COMMENTARY - THE SECRET LIBRARY - TIPS, RULES & REVISIONS- NEW CHARACTERS - NEW ADVENTURE CARDS
TALISMAN FAN CONTRIBUTIONS! - CARD BACKSIDES - COUNTERS - MAKE YOUR OWN CARDS - NETHERWORLD - LINKS
FOR SALE - THE WISE MAN'S GUESTBOOK  - E-MAIL
Zombie Tricks!
Hey! Want some tips? Alternate rules? This is where to get 'em! Check out the new HOUSE RULES section with some contributions from Paul Byrnes in Australia! Thanks Paul!!!
GAME PLAY TIPS:
Here is my Top 10 list of Talisman Tips for a safe and pleasurable game:
 
 10. Don't put a beverage within 6 feet of the game components!
 
 9. Make all players wash their hands with soap and water before handling the cards.
 
 8. Cats love to "help" you play Talisman! Be warned!
 
 7. If you own the game, you shuffle the cards.
 
 6. Roll dice on the table or another surface to prevent dents in the boards.
 
 5. Get a sectioned plastic container with a lid for your counters. You can find them at arts & crafts or fabric stores.
 
 4. Don't make a forced deal of Characters, especially with new players. (See Rules and Revisions for more character distribution options.)
 
 3. Don't treat new players like idiots. Be patient while they learn.
 
 2. Don't get too bloodthirsty. You can be nasty but, try to keep it under control.
 
 1. Don't get too serious! Talisman is a game, so have fun with it!

RULES & REVISIONS:
Amended Rules Used by K. Picklesimer and Comrades
Character Distribution: I have experimented with may ways of passing out Character Cards to each player. Personally my favored method is a 10 card deal using all the cards from the all the expansions, minus the Master Level. This way, the player is sure to get a decent character without getting the pick of the litter. Another method I have used is "high roll picks first" then continue clockwise.
 
Dud Cards: Occasionally a "Dud" card will be overturned during the course of play (i.e. Evil Darkness is overturned and  all the characters ar Evil, The Earthquake card is drawn and there are no face up Adventure Cards on the board, etc.). If this does occur, we allow the player to draw another if they choose.
 
Dungeon Door: I have played entire games when a Dungeon Door card has never been overturned. Another way I have played is entering the Dungeon with assitance from the Warlock.  The amended rule is as follows: While visiting the Warlock's Cave you may roll 2 dice to enter the Dungeon. If the total is less than your combined Strength and Craft, the Warlock will lead you into his cave to a secret Dungeon Doorway.
MORE RULES AND REVISIONS TO COME!
House Rules
Contributions from Paul Byrnes & his group
We've found that only at the very begining 7 strength cash in for a strength point is useful, but once you have done this, it's pretty easy to build up strength. We've changed this to 10 strength cash in  for 1 strength and found that it makes for a much more intresting game.
(Especially sinch we've DOUBLED our talisman Adventure deck!)
 
We have also changed some of the dragons strength. Now we have things like a Strength 16/ Craft 16 Chinese Dragon, two Dragon Prince Strength 15, a strength 10 giant and a few others. But that MAJOR Chinese Dragon is the strongest. Our deck still has the original versions of these variations too.
 
      When some-one has reached the crown of command and your not playing with the optional endings, players in the Timescape MUST come out to the main board. Otherwise you'll get players like the Astopath or players with the Warp Belt that will sit at the negative zone and keep going in the Time Loop! (As you might be aware Spells, including the Command Spell, can't be cast on characters in the Timescape so the game can't end!!)
 
If you draw an Adventure Card, like the Cave of Bones or if you travel through the Dungeon and reach the end, you roll the dice to see where you come out. If the result takes you to the Crown of Command square, our rule is that you go to the Plain of Peril and collect a Talisman. I'm sure you've played games that have only lasted a very short time with "whimpy" characters at the Crown. With this rule, a weaker Character put in this situation, it will be more difficult for them to reach the Crown.
The reasoning behind this is, we've thought that the person on the Throne square should at least be half decent and it make's for a longer and more interesting game. In addition, the
new spell "Astral Walk" is modified it  can't teleport your Character to anywhere in the Inner Region except the Plain of Peril (without the Talisman this time!!).
 
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This site  was created by Ken Picklesimer November 1998
Talisman is a copyright of Games Workshop
 
COMMENTARY - THE SECRET LIBRARY - TIPS, RULES & REVISIONS- NEW CHARACTERS - NEW ADVENTURE CARDS
TALISMAN FAN CONTRIBUTIONS! - CARD BACKSIDES - COUNTERS - MAKE YOUR OWN CARDS - NETHERWORLD - LINKS
FOR SALE - THE WISE MAN'S GUESTBOOK  - E-MAIL