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I suggested this to my wife and she thought it was a good idea. We play with all of the expansions, which means that we have 483 Adventure Cards in play. This means that some of our favorite items (for me, the Runesword; for her, the Maiden and the Unicorn) almost never show up.
We are going to try separating some of those cards out into a separate deck. Then when we trade in trophy points we can choose either to take a strength/craft bonus OR draw from that other deck.
I'm thinking we'll make it that you have to trade in ten trophy points to draw from the deck.
Semper ubi sub ubi.
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Osbo25 said:
I suggested this to my wife and she thought it was a good idea. We play with all of the expansions, which means that we have 483 Adventure Cards in play. This means that some of our favorite items (for me, the Runesword; for her, the Maiden and the Unicorn) almost never show up.
We are going to try separating some of those cards out into a separate deck. Then when we trade in trophy points we can choose either to take a strength/craft bonus OR draw from that other deck.
I'm thinking we'll make it that you have to trade in ten trophy points to draw from the deck.
Like yourself I've thought of ways around that. No matter how differently I try to shuffle and integrate, some will always run in packs, even Frostmarch cards. Probably just need to play more < 'bout once a month >.
Two ideas; which we haven't tried yet. 1) Separate into 2 Adventure decks. Draw 1 for Day and 1 for Night. (not crazy about this one)
2) 3 approximate sized decks. It is your choice which to pick from; every turn you could pick a different one if you want.
this one, is… maybe. I would almost tweak it and say, choose any deck - but no Fate re-rolls on any encounters, since you've already altered Fate by choosing from 1 of 3 piles.
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Osbo25 said:
I suggested this to my wife and she thought it was a good idea. We play with all of the expansions, which means that we have 483 Adventure Cards in play. This means that some of our favorite items (for me, the Runesword; for her, the Maiden and the Unicorn) almost never show up.
We are going to try separating some of those cards out into a separate deck. Then when we trade in trophy points we can choose either to take a strength/craft bonus OR draw from that other deck.
I'm thinking we'll make it that you have to trade in ten trophy points to draw from the deck.
The basic idea is: do not play with all expansions shuffled together!
Separate all decks and customize the Adventure cards as you wish. I suggest you use the base set in every game and enrich it with 2 other sets and with Dungeon/Highland cards, if board expansions are used. We also share love for cards like Ring, Solomon's Crown, Maiden, Runesword, Wand, Unicorn and Mercenary; my wife is especially fond of Crown and Mercenary and always tries to steal them from me if I manage to draw them.
I started playing some games with Base + Reaper, then played another streak with Base + Reaper + Frostmarch, then with Base + Frostmarch + Sacred Pool and right now I'm playing with Base + Sacred Pool + Blood Moon, which by the way is the best combination we've found.
In the past, I played some games with Base + Reaper + Sacred Pool and that was quite brutal, most characters were suffering and struggling to survive, instead of improving. For this reason I didn't try that mix again.
A wizard is never too late. Nor is he early. He arrives precisely when he means to.
Just a thought that occured to me. Has anyone ever tried splitting the deck so there is a stack for each type:
1. Events
2. Spirits
3. Enemies
4. Srangers
5. Objects
6. Places
and when you have to draw a card, you roll a die to see which deck you draw from. (Roll multiple dice for drawing multiple cards)
It might possibly be disasterous and I would imagine it would favour places but maybe not drastically so. Would give more power to Prophetess etc unless were curtailed somehow.
Anyhoo, just a thought. Could be an interesting varient if playing will all expansions.
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The_Warlock said:
The basic idea is: do not play with all expansions shuffled together!
Shhh, that's crazy talk! Moar, moar, moar Adventure cards
!
A dirty mind is its own reward.
The_Warlock said:
The basic idea is: do not play with all expansions shuffled together!
Separate all decks and customize the Adventure cards as you wish.
Meh. Too much effort.
Semper ubi sub ubi.
BanthaFodder said:
Just a thought that occured to me. Has anyone ever tried splitting the deck so there is a stack for each type:
1. Events
2. Spirits
3. Enemies
4. Srangers
5. Objects
6. Places
and when you have to draw a card, you roll a die to see which deck you draw from. (Roll multiple dice for drawing multiple cards)
It might possibly be disasterous and I would imagine it would favour places but maybe not drastically so. Would give more power to Prophetess etc unless were curtailed somehow.
Anyhoo, just a thought. Could be an interesting varient if playing will all expansions.
My wife had this same suggestion today. I'd like to give it a try, with the caveat that you cannot use fate to reroll what you draw. Going through the Highlands and Dungeon would need to be done normally, though, I think.
Semper ubi sub ubi.
While I think Talisman is a great game and certainly can work with to some people's enjoyment better, when only some expansions are used, I 'm too much of a "as intended" protocol person. Disclaimers on each new set always say they can be used with any (and therefore all) other expansion sets.
Perhaps for me and my co player, this is the 'random' or chaos factor that I seek: It is not always possible to encounter every thing you want. Its like life itself. Each game should be played as if it were the first and that you had no desire to achieve this Wand or that Follower, because each game should stand alone - a new story in the land of Talisman, with new characters meeting new challenges.
Long Live Talisman!
PS: I'm not snarking on any one in this thread, I actually have found it inciteful and may still consider swapping in or out some of these ideas
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I agree with you about each game being unique unto itself. But that doesn't change the fact that we still want the really cool stuff. :)
With as much as my wife and I play, we haven't seen the Rune Sword or the Unicorn in a long time. (She currently has the Maiden, so she's somewhat happy.) We're just trying to find a way to see these things again at least some of the time without having to strip down the Adventure Card deck to only 100 or so cards. But we also want to make it cost something to the individual characters to do this. I think 10 trophy points is an adequate price for something that you might not get to keep very long anyway.
Semper ubi sub ubi.
I think, my friend, that is the problem with 2 player games, alas. Obviously in a 3 or more player you will come across the cards quicker.
I say if that is very important to you than you are free to use some of the suggestions here.
I actually like the idea (it was yours) about separating the decks by object, follower, enemy/types, etc.
A compromise on that (and suddenly I'm thinking of an unofficial home brew maybe) would be to determine by consensus, maybe a small amount of most desired cards. Let's say you limit it to 1 out of 3 or 4 cards. Take about 1/3 of the most desired and have those set aside as a special FATE deck. If you are willing to pay a Fate you can draw from that deck instead. Perhaps it should be 2 FATE since they are desired that much, you would lose FATE options
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I just had an even crazier idea! Of course they are House rules and may not be suitable for all players
Let's say that out of the many cool things we like - Followers, Magickal/Obects, Trinkets, etc., in the full usage Adventure deck of 480-some cards there might be about 90 total cool, kick-ass, most-desired etc.
By consensus with all players, decide on 1/3 (30) of those and set aside for the Special Fate deck.
Have 1 or 2 options in play: At any regular 'draw 1 or more cards' space if you pay X fate you can draw from the special deck instead (but no other use of Fate in that turn).
And/or at any "Prayer" space where a character is allowed to pray by other conventions, an option to pay X fate instead and draw the special deck, again, no other use of Fate in that turn.
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Yes, you would only want to try this with the main adventure deck, the others would be too small.
As I said, the problem might be that the Places (and Strangers to a lesser extent) might be an issue as they start smaller and they stay on board in general. Those deck could shrink very fast. Could introduce other mechanisms but that then makes it much more complicated to run.
It may work, would need play testing.
Some other suggestions:
Anyway, that is a few more options for you to think about….
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0beron said:
I think, my friend, that is the problem with 2 player games, alas. Obviously in a 3 or more player you will come across the cards quicker.
A compromise on that (and suddenly I'm thinking of an unofficial home brew maybe) would be to determine by consensus, maybe a small amount of most desired cards. Let's say you limit it to 1 out of 3 or 4 cards. Take about 1/3 of the most desired and have those set aside as a special FATE deck. If you are willing to pay a Fate you can draw from that deck instead. Perhaps it should be 2 FATE since they are desired that much, you would lose FATE options
My wife and I usually play at least two characters each, though usually it's three. Even then, with all the decks in play, the favorite cards are hard to come by.
Anything that penalizes the player is an adequate solution in my eyes. I went with the trophy points because most of the followers and/or objects also give strength and/or craft bonuses. If you give up the trophy points then you aren't getting the permanent strength and/or craft bonuses that come from turning in trophies. And by increasing the amount to 10 trophy points to draw a card, you are giving up even more opportunity to permanently increase your stats in order to get something that only gives a bonus in certain situations and which might very well be taken away from you in any number of different ways.
Semper ubi sub ubi.
BanthaFodder said:
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I think back in the 2nd edition era my wife and I played with 2 characters, but we actually don't favor that, these days. Must be getting old, but it seems hard enough to keep track of 1 character.
I would say there are lots of interesting ideas here.
As a side note, I hope that after all the board corner sets are official, perhaps we'll get one or two small expansions that have the purpose of integrating concepts or elements between the boards. I like the example of having a card that could be encountered in say, the Highlands, and has the possibility of teleporting you or a desired object, etc. to another expansions' area. { you find a"map" of a secret tunnel in the Lost City of the Highlands that can take you to a Vault/Treasure Room/Hall of Darkness in the Dungeon}.
While it seems there would be no 'practical' point in such a short cut, perhaps if we consider strategies between the use of other Regions, Dragon-Lords, Day/Night Mechanics, etc., they may develop.
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Hi All,
Here is what we do in our games. We use all expansions and use a draw pile which we do not shuffle from game to game until we use up half the cards, then we re-shuffle the deck. We also re-shuffle the unused cards before we start a game. This works well for us, we usally play anywhere from 3 to 6 players 2 or 3 times a month so we see a lot of cards.
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