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You are here: FFG Forums /  Board and Card Games /  Talisman

Talisman
Enter a mythic world of dragons and sorcery!
Moderator: ffgjafferFFGMarkGeckoThe Spaniard Topics: 1264 | Posts: 16296
More Alternate Endings (Support Page)
by Frog
Published on 04 November 2009 - 06:10:31
Page 2 of 5 (74 messages) « First page... 1 2 3 4 5 ...Last page »
Reply #16 | Published on 05 November 2009 - 04:38:31

Why have the Rules been changed for the CoC ending?  According to th card, you must attack another character there.  Now you cannot use an ability against them, and you cannot flee!

Was this an accidental omission, or on purpose?  Does the same apply to the Reaper ending?

Reply #17 | Published on 05 November 2009 - 04:45:05

crimhead said:

Nemomon said:

I'm suggesting You buying two Frostmarch, so You will have original templates We don't have template at all..

 

I might just do that - and print the fronts on sticker paper.  Still, if they end up too thick I'll still have to roll a die.  Also I'd be cheesed If they are released in a future expansion.

 

Rimmer said:

 

I like both new endings...

 

Seconded! 

I like seeing the standard Crown ending - I prefer it to the less interactive Crown & Scepter.  I really like that the Crown of Command will come up twice as often as any other single ending, and half of those times you get the ubber powerful scepter too!  I think the Reaper ending is also cool!  It's more interactive than the Frost Queen - I like it better.

Rimmer said:

 

...but why they're not in the Frostmarch box? Especially the Crown of Command card.

 

I hear you.  I really like the alternate endings, but two possibilities for the secret reveal isn't enough - especially after many plays.  For this reason I am delighted to see these endings - I was going to go bananas waiting for more!  My guess is that they didn't want to include an ending not everyone can use (people without the Reaper set).  The optional treasure rule is fine - nobody will complain about text they can't use.  But an ending card they can't use could upset somebody.  From there, I guess they didn't want the Command Spell two times out of three.

Anybody ever play Munchkin (I prefer Munchkin Quest)?  There was an expansion called Munchkin Blender which was intended specifically to be played with multiple mixed sets.  Talisman could similarly make an expansion which is intended to be played with other expansions.  It could include things like trap doors and Dungeon doors in other regions, Vortexes in the Dungeon (if they make a Timescape), new treasure cards, etc.  The Reaper ending (or something similar) would be perfect for such a set.

 

crimhead said:

...but why they're not in the Frostmarch box? Especially the Crown of Command card.

 

I hear you.  I really like the alternate endings, but two possibilities for the secret reveal isn't enough - especially after many plays.  For this reason I am delighted to see these endings - I was going to go bananas waiting for more!  My guess is that they didn't want to include an ending not everyone can use (people without the Reaper set).  The optional treasure rule is fine - nobody will complain about text they can't use.  But an ending card they can't use could upset somebody.  From there, I guess they didn't want the Command Spell two times out of three.

I agree. And I really hope FFG releases the new endings as cards in the future - I'm fond of making my own cards, and did it a lot in 2nd edition, but the new cards are too nice to duplicate well, so I prefer not to try making these cards for myself.

crimhead said:

Anybody ever play Munchkin (I prefer Munchkin Quest)?  There was an expansion called Munchkin Blender which was intended specifically to be played with multiple mixed sets.  Talisman could similarly make an expansion which is intended to be played with other expansions.  It could include things like trap doors and Dungeon doors in other regions, Vortexes in the Dungeon (if they make a Timescape), new treasure cards, etc.  The Reaper ending (or something similar) would be perfect for such a set.

 

That is a great idea! I love how the Blender cards make the different Munchkin sets work together, and I remember how unsatisfying it was to play witg City, Timescape and Dungeon in 2nd edition without seeing any kind of connection between them. The stupid "visit the Enchantress to enter the Timescape" option in the City felt pasted on as an afterthought. I severely hope that FFG manages to tie the board expanions together enough to make it all feel like a single game, rather than a bunch of board games loosely tied together.

Without signature

Reply #18 | Published on 05 November 2009 - 05:09:32
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186

crimhead said:

 

Why have the Rules been changed for the CoC ending?  According to th card, you must attack another character there.  Now you cannot use an ability against them, and you cannot flee!

Was this an accidental omission, or on purpose?  Does the same apply to the Reaper ending?

 

 

Whether it was intentional or not, it does not really matter as these are Alternative Endings. If you want to play with the standard Crown then you would not play with the new Endings.

"Fleeing" is not possible from the Crown of Command. You may only turn back from the Inner Region spaces.

Page 20 of the rulebook states -

"When a character is on the Crown of Command space, a character does not move but remains there instead. Characters on the Crown of Command cannot turn back."

Harbourmaster at Talisman Island  - Fourteen magical years & counting!! - Chock full of Talisman goodness! Igigwe!  

Sometimes I even update my Facebook page for the site!

Reply #19 | Published on 05 November 2009 - 05:12:53
2
186

Lubricus said:

That is a great idea! I love how the Blender cards make the different Munchkin sets work together, and I remember how unsatisfying it was to play witg City, Timescape and Dungeon in 2nd edition without seeing any kind of connection between them. The stupid "visit the Enchantress to enter the Timescape" option in the City felt pasted on as an afterthought. I severely hope that FFG manages to tie the board expanions together enough to make it all feel like a single game, rather than a bunch of board games loosely tied together.

The Rune Gate cards were put in specifically to make it easier to travel between regions/realms.

Harbourmaster at Talisman Island  - Fourteen magical years & counting!! - Chock full of Talisman goodness! Igigwe!  

Sometimes I even update my Facebook page for the site!

Reply #20 | Published on 05 November 2009 - 05:17:57

talismanisland said:

 

Whether it was intentional or not, it does not really matter as these are Alternative Endings. If you want to play with the standard Crown then you would not play with the new Endings.

"Fleeing" is not possible from the Crown of Command. You may only turn back from the Inner Region spaces.

Page 20 of the rulebook states -

"When a character is on the Crown of Command space, a character does not move but remains there instead. Characters on the Crown of Command cannot turn back."

Wow, how'd I miss that?

Reply #21 | Published on 05 November 2009 - 08:13:06

talismanisland said:

Lubricus said:

 

That is a great idea! I love how the Blender cards make the different Munchkin sets work together, and I remember how unsatisfying it was to play witg City, Timescape and Dungeon in 2nd edition without seeing any kind of connection between them. The stupid "visit the Enchantress to enter the Timescape" option in the City felt pasted on as an afterthought. I severely hope that FFG manages to tie the board expanions together enough to make it all feel like a single game, rather than a bunch of board games loosely tied together.

 

 

The Rune Gate cards were put in specifically to make it easier to travel between regions/realms.

Yes, but they didn't do it well enough, IMO. Especially considering how difficult it could be to enter the Timescape.

Without signature

Reply #22 | Published on 05 November 2009 - 08:24:23
2
186

It is early days yet. Only one extra board to visit means less need for such things.

We shall have to wait and see...

Harbourmaster at Talisman Island  - Fourteen magical years & counting!! - Chock full of Talisman goodness! Igigwe!  

Sometimes I even update my Facebook page for the site!

Reply #23 | Published on 05 November 2009 - 08:26:12

crimhead said:

Anybody ever play Munchkin (I prefer Munchkin Quest)?  There was an expansion called Munchkin Blender which was intended specifically to be played with multiple mixed sets.  Talisman could similarly make an expansion which is intended to be played with other expansions.  It could include things like trap doors and Dungeon doors in other regions, Vortexes in the Dungeon (if they make a Timescape), new treasure cards, etc.  The Reaper ending (or something similar) would be perfect for such a set.

 

I think we can use 1 or 2 more trapdoors to the main deck.

Let's pray that FFG will made the third edition Trapdoor for 4thR

I hope also that new Treasure cards will be added to new regions.

Reply #24 | Published on 05 November 2009 - 08:39:12

talismanisland said:

It is early days yet. Only one extra board to visit means less need for such things.

We shall have to wait and see...

Indeed. I just hope that it will be taken care of this time around. I mean, so I don't have to start creating insane amounts of custom cards again!

Without signature

Reply #25 | Published on 05 November 2009 - 08:58:59

Velhart said:

 

I think we can use 1 or 2 more trapdoors to the main deck.

Let's pray that FFG will made the third edition Trapdoor for 4thR

I hope also that new Treasure cards will be added to new regions.

The more new adventure cards we get, the more we could use trap doors.  Still with the dungeon accessible from the ruins, there is less need of trap doors in the main deck anyway (but we could use them in decks from new upcoming regions).  Regardless, I don't think we'll get any cards which require the Dungeon unless FFG makes a meta expansion one day like I hope they do.

How do Trap Doors work in 3rd?

I also hope they find an excuse to make treasure cards in another expansion - then we can shuffle them into a super mega treasure deck!  I'd loath to see somebody deafeat LoD but have all the treasure taken by quest rewards.  This shouldn't happen much at all, but one of these days...

Reply #26 | Published on 05 November 2009 - 09:00:25

Rune Gates would've been better if they had been permanent, instead of being discarded after use. Dungeon Doors are permanent, but, umm, yeah, pretty much not used, only tend to land on those spaces when you want to avoid drawing Adventure cards (at 1 Life, heading for healing, are Sage or have used Divination and know what's coming).

A dirty mind is its own reward.

Reply #27 | Published on 05 November 2009 - 09:13:12

Dam said:

 

Dungeon Doors are permanent, but, umm, yeah, pretty much not used, only tend to land on those spaces when you want to avoid drawing Adventure cards...

 

 

Or to avoid landing on something nasty.  Also occassionally when you're headed to the Dungeon but a door card is closer.  I once was playing the elf and had a dungeon door on a woods space.  I also had the Feind Slayer (I think - the guy who lets you draw an extra card).  It was a sweet set up!

Reply #28 | Published on 05 November 2009 - 09:17:35

 

 

 crimhead said:

 Velhart said:

I think we can use 1 or 2 more trapdoors to the main deck.

Let's pray that FFG will made the third edition Trapdoor for 4thR

I hope also that new Treasure cards will be added to new regions.

 The more new adventure cards we get, the more we could use trap doors.  Still with the dungeon accessible from the ruins, there is less need of trap doors in the main deck anyway (but we could use them in decks from new upcoming regions).  Regardless, I don't think we'll get any cards which require the Dungeon unless FFG makes a meta expansion one day like I hope they do.

How do Trap Doors work in 3rd?

I also hope they find an excuse to make treasure cards in another expansion - then we can shuffle them into a super mega treasure deck!  I'd loath to see somebody deafeat LoD but have all the treasure taken by quest rewards.  This shouldn't happen much at all, but one of these days...

 

 

 

 

 

 

 

Trap Door

A Trap Door opens beneath your feet.

You may attempt to avoid the trap by rolling under your craft on two dice.

If you fail to make the roll, or decide not to try, you land on the vault space in the Dungeon realm

 

-----------------------------

i use this rule for my trapdoors from 4th ( and then you land on the first vault space in the dungeon ( very dangerous and awesome ! )

we can use 2 more cards in the deck, to make it more dangerous, now that we get a lot of cards from Frostmarch

I also hope that other regions will get Treasure cards, but i think i keep the decks seperated from each other, or maybe not.. i don't know..

 

Reply #29 | Published on 05 November 2009 - 09:30:11

I love that trap door!  Stick it in the Mountains!  Bring on the first meta expansion (but not till we get another board or two).

 

 

Reply #30 | Published on 05 November 2009 - 09:20:25

crimhead said:

Or to avoid landing on something nasty.  Also occassionally when you're headed to the Dungeon but a door card is closer.  I once was playing the elf and had a dungeon door on a woods space.  I also had the Feind Slayer (I think - the guy who lets you draw an extra card).  It was a sweet set up!

Elf + Woods + Fiend Slayer is a pretty sweet deal. Could also see those Woods clogged fast with powerful Enemies you don't want to tackle and/or Places, forcing you to seek Adventure cards elsewhere.

A dirty mind is its own reward.

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