Overal game Strategies: 1st turn to victory

By CobraCommander, in Talisman

Although much of the game is luck based with the addition of both dungeon and highlands boards there now is room for differing strategies.

Please let me know what ones you use in general and or per specific chars; good combos for them; immediate goals per char; what regions do you hang out in at what point in game; specific dungeon treasures or highland relics you try to get etc.

One thing I noticed is the Main Board and its adventure cards are about a fourth encounters and has more events (good and bad) and more cool items. Most of the creatures average stats around 3-5

The Highland deck seems to be about a third encounters aprox same level as the main board and a third gold producing trinkets and such so is a good place to aquire gold and to level up early but not so much for gaining items (best item IMO walking stick). It has the waterfall if you want to gain spells for non casters or fate for non evil chars. Another interesting spot is the glacier for the easiest way to get to middle region if you are low level (there is a hills space there). Also once you are able to take out the Eagle King its a good place to hang out if you are a PVP player since you can just wait till your target is on the main board (if hes off in dungeon or higlands) and then on your turn kill EK then teleport for the PVP kill (or teleport to city to cash in all those trinkets or teleport straight to warlocks cave for a quest and possible random dungeon treasure).

The Dungeon seems to be about two thirds encounters with very little in the way of items and such. Most of the creature seem to average stats around 5-8. This seems to be a good place to level up (farm) after you have gotten to around 8+ in one or both stats and a good place to KILL YOURSELF if you aren't :P. Unless you use some kind of spell combo or something similar though, by the time you can beat the Lord of Darkness you really are near winning the game and dont need the items that affect movement or card drawing which would have been really cool earlier in game. This is why we play with the optional rule that if you complete a warlocks quest you can draw a random dungeon treasure (but pick one if beat dungeon). The dungeon also offers the ability to try to beat the LOD by 8+ if someone just busted down the portal of power and you want to beat him to the crown (even sans talisman) This allows players to try to keep leveling up their character inst of racing for the middle and inner region and leads to a big race once someone does.

With both of these expansions then its possible to focus on killing things and gaining experience which was difficult before these.

Now for a few intersting char combos.

Philosopher with Book of Lore (draw, discard if unusable, draw),

Wizard with Book of Lore (you will start your turn with two spells inst of one allowing you to cast two a turn inst of one),

Leprechan with Wand of Dragonfire (roll a 6 then pvp someone).

Prophetess with Orb (draw discard draw discard draw keep...take essentially the best of three cards each round),

Amazon with Clockwork Owl (always take the higher of the two move rolls then move any space up to it)

Warlock with Totem Staff (start of turn draw 4 spells if you have craft high enuff),

Gladiator with Aegis (standoff for two thirds of all losses)

These are just some off of the top of my head. Please let me know what your general plans are. Do you stay on the main board? Do you hit highlands early? Do you rush the Dungeon? Do you try to do as many warlock quests as can to get random dungeon treasure (if using optional rule)? Do you try to get to inner circle Asap or hand around and build up char? Do you try to focus on killing other players or to build up yours? Do you prefer portal of power trek or pwing LOD +8 FTW? When you first start on turn one whats your immediate plan and then plans after that?

"This is a really intersting historical quote." - Famous Person

CobraCommander said:

not so much for gaining items (best item IMO walking stick).

For me, Horns of Power (+1 Str and Craft) and IIRC, both the +1 Str and +1 Craft Objects there are Trinkets.

Gladiator with Aegis (standoff for two thirds of all losses)

Impossible, because when You are rolling a die for AEgis You aren't rolling to prevent the loss of life.

Whenever you use Armour and roll a die
to prevent the loss of life,
you may add 1 to
the score.

For each character, there are different goals i suppose..

With the swashbuckler, i move first to field spaces to level myself up and then i go to the dungeon to kill a lot of enemies there..

If other characters are around 6 strength, then i should hit the highland region to kill some enemies there..

But i think that you can get the most experience in the dungeon..( not sure..)

Spellcasters need more time to become strong enough for a region, so they are longer on the mainboard..

Hi, intressting thread actually and I can say having a gameplan with your char is very vital if you want to win just runnin around drawing cards at random will most likely get you killed or your items taken. I have all expansions except dungeon (it's been out of stock for very long time at the retailer)

Here is some tactics which I use just on top of my head:

General for all chars: In the beginning hang around city until you get 1-2 stats after that it's to dangerous.

Valkyire: Valk is pretty strong and can after she get's 1 extra strenght go to highlands to try and find the friendly giant after that she is immortal.

Warrior: At the beginning hunt down the other chars and with your super two dice roll steal their gold until you have 4g and go to village and buy 2swords. after that you are pretty much set

Priest: What I usually do is try and extinguish spirits until I have 1-2 evade spells then try and go to second region asap for temple farming. Important is to not waste to many fate, because you are going for early win and will need them in inner region.

spell cycling chars: just farm 1-2 stats from city then when you have around 6craft try cycle until u get a brainwave spell and go for arnkell hunting.

We record stats of our games and the wins are pretty equally disitrbuted between chars except for the wizards that leads huge, I belive a char that have spell cycling and psycic combat is to overpowered. They should have either of them.

These are some of the tactics I have on top of my head, I will post more later

Cheers

Persiatic said:

General for all chars: In the beginning hang around city until you get 1-2 stats after that it's to dangerous.

For us, apart from the Rogue, nobody goes there unless A) forced or B) desperate, usually when you come in as a mid-game replacement.

Persiatic said:

spell cycling chars: just farm 1-2 stats from city then when you have around 6craft try cycle until u get a brainwave spell and go for arnkell hunting.

Just checking, but you know Brainwave only doubles Craft value, right? So even with Craft 6 (Craft value 4), you don't have Craft 12, you have Craft 10. Better example is a Troll with Craft 6 gran_risa.gif , with Brainwave he'll have Craft 7 for the turn, not Craft 12. Same deal with Psionic Blast, only Craft value, not Craft is added.

Hi Dam

Well City actually in the beginning before you get 1-2 stat cones only have the toad roll which is dangerous and with the fate you have in the beginning the risk is even less. Personally I belive it's the easiest way to get a stat cone in the beginning which is pretty huge because in the beginning getting even that 1 value increase will put fear in your opponents.

And yes I'm aware that brainwave only increases the craft value, but if you look at the spell cycling chars which is Wizard, Sprite, Phrophetess, Warlock and Sage (I don't have dungeon board) they all have 4 or more craft value which with a brainwave put's them on atleast 8 which is equal to Eagle King.

I can elaborate a litte bit on why the first early 1-2 stats (for strenght and psycic combat chars) are so huge for the outcome of the game. Well it's what I call setting the "fear" into your opponents:

* If the opponents fear you, they will most likely try and be 7 spaces away from you at all time. This actually translates into you beeing able to control where they are on the map.

* For example if someone would draw idol or any other nice card early you can pretty much give the other players the option to eathier stick around idol and get beaten by you or get idol to yourself.

And yes the most fundemental tip if you are in the lead is to always have atleast 1 fate for that reaper. Can't even tell you how many times I been in the lead and died to reaper it's some kind of record.

Cheers

Thief + Clockwork Owl + Bag of Holding

Very difficult to get the owl away from anyone if its in the Bag. The thief moves any amount of spaces UP TO his dice roll and takes ANY item from ANYONE he lands on without combat ... and he can actually carry lots of items too!

Sick combo.

Malthule said:

Thief + Clockwork Owl + Bag of Holding

Very difficult to get the owl away from anyone if its in the Bag. The thief moves any amount of spaces UP TO his dice roll and takes ANY item from ANYONE he lands on without combat ... and he can actually carry lots of items too!

Sick combo.

And then you cast Shatter on his BoH, destroying it and everything in it. That'll tick him off good demonio.gif !

Dam said:

Malthule said:

Thief + Clockwork Owl + Bag of Holding

Very difficult to get the owl away from anyone if its in the Bag. The thief moves any amount of spaces UP TO his dice roll and takes ANY item from ANYONE he lands on without combat ... and he can actually carry lots of items too!

Sick combo.

And then you cast Shatter on his BoH, destroying it and everything in it. That'll tick him off good demonio.gif !

thats y in that situation a thief should try and get a counterspell to hold on too but as all i got is the dungeon, reaper, and sacred pool i tend to like to get my strentgh to 7 or 5 if im lucky enough to get an early game warhorse and then keep on going to the dungeon till i can 8+ the lod to land on the coc

Nemomon said:

Gladiator with Aegis (standoff for two thirds of all losses)

Impossible, because when You are rolling a die for AEgis You aren't rolling to prevent the loss of life.

Whenever you use Armour and roll a die
to prevent the loss of life,
you may add 1 to
the score.

The Gladiator may still add 1 to the score when using Aegis. If he rolls 1-3 the Gladiator loses the attack as normal and loses 1 life.

The reason why Aegis does not mention the wording "lose 1 life", is because if you use Aegis when fighting another character it also prevents the victor from taking a gold or Object from the loser (Aegis was deliberately worded like this during the design process and it was made quite clear that the Gladiator would be able to use his ability in conjunction with it)!

Ell.

Agree with most of these points, this is a good thread to read for new players.

ln general play your charaters special abilities and milk them in the region or square that really helps tool them up.

Temple is a massive square for me, l like it bc you are safe in the middle early from others trying to attack you, l use an axe to raft over the middle. Most players feel its not worth chasing one guy their when the rest of the board has more options. So l'm generally on my own in the middle, lf l have a fate charaters l use it on one of my temple die rolls its amazing how fast you tool up. l just jump down buy more fate and axe raft back up and temple again. The priest and especially the knight is a tank with the temple knights adds up to 2 to his roll!

Agree city is key to get a leg up on a few fast cheap points.

l get gold for an axe and armour early from the village.

l like to keep about 8plus gold handy ready for the liverly stables if they arrive, you want the gold ready as soon as they arrive, the warehorse will kick start you and the horses are brilliant for just running from players if you need to with your objects and followers (to avoid, players like vampriss, sorsoress, thief and merchant).

warlocks quests are or can be tricky to complete early, but l often get them started bc most of the rewards at least 80% of them are all very good.

l use the highland lucky charms for cones in grags and forrest and the fate spell reroll the same or l keep them for a reaper land but its dangerous bc of misfortune, l prefer to run forest run form reaper.

l use todify as a killer blow for demon lord to win by plus 8 to get to the crown, if l get one early in the game l often try to make a run at the treasure chamber toldify him and take a monster object, the teleport spell with todify is a killler combo for demon lord to get down their end game or early game to get a killer treasure.

talisman rules!