
A Collection of Experimental and House Rules for Talisman
|
Rolling a d10 with the D6 for movement |
We roll a D10 along with the D6 for movement with the following effects:
1. Activates the Grim Reaper
2. Activates the Werewolf
3. Day/Night Changes
4. Invokes all cards that turn to be drawn from Grilipus' deck
5. Invokes all cards that turn to be drawn from Varthrax's deck
6. Invokes all cards that turn to be drawn from Cadorus' deck
7-8. Draw a dragon token at the start of your turn and resolve its effects
9. All cards this turn are drawn from the Nether Deck
10. You are lucky, no effect this turn!
Because of the cards automatically being drawn from the Dragon decks we do not place Dragon tokens on the board. Instead, when a Dragon is made dragon king the player that placed the token, that made the Dragon King, gets a Dragon Scale and the others are placed back in the pool.
Contributed by jediknightamoeba |
|
|
New board for Dragons Expansion |
Get an extra Highlands board. Attach it to any space you prefer, but from the middle region may be best. In this new Highlands, you will draw a Dragon token for any cards drawn. Place that token on the space and that space will now draw that kind of dragon token. This is the only place to draw Dragon cards. However there are cards that will send dragons out to other spaces, like the temple and castle and such. This is fine or you can take those cards out. We did play with Dragon rage, if you pulled a dragon rage token, you would get rage from the last Dragon who had his token pulled. And that's how we kept track of the King. We also put all 3 Dragons as the end space encounter, and you could win Talisman beating all 3 at once or going to CoC.
Contributed by DomaGB |
|
|
|
Simplified Crowning of the Dragon King |
Draw a Dragon Token at the beginning of each turn as normal. The first Draconic Lord to have 3 Scales placed on it becomes the Dragon King for the remainder of the game. On subsequent turns where a Scale for one of the two other Draconic Lords that are not the current Dragon King are drawn, simply ignore and discard them. This variant reduces the number of Scales clogging up the board spaces and being claimed by players by 2/3rds, and the game takes on a thematic flavor where all Dragon deck encounters are of the same variety for an entire game.
Contributed by sanityismyvanity |
|
|
The Dragon King as Guardian |
To retain better thematic consistency with using the Dragon expansion while still using Alternative Endings from other expansions, an easy solution is to consider the Dragon King as occupying the Valley of Fire space as a guardian of the Crown of Command space. Once the Dragon King is defeated at the Valley of Fire, a player can proceed to the Crown of Command space to encounter any Original or Alternative Ending that has been selected. This works with any ending except the Dragon expansion Alternate Endings.
Contributed by sanityismyvanity |
|
|
|
Treasure card in Castle |
A Treasure card is available in the Castle for 7 gold. This is only one-time offer - if a character will purchase it, another Treasure card is not added. A character draws randomly a Treasure card from the remaining Treasure cards available. The Talisman card from the Treasure deck has an additional effect - it adds 2 to Strength and Craft.
Contributed by Nemomon |
|
|
Warlock's Cave side effect |
A character entering the Warlock's Quest has to perform 1 action there. He either must encounter it as normal (note, that he "must" encounter it, not "may" encounter it) or draw Adventure cards until 2 Adventure cards are present. If a character will decide to gain a Warlock's Quest, he doesn't encounter the cards there; if a character will decide to encounter cards, he can't receive a Warlock's Quest there.
Contributed by Nemomon |
|
|
|
Experience Points |
Each time a character defeats a creature, he gains a number of experience points equal to the value of the Strength or Craft of the defeated creature. If that creature has both Strength and Craft, a character gains a number of experience points equal to the value of an attribute the creature was fought by (ignoring the other attribute). If the creature is an Enemy, a character still keeps them as trophies, but cannot exchange them to gain additional points - these trophies are only used in regard to some other cards that specially affect the trophies. A character doesn't gain any experience points by fighting the Sentinel, a creature represented by the Inner Region's space, an Alternative Ending card or a character. Use some tokens or a pen and a paper to keep a track of each player's amount of the experience points.
At any time (including during an attack, but before any dice are rolled) a character can pay any number of experience points; for each 7 experience points he paid he gains one of the following:
- 1 Strength point
- 1 Craft Point
- 1 Life point
- 1 Fate point
- 1 bag of gold
Contributed by Nemomon |
|
|
Henchmen |
At the start of the game players draw 5 characters and look at them. They then are handing over them to a player to their left; that player to their left must choose 1 card, secretly discard it and hand over remaining character cards to their owner. After returing cards to their owner, the owner chooses 2 character cards among them. The first character is his 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 abilities 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). A character may decide in which order trigger his abilities.
If a player will lose his couple for the first time in the game, he draws 3 character cards and chooses 2 of them to play. Every next time he must draw 2 chararcter cards and play them.
Contributed by Nemomon & Mała MiM |
|
|
|
Old Wand |
The Wand's effect is altered to: You will always have at least 1 Spell more than you started the game with (take one immediately each time you drop to your starting number). As long as you have the Wand, you may hold any amount of Spells.
Contributed by Nemomon & Mała MiM |
|
|
Lord of Darkness fix |
The topic of the Lord of Darkness has been discussed and discussed in the forums ad nauseum, but we prefer a slightly altered victory effect: If victorious by 8 or more, the player may teleport to any space within the Outer Region or the Middle Region, or they may teleport to the Plain of Peril.
Contributed by Matt Mason |
|
|
|
Cards that carry other cards |
At every time of the game the position of each Object must be definited. A character can hold only 4 Objects, all other Objects must be distributed among cards that allow carrying Objects (for example the Mule). If a character will lose a card that allows carrying Objects, he also loses everything that card actually carried. If an effect forces to roll a die for each card under possession of a character, he firstly rolls a die for each card that allows carrying Objects, and then (assuming that cards survived) for all other cards.
Contributed by Nemomon & Mała MiM |
|
|
Encountering a space and a character |
When a character will enter a space with another characters, he may encounter both the space and the characters. Each character has encounter number equal to "4.5" (he is encountered after the Strangers, but before Objects, Followers, and gold). A character may encounter any amount of the other characters, he may either attack them or use against them his special ability. He cannot both attack and use a special ability against the same character.
Contributed by Nemomon & Mała MiM |
|
|
|
Corruption in Talisman |
There is a rule in Talisman that says your Craft and Strength can't drop below starting values. It leads to pretty lame gambits in my opinion. My solution:
If your Strength or Craft would drop, but it can't, instead you draw a Corruption. Two points that should be lost, result in two Corruptions, etc.
This mechanic can be tied to any custom Corruption deck, or Corruption tokens, or some other rules. As Strength and Craft in Talisman are lost mainly because of undead and other dark forces (at least, that was my impression), I think it fits in thematically.
Additional variant: If you would gain a Spell, but you can't because you're already at your limit, instead you gain a Corruption from the abundance of magical energy you couldn't control.
Contributed by tsuma534 |
|
|
The aMAZEing Labyrinth |
At the start of the game each character is dealt 8 Warlock's Quests. A player cannot look at the quests he's received, but instead he forms a facedown Quests' deck. He may know only the top card of it, and can't show it to the other players.
A character may complete the quests any time he wishes, he doesn't have to complete them as soon as possible. When he's completed a Quest, he reveals it to the other players and secretly checks his next Quest.
Depending of how all the players will decide before the game starts, a character that has completed a Quest may or may not receive a Reward from the Warlock. It is advised that he doesn't receive anything, and also doesn't teleport to the Warlock's Cave. Only completing the very last Quest earns a reward (either the Talisman, a random Treasure card or Warlock's Reward).
A character can't win the game until all his Quests are completed. The Warlock's Cave effect is ignored; a character draws Adventure cards there until 2 Adventure cards are present.
Contributed by Nemomon |
|
|
|
Losing a turn |
Each time a character is instructed to lose a turn, his current turn immediately ends and he loses his next turn.
Contributed by Nemomon & Mała MiM |
|
|
Spells on the board |
Each time a character is instructed to draw a Spell, but he can't do so because he already has the max amount of Spells his Craft allows him to hold, he draws a Spell and puts it facedown on a space he currently is. He can't show it to the other characters nor he can exchange it with one of his Spells (but he may look at the Spell he drew). All facedown Spells are encountered as cards with encounter number "5". A character cannot spy out the facedown Spell until he will decide that he will take it. After that, he may look at the Spell he took. If he doesn't want (or can't) to take that facedwon Spell, he can't spy out it.
Contributed by Nemomon & Mała MiM |
|
|
|