Talisman: Digital Classic Edition

Talisman: Digital Classic Edition

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Tips for Talisman
These are mine, feel free to add more:


- There are 3 zoom levels in this game. The default zoom level focuses on the world the current character is in. If you zoom in using the scroll wheel, you reach the next zoom level, which focuses on the individual tile the character stands on, allowing you more immersion into the world through the artwork of each individual tile. The furthest zoom level focuses on the entire game board, including all expansion regions. This is only recommended for games involving more than 4 characters, where keeping an overview of who’s where becomes important.

- The spell book is well worth the money. More than the full plate. Because being able to draw a free spell each turn, and cast those who you don’t like, to be able to draw another one next turn, gives you a huge advantage over your enemies and allows for tactical play, while the full plate only becomes useful once you lose a battle, aka not that often.

- But there are other interesting items for lower prices, as well. For instance, the axe allows you to build a raft in wooded tiles on the outer region, allowing you to cross into the middle region without having to confront the Guardian with his 12 combat strength and 0 reward upon defeating him. And you anyway need to head to the middle region at one point to get a quest from the warlock to obtain a talisman, or just do quests for fun to obtain alternate, random quest rewards.

- Even though you can cross the Portal of Power without a talisman, there really is absolutely no point in heading to the inner region without one, even though you can head all the way to the Valley of Fire before being barred entry to the Crown of Command.

- The water bottle is not worth it because there’s a grand total of 2 tiles in the middle region where it prevents life loss, but you’ll seldom find yourself here anyway. Even if you are in the middle region, you can usually always choose to move the other way rather than into the desert tiles unless you scored enough to land on the oasis. Once youre there, youre only screwed if you roll a 1. So yeah, forget the water bottle.

- If you have used up all your fate points, do NOT try your luck with the enchantress at the city. There’s a good chance you’ll end up in a worse shape than you started out with. In such a situation it is better to seek the mystic in the town instead. Similarly, characters without spare fate points should avoid praying at the temple, drinking unstable potions, evade combat (if they can) when coming across enemies with higher, equal or even -1 stat compared to the hero, and so on.

- Generally speaking, if you have more than 5 gold, head over to the city region so that you can start spending the gold in one of the various shops. The highlands region is for those who want to collect gems that can be traded for gold at the city’s alchemist. The dungeon region on the other hand, is for those who consider themselves decently capable both in combat and magic, and are rather in search of powerful monsters to kill and become far more powerful in the process.

- Remember: In Talisman it is all about getting powerful more quickly than your opponents. Therefore, some risk taking is necessary. You can start by hanging around the ruins tile in the outer region, as you get to draw 2 adventure cards here rather than 1. While encountering 2 enemies sharing strength or craft is the worst thing that can happen to you, it is more likely you will end up with a magical object, or an event that affects everyone anyways.

- When it comes to picking a steed, I would recommend the warhorse over the riding horse. Even though it is more expensive, it is well worth the money because it adds your strength to your craft and vice versa before engaging in battle, making it ridiculously useful. The riding horse on the other hand, allows you to cover ground quickly, but most of the times there are interesting tiles near you no matter where you are.
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My tip for you: Put this like a guide for talisman (In the guide section) :TalismanWizard::TalismanWizard::TalismanWizard::BlueTalisman::BlueTalisman::BlueTalisman:
Fanton a écrit :
My tip for you: Put this like a guide for talisman (In the guide section) :TalismanWizard::TalismanWizard::TalismanWizard::BlueTalisman::BlueTalisman::BlueTalisman:

This!

Otherwise this thread will get buried soon or later.
i value the water bottle a little more highly than that. the middle region can get pretty cramped if some spaces get blocked by bad cards. and there are quite a few ways to find yourself in the middle region.

i think the sentinel is str 9, not 12.

since you mention the spell book, you might also want to give a shout out to the flail.

you could give a general evaluation of each zone (since you mentioned the city already). for example the highlands is good for low power characters and its a good place to get your gold value up. the dungeon is for stronger characters but has a potential shortcut to the crown of command.

a mule (or some other means of carrying extra objects) is highly desireable. perhaps a breakdown of all the cards that allow you to carry more and where to find them.

The Water Bottle is very useful for several reasons: 1) when travelling in the Middle Region or where there are one or more Desert spaces; 2) as something to trade or give away; and 3) to deliberately ditch on a space to stop cards being drawn on that space.

While a Warhorse can be useful it has the limitation that if a character with a Warhorse loses a Life in a fight then the Warhorse will also die. So it is sometimes better if one's character is low in Strength or Craft to avoid buying a Warhorse and instead save the Gold to Heal Lives or Replenish Fate or spend the Gold on something else. So sometimes I prefer the Horse to the Warhorse as the Horse cannot normally be killed if a character loses a LIfe in a fight and thus it can be kept and used repeatedly. The Horse is useful because it can move a character a great distance sometimes which can be valuable, especially to get a character away from a part of the board where the character is being threatened or if the character wants to get somewhere in a hurry and cannot Teleport there.

In Talisman it is not always the more powerful that wins. While becoming more powerful is certainly useful a weaker character can sometimes still win over the more powerful characters. So what is the most important thing is not gaining power as such but winning the game by whatever means possible, within the rules of course.

I think that the Full Plate is very useful sometimes and it has helped some of my characters get out of some otherwise lost Battles. The Full Plate is especially useful for the Bounty Hunter.

As for the way the game zooms in and out that is OK if it was totally in a player's control but that is unfortunately not always true because when a player has to move the Grim Reaper or the Werewolf the game has this annoying habit of first zooming the game in to allow the Grim Reaper to move, then zooming the game out to allow the player to then select the Werewolf only to then zoom the game in again to move the Werewolf, or vica versa if one moves the Werewolf before the Grim Reaper. Plus the game will still occasionally zoom the game right to the lowest zoom level when a character gets moved to some space such as the Temple space by some means other than moving, even when the player doesn't want this zooming to happen. This is a left over of the past when this digital game did a lot of this forced zooming everytime certain things happened in the game.
Dernière modification de sjgf; 20 mars 2017 à 14h45
Also-i will mention-i have seen the sorceress with a flail and 2 warhorses lose to the sentinel-the flail and the warhorse can help-but if you have a very low craft or a very low str-sometimes they can hurt you.
And like he said above-i use the horse constantly-not if there are good cards close-but to traverse the highlands or dungeon quickly when i just want to get to the end and encounter few cards-and of course to chase down other players-which is critical if you get the crown of fire ending-you need to be able to stay as far away from the crown player as you can but you also need to be able to quickly get to another player as fast as you can if you recieve it.
The full plate is actually useful in each and every single battle win or lose, in addition to its armor effect it also adds one to your strength in combat. A warrior or saracen with full plate can benefit from two weapons AND the bonus of the plate, every other character that can wield weapons and wear armor (everybody but the monk and the Devil's Minion) effectively have two weapons.
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Posté le 20 mars 2017 à 0h05
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