Talisman HIGHlands

HIGHLANDHearkening back to my mental state when I first became fanatical about Talisman (1991), Fantasy Flight has announced the newest BOARD expansion for Talisman 4th edition: HIGHLANDS.  This puts to rest for awhile the debate about the City expansion being released.  Included will be 6 characters– obviously one is the Highlander, and from the tiny pic of the box cover I see the Valkyrie (awesome!) , but I can’t pick out any of the others. I do see a total of three sets of boobs there though.

COSMIC ANNIHILATION

With the arrival of the Cosmic Encounter expansion and with my stout-hearted board gaming group in tow,  we started what will end up being a year long Cosmic Encounter campaign I have dubbed the COSMIC ANNIHILATION!!!  The plan is quite simple:

  • Play games of Cosmic Encounter – this is a no brainer, but we are going for 4 Planet, 4 bases FTW to keep the games shorter.
  • After each game, Aliens that have lost are removed from campaign play and the winners continue.
  • Flares of eliminated Aliens are still used in the game, but may not be selected at start of play. (we will have a Live deck of flares and an eliminated deck to fill in the quota)

The idea was that there are Aliens that few people play, either because there is too much text on their cards or they have been blackballed after a few losing games (Citadel), so to give every Alien a go, it was time for the COSMIC ANNIHILATION.

Game 1

Tripler, Leviathan, Bully(W)

Notes: Leviathan had the Lunar Canon (!) and got 1 planet away from the win, Bully had the Prometheus ship, both Bully and Tripler lost their powers at least once each.

Game 2

Mirror(W), Deuce, Amoeba.

Notes: Deuce gained zero planets and the Amoeba was destroyed almost completely while allying.

Annihilated Aliens

Deuce, Amoeba, Leviathan, Tripler

Expansions

Wife: Well it can’t be that much, it’s just an expansion.

– Probably 20-30 Dollars, but I saw an expansion in the store today that was 60$.

Wife: Woah, that must be a pretty terrible game* to need such an expensive expansion.

*Twilight Imperium 3rd Edition

Emotionally responding to advertising directed at my specific demographic

Fantasy Flight began tantalizing us with skyscraper ads on boardgamegeek.com for the new Cosmic Encounter expansion late last week, and I must say, it’s working on me quite well.    I’ve wrestled recently with my own conclusions after hearing my wife declare, simply, that Cosmic Encounter is the greatest board game ever made.   It’s starting to become extremely difficult for me to deny this conclusion not only when faced with the jewel-like quality of the Fantasy Flight edition, but the fact that 35% of my boardgame playing in 2009 was Cosmic Encounter. This includes some of the ‘fast play’ type games like Inn Fighting and the much-worshiped Dominion.  We’ll have to see what happens in 2010: especially if anyone in my game group finally gets their dirty hands on Chaos in the Old World.

Getting Monked

Ah, Talisman…a chance for lady luck to have her way with us and endup passed out in the backseat with our underwear around our ankles most of the time–unless we draw the MONK! The grizzled veterans tell their tales and it’s well known that the Monk is  one of the top tier characters along with the Prophetess and the Astropath (from the Timescape expansion).  Depending on the expansions to 2nd edition that you have, it’s an ‘any given sunday’ situation with those three, but while the Prophetess can get stomped, and the Astropath can get a little unlucky raping the Timescape deck, the Monk has few weaknesses at any point in the game.  Having now played my 11th game of 4th Edition2.0 Talisman from Fantasy Flight, it’s become clear, with the Astropath awaiting his appearance (in some form or other) and the Prophetess nerfed (in a rather good way I might add), that the Monk– if played without the mega-nerf from the Fantasy Flight upgrade pack– is lord and master of Talismanland.  Out of the 11 games,  4 had the Monk, and of those 4, only one game did the Monk not prevail due to a late-game Toading no less.

That said, I want to explain why I think, unfortunately, he cannot be fixed in the present edition.

First and foremost, one of the major changes to Talisman 4th Edition from 2nd is the ability for characters to take Craft-based enemies as Trophies.  Trophies are the new name for when you defeat an enemy in battle and take the card and when the amount of strength (or craft) = 7, you can turn it in for a strength (or craft).  In 2nd Edition Talisman, only Strength-based enemies could be taken as trophies.  Craft was gained in other ways (rolling the mystic, craft spells, etc.).  Hence the path to victory for craft-based characters was longer and a bit more arduous– however, most had advantages over their strength-based characters with better special abilities or constant access to spells.  What’s more, the route to the crown of command was less dangerous via the craft method: the Mine route has the character face the Vampire Lord, who has the potential to be far less deadly than the equivalent on the Strength side–Dicing with Death.

The addition of allowing characters to take craft-based trophies, while logical in many respects, breaks with the original design of the game.  It allows characters to ramp up their Craft with a speed unheard of in the older editions (just a note: I don’t really count 3rd as canonical).  The traffic of characters going through the Mines-Vampire-Pit Fiend pathway to the middle as increased massively as a result (as noted above, it’s always better to hit the Vampire up there compared to the sometimes fatal Dice with Death on the Crypt side), but more importantly, it increases the Characters who start with a high craft and can attack other characters using Psychic Combat (Ghoul, Wizard, Sorceress) ability to have a whole pile of craft to crush in PVP.  While those three characters are solidly in the second rank (the Sorceress may be in the first rank) in terms of character tiers, the character this fundamental change to the game effects the most is, predictably, the Monk.

Let’s have a look at what the Monk can do other than sit there and look like a fat slob:

sd_monk-reference

Str: 2, Craft 3, Lives 4, Fate: 5 (!?)

Special Abilities:

Your inner belief allows you to add your craft value to your strength during battle
After rolling the dice for praying, you may add one to the score.
You may not use any weapon or armor during battle.

So, our man here starts with one seemingly major disadvantage with his inability to us any weapons or armor in combat, a minor advantage with the praying bonus, and what has always been the greatest single skill in the game– adding your craft to your strength score in combat as if the character always had a warhorse or always had a Psionic Blast spell.   This gives the Monk an effective 5 strength out of the gate as well as the ability to increase this with an increase in either Strength or Craft– a huge advantage over all the other strength-based characters who can only increase their combat value with weapons (at most 3 strength) and Strength increases.  Given that in the old edition, Craft was not all that easy to come by, the Monk was still very powerful, but with the addition of Craft Trophies in 4th edition, the Monk is well nigh unstoppable and had to be nerfed.

The 4th edition 2.0 Fantasy Flight nerf to this power is listed in the description above.  Note the word ‘Value’ next to craft — this means that the Monk can only add his starting Craft to his strength for the entire game, regardless of his current Craft score, and that amounts to a measly +3 in combat.   This kicks the Monk from the top tier to down somewhere around the Elf for effectiveness.  Sure, the Monk has an early advantage in that he can rack up some strength Trophies along side the likes of the Troll or the Ogre Chieftain without the weakness to Craft enemies, but this is going to be short lived.  Since Talisman scales itself as characters gain in Strength and Craft, a +3 advantage has a minor effect in the mid game, when players have 6-11 strength and rather useless in the late game when players are pushing 12-20 strength.  In addition, the inability to use weapons or armor, a minor drawback in 2nd edition, becomes a major flaw for the Monk in 4th.

Now we have a character who’s original ability ported over to the new edition of Talisman is heavily unbalanced (and in a game as unbalanced as Talisman, that’s saying something!) and a nerf to that ability that makes him far too weak to compete.  What was the solution? Tack on a heavy load of Fate points!   Though characters of Good alignment cannot normally get their Fate points back, a whopping 5 really shows to me that the design team was reaching to try to bring the Monk back to parity, even to characters of mid-range power.

At this point in this post, I would normally bust out my ingenious solution to this design problem and say it’s the best (though, of course, not playtested nearly enough) and say something like’ how could the designers not thought of it?’  The solution or even good suggestions for this problem, however, I do not have.    One way would be to disallow the Monk to gain Craft or Strength trophies during the game, but then you may be back to nerfing the character so much that he’s, again, as bad as the Elf.  A second may be to change the Monk’s alignment to Neutral rather than Good.  Though Fate is good, healing for free at the Chapel any time you need to is even better and means trying to PVP the Monk early game (as say the Troll or Sorceress) is a real chore.  The third idea would be simply to increase the amount of Warhorses in the Adventure deck and (especially) add one into the Purchase deck.  This will allow most savvy players to at least attempt duplicate the Monk’s ability.  Again, none of these three ideas are what I would consider a good fix for the problem. That said, I think the Monk as printed in the original 4th Edition was a glaring, overpowered oversight due to the addition of Craft trophies, but the 4th 2.0 fix makes the Monk so weak that he’s rarely going to see play–and it’s also a terribly boring power to have.

A Frosty Frostmarch 4AM

Talisman 4th Edition FrostmarchSometimes, no matter how into the wee hours it is, you have to say yes to one more game even if said game takes 3+ hours.  4Th edition Talisman had a very rocky start with an abortive first version, change in publishers and the like, but with the Frostmarch expansion, Fantasy Flight yet again proves that it is not only filling in where the edition is missing compared to 2nd, but continuously improving the game.   Having played 2nd edition hundreds of times in my misbegotten youth, I’ve only got ten or so plays with the 4th edition set and fewer still with all the current expansions.  Initially I detested 4th edition but bought it anyway (just in case); detested, that is, until the puissant Dungeon expansion hit the shelves: an expansion so far superior to the original I skipped and pranced down the path of advocacy.

The first Frostmarch game we got down to featured the Monk, Gypsy and Druid.  With years of the Monk’ s standard power under our belt from 2nd Edition, we opted not to run with the erratta in 4th Upgrade that states that the Monk can only add his starting craft to his strength in combat (3 total).  The Monk, as normal, became worrisome early in the game.  Unluckily, the two toadings during the first game were both burdened upon the Monk and all his horde of belongings were procured by the lucky druid who proceeded to cast down the Frost Queen in short order.  Demanding satisfaction, the Gypsy and Monk player requested another game and the wee hours slipped away, and again the next night, and the next.

Over the course of the week and four long plays with all the current expansions, we came to some conclusions as a group as to the change from 2nd Edition:

Character death is rare due to fate points— the rerolls allowed from the Fate Points buffer your life stack.

Mobility is a premium– the ability to control your movement, either with the magic carpet, clockwork owl (probably the best treasure in the treasure deck) or even the poltergeist is a key ability for your character to have.

Roaming Death is fun, but is most often forgotten by players – while I feel the Reaper expansion is essential, the Reaper himself only once had an effect on our games (killing off the Prophetess!)

More Alternate Endings! – The Warlock’s Quest alternate is good fun, but with only the updated Crown of Command and Frost Queen to randomly get at the end of a slough to the center of the middle region, we’ve only gotten a mere taste of the possibilities.

The miniatures are terrible – the unpaintable, poorly sculpted grey plastic lumps simply do not cut it for what is still a Games Workshop game

That said, my period of abject hatred for 4th edition Talisman is long over.  FF has pulled this game out of the doldrums and while I still question the inclusion of fate points, they are starting to grow on me.