Expansions interaction

By Julia, in Talisman

Hi friends,


sorry for the probably-already-answered-somewhere-else question. I just got the core set, and I enjoy the game quite a lot. Common idea of mine and my mates is to expand the set with a couple of expansions. Here is the question: do expansions interact between themselves? Is complexity of the game going to increase significantly by adding further expansions, or simply the game becomes richer (more cards, more options, but no major changes under a strategical point of view)? (my experience is mostly based on Arkham Horror and in AH adding extra boards creates a *lot* of new problems, which is something I love)


Thanks for help!


JULIA

Julia, cheating on poor AH already lengua.gif ? Unlike in AH, Talisman is more forgiving with its dilution, actually the bigger the Adventure deck the better in my opinion, but of course I'm all for a big Mythos deck in AH. Adding Reaper first is probably the best way to go. It effectively doubles your Adventure and Spell decks, adds perhaps the most balanced set of characters to the base game (later expansions have fairly noticeable power creep) and only real addition to the rules is Reaper himself (I think Warlock Quest cards showed up first in Reaper).

As for big box expansions, adding Dungeon or Highland board, there is no must to hit those boards like say Innsmouth, but they each serve a purpose, both have their own set of cards you draw from and especially the Dungeon is loaded with a ton of Enemies, up 10 in stat, so if you're prepared, you can really gain stats FAST.

Have to run, but I'll add more later if I remember and others haven't chipped in. If you can play AH, Talisman, even with all expansions up to Sacred Pool should be child's play (but more brutal, PvP FTW gran_risa.gif ). I don't have Dragon Expansion yet, but it adds fiddliness and more things in general to keep track of, something that may or may not appeal to people used to fast-flowing games of Talisman.

Dam said:


Julia, cheating on poor AH already lengua.gif ? Unlike in AH, Talisman is more forgiving with its dilution, actually the bigger the Adventure deck the better in my opinion, but of course I'm all for a big Mythos deck in AH. Adding Reaper first is probably the best way to go. It effectively doubles your Adventure and Spell decks, adds perhaps the most balanced set of characters to the base game (later expansions have fairly noticeable power creep) and only real addition to the rules is Reaper himself (I think Warlock Quest cards showed up first in Reaper).


As for big box expansions, adding Dungeon or Highland board, there is no must to hit those boards like say Innsmouth, but they each serve a purpose, both have their own set of cards you draw from and especially the Dungeon is loaded with a ton of Enemies, up 10 in stat, so if you're prepared, you can really gain stats FAST.


Have to run, but I'll add more later if I remember and others haven't chipped in. If you can play AH, Talisman, even with all expansions up to Sacred Pool should be child's play (but more brutal, PvP FTW gran_risa.gif ). I don't have Dragon Expansion yet, but it adds fiddliness and more things in general to keep track of, something that may or may not appeal to people used to fast-flowing games of Talisman.



Dam, it seems like you're present in every FFG forum I visit! lengua.gif


Thanks for the reply ::smiling:: it was a relief discovering that this game doesn't suffer deck-dilution as AH. I don't think I should have many problems in adding rules, but it was comforting the knowledge of how to expand quickly the decks.


Yeah, the game is simpler than AH, but this is not a problem, sometimes having something easier to play is good, especially if you play along with friends who are not so much into strategy games. And I'd like to initiate my little sister to the world of boardgaming, so this one could be a good start :-)


If you (or anyone else) have other suggestions, they are all really welcome. Learning from the experience of players is the best way for knowing what a game can offer!

There's no sense - or fun - in trying to have a strategy in Talisman. It's fun because it's random, and a big adventure deck adds to randomness. None of the expansions really add to the time played, and there are ways of speeding things up regardless. The Dragon I thought had the potential to slow things down, but it didn't, and I'm glad. Talisman is an excellent way to introduce people to a game....no real rules to speak of...just roll the dice and read the spaces and cards. May you have many happy hours of fun with it: I started playing in the '80s and have had a lot of great stories of random adventure. The more unlikely the better!