Game Turn Limit Card.

By Uvatha, in Talisman Home Brews

I was thinking of adding a game turn limit card called "The Rat King" (had to think of something evil and nasty to take control of the land).

The basic idea is this when it becomes night or day (not day to day, or night to night) one fate counter is placed on "The Rat King" card (much like the lightbearers ending card). If at anytime there is no more fate counters left in the fate counter pool for "The Rat King" to take the game ends and it wins…

You "of course" need the new set but what do you think? Any improvements?

I was going to say "Once a player lands on the Crown of Command all Fate counters are returned from "The Rat KIng" and his card is removed from play" as well on his card.

Of course the Lightbearers ending can not be used with "The Rat King".

Idea's?

The-Rat-King-Front-Face.png

Quick card made.. Making it a Hidden Ending cuts off The Lightbearer Ending nicely :) .

Still have not got any Bloodmoon icon :^

Sorry for double post..

The number of players in the game will also affect the number of changes between night and day. The greater the number of players, the fewer turns for any, possibly, until the game suddenly ends.

In addition, Talisman is too random and undependable for character advancement to try to force in a time limit to push even faster play. And faster play does not equal better play. There is also the complication that the Fate pool of tokens will have fewer and fewer available along the way for characters, hence if and when they spend a token, it is less likely later that such a token can be replaced… moreso in a game with a greater number of players.

JCHendee said:

The number of players in the game will also affect the number of changes between night and day. The greater the number of players, the fewer turns for any, possibly, until the game suddenly ends.

In addition, Talisman is too random and undependable for character advancement to try to force in a time limit to push even faster play. And faster play does not equal better play. There is also the complication that the Fate pool of tokens will have fewer and fewer available along the way for characters, hence if and when they spend a token, it is less likely later that such a token can be replaced… moreso in a game with a greater number of players.

Geee… Other than all that its great… Right :)

I have yet to playtest the card but.. Do you have any idea's on how to make the card.. Er… Better?

Honestly, I have no idea how to improve it. I suppose it does need to be play tested to prove or disprove some of my reasoning. But for me personally, I wouldn't add this to my games even for a test.

The use of the standard resource of Fate might be rectified in using something not needed for the game as counter. Of course then you need an artificial limit on that counter type to determine when it hits critical mass.

JCHendee said:

Honestly, I have no idea how to improve it. I suppose it does need to be play tested to prove or disprove some of my reasoning. But for me personally, I wouldn't add this to my games even for a test.

The use of the standard resource of Fate might be rectified in using something not needed for the game as counter. Of course then you need an artificial limit on that counter type to determine when it hits critical mass.

Playtesting now and working good.. Just needs some tweeking like changing it to just "Day to night" and changing CoC to PoP. Also added a return fate to pool effect.

Guess that proves it :) .

Thought of a "Artificial Limit" but seems to be to many counters in Talisman anyways, but this works well.

Thanks for your input.

What is the return to pool trigger you came up with?

JCHendee said:

What is the return to pool trigger you came up with?

Whenever a player enters the middle region. So it includes completing quest in other regions and gives more flexibility to cross the storm river by raft (something that is hardly done anymore) :$.

Okay, those should come up often enough tamp down the escalation until later in the game. Plus, by the time most players are in the middle region, it is time to get a move on anyway. This also works from the standpoint of players who abuse expansion board shortcuts, for there's no pool trigger in t hose. Overall, good and simple

JCHendee said:

Okay, those should come up often enough tamp down the escalation until later in the game. Plus, by the time most players are in the middle region, it is time to get a move on anyway. This also works from the standpoint of players who abuse expansion board shortcuts, for there's no pool trigger in t hose. Overall, good and simple

I'm so glad you approve.