Alternate House Rules to Speed Up Your Game of Talisman
Points:
1. 5 or 3 trophies for stat increases.
2. Trade in trophies for stats at any time except combat, even if it’s not your turn (something to do while awaiting your turn.
3. You can turn in 3 items for a craft or strength.
4. You can trade a relic (Highland expansion) for a craft or strength.
5. You can trade Quest Reward cards for craft or strength (Sacred Pool expansion).
Equipment:
1. You can trade items with other players when on the same space.
2. You can trade items with other players, even when not on the same space.*
3. You can trade followers.*
*We never use these rules.
Movement:
1. Use Fate tokens to adjust movement rolls (one token per additional movement).
2. Option to move one space instead of rolling for movement (even a toad can move one space).
3. Don’t roll for movement, all characters have a movement score set at 2, 3 or there starting Strength or Craft.
4. Roll 2 dice for movement, choose which one to use.
5. You may move UP TO your movement roll (i.e. roll a 4, you can move 1, 2, 3 or 4 spaces).
Combat:
1. Assign another player your nemesis. Your nemesis always rolls your monster rolls.
2. Bring in another set of dice as monster dice, and roll your monster and hero dice at the same time.
3. All 6’s are critical hits. If both the hero and monster roll 6’s, it is a push.
4. All 1’s are critical fails, and automatically lose the battle. If both the hero and monster roll 1’s, it is a push.
Obtaining a Talisman:
1. Start everyone with 1, 2 or 3 Warlock Quest cards. When the last one is completed, the player receives a Talisman.
2. If you confront the Eagle King or Lord of Darkness in the Eyrie or Treasure Room, in the Highland or Dungeon expansions, win or lose, you steal a Talisman.
Entering the Middle Region:
1. Earning a Talisman automatically teleports you to the sentinel space.
2. Earning a Talisman automatically teleports you to the Warlock’s Cave.
3. Win or lose, you always pass the sentinel on your next turn.
Characters and Teams:
1. Every player receives 3 or 5 hero cards. This is their team. They choose which hero they put in first, and the rest are reserves. When a hero dies, they are replaced by the next reserve hero of their choice. The hero retains the Strength, Craft and Life bonuses of their predecessor. Equipment and followers are left on the space the original hero died (first player to get there can take them). Spells from the previous hero are discarded. In a 2 or 3 player game, distribute the heroes by alignment.
2. Team play: with 2, 4 or 6 players, divide the characters into good and evil. Players with the same alignments are on teams. They can trade equipment, gold and followers when they are in the same area. You can only fight other players who are on opposing teams. Only one Talisman is needed for the entire team. Either discard the alignment change cards, or allow players to switch teams if their alignment is changed. With 3 or 6 players, make a neutral team.
Ending Conditions:
1. Game ends when the Crown of command is reached. Period.
2. Insert any or all of the alternate endings from expansions.