Vincent le Bel Mar 27 @ 2:19am
2 Characters are greatly overpowered (Assassin and Dark Cultist)
And therefore I was wondering if the following house rules can be added (this is how we play such characters when playing irl):
The Assassin can only assassinate if the monster was already visible (ie it's being drawn by the - Assassin himself as he land on the place). The sentinel, pit fiends and werewolf can still be assassinated.
- The Dark Cultist do not keep trophies if he decides to use is special power and roll a dice.

Anyone find those ridiculous?
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Nemomon Mar 27 @ 3:31am 
In my recent game I died while playing the Assassin. I remember my friend not long time ago had a very bad luck while playing the Dark Cultist.

And I don't like these "house rules" to the characters. Simply because Nomads so far released just the Reaper. Future expansions also contain many characters which are broken too. And I don't think that Nomads will want to "errata" each of them too.
Vincent le Bel Mar 28 @ 8:28am 
why no't include them then rather than breaking the game altogether... in the boardgame we generally just left the broken character at home or on the side
The minotaur is pretty broken for instance :D
Last edited by Vincent le Bel; Mar 28 @ 8:29am
Artaterxes Mar 28 @ 9:39am 
Talisman as a whole is broken if you're looking for fairness and balance. The reason so many cards and characters get made is because they don't have to be meticulously balanced under the idea that if you get screwed, so what, it's Talisman.
Last edited by Artaterxes; Apr 1 @ 10:37am
007 Apr 22 @ 8:06am 
Dark cultist for sure. Assasin? i dunno. ITs not one of the OP characters in the full Talisman roster for my group of friends. I still think the best ones arent even in this PC game yet. The Warlock is coming next DLC and IMO he's the best in the game. There are several others in the other expansions that put the assasin to shame.
CthulhuCalamari May 9 @ 12:27am 
I do agree those two are among the most powerful characters. But the boardgame players have learned pretty much over the years... Talisman has never been a balanced game. But also not all characters are designed to win using the same tactics.

Just as some think the Merchant is weak. But something I like to do when I play as him is hangout at the Village, buy up ALL the mules, and then load them all up with Purchase Deck inventory, especially Bottled Water. The laughs write themselves when I'm 'trading' Bottled Water for all your beloved Magic Objects. BUT I can also drive around dropping junk items on the Draw Card spaces... thus forcing players to deal with those not so exciting cards rather than maximizing their leveling up.
Artaterxes May 10 @ 10:28am 
You can't buy mules (or water bottles) at the village, even as the merchant!
Vincent le Bel May 10 @ 11:16am 
lolz
talismanamsilat May 13 @ 4:33am 
The Merchant can trade Objects for a Water Bottle at the Village; he can take any Object from the Purchase deck.
Artaterxes May 13 @ 9:01am 
Yeah, but buying mules is a different story. Possible he meant Market.
gallifrey May 17 @ 8:00am 
I've never drawn the Assassin card yet.

I haven't calculated it yet but the majority of the cards in the deck are not monsters and spirits. Also the Dark Cultist starts out as bog standard 3/3 so it's only towards the end of the game when he can win every encounter that the special power begins to rock. Also it's a matter of luck - if he gains craft or strength it's a huge boost, not so much with gold, spells, or lives.

There are other cards which have great powers. The Troll's 6/1 split means that he can beat most animals and monsters "straight out of the box" and with a high number of starting lives and a "regenerate on a 6" power he may be the most powerful starting character. Remember his high starting strength means that he's able to "mug" most players that he lands on for any items he wants.

The Druid only needs to add two craft to be able to top up to three spells every time he lands on a wood. He's weak at first (because of low strength) and there are no woods in the inner region but in the middle of the game he can rule.

The Elf's "wood move" can be very powerful if an Idol lands in the woods, life/strength/craft pools etc. It can be used for "mugging" and as long as he stays in the woods he can avoid all attackers. Also if there is a healer in a wood he is practically unkillable from the CoC.

The classes with the innate power to always have at least one spell can be powerful too.

So far I think the weakest character is the Merchant - poor starting strength which makes him vulnerable to monsters and other players and whilst his "exchange" power is good, it's not nearly as powerful as the thief's "steal". Still I have won with the character.

Also remember this is a board game and probably online played with three other people. No matter how powerful the assassin is he won't be able to withstand being targeted by every other player - if every Random, Immobility, Sleep, and Rod of Ruin, every Acquisition and Mesmerism gets shot at him.

S.x.




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