Fleeing the Dungeon

By DomaGB, in Talisman Rules Questions

If I understand the basic normal rules you can go either direction in the dungeon. There is an optional rule called "Fleeing the dungeon". I do not see any benefit to this optional rule. It does not state that when fleeing you no longer encounter spaces. So what change is there in declaring your fleeing, besides the fact you can't go ahead? If that's the case, then just play normal rules and change direction.

In another forum elsewhere someone stated you still encounter the space. I searched these forums and found no answer.

I may have found the answer to this problem. Please someone confirm or deny this possible answer...

The rule book has "Fleeing the Dungeon" in smaller print, but still larger than normal text, underneath the other optional rule "Fight or Flight", which is in even bigger text still.

Is "Fleeing the Dungeon" then to be assumed to be ONLY part of "Flight or Fight"?

If so, is this poor writing style or is to be completely understood using normal grammatical and English composition?

Thanks!

I may have found the answer to this problem. Please someone confirm or deny this possible answer...

The rule book has "Fleeing the Dungeon" in smaller print, but still larger than normal text, underneath the other optional rule "Fight or Flight", which is in even bigger text still.

Is "Fleeing the Dungeon" then to be assumed to be ONLY part of "Flight or Fight"?

If so, is this poor writing style or is to be completely understood using normal grammatical and English composition?

Thanks!

Dungeon Rulebook page 11 is fully dedicated to alternative rules, which is the main title of the page.

Alternative Rules are:

Winner Takes All

Short Dungeon Game

Fight of Flight

Random Treasures

There's the smaller chapter "Fleeing the Dungeon", which is self-contained in the "Fight or Flight" paragraph. By the way, "fleeing the dungeon" is mentioned only here in the whole rulebook, so it should be really difficult to think that this is a general rule.

Optional rules are not there to benefit anyone, except who decides to use them for the sake of variation or different balance. Have you played with the Dungeon Expansion before judging whether this optional rule is useless or not?

You needn't find an answer for every question. If a new or optional rule does not specify variations to the basic rule, the basic rule always applies. If you decide to use this optional rule, a character can go into the Dungeon and must always move ahead. If he does not want to move ahead (why should he? Play and learn), he must declare he's fleeing, so he can only move against the arrows until he leaves the Dungeon.

There's the smaller chapter "Fleeing the Dungeon", which is self-contained in the "Fight or Flight" paragraph. By the way, "fleeing the dungeon" is mentioned only here in the whole rulebook, so it should be really difficult to think that this is a general rule.

Optional rules are not there to benefit anyone, except who decides to use them for the sake of variation or different balance. Have you played with the Dungeon Expansion before judging whether this optional rule is useless or not?

So I guessed right in my 2nd reply. You say it is self contained. The general rule, I mean the core basic rule; go either direction.

I have no question about "Fight or Flight". Yeah I have played many times. I just didn't understand "Fleeing the Dungeon" but now that I have confirmed its part of "Fight or Flight" it makes perfect sense. But there would have to be a benefit if one were to flee, otherwise why flee. And thus there is when you play "Fight or Flight" but not if you play normal/general/core rules.

I guess my error is I did not see it was self contained. I would do more in preparing a game rule book to show this...