Subject: Re: Talisman (2nd Ed): Can it be fixed? From: John David Galt Date: 3 Jul 1997 05:44:26 GMT Message-ID: <5pfe7q$sp7@samba.rahul.net> Your experience is the opposite of mine. Indeed, most of the changes from 2nd to 3rd edition were the elimination of alternate ways to win (i.e. you could no longer get to the Crown from the Dungeon or from a Timescape card), thus making it more boring. Most games I've played, you find one or two people trying each of these strategies, all sometimes viable depending on your start: * "Strength Man" -- beat up every creature you can find for strength points. Once someone has reached the Crown (so death is permanent), attack other PCs. * "Gadget Man" -- collect every strength- and craft-enhancing gadget; attack any other PC who gets hold of a good one. This works best in groups that do not limit the capacity of Mules and Horse&Carts, and in groups that allow more than one of Armor/Shield/Helm to be used at a time (the rules say just one, but it seems logical to me to allow one of each). The Timescape also really helps this strategy work. * "Follower Man" -- similar to the above, but depends more on luck, because it's much less common for followers to be left unguarded on the board than objects (for one thing, there's no limit on the number of followers you can have). If you have one of the few characters with special abilities to take followers from others, then this is a good strategy; otherwise it just happens by chance. * "Portal of Power Man" -- analogous to the above, but first you need a Talisman, and some way to get back from the outer region (where you are likely to be sent at least once before you pass the Crypt or Mines). This is mainly an endgame strategy for those not strong enough to be Strength Man, and not lucky enough to be first at the Crown of Command. * "Dungeon Man" -- stay in the Dungeon. Even if you're weak, most of the time you'll either hit harmless spaces or draw objects from the deck. You're hoping to roll a 6 in the Treasure Chamber, and if you don't, you come back and try again. * Go to the City early and become High Mage or Sheriff. * If you draw a character that 'always has' 1 or 2 spells, cycle through them as fast as you can and attack other players with them. If you can turn someone into a Toad, or even win a fight with them at a critical time, you grab what they have and become Gadget Man or Follower Man. Otherwise toward the end, hoard combat spells and hope they protect you from Strength Man. I'll grant your point that this game is mostly luck, but OTOH it does a good job of making it hard for everyone to gang up on you. John David Galt