Alternate Dungeon ending

By crazyaxe, in Talisman Home Brews

I alway apply the following rule for the last space of the Dungeon, when you combat the Dark lord:

  • If you win, you take a treasure and appear in the plain of peril
  • If you lose, you appear in the warlock cave and can you roll the dice for a warlock quest

What do you think?

This way game speed-up and Dungeon become more interesting for all character types.

Or you can eliminate that final result on the LoD's space that puts a character into the CoC without a Talisma; instead, the best they could accomplish is the Valley of Fire. Put the "talisman" back in Talisman and there's a real reason to seek the Warlock, get to the Hermit first, take one from an opponent, or gain one through a Quest. All of these things built for the game's actual namesake have become less meaningful through backdoors into the CoC.

You could also (after 20 years of the game) make the Valley of Fire mean something.

SE-Dark_Portal.jpgSE-Passage_of_Fire.jpg

I *really* like those. The LOD backdoor is far too often the modus operandi for winning the game, and it would be nice to take some of the beef out of that spot, and amp up some others. Your Valley of Fire card is potent and appropriate for such a penultimate place to be.

Yes, overall this VoF has proven acceptable to some groups. Afterall, its not like you'd go there by choice, though there are some tactics with spells by which one might force a leading opponent into that space if you are chasing them through the Inner Region. Then again, few are stupid enough to go that route without a Talisman. This VoF's only real value is in use with plugging the backdoor into the CoC found in the Dungeon and perhaps the Highlands. Either is still a potential shortcut past the Inner Region as a whole, and that should be enough.

These particular cards can be found in the Space Expanders expansion at my blog's Downloads page or TalismanIsland.com