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Really people should do the research before buying a game. There's loads of information about this PC gamer and the boardgame.
Any research would show it has a strong random element.
After saying that there Is a sort of strategy to it as well. the sort of areas you want to go for etc.
The spells reduce the random element a bit too as you can target specific characters and stuff, but then spells are random of course.
Still, I would take this as an object lesson, next time do your research before buying as seeing as you don\t like games with a strong random element, you definitely won't like this game.
1. Your region. You have Outer, Middle and Inner regions (plus there are more in expansions). Once your character is strong or lucky enough to get to the Middle Region, it's an important decision whether to explore it with all extra risks and rewards or to stay in Outer Region. Your character also heavily figures in this -- for example the Sorceress is very nasty when it comes to exploiting other characters, as it's easy for her to steal their hard-won possessions, so she should generally stay in the region with most victims, while Elf's teleportation ability means that he should stay in Outer Region as long as possible to take full advantage of it.
2. Choice between two spaces you can end on is not entirely trivial -- it only looks like that in the beginning when the board is empty and your chocie is quite often Draw 1 card space vs. another Draw 1 card space. Even without special spaces (and there's a lot of them), the empty spaces tend to get filled later, either with Enemies that bested first character to encounter them or with permanent Stranger and Place cards.
3. The fate mechanic, new to 4th edition, allows you to change result of your rolls. Depending on what character you play and how easy it is to refill the missing fate (for example, any evil character can refill it for free in Graveyard), you can treat your fate either as a last-ditch chance to avoid a catastrophic result (like turning into a Toad or being instantly killed by Reaper) or as a more long-term resource that allows you to replace uninteresting movement rolls or take more risk on spaces like Crags or Temple.
Basically, Talisman is something like Random Encounters: The Board Game. You usually don't know what awaits you at your next step, but there are ways to manage it once it comes.
With later expansions that add new boards (only available in the physical boardgame atm), it reduces the random element more as you can target specific things more.
thx, that helped, sounds more like an old school game, where it isnt really about grand strategy or skill, or even gameplay, but more about a random adventure and what you come up with in your imagination....
It's a shame the online multiplayer is so terribly bugged. it makes the multiplayer online virtually unuseable.
-You can't control exactly when you'll land on a space, but you can "hover" around spaces you like until you land there. This becomes part of the strategy: nearby spaces might be risky.
- You can't control what cards you'll draw, but you can choose between (usually) draw spaces or a space with fixed instructions or faceup card.
- You can't control what spells you draw, but you can control when to cast them.
- You can't control when exactly you will acquire means to cross the river, but once you have those assets (eg spells, axe) you can decide when to enter.
- You can't control when you may use your character abilities, but you'll know how to use them when it happens.
Trust me, there IS a difference between an experienced Talisman player and an inexperienced one. A good thief will hover around the village and markets, a good ghoul will know how to use his raised followers, etc.
Yeah, the decisions are not complex and are often offset by luck, but that's personal taste. If you like choices that don't break your grey matter, then this game is good. But luck won't get you everywhere. If an experienced player goes against a new player, the experienced player will often win. Ultimately the game requires good choices amidst the luck, but the choices are just not terribly complex.
Every game you play is different, yes they all play out similar, the goal is always the same but your not always the same character, the board changes, cards are always different order etc.
Also with every expansion the game becomes something new again, Reaper expansion and Frostmarch (next one out) are both small expansions adding cards, spells, characters and with Frostmarch new ways to end the game. The bigger expansions, Dungeon being the next one of those, add actual new board pieces making the play area bigger and add even more randomness.
Just think as it stand with only 4 players and 2 full decks of adventure cards you almost never make it through the entire deck, add a few more expansions and it possible you wont see some cards for games at a time because all the cards are in the same deck making for a very unpredictable game.
If you just have the original game only I can see you getting tired of it quickly enough, I found that after a while it got boring with only so many spells and the one deck of adventure cards were becoming predictable. However when Reaper came out it completely made the game better more characters, spells and cards. Added enough new stuff that you couldn't predict cards or spells as much anymore and it will just get better as more expansions come out.
If you don't like the core of the game that is one thing, there is no way to convince someone who doesn't like the style of play. But as I said, Replayability, take a look at all other games out there, new or old, how many of those would you play over and over again for a span of so many years. And I bet the ones that you do play over and over don't have nearly the content or expansions this game has :)