

The winner of combat between characters can take an item from the loser or choose to deplete their life points by one. Unless a special ability is involved, fights between players defaults to battle rather than psychic combat. A psychic combat has the same rules, but uses your craft rating rather than strength. The opponent does the same and whoever has the higher total wins.

A battle is a strength-based fight where you take your strength, add in any modifiers from various cards (usually weapons), and the result of a die roll. Combat can be either a battle or psychic combat. Most are exactly what they sound like, just for completion’s sake: Strength is your combat number, craft is your magic ability, lives are your hit points, fate allows you to reroll a die, and gold allows you to buy items.Ĭombat plays a key role as you will face off against both enemies via adventure cards and opposing players. The character stats in Talisman are strength, craft, lives, fate, and gold. Character are chosen from one of some standard RPG archetypes warrior, troll, monk, wizard, assassin, thief, etc… Each character has their own set of starting stats and a special ability to make them unique. It would be impractical to cover every nook and cranny of the game here, but we will attempt to highlight some of the key points. There is a ton of minutiae in Talisman which make the game tick. When a character reaches the center of this region, the Crown of Command, they begin casting spells on their opponents, attempting to kill them. This region has special rules which make it more difficult to navigate, an especially strong strength or craft rating is necessary. Once players have acquired a Talisman, they may attempt to enter the Crown of Command in the inner region of the map. Players gain strength and may move to the next section of the map, which is more treacherous, whenever they have the means to do so. This continues as players try to build up their character through spells, items, gold, fate, followers, and some other effects. Players move, tackle the location’s action, and then turn shifts to the next player. The default location will simply have you draw from an adventure deck and deal with whatever you find, be it a reward, monster, curse, etc… Special tiles have dedicated actions and throughout the game cards will be dropped on locations for the next visitor to encounter. The map/board has three distinct sections with locations offer varying challenges. A turn starts by rolling a die and choosing which direction to move. Despite the length, Talisman is a fairly straightforward, medium weight game.
