Subject: Re: Talisman (2nd Ed): Can it be fixed? From: sonic@rain.org (Brandon Freels) Date: Wed, 2 Jul 1997 12:49:32 -0700 Message-ID: One of the things we did to make Talisman more interesting (second and third editions) was to use the Encounter Master concept from Mertwig's Maze. At the start of the game, you give each player a hand of 5 adventure cards. Someone starts as ENCOUNTER MASTER. You do not normally draw from the adventure deck. When a player lands on a draw cards space, the Encounter Master decides from his hand which card(s) you get. The deal is that you do not get to replenish your hand with 5 new adventure cars until you use them all, so hoarding the good cards till the end may not be in your best interest (as players frantically move to draw card spaces for your last yummy-card). The player who just had cards played on him becomes the new Encounter Master. If you ever become your own Encounter Master ... it automatically moves to the player on your left. It makes the game more player interactive (you can hose/not hose players in the lead). "Oh, you are good ... here's the runesword ... DROP IT!" Some powers/items have to be changed for this to take effect (e.g. The philosopher pics a card randomly from an EM hand at the start of the turn and that will be the card encountered should he land on a draw card space) or new abilities (You must play cards on yourself if you become your own EM). We played this way a few times and found it more interesting as you can spread the wealth around, help the people behind, and hose the leaders. -- Domo. Ja na. Brandon Freels (sonic@rain.org *** KALI/Subspace: Spittledung) "I'm witty naturally. I don't need quotes!" GOLEM Web Slab: http://www.rain.org/~sonic/golem/