Extra regions lead to less player interaction?

By CobraCommander, in Talisman

I've noticed that every time I add a new region expansion like dungeon and highlands the game becomes less pvp and more a series of just solo adventuring. However I really like having as many new boards as possible. I just wonder if the game designer will compensate for this in future. For example in new Sacred Pool expansion there is an event that makes you teleport to another character and encounter him no matter what region he is in (I assume you can even do this if he is at crown of command). Highlands helps a little bit by letting you teleport after killing the Eagle King, so you can just land on another character and encounter him. However this only works if he is on main board in outer or middle. Maybe a spell that lets you teleport to another player and encounter him would help. I just hope that the designer knows about how this is happening and will adress it.

I've noticed that as well.

We're just done with a game now with 5 players. 2 were in the highlands, 1 in the middle region, 1 in the outer region, and the last one being in the dungeon. It was like this for most of the game before one from the highland made a run for it and went for the crown of command.

One thing I would like to add, though, is the continuing use of spells which characters can cast regardless which region he is in ;)

So there will always be some pvp interaction. Atleast concerning spells :)

SC

I like solo adventure, and regions are expanding the world of talisman.

I avoid pvp cards such as the gong or the arena card..

I think that every character must find his own way to become stronger in the game..

But if i play with the thief, sorceress, courtisan etc then i will follow my opponent to steal as many as i can demonio.gif

Likewise, V.! I'll stick the CvC with abilities whenever possible.

You can just play with the main board, which is often how I've played in previous editons. You can make little rules just for the one game like 'hills = highlands card' or 'ruins = dungeon cards' ... You do get more player interactions even if its not searched for by the players.

If you want to bring some cards into the game that would only otherwise have been obtainable on the extra boards, then 'Dragons have treasure' is a fun one.

'Dragons have treasure'

Basically, if you kill any enemy Dragon, roll 1 dice

1 - You find a destroyed relic, the clumsy dragon must have sat on it, draw one random relic card and then discard it from the game,

2 - Choose any object from the purchase deck,

3 - Gain 2 Gold,

4 or 5 - Gain 3 Gold,

6 - Take 1 relic at random.

Off course, in your house, make the dragons have whatever treasure you like, they could all have relics if you like relics a lot. aplauso.gif

is that a real card or just somethin u made up cause o only have the base but that card sounds fun

Sounds like there's another misunderstanding here of Player vs Player (PvP) versus Character vs. Character (CvC). The latter can be thought of as a subset of the former for some. Spells do keep up the PvP, as they are really cast by the Players and not the Characters. But yes, more territory spreads out characters and decreases CvC. This is probably why new spells and magic objects were added to increase PvP and/or CvC. Whether that's enough for all is going to differ depending on what you prefer most, CvC or PvP. Some magic objects were likely rigged to address this, so that more CvC occurred. But maybe more such opportunities are needed.

As to those dragons with relics, if they are smart enough to collect them, why not let them use them? Make a roll before the dragon is fought, and have the result in play before it is fought. If that dragon has a relic (or has destroyed one), then that will affect how all characters (players) will view it immediately... especially if the dragon can use it against you. Talisman could use a bit of nasty challenges like that besides those encountered in some of the standard alternative endings of old.

As to how the dragon uses a relic with a far reaching affect, simply let the player to the left of the one encountering it handle what the dragon does. Not recommended for all games as a standard, but might be a fun (and tougher) variation from time to time.

JCHendee said:

Spells do keep up the PvP, as they are really cast by the Players and not the Characters.

I would argue against that. Spels are character resources. Casting one against another character depletes your character of that spell, but opens a spell slot for him. Contrats this with sending the Reaper aqainst an opponent - this has nothing to do with your character, and is pure PvP.

The Reaper, incidentally, was one of the things FFG has added to increase PvP. The Reaper works well because it gives PvP even when the characters are far apart. Rune Gates ont eh other facilitate CvC by allowing more movement between regions.

We've been teased with the possibility of Dark fate to come, which will mean more PvP from afar.

I would say the designers are doing a good job at keeping Talisman interactive.

One of alternative rules we added to our games to make it more difficult to run away into highlands and dungeon at start is that:

If you enter dungeon or highland you have to move clock-wise on each die roll, if you before your die-roll declare that you are fleeing you then move counter-clockwise until you are out.

This made it so ppl hesitate to run into highlands dungeon in the beginning. Also it's not a rule we made up it's in the rulebook of dungeon under alternative rules.

JCHendee said:

As to those dragons with relics, if they are smart enough to collect them, why not let them use them? Make a roll before the dragon is fought, and have the result in play before it is fought. If that dragon has a relic (or has destroyed one), then that will affect how all characters (players) will view it immediately... especially if the dragon can use it against you. Talisman could use a bit of nasty challenges like that besides those encountered in some of the standard alternative endings of old.

As to how the dragon uses a relic with a far reaching affect, simply let the player to the left of the one encountering it handle what the dragon does. Not recommended for all games as a standard, but might be a fun (and tougher) variation from time to time.

I love this idea. I'm going to use it next game.