Are usage of Fate limited?

By allawi, in Talisman Rules Questions

Hi all,

I tried searching for an answer for my question but couldn't find any. So here is the situation from a game yesterday.

Player A use 1 Fate on his turn to re-roll a die and play out his turn.

Player B rolls a 1 for his movement and then decides to send Grim Reaper to Player A.

Now player B argues that Player A cant use Fate to re-roll his initial roll on the Grim Reaper chart as he had previously used fate in this round.

What is the correct play here? Are Fate tokens limited to 1/round or 1/turn or 1/die roll?

Its very unclear to us at this stage.

We decided that Player A could use his Fate token to re-roll on the Grim Reaper, but we wanted to make it clear for future games.

PS: The outcome was not game-changing anyway but it could have been!

Best regards

Allawi

The core rulebook says once per die roll.

Therefore player A is right.

So basically at every die roll, a player can use fate to counter it? ****, that would mean that Fate is way more powerful than I thought.

And also game-breaking if you ask me.

Fate is a limited resource, so it is far from game-breaking.

Yeah for some characters its hard to get more fate, especially hard if they start with little.

While Talisman is far from balanced and has lots of luck, most people believe the addition of fate brings more balance to Talisman, and I agree.

Fate is a limited resource, so it is far from game-breaking.

Its limited to some characters, for characters of Evil alignment they replenish it very easily. Neutral characters can buy them at the Graveyard.

I think I will just house-rule it limit it's usage. We already have problems with Talisman taking way to long to finish, so adding the intended mechanics of Fate just prolongs the game.

So, lets agree to disagree on Fate being game-breaking.

Regards

Allawi

Fate doesn't prolong a game. If anything it speeds up a game!

I can see how someone would believe Fate lengthens the game. It can save lives and lengthen their time alive in game, however, it brings more balance. If someone has a weaker character chances are he has more fate.

But not gonna fault someone over taste of gameplay.

I like a huge Adventure deck, many don't.

But Fate can also be used offensively to win the game as well, especially to get to the center.

Fate defensively can lengthen a game.

Fate offensively can shorten a game.

Depends on play style.

Fate is a limited resource, so it is far from game-breaking.

Its limited to some characters, for characters of Evil alignment they replenish it very easily. Neutral characters can buy them at the Graveyard.

I think I will just house-rule it limit it's usage. We already have problems with Talisman taking way to long to finish, so adding the intended mechanics of Fate just prolongs the game.

So, lets agree to disagree on Fate being game-breaking.

Regards

Allawi

Your decision, but, apologies if you already know this, if you roll more than one die (i.e. at the Temple, Crypt, Mines etc), you can only re-roll one die.

Also, fate can not be used to re-rollmany enemy attack rolls.

Yeah I know about 1 dice, and not rerolling enemies, but I have seen fate used to save lives nonetheless.

I'd say that fate basically never increases the length of the game; if you lose a fight it's a waste of a turn/time, and if a character dies the player draws another character card and basically starts the game over again. The only way that using fate would lengthen the game would be when a player uses a fate re-roll but the outcome remains unchanged, which only add the 3 seconds it take to pick up and drop a die. So if you see dozens of re-rolls in a game it would add couple minutes of play, but if there are a couple deaths it can easily add hours to the game. (Unless, of course, you play without redrawing characters)