Those of you who know me beyond 40K, know I’m a big fan of
Talisman, and fancy myself as a rather ruthless player of the game. That said,
I do believe I have yet to beat Jawaballs who is a really ruthless bastard in
the game…
One of the main criticisms that I often hear of the game,
and why it’s hard to get some of the guys in the board gaming group to play it
or take it seriously is the random nature of the game. Munchkin players and
mathhammer dudes HATE that they can’t plot everything out and minimize the
risks.
Personally I feel that if you approach Talisman in this
manner, you are missing out on some of the finer points of the game, and how
some players can constantly win over other time and time again, bypassing that “randomness”
in the game.
To borrow from 40K, if we take multiple units of the same
type to get past the random nature of the dice, why can’t the same thing happen
in Talisman only applied to the cards?
So how about some super-secret tactics?
What are some of the things that ALL good players tend to do
in the game?
Drawing a good character is the starting point, and while
you can win with a gimp like the Elf, some dudes have an easier go at it over
others- you think 40K is “balanced” in terms of units and codexes, take a look
at Talisman- after all it is a GW game…
Depending on the players and the characters they draw, if
you are under powered, then the first order of business is getting yourself killed
as quickly as possible- often a direct run into the dungeon will take care of
this, and then you draw a new character from the deck. The key to this strategy
is getting yourself killed as quickly as possible- if it takes 5+ turns then
even with a good draw on the next character the other players might be ahead
more than you can catch up.
So, let’s say your character isn’t that bad, maybe you drew
one of the classics like the Thief or the Wizard- what next?
The Ruins are the place to be!
Hanging out in the outer region, even with the expansions in
play, good player will try and bounce back and forth around the Ruins space-
since landing on it allows you to draw two cards at a time- possibly drawing
two magic objects, followers, or events.
Given that most spaces are one card draws, it is like doubling
your turn every turn.
After that, regardless of what character you draw the next
step is to get some coin and purchase a suit of armor- a 50% chance to negate
losing a life is HUGE in the beginning of the game when having to search for
some healing can take away form critical time spend trying to draw magic
objects or level in strength or craft. Later in the game, one can ditch the
armor...
Beyond that there are lots more tactics used in the game, if
we can call it that, but that is enough for now- Fritz can’t give everything
away, especially since I’m trying to get up to Jawaballs’ man cave sometime
soon for a game of Talisman!
Good advice. I love talisman, we usually house rule that once everyone has done a random pick that you can random pick from the remaining characters. Also just picked up the city expansion which helps with the start up quite a bit.
ReplyDeleteMy gaming group had Talisman and 2 or 3 expansions I think back in 93?... We used to play it on game days when we were in between RPGs/GMs.. Loved that game. Haven't played it since. May have to track it down again.
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