's important for your game to control the others, because the Player Versus Player part of the game is crucial.

Gentlegamer said:

grim_reaper_zig said:

I've recently bought this game, looking for a fantasy adventure game that wasn't 5 hours long, and man was i pleased! i do have a few questions however.

(1) Can i assasinate the sentinal? i say i can because its similer if i ran to a dragon on he board to assasinate because their both on the board. Same questions for pit feinds.

(2) I am convinced that the melee type hero's have it easy when compared to the balanced and wizard type heroee, because they can actually get to the middle reigion much easier, they can kill sentinal. Wizards can't, and they don't always have 3 gold or an axe. Am i missing something, or is their actually a flaw?

(3) when it says can i add my craft value to my strenght and vise-versa, is that whats printed on my card, or what i have? Ex. A wizard adds his craft value on his sheet (5) or what he has now (lets say seven) to his strenght?

(4) I can use fate on ANY roll right? like to push my luck in combat or to beg a witch not to make me a toad?

These are all my questions. Thanks to those who answer!

(1) Yes. The apparent wording of the Assassinate ability means anything you attack in Battle (Strength combat) cannot roll a die to add to its Strength.

(2)Craft-based characters have to use more cunning play to get to the Middle Region, which is fitting. As you note, you can use an Axe (either bought or encountered ) to build a Raft. Visiting the Tavern and rolling a 6 allows you to be ferried to the Temple. There are Adventure cards that you may encounter that can send you to the Middle Region.

(3)The value is what is printed on your card. All characters have a Strength, Craft, Fate, and Life value. Any effect that allows you to add your XXX value to something means the number printed on the card; it does not include counters, Followers, Weapons, etc.

(4)You may use Fate on any die roll, as long as it is your own die roll. If you are required to roll more than one die, you may use Fate to reroll one of the dice. So yes, you may push your luck in combat (Battle or Psychic Combat) and to avoid becoming a Toad. You may only spend Fate to reroll the die once, though. You must accept the second result.

grim_reaper_zig said:

The_Warlock said:

Ah, "a fantasy adventure game that wasn't 5 hours long"... well, try playing Talisman with more than 4 players and you'll see. The only thing is, that in Talisman you also look to other players' turns with great interest. It's important for your game to control the others, because the Player Versus Player part of the game is crucial.

i actually play 4 player games, and it lasts usually about 2 hours...so am i playing fast or something?

The game can last for 2 hours if everyone plays straight and heads to the Crown as soon as he can. If players keep going around to become overly powerful and easily overcome the challenges of Inner Region, or keep annoying each other to prevent everyone's attempt, the game can last longer.

For instance, on Easter Day I played a 4 player game with my cousins and it lasted less than 2 hours. I tried to play the Troll in an aggressive manner and was killed by a vengeful Assassin. Then the Warrior won without any challenger.

But on the next day I played a 5 player game with my friends and it was completely different, not only because of player number! The awesome combination of Sorceress, Prophetess, Druid, Wizard and Thief with the Wand, originated a continuous spellcasting game. No one was sure to do anything, as the others kept casting annoying spells. Twice I tried to pass the Sentinel with a Psionic Blast and twice I got counterspelled or immobilized (I was the Thief). Well, after 7 hours of non-stop playing we had to give up, because nobody was strong enough to get the crown and it suddenly started snowing. We were on the hillside and wanted to get safely home, so we packed everything and got to our cars without a winner. Talisman can be very different depending on the number of players, the Characters in play and playing attitude. Also game length is greately affected.

ravachol said:

hello,

for me, i prefer stay in the outer region because we can have more card, and go in the midlle after so, esasier to passe the sentinel or by other way. an axe is very easy to have but a spell easier !

"(3)The value is what is printed on your card. All characters have a Strength, Craft, Fate, and Life value. Any effect that allows you to add your XXX value to something means the number printed on the card; it does not include counters, Followers, Weapons, etc."

i'm not sure (i'm not sure to have really understand because i'm french !) it's true. for example, to have spell, the objet and followers count to have the good craft !

Hi,

This is the comment I was trying to quote. It seems that we may have been playing Talisman incorrectly for some time. When you are instructed to add your craft to your strength with Psionic Blast, you only add your starting craft, not your total from items and followers? And that anytime a similiar circumstance arises, you only add what you start the game with? Thanks for clarifying.

Caliban said:

This is the comment I was trying to quote. It seems that we may have been playing Talisman incorrectly for some time. When you are instructed to add your craft to your strength with Psionic Blast, you only add your starting craft, not your total from items and followers? And that anytime a similiar circumstance arises, you only add what you start the game with? Thanks for clarifying.

That is correct, in this edition you only add the character's starting Craft with Psionic Blast. Monk power is the same. Pretty rough for warrior-types, but they shouldn't need PB to win fights.

PhilHibbs said:

Caliban said:

This is the comment I was trying to quote. It seems that we may have been playing Talisman incorrectly for some time. When you are instructed to add your craft to your strength with Psionic Blast, you only add your starting craft, not your total from items and followers? And that anytime a similiar circumstance arises, you only add what you start the game with? Thanks for clarifying.

That is correct, in this edition you only add the character's starting Craft with Psionic Blast. Monk power is the same. Pretty rough for warrior-types, but they shouldn't need PB to win fights.

Ok, "this edition". That makes more sense, thanks.

Well, it was supposed to be the same with the last edition, but the FAQ wasn't amended correctly.

I don't think I've been invovled in a game that didn't go 4 hours.

Me and my friends must be retarded.

Most of the time is spent arguing rules though... the newest version has helped, hopefully we'll see some quicker games.

duck said:

I don't think I've been invovled in a game that didn't go 4 hours.

Me and my friends must be retarded.

Most of the time is spent arguing rules though... the newest version has helped, hopefully we'll see some quicker games.

I think this edition plays a lot quicker then the older ones. Fate really speeds things up since it seems like everyone isn't dying as often now.

Gentlegamer said:

duck said:

I don't think I've been invovled in a game that didn't go 4 hours.

Me and my friends must be retarded.

Most of the time is spent arguing rules though... the newest version has helped, hopefully we'll see some quicker games.

You guys must not attack each other enough!

Nope. We play with a couple people who refuse to attack each other. But this edition has increased play quite a bit.

Gentlegamer said:

(3)The value is what is printed on your card. All characters have a Strength, Craft, Fate, and Life value. Any effect that allows you to add your XXX value to something means the number printed on the card; it does not include counters, Followers, Weapons, etc.

Hello!

Where is this written? I do not see it in the rules or on the cards. I even clearly read the contrary! preocupado.gif

Try the bottom of page 4 - "A character’s Strength can never drop below that character’s
Strength value (i.e., the number printed on the character card)." and the example on page 6 for the definition of Value

In regards to Fate the rules read:

1. Rolling a die for his character’s movement
2. Rolling a die to determine his character’s attack roll.
3. Rolling a die due to the instructions on a card or board
space.

So this is essentially everything you are rolling for other than:
1: Rolling a creature’s attack roll when another character is being attacked
2: Rolling the dice when another player is dicing with death
3: Rolling the reapers movement
4: And I believe when rolling for the command spell as there are no instructions on a card or on the board for the command spell

Cheers

Geoff

Many thanks! gran_risa.gif

grim_reaper_zig said:

The_Warlock said:

Ah, "a fantasy adventure game that wasn't 5 hours long"... well, try playing Talisman with more than 4 players and you'll see. The only thing is, that in Talisman you also look to other players' turns with great interest. It's important for your game to control the others, because the Player Versus Player part of the game is crucial.

i actually play 4 player games, and it lasts usually about 2 hours...so am i playing fast or something?

You are playing very fast then.

We play with 2 players and it is always around 4 to 5 hours. Maybe with a half-time of 15 minutes to take a some coffee... lengua.gif

Cidervampire said:

Try the bottom of page 4 - "A character’s Strength can never drop below that character’s
Strength value (i.e., the number printed on the character card)." and the example on page 6 for the definition of Value

In regards to Fate the rules read:

1. Rolling a die for his character’s movement
2. Rolling a die to determine his character’s attack roll.
3. Rolling a die due to the instructions on a card or board
space.

So this is essentially everything you are rolling for other than:
1: Rolling a creature’s attack roll when another character is being attacked
2: Rolling the dice when another player is dicing with death
3: Rolling the reapers movement
4: And I believe when rolling for the command spell as there are no instructions on a card or on the board for the command spell

Cheers

Geoff

We allow rolling for Command Spell as it's an instruction based rolled. You're told to roll. Also, it's a form off attack roll.