Balancing the Highland: the Winged Guardian

By JSElshoff, in Talisman Home Brews

After playing with the Higland expansion numerous times, a friend and I have developed the impression that the Highland region feels too much like a "bonus round" compared to the main game: For most characters, it just makes sense to enter the Highland again and again to collect the many valuable and useful objects and trinkets and receive very helpful followers – all with a comparatively low level of risk. And with the Arnkell relic, there is also a neat shortcut to the Crown of Command which allows a character to completely bypass the Inner Region.

In a nuthsell, we think that the Highland takes away a lot of activity from the main board and especially the Dungeon region (which has a much higher difficulty level).

The easiest way to eliminate this problem would be to simply not use the Highland board, of course. But as we like to keep our Talisman world as big and diverse as possible, this is not an option for us.

Our solution was to create a little "sub-expansion" which increases the Highland's risk level considerably: the Winged Guardian.

The Winged Guardian is basically a Grim Reaper for the Highland region only. Unlike the Reaper, it doesn't move and doesn't have a figure, but it encounters a character automatically whenever he rolls a "6" for his movement in the Highland.

Background-wise the Winged Guardian is meant to be Dreadwing, the Eagle King's giant raptor – which is introduced as a Follower in the normal Highland expansion.

Here's the text from the Winged Guardian card I created. (I designed the card in Strange Eons, but I'm not sure whether it's okay to post it here.) Please let me know what you think.

WINGED GUARDIAN

The mighty Dreadwing is scouting the Highland for intruders. Whenever a character in the Highland region rolls a 6 for his movement (or at least one 6 for characters who roll multiple dice), the Winged Guardian takes note of him. The player must interrupt his turn to roll 1 die for the Winged Guardian:

1) The Winged Guardian grasps the character and drops him in the Crags on the main board. The character doesn't encounter this space, and his turn ends immediately. He also loses 2 lives.

2-4) The Winged Guardian grasps the character and carries him further away from his master. Roll 1 die: The character is dropped that number of spaces away (counter-clockwise) from his previous space. The character doesn't encounter the space, and his turn ends immediately. He also loses 1 life.

5,6) The Winged Guardian ignores the character – for now... The character continues his turn normally.

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Dreadwing can be evaded like an Enemy by characters with an appropriate ability or spell.

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If the Dreadwing Relic card is currently in play (i.e., is either on the game board or in a character's possession), the Winged Guardian is ignored.

JSElshoff said:

Here's the text from the Winged Guardian card I created. (I designed the card in Strange Eons, but I'm not sure whether it's okay to post it here.) Please let me know what you think.

That's what the plug-in is for. Post away :)

Did we lose the image here or something?

Nope, I just hadn't posted it yet happy.gif (as I wasn't sure about FFG's policy regarding the use of their art).

It's here now...

Winged Guardian

Note: I chose the Alternative Ending layout for this one, even though it's not an Alternative Ending.

I like the sound of this. I've had the same thoughts about the Highland region, too much reward and not enough danger. Most of our games involve a mad rush for the Highland right at the start, but this might make people a little more hesitant.

My only concern is that the Guardian wont effect all characters the same. What I mean is that characters with larger Fate values will be able to use more rerolls (for both their movement and the Guardian rolls) and there by gain an advantage. The Warrior, for example, would see the bad side of the Guardian more often than the Minstrel. It might balance things out if there was some sort of strength/craft roll to fend off the Guardian.

Thanks for commenting!

My original idea was to make the Winged Guardian similar to the Grim Reaper -- where spending Fate is also the only "defense". You make an interesting point, though: Allowing characters to avoid the Winged Guardian by various means might serve its purpose of providing a balancing factor even better.

It might balance things out if there was some sort of strength/craft roll to fend off the Guardian.

Good idea. What about this?

Roll two dice: If the result is equal to or lower than your Strength or your Craft value, you managed to either break free from Dreadwing's clutches or to successfully hide from the beast in time – continue your turn as normal. If the result is higher, however [...]

i love the concept!

i think that the only thing that is missing i something that happens at a roll of 6 during this encounter. (such as with the reaper and toad king) you have to have a way to benefit from the encounter.

what do you think about this:

at the roll of:

1) drops you in the crags, loose 2 lives. your turn ends (same as before).

2) drops you in the lost city. you must encounter the lost city and then miss your next turn ( you got lost in the lost city :P ).

3-4) carries you 1 die roll counter-clockwise (same as before).

5) ignores you.

6) carries you to any space, up to 6 spaces from your previous space (same as the 'Sage owl' i think).

The concept of "guardian" providing a benefit is antithetical, but I also think the original table is too harsh. The highlands already has an overload of benefits, as many have noted, aside from another potential backdoor to the CoC (though of lesser chance than the Dungeon). Automatic loss of life is never to be done too often or too lightly. And evasion should be eliminated, for we are looking at an eagle of massive size capable of seeing across an entire realm (not region) board.

Again, there should be a chance to fight off "Dreadwing" since that is who the guardian is, and perhaps there's some integration to be found therein. Perhaps there's some middle ground that needs to be explored for this realm specific NPC.

Interesting idea. I have my version of the Ice Queen starting in the Highlands, for just the same purpose. I might rethink some of the wording on her card, having seen this.

During our last gaming session we tried out the winged guardian, although with a few modifications. We thought it a bit harsh to loose so many lives so we subracted 1 life from each part of the card, so you only could lose life if you rolled a 1 and was dropped in the crags.

Afterwards we feel like we did weaken it too much, and will perhaps find a middle route next time. Perhaps changing the first part to a roll of 1-2 instead of just 1. As it was now it didn't do much to scare of our daring adventurers even though one of us was unlucky to be dropped in the crags.

So next time we will either remove the winged guardian or toughen him up again, but still, I really like the idea of having something that balances the otherwise too inviting highlands. Or well, next time we will remove him as next time will be our first with the dragon expansion and we will probably have enough to think about with just that. :)

Interesting concept. Did you consider something akin to the 'Reaper ?

i.e. have players conrol the movement of the Guardian, it is much more rewarding to nerf someone than have them randomly attacked

Certainly I have noticed that the 'Reaper has a real impact on players choice of movement. I think id adds more if you have a "physical" character to avoid

rather than a die roll.

So, to flesh out my idea a little, and expand it somewhat, if you roll a 1 for movement, you chose whether to move the 'Reaper, the Winged Guardian, or the <think of character to patrol Dungeon>

The Winged Guardian and the "Dungeon Guardian" perhaps do not have to follow the spiral pattern of the expansion board and can move to any adjoining space. To temper that, unlike the 'Reaper they do not stray too far from their Master and must stay within the region.

Without thinking it though, here is my suggestion:

1 : You are taken by surprise, plucked into the air and dropped in the Crags. Lose 1 life and leave all your followers on the space you were on.

2-3 : You are attacked, defend yourself against the Winged Guardian, S10(?) - if you win or draw you just survive the attack, otherwise lose a life.

4 : A follower is chosen as a tasy meal, randomly discard one follower

5: The Winged Guardian has an eye on your trinkets - it snatches a randomly selected one from you and deposits it on the discard pile.

6: The Winged Guardian drops a bag of gold near you and leaves you in peace.

I know the Dungeon can be tough but then there is an easy shortcut at the end so I think fully justified to also have a guardian.

Also, as it is based on movement roll, players in Inner Region/CoC cannot influence.

Perhaps the Dungeon Guardian would not be so brutal on lives but more on strength/craft/fate that would damage your fighting ability.

I am thinking somethig like a "Lych" or a "Dread Knight" that could maybe drain your abilities

Just quickly as I have to go but:

1 : Lose 1 Strength

2 : Lose 1 Craft

3 : Lose 1 Fate

4 : Lose 1 Spell

5 : Miss a turn

6 : You mange to avoid an encounter, restore your Fate.

Waddya think ?