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Stupider Like A Fox - Talisman Review Stupider Like A Fox - Talisman Review Hot

talismanI have a genre of games that I like to call “stupider like a fox.”  These games are profoundly silly, filled with ways for your planning to be rendered moot by simple bad luck. While this might make a lesser game aggravating, if a game goes far enough, it comes back around to being terrific. Only a couple games I’ve played have really been able to swing for the fence of stupidity and succeed so wildly. Magical Athlete and Dungeonquest are two such games.  But before them, there was Talisman.

One doesn’t really “review” a game like Talisman, because it’s positively monolithic. Nothing in the game feels artificial or calculated. It simply is. If Talisman had never been released, we would feel its absence. We’d look at our shelves and wonder why a game like it had never been invented. Fortunately, it does exist. Whether or not you will like it is another story. That uncompromising quality is a strength, but only if you’re buying what its selling. I’ve read some positively venomous statements about the game, and I have to roll my eyes and think “They just don’t get it!” In no way do I mean that  to be condescending. It’s simply that kind of a game.

You play an adventurer who travels around a fantasy land. You roll the die, move in either direction, and have an encounter where you land. Usually that means you draw a card, but it could also be an action tied to that spot on the board, or another player whom you can brawl with. The card you draw could be a monster, or it could be treasure. There’s not a lot of rhyme or reason to what could happen here. You might get a back of gold, or you might fight a dragon. Defeating monsters will let you boost your character’s stats, and when you’re tough enough you can venture into the middle region of the board, where the spaces are tougher and the stakes higher. And after that you can move to the inner region, where you seek the Crown of Command, which will allow you to destroy your opponents. If you managed to level the competition while sitting on the Crown, you win the game. It resembles nothing so much as a combination of Dungeons & Dragons and Monopoly, which is not meant as a slight to anyone involved.

I can certainly see why people wouldn’t like this. In a world where games are fussed over by nerds and armchair designers, Talisman seems positively primeval. As the kids say, there’s not a lot of “game” there. There’s almost nothing in this game that doesn’t involve rolling the dice at some point. You roll to move, to fight, to see what happens to you on most spots on the board . You even roll to cast the spell to defeat your opponents at the Crown of Command. If “meaningful decisions” are what you’re after, then you’d best look elsewhere. It’s a game from a bygone era, and to wonder why it doesn’t have things like balance and strategy is like wondering why that Buster Keaton fellow didn’t talk more in his movies.

And like the dreamlike beauty of silent movies, there is also a certain loveliness to Talisman. I’m not sure how to express this, but there can be such a thing as “too much game.” This can be a big problem in heavy games, where you are always tracking what phase it is, and adjusting cubes on a board, and recording info with those dials that FFG is so in love with. There’s nothing wrong with a heavy game that has a ton of rules, but neither is there anything wrong with just kicking back and truly playing your games. Nothing in Talisman feels like work. It’s probably the only fantasy adventure game I will ever play with my wife, because I don’t have to refresh the rules for her, or look them up myself. And while random games may mean I won’t do better for thinking, it also means that everyone is mostly on a level playing field.

No discussion of Talisman would be complete without mentioning the length, which floats from 2-4 hours depending on number of players and whatever might happen on the board. There’s no way around it: Talisman can take a while. There are a couple reasons for this, but the biggest one is the endgame. Modern games have a tendency to advance even when people are doing nothing. Either there’s a set number of turns, or some other trigger that will end the whole thing. But as in Titan and Antiquity, you can fart around doing nothing in Talisman for hours, and the game won’t end. You must be intentional about ending it, by choosing when to push into the next region. If you know the game, it won’t take nearly as long. It’s very easy to overestimate what it will take to get into the next region. There are a couple other ways to shorten the game (like reducing the number of strength/craft to level up from 7 to 5, which we do), but really I’d just advise you to deal with it. If you aren’t screwing around too much it won’t take forever. And anyway, Talisman is perhaps the perfect board game to play at a party. You can easily play with stuff going on in the background. I think it’d be ideal for inviting some friends over, turning on the game, and getting your adventure on.

Basically, Talisman just doesn’t have many moving parts. That’s a feature, not a bug. It allows you to really enjoy watching your character advance as they level up and gain items. It makes the game tough to break, so your group can mess around with it to your hearts content. And unlike many modern games, it isn’t sunk by piling on expansions. While most fantasy games can handle maybe 1 or 2, my set has three and isn’t showing any seams. Oh sure, the encounter deck has to be split in two. But that seems like such a Talisman thing to do.

It’s a good thing that it handles expansions well, because there are a bunch of them. As published by Fantasy Flight games, Talisman has seven add-ons under its belt, and I assume at least one more is in the hopper. FFG is printing the fourth edition of the game, and while it may never top the vaunted second edition, it’s one of their best and most accessible products. It likely does very well for them, and not among normal hobbyists. That tells me that everyday folks buy this one and enjoy it. That should say at least a little about its appeal.

I wouldn’t say that I’m always in the mood for Talisman. Sometimes it’s just a little too light, and it really needs everyone to be on board for it to work. It would be torturous to play with someone who was complaining the whole time, because it’s not the sort of game that “opens up.” But my game shelf is richer for its presence. Talisman is the sort of game that can only be described by it’s own title. And one day it’ll happen where you can win a game as long as this particular roll isn’t a “1.” You’ll think and wish and hope and pray that you don’t roll a “1.” Friends, when you roll that “1,” you’ll think to yourself “that’s so Talisman.” That is staying power.


Nate Owens is a weekly columnist for Fortress: Ameritrash. He drinks too much coffee and likes the Star Wars prequels. You can read more of his mental illness at The Rumpus Room.

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Comments (20)
  • avatarDukeofChutney

    I agree

    Talisman for me is a dumb meaning good game, but i accept that some folks just don't get it. I tend to find the time it takes only gets silly if you play with more than 4 or if none of the players are actually trying to win, but instead taking silly risks and becoming frogs.

    A large part of the attraction of Talisman, IMO is the shear number of characters and cards it comes with. They might really just be a facade of variety but its a facade i'll happily be duped by.

  • avatardragonstout
    Quote:
    Basically, Talisman just doesn’t have many moving parts.

    Exactly...which is why I'm not sure why the last two expansions (Dragon & Blood Moon) have added a whole bunch of moving parts. WTF were they thinking?

  • avatarDeath and Taxis
    Quote:
    FFG is printing the fourth edition of the game, and while it may never top the vaunted second edition, it’s one of their best and most accessible products.


    By top, are you referring to sales? Because for me, the FFG 4th edition is superior to 2nd edition in every way.

    I'm hoping to see at least two more expansions in the hopper - the two remaining corner boards.
    Having said that, I'm gonna need a bigger table, because the FFG version is oversized compared to my 2nd edition copy.

    I haven't yet picked up the Dragon and Blood Moon expansions, but I'm sure I'll get around to it eventually. The Dragon expansion seems less widely available, or is this my imagination?

    [edit] Oh, and good review Nate. I really have been enjoying your reviews of late and for me, they are the best on the Fort right now.

  • avatarSan Il Defanso

    I don't really mind adding more stuff to the game like Dragon and Blood Moon do (although I haven't played either one). I mean, it's a simple enough game that it can bear a little bit more mechanical stuff. That's not what makes it good, but it's nice to know that stuff is there.

    And correct me if I'm wrong, but don't those two both add to the characters and encounter cards? That's pretty much all that Frostmarch does, aside from the alternate endings, and I think it's enough to make them worthwhile.

  • avatarSan Il Defanso

    And D+T, thanks for the compliment. It's nice to know that there's somewhere on the internet where more reflective writing about games gets a wider audience, and where number of reviews doesn't automatically equal quality. You all are a terrific audience.

  • avatarEgg Shen

    Very solid review Nate. You do quite a bit to sort of steer the audience as to what to expect from the game. It almost seems like you're apologizing to the readers for liking such a relic...basically lumping it into a 'guilty pleasure' category.

    People certainly will hate on the game AND hate on people for liking such a simple game. However, the game is a bonafide classic in the hobby. 20 years from now when games like St Petersburg, Steel Driver, Rattus and their ilk are all but a distant memory...Talisman will still be there. It will probably be in it's 5th edition and still going strong! It doesn't stick around because it's nostalgic. It sticks around because it's a timeless design. Sure it doesn't tax your brain or cause you to stress about what choices to make. Instead it stimulates a different part of the brain. The part that craves action and adventure. It sparks the imagination and you can really get into it because you aren't constantly thinking about some arbitrary rule that you might have missed. There is something to be said for the simplicity of the game...it certainly helps draw you into the experience...something other adventure games seem to miss.

    Also thanks for reviewing the game. I don't care if this one has been out a while...I'll never tire of listening to people's opinions about Talisman.

  • avatardragonstout  - re:
    San Il Defanso wrote:
    And correct me if I'm wrong, but don't those two both add to the characters and encounter cards? That's pretty much all that Frostmarch does, aside from the alternate endings, and I think it's enough to make them worthwhile.


    I agree that "characters + cards" is pretty much all I need to make me happy (just like all I care about in a Cosmic expansion is the alien powers), but Dragon & Blood Moon kind of fall down there. The Dragon's cards *absolutely* require that you use the whole weird bolted-on extra system, and even worse, its characters have a bunch of useless text unless you're using the bolted-on system.

    Blood Moon's bolted-on system is less egregious, but the adventure cards pretty much require that you use the extra day/night system AND the werewolf. The characters work just fine without any of that, though.

  • avatarSan Il Defanso

    Got it. I'm still alright with them trying different stuff for some expansions. I wouldn't want them ALL to be like that, but there's a lot of "extra stuff" expansions already out for the game. It's nice for such a big product line to get some oddball stuff now and then.

  • avatardragonstout

    Sure, different strokes; that's how I am about MOST expansions, I don't want extra subsystems bolted onto the game. I'm even still a little uneasy about Cities & Knights. But I know that the extra subsystems are for some people the REASON to buy those Cosmic expansions, which boggles my mind.

    So if anyone wants all the non-character stuff from my Dragon expansion (which is a LOT of stuff) for like $15, let me know.

  • avatarwadenels

    Great review!

    We had a chance a number of months ago to play the FFG edition with all expansions with 6 people and it was more than a bit much. I had fun, because it was Talisman, but it was an all-day affair. Too many game-stoppages so we could switch around Dragon tokens and crap like that. Extra hour added on because when a high-strength player got to the unrevealed end boss it was a high-craft boss. Cue everyone groaning because we were unluckily almost all high-strength characters. It didn't feel to me like a good Talisman game.

    I've never gotten to play 2nd Edition, but I'd love to try it. I managed to track down the 3rd Edition and expansions because I love the artwork and the completionist in me feels warm and fuzzy that everything I need (except some of the White Dwarf stuff) is present. It has a big 3D tower and feels like Talisman should. The corny-ness of skulls and crap all over just adds to the fun for me.

    I did backport Fate tokens and The Reaper from FFG though. Those are two really solid concepts.

  • avatarwice

    What I like about Talisman is that it's so fucking elegant. There, I said it, and I'll show myself out in a minute, but let me explain.

    At first glance (at least for some) the one-dimensional tracks of the regions and the movement system (roll one die, move left or right) may look very abstract and childish, not very different from Parcheesi, Monopoly or Game of Life (and I really have seen Talisman being compared to those games). But there is a world of difference between having only one choice or two choices each turn. The former means that you have no choice at all throughout the entire game, while in the latter case, lots of small choices add up eventually, while it easily avoids analysis paralysis. And the movement system works perfectly in this adventure setting: it's like wandering the land without a map. You are a hero, who knows that his destination is somewhere in this or that direction, but he doesn't know the exact route. So, he just sets off and hopes he will find the place. It's very different from Runebound, where all the heroes seem to have a perfectly up-to-date GPS (so it's probably not Apple Maps). Talisman's system (unlike Runebound's) is also very good for PvP, because it's much easier to run into someone on a one-dimensional track, than on a two-dimensional map.

    There is a risk management/push-your-luck aspect to movement from the very beginning; it doesn't start only when there are monsters/treasures all over the map. For example, if you have to choose between landing on a "Draw 1 card" space and landing on a "Draw 3 cards" space, you are immediately weighting risk and reward. If you play it safe, you go for the 1 card space: the worst that can happen is that you have to fight 1 monster (not a big risk), but at the very best you only get 1 object/follower (not a big reward). On the other hand, if you take your chances, you go for the 3 card space: at the worst, you have to fight 3 monsters at the same time (which means that you almost certainly lose a life), but at the best, you find 3 objects/followers (which will give you a huge advantage). Not to mention that in the latter case you have a better chance to find a talisman (unless someone else have already found it), or a benevolent stranger. And all of this is simply because they chose to put almost all the stuff in one single deck, as opposed to having a separate deck for everything, and coming up with a convoluted system to handle them.

    Now, that's what I call elegant game design.

  • avatarSan Il Defanso

    Wice, you hit on a good point: Talisman really should be compared to games like Monopoly and the Game of Life, because it's really more of a mainstream game. Maybe that's why I read so much venom about it. It doesn't play to the hobbyist crowd at all, and that chafes some people. Every aspect of the game feels like it just wants to do what's easiest, and not in a lazy way.

    Wadenels, I don't have a lot of use for the alternate endings. I have three of them from Frostmarch, and none have tickled my fancy enough to field-test them. I know that FFG keeps barking up that tree, but it always feels like a non-starter to me. It's probably a good compromise for people who want to like Talisman, but if you're already there why bother?

  • avatarwice

    Just for the record: I didn't want to say that Talisman should be compared to Monopoly or Game of Life, because they are all "mainstream" games; personally, I don't think that Talisman is that mainstream. What I meant was that some people tend to compare its movement system to those of Monopoly and Game of Life, because, you know, "roll and move". And I think it's an unfair comparison.

  • avatarSan Il Defanso

    I stand by my misrepresentation and faulty logic.

  • avatardragonstout

    Wice, *excellent* points.

    San, I (unsurprisingly) couldn't give a shit about the alternate endings either. What do you think of the extra boards? Personally, I dislike them primarily because of how they decrease PVP, and I see PVP as a huge advantage Talisman has over other adventure games.

  • avatarSan Il Defanso

    I've only played the Dungeon, and not very much. I see how they decrease PvP, but I usually play with just my wife, which means there isn't a lot of PvP in the first place. The good thing about the extra boards is that they have their own encounter decks. That means that as the regular encounter deck gets loaded with expansion cards and needs to be split into multiple piles, you can go to the outer boards to do some of the more hardcore leveling up, since those decks aren't watered down by three or four expansions.

  • avatarbioball

    I've found that I've done pretty well by just combining Reaper, Fountain and Blood Moon expansions and then culling the Adventure card deck until creatures are about 40-50% and everything else is split among all the other card types. I've also removed any Places/Strangers that do very little but take up space on the board and tilted more of the "power items" to have an alignment clause.

    I think the Reaper and Werewolf are nice because in games where there are only 2-3 players these extra figures provide a little passive aggressive PvP without adding a difficult mechanic to remember. In fact using the above mix, I actually sold a copy of Talisman to two new players at my local game store AND they've come back to play other games which I hold is part due to Talisman and my charming Southern accent.

  • avatarSan Il Defanso

    I rate your southern accent a weak 7.

  • avatarNeumannium  - re:
    Death and Taxis wrote:

    I'm hoping to see at least two more expansions in the hopper - the two remaining corner boards.

    Well, here's another corner covered:

    http://www.fantasyflightgames.com/edge_news.asp?eidn=3619

  • avatarRedeye

    Talisman is underrated in my opinion. Two things that are always levelled at talisman is rolling to move and drawing a card. I think folks assume that rolling to move was simply a product of its time and comparisons to monopoly are always made. According to the designer Bob Harris this was deliberate choice to limit your options and create interesting situations. You always have at least 2 options for movement usually more depending on your placement on the board and what items spells, followers etc you have, especially later in the game.

    Were 4th edition shines is how dynamic those adventure cards have become compared to the 2nd edition it is obviously homage to. As the game develops more cards are left on the board, changing the landscape of Talisman. There prioritised in order you have to deal with them becoming resources in the game, objectives for any strategy you might have. Its a simple idea but thats some clever shit right there. Generally you can get to any point on the board, it’s just a question of how many turns it takes to get there. There has to be a luck in an adventure game otherwise it doesn’t work if you always know what’s round the next corner..

    Very interested in the developments made in Relic. In some ways this is the game were they could make all the changes that they weren’t allowed to in Talisman. There seems to be more focus on how characters develop and adding missions.

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