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With regard to Character Selection - i don't think characters should be locked to their expansion pack - I'd like to be able to choose/randomize between all the characters in my collection - not just those from the enabled expansion.
so how about restricting the rule to just "once a player reach the crown of command,all other player can't heal at the healer or church more than once" those are the only two places where you can heal for free so that way it should be fine
That's fine for people who purchase Frostmarch, but we need to think about those with just the base game too.
Reason: Rule directly taken from the Talisman 3rd Edition. Each time a character will defeat a creature (anything that attacks a character, so including a Crags Spirit), he receives a number of experience points (equak to the creature's Strength or Craft) instead of taking a creature as a trophy. A character may spend his experience points to buy some things. This more or less works the same as the Djinn character from the Mephisto Magazine.
By paying experience points, a character can receive 1 thing from a list below:
- 1 Strength
- 1 Craft
- 1 Life
- 1 Fate
- 1 gold
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2. Add cards from all the decks to the Adventure deck
Reason: Some cards from the decks will never see the light of the day simply because characters will never choose them. With this house rule all cards from all possible decks are shuffled with the Adventure deck. Therefore players for example will be able to encounter cards from the Dungeon while being in the Middle Region. Same, they also will be able to find Treasure cards in the Adventure deck without needing to fight the Lord of Darkness.
With this rule all other corner boards are shut. A characrter cannot enter any other board, but must play only the Middle and Outer Region.
Some rare cards that cannot be used in the other Regions than the Region they are belong to are removed from the deck.
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3. Add Timescape
Reason: The Timescape is the best expansion ever to the Talisman, and Talisman lacks a lot if it isn't added to the game.
Those people who don't like the SF in the Talisman aren't required to play it of course.
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4. Treasure card in the Castle
Reason: As I have mentioned in the points 2, some cards will never see the light of the day. For example most of the Treasure cards. This deck has only very few interesting cards, and since a player can choose his reward, he will never take most of these cards.
One random Treasure card is available in the Castle. It costs 7 gold. If it is purchased, a replacement isn't added.
If a character will draw the Talisman card, it gives +2 to his Strength and Craft (to prevent ragequitting).
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5. Random Warlock's Quests
Reason: A character cannot choose his Warlock's Quest, but is given 1 quest at random.
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6. Changing Warlock's Quests
Reason: If a character will visit the Warlock's Cave and has 1 Warlock's Quest, he may discard it to draw a new one to replace it.
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7. Hidden Warlock's Quest
Reason: Only the owner of a Warlock's Quest knows what quest he has. He is not required to complete it as soon as possible.
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8. More Quests
Reason: A bit advanced version of the Warlock's Quests Ending from the Frostmarch. Each player starts the game with 8 random Warlock's Quests. Like in point 7, all quests are hidden and only their owner can know what he have to do. The owner can see only the top quest, he doesn't know what the other quests are until he will finish previous quests. Of course a character himself decided when he will finish given quest. A character cannot win the game until all his quests are finished.
If someone knows the The aMAZEing Labyrinth board game, the rules above will be very familiar to him.
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9. Old Command Spell and/or old Wand
Reason: Talisman 4th Revised Edition is based on the Talisman 2nd Edition. The only differences between the Talisman 1st Edition and Talisman 2nd Edition are:
- Command Spell (in the 1st Edition a character must choose 1 character to be the target of the Command Spell (it doesn't affect all characters))
- Wand (in the 1st Edition it allows to hold 1 Spell more than the number of Spells given character had at the start of the game, so a character that doesn't start a game with any spells with the Wand may always have 1 Spell; a character that starts the game with 1 Spell may always have 2 Spells; a character that starts the game with 2 Spells may always have 3 Spells; and a character that starts the game with 3 Spells may always have 4 Spells).
This variant will allow players to play the 1st Edition within their 4th Edition. Polish players of the Magia i Miecz actually know this rule very well, because this is the only way they ever played the Talisman.
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10. Fight Ending creatures with a lower attribute
Reason: Most often a character can choose which attribute he will use to fight a creature from the Alternative Ending card. However, because these opponents are the end game opponents, they should fight the characters with an attribute in which they have more chances to win. Therefore characters should use their weaker attribute.
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11. Block Fate system
Reason: Play the 4th Revised Edition as though it was the 2nd Edition. So without any fate. Characters cannot use their fate at all. All cards that are only about the Fate are removed from the game. All cards that include an option with Fate (but also other options like for example the Enchanter) lose their options related to the Fate.
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12. Henchmen
Reason: I'm running Talisman tournaments with these rules, so they're well tested.
At the start of the game players draw 5 characters and look at them. They then are giving them to a player to their left, so they can choose 1 card and discard it. After returing cards to their owner, the owner chooses 2 character cards among them. The first character is a primary character, and the second character is the henchman.
The first character keeps his attribute values, starting space, abilities, starting equipment and alignment.
The henchman adds all his abilities (except starting Spells and gold, but adds all other starting cards such as a sword from the purchase deck). The negative abilities have priority over the positive abilities (if the couple is: Warrior + Priest, the Warrior will be unable to use his Weapons). All the abbilities trigger whenever possible (for example if the primary character has an ability to force a character to lose 2 lives, and the henchman has exactly the same ability, the couple forces a character to lose 4 lives each battle).
This more or less works exactly the same as the Henchmen rules from the Talisman 2nd Edition. So again, yet another feature from the 2nd Ed to the 4th Edition (a bit altered, so it will be playable). This rule can create quite interesting combos of characters, especially great for any PvP.
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13. Possibility to encounter a space AND attack a character
Reason: This will speed up the game a bit, and allow more options during a game. Each character has an encounter number of 4.5. They can (but don't have to) encountered after encountering all the Strangers, but before encountering the Objects, Followers &c. Of couse if a character will attack another character and will tie or lose, his turn ends and he doesn't encounter Objects, Followers or Place cards.
If can, I would like to disagree.
Similarly like the timeout, these settings probably also will be auto saved. Therefore once a player will decide his variants, he won't have to choose them again each game, because the game will load the predefined house rules settings.
Plus, at the start the list indeed may look like a quite huge list of different home rules. But only at the start, every player who have played at least 2 or three games will be able to understand all the house rules and won't be lost there.
Therefore limiting the number of the hourse rules doesn't exactly need to be a good thing.
In my tournaments we modified the effect of the Command Spell.
The caster of the Command Spell chooses a character, and rolls 1 die:
1) Caster loses 1 life
2-3) Nothing happens
4) Target character loses 1 life
5) Target character loses 2 lives
6) Target character loses 3 lives
This solves all problems with the Command Spell. Either a caster will kill himself (but has fate, so unlikely), or will kill all other characters. The Reflection Spell is casted AFTER a die has been rolled, so if the caster rolled "6", and a Reflection Spell was used, the caster (instead of the target) loses 3 lives.
Nemomon:
Problem is that Blood Moon starts having cards which directly affect trophies.
Timescape was one of those hate-or-love expansions. The problem, I think, is that Timescape was based on other IP of Games Workshop; I'm not sure if Fantasy Flight, and by extension, Nomad, would be able to use it.
Might be a good addition to Reaper. Frostmarch should have this automatically since it has more Warlock Quest cards and choosing would be too time-consuming.
This might protract the game, though, as the characters would have to train both attributes (thus roughly doubling the time they take to grow stronger).
Thought about that option. It's more like a challenge game...
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Problem is that sometimes you want to encounter another character because you want to avoid encountering the space. Evil character goes to Chapel and attacks a character to avoid losing a life, etc.
I think that the problem is not in setting the house rules, Nemomon, but rather in their checking. Players who join the game might be blindsided by a house rule option they missed. There might be arguments in lobby on which rules to use, etc.
Basically, would you want to look through house rules before each game you don't host yourself to see which rules are there? Would other people?
And could this lead to players refusing to join games because they use rules they don't like? This might make it harder to find players for your game.
I think that house rules should be added slowly, in order to not overwhelm new players. From your writings, Nemomon, it's clear that you are a veteran player of Talisman, but it's also necessary to consider how would such options affect players who aren't you :)
Then these cards should be removed from the deck when this option is selected. I mean, either a player plays unmodified game or plays a modified game and is aware that some parts of the game may not work with the modification and therefore they're removed from the modification.
I actually loved it. But if the Nomads have the rights to release characters from the 2nd Ed, maybe they also will have the rights to add the Timescape too.
Yeah, but still this requires a lot of time (and if the Treasure cards aren't dealt randomly, a character again will take only that card he needs). In my option a character (who have a lot of gold, and zero possibilities to spend it) may but a Treasure card.
Perhaps, but players aren't required to play with it.
This is more or less also taken from the 2nd Ed. There, when You entered the CoC space, You drew 1 Ending card among 6. You either drew the Demon Lord and fought using Craft, or the Dragon King and fought using Strength. Either You had both attributes strong, or You risked with just 1 attribute hoping that You won't draw enemy with an attribute that You're low with.
Here too, You probably will have to attack the Ending creature with a bit lower attribute, hoping to kill it before all other characters will do so. Finally the extra abilities on the creature card will trigger ;).
In my tournaments this rule is played as well, so it is also well tested.
Yes, You have to encounter a space that You don't want to. This makes the game a bit dangerous, because You must choose between bigger danger and smaller danger, but always danger.
Every player has to press a "ready up" button to join the game. Before that, they may read a "pop up" with all the house rules selected.
I myself would read all the house rules selected. If I would disagree with some, I would request disabling it. Among friends I'm actually known as the one who requests increasing the timeout to a higher value.
Of course I don't have to join a given game at all. If I don't like the selected house rules, I will not play the game with that host.
Plus, I have heard that online lobby usually is empty, because players play games with their friends rather than with strangers. Therefore among friends they might be more open to choose house rules that all participants will like.
They are random in the Warlock variant.
Um, Dragon King had both Strength and Craft. There was no alternate ending that was pure Strength -- still isn't, which is why I suggested one in the "Dungeon Alternate Endings" thread.
I think this is not really about private games but more about the fact that the game is still in early access and therefore is simply played by small amount of people.
This alternative rule is for players who prefer more options for evading. In addition to evading characters and creatures, characters may also evade any unfriendly individual depicted on a card or space that the character does not wish to encoun-ter, except for spaces in the Inner Region. For example, the Black Knight, Hag, or the Witch can be evaded, but the Vam-pire’s Tower, Werewolf Den, Death, and Pits cannot. It is up to the players’ discretion to decide which encounters can be considered an unfriendly individual in order to evade them.
A really good alternative rule from the Rulebook, which was originally an official rule in the 2nd edition of the game. This introduces more tactics into the game.