Dungeon Board & Movement

By alboy, in Talisman

Looking at the pictures released so far for the Dungeon Board, am l right in assuming you can only move one way, l have noticed towards the bottom where the writing is on the spaces there is an arrow pointing in one direction, if this is the case once you enter the Dungeon l take it there is no retreat & you must battle your way to the end or die trying.

Does anyone have any information on this or am l just reading things into this when there is nothing there.C'mon talismanamsilat prove me wrong. gui%C3%B1o.gif

In second edition Dungeon movement was also in one direction only, except as directed by the Hall of Darkness (where you may have to go backwards up to 3 spaces). However, there were rules about retreating if the Dungeon became too much of a challenge. I expect something similar in the 4th edition. In second edition you could find a Torch which allowed you to add 1 to your move roll. I expect Torches will reappear, maybe along with some new items which allow more movement options around the Dungeon.

I hope that the 2nd edition rule about not being able to take horses into the Dungeon will still apply.

While on the subject of the board, notice that there are 29 spaces in 4th edition Dungeon compared to 25 in 2nd edition. Some of the feature spaces (eg Guard, Library) have been changed in order of occurrence. Also, Cavern spaces are all Draw 2 while Vaults are Draw 3 (used to be Draw 1 and Draw 2 respectively). The Dungeon entrance is also a Draw 1 space and has two-way movement (ie you can go back to the main board if you change your mind about entering). New rooms are the Monster Pit and Summoning Circle, while the Treasure Room now includes a fixed encounter with the Lord of Darkness.

:)

Hey A.D., where did you find out so much about the new board?

Boardgamegeek has a picture of the back of the box, you can blow it up in reso to read all the spaces on it.

thanks, Dam, I'll take a peek!

Correction to my previous post. The Torch in 2nd edition Dungeon allows you to roll two dice and pick which to use for your movement.

:)

I don't think that you can move only one way. At least i hope not.

In third edition, we move both ways, so you can try to run away to the exit if it becomes to difficult

lf thats the case have you any ideas what the arrow is for on every space l have seen so far.

alboy said:

lf thats the case have you any ideas what the arrow is for on every space l have seen so far.

That's only to show you how you must walk inside the dungeon. Otherwise you don't know the way inside the dungeon.

If you look to the entrance door, there is a arrow that is pointing back to the ruins.

I am almost sure that you can chose both directions. Same as third edition..

l hope we will all see shortly, don't know about you but the waiting is killing me.

alboy said:

l hope we will all see shortly, don't know about you but the waiting is killing me.

I can also not wait for the Dungeon.

Let's survive these days to get our hands on it gui%C3%B1o.gif At least.. stay alive gran_risa.gif

I believe that even in the old dungeon there was a special rule. You could turn back, but if you did so, you had to leave. You could not reverse direction again until you fully exited the dungeon.

JCHendee said:

I believe that even in the old dungeon there was a special rule. You could turn back, but if you did so, you had to leave. You could not reverse direction again until you fully exited the dungeon.

I don't know about that. i have only play third edition.

It would be really difficult if you can't go back, but if you can go back and you are forced to walk to the exit, then i don't like it either.

I hope that you can choose wich direction you can go.

JCHendee said:

I believe that even in the old dungeon there was a special rule. You could turn back, but if you did so, you had to leave. You could not reverse direction again until you fully exited the dungeon.

That's how I remember playing 2nd ed. Moving either direction would be cool though - really quite intriquing...

crimhead said:

That's how I remember playing 2nd ed. Moving either direction would be cool though - really quite intriquing...

It would be "easy". The Dungeon is not a ring, is a line, and moving in both directions actually means that you can always choose to avoid nasty places like Torture Chamber, Summoning Circle and Cell. Let's hope the Dungeon deck contains some really dangerous cards then.

I prefer the rule that you must always advance and can reverse direction only if you decide to "flee the dungeon", like in 2nd edition.

The_Warlock said:

crimhead said:

That's how I remember playing 2nd ed. Moving either direction would be cool though - really quite intriquing...

It would be "easy". The Dungeon is not a ring, is a line, and moving in both directions actually means that you can always choose to avoid nasty places like Torture Chamber, Summoning Circle and Cell. Let's hope the Dungeon deck contains some really dangerous cards then.

I prefer the rule that you must always advance and can reverse direction only if you decide to "flee the dungeon", like in 2nd edition.

I hope not.

I like it if i can freely move in the dungeon. It would be difficult enough if they are dangerous cards there. And then you must choose to walk clockwise or anti clockwise etc. demonio.gif

The_Warlock said:

It would be "easy". The Dungeon is not a ring, is a line, and moving in both directions actually means that you can always choose to avoid nasty places like Torture Chamber, Summoning Circle and Cell.

I guess a choice of direction would reduce the value of a torch somewhat, so I tend to agree.

crimhead said:

I guess a choice of direction would reduce the value of a torch somewhat, so I tend to agree.

With a torch, you would be really fast, because you can roll 2D6 dices sorpresa.gif

Velhart said:

With a torch, you would be really fast, because you can roll 2D6 dices sorpresa.gif

And choose which one to use for your move (2nd edition Torch). If you could move up to 12 spaces Dungeon would last only few minutes and you'll draw only few cards from the big Dungeon Deck.

The_Warlock said:

Velhart said:

With a torch, you would be really fast, because you can roll 2D6 dices sorpresa.gif

And choose which one to use for your move (2nd edition Torch). If you could move up to 12 spaces Dungeon would last only few minutes and you'll draw only few cards from the big Dungeon Deck.

indeed.

i thought that you could combine the dices, but as you said. you may choose one of the dices for your movement roll.

The Rules are out. You can move in either direction as standard but alternative is to use the "Fight or Flight" rule which means

you must go forward unless you decide you flee and once you do, you carry on until you reach the entrance (as 2nd ed)

There are also adventure cards that can drop you into the dungeon from places other than the Ruins.

Interesting way of determining your exit point from the Treasure Chamber. Based on how much you beat big bad dude by,... gran_risa.gif

Yeah, but shouldn't the "0" result have been the Chasm instead? Ending up in the Crags isn't much of a penalty, IMO...

Now that we know the rules, i am happy to know that you can walk in both directions gran_risa.gif

Bless FFG aplauso.gif