Quote:
Originally Posted by Melba Toast Can somebody help me out.
I just purchased Talisman Revised 4th Edition from FFG. I used to play the old Games Workshop edition in the 80s. And I played the Black Industries 4th edition a few times.
But...
Something doesn't feel -right- about the FFG revision. It's not just the fate points, which I don't really have a problem with. It's that the game feels like it's been neutered. It just seemed really really easy... and I have to say, Talisman has never felt easy to me in all the years I've played it, including the times I played the BI version.
So... what's the deal... did FFG subtly rip the guts out of this game to make it faster? Cause I've never had a more uneventful game of Talisman.
Also... I could be wrong... but I thought I remembered rolling 2D6 for combat in the BI edition. I'm wrong a lot. |
You're wrong.
First, as to combat: Every character except the Warrior uses 1d6 for combat. If you played the Warrior in the BI edition, you roll 2d6 and take the higher roll.
Second, on to the deck composition: The 1st, 2nd and 4th (BI) editions of Talisman have exactly the same decks. The 4th (FFG) edition of Talisman took out five "Bag of Gold" cards and replaced them with two Lemures (Craft 1), two Shadows (Craft 2) and one Wraith (Craft 5). So, it actually has more monsters than the BI version!
A few other changes:
Ogre went from strength 4 to strength 5
Raiders now only steals gold, not objects and gold.
Serpent is now an Animal, not a Monster
Honestly, I think you just got a very lucky start to the game, along with the Prophetess getting rid of a lot of monsters.
And yes, there aren't really that many monsters in the deck. It's always been that way. What sometimes happens is that they don't get killed and so pile up on the board. At least the Dragons do... unless you have a Warrior or Troll who is hunting them down.
A couple of notes:
The Mercenary, along with the Gnome, is one of the two best cards in the game. Both of those followers are worth 3 points of Strength/Craft in the endgame.
The Temple is the most reliable square on the board for increasing your Strength and Craft - it is almost a 1 in 3 chance you will roll a 6 or a 7 on two dice there. (The Monk and the Priest get that up to about 45%!) So, if you're not drawing monsters, buy an Axe from the village, make a raft in the woods, and travel up to the Middle Region.
I normally find that drawing lots of magic objects and followers is the way you win the game, not by fighting monsters... although the Troll can win that way fairly easily.
Cheers!