House rules: Stamina Cards: this variant uses a deck of playing cards (but only using numbers 2-6 and Aces); these are stamina cards. Each player begins the game with a hand of six cards, with one of each number (Aces represent 1). Whenever a player would normally roll a dice for any reason, they can instead spend one of their stamina cards to use that number instead. Played stamina cards are considered dice rolls, so you can use fate after playing a card to reroll or play a different card - you can also spend a fate to play a card after rolling the dice. In combat, cards must be chosen before any dice are rolled - and cards are not revealed until dice are rolled. There are two ways to regain stamina cards: resting and eating. To rest, you simply skip your turn without acting or moving, draw a random stamina card (you can never have more than 6 stamina cards). If you rest at one of the four corner locations (or a space with a card that is identical to one of those spaces), you can spend 1 gold to draw back to 6 cards. To eat, you discard an “Animal” trophy and draw stamina cards equal to the animal’s strength and choose one to keep - then discard the rest. Talisman Showdown: A new time track is added that has 15 spaces and a marker (starting on the first space) to indicate progress. Every time an event card is drawn, the marker moves one space to the right. Once the marker moves all the way across the track, the Showdown will begin. Death is now permanent; no respawns. All players without Talismans are killed instantly (unless they are in the inner region). All players with Talismans are teleported to the Plains of Peril (unless they are already in the inner region). From this point on, leaving the inner region is impossible. Any text, effect, or ability that would make you leave the inner region sends you to the Plains of Peril instead. The Reaper is also permanently located in the Plains of Peril and must be encountered whenever a player moves there.
The only house rule I use is about how the Helmet, shield and armor works. Normally once you get the armor you can throw away the shiled and the helmet since the helmet protects you only on a roll of 6, the shield on 5 or 6 but the armor protects you on 4,5 or 6. I never liked this so I changed it so that the helmet protects you on a roll of 6, the shield on a roll of 5 and the armor on a 4, that way you need all the armor pieces to have full protection (also it makes the full plate better because it takes less space on your inventory).
I let the items stack so u can use all three at once for any one battle. example ur in physical combat with an enemy character or other and you lose the match. you may roll to save yourself the loss of life using all 3 items once and fate to re roll if you wanted. dark fate is so fun when your playing with a big group. :D
Hi, nice video man! its nice to see people out there who still play these games and care enough so that they can change some rules that maybe dont fit very well .i have the 3d edition and all of the expansions which is true that its the weakest , the artwork is a bit funny.but through the years i have drawn about 1500 cards, add 4 new regions and changed the dragons tower to a 10 floor tower and almost completely changed all the rules..its very close to a nice rpg game now. cheers!
I am using movement house rule- on one round every player can go up to 6 anywhere and on the other round every player have to roll a dice, than the cycle is repeated. It makes movement less random.
We've made a house rule which has greatly sped up the game. We reduce the amount of trophy points required for an extra point of strength or craft. We can adjust this number depending on how long of a game we want to play. We've found that 3 or 4 trophy points for an extra point of strength or craft makes for a 2 to 3 hour game. This does have balancing issues - for example, when played with the dragon expansion and the dragon tower ending, the game can result with characters with 30+ strength or craft.
A real living cat as a house ruling option? Well, I'd almost make a joke of it by saying that it should have been included in the Cataclysm expansion. Get it? Cat-aclysm? Yeah... bad one. I think the best house rule here is the basic Strength/Craft value limit of 12.
I don't want to offend anyone but a rule like that is for people who don't know how to play (and win). If you are 20/20 and still you're wandering around wasting time you lose by someone with 9-12 reaching and using the crown of command (excluding alternative endigs but it's more or less the same story).
Frog house rule: If cursed and turned into a frog, after 3 turns (if you survive), you simply return with all your items intact. So it's more of a lose 3 turns and run the risk of losing a lot of lives, if unlucky.
Can you do a Tailsman edition run down and explain the main differences between each of them? I have the original and the 4th and would love to know the minor/major changes as the game progressed
I only have the first edition set and the expansions that came out for it. In those days the game rules were so unclear and confused that me and my friend were forced to work out countless house rules. There were so many that if anyone else attempted to play the game with us they would think we were making up the rules as we went along. Examples of problems were how the Monk worked with the Warhorse i.e. do you add your Craft to your Strength twice (once because you're the Monk and once because you're on the warhorse)? For that one we decided that the Warhorse was redundant for the Monk because it effectively makes any other character as accomplished in battle as the Monk because of the addition of the Warhorse while the Monk couldn't add the Warhorse effect because if he rides it he cannot employ his special combat techniques. He could ride the Warhorse if he wanted to but it wouldn't make any difference to him because he naturally adds his Craft score to his Strength in combat. Another house rule of ours was to do with the number of objects one can carry and the special movement rules for horses and the horse and cart. The rules have it that a character can carry no more than 4 objects and the horse and cart allows the character to carry any number of objects and add 1 to his dice roll for movement if he wishes while a horse enables the character to add up to 3 to his dice roll for movement. So what happens if a character has a horse, a horse and cart, and the warhorse? Our rule was firstly that additional horses and carts and/or horses could be kept but they are considered to be tied to form a train. A horse cannot be used to add more than 1 space if the character is pulling a horse and cart behind him (although he could leave the horse and cart behind and ride up to 2 spaces away from it when he moves). If the character adds 1 to his movement for the horse and cart and then draws an encounter card monster he cannot then leap out of his horse and cart, mount his warhorse, and use it in battle. Similarly, if a character has a suit of armour on his horse and cart, he cannot count its protection against losing a life since he wasn't wearing it. If an encounter or spell means losing an object and the character has 3 objects on his person and a pile of objects on his horse and cart (which is counting as his 4th 'carried' object) then a dice must be rolled to determine which object is lost. If the horse and cart is lost then everything on it is lost as well (objects on a horse and cart or inside the bag of holding etc. are not rolled for separately). A character can acquire everything on the horse and cart if he can acquire it e.g. by using the Acquisition spell. Other house rules exist for certain characters and board spaces e.g. if the elf character can evade enemies in the woods then he can also choose to evade enemies in the forest. This reminds me of another house rule. A character with an evasion ability or one using the Evasion spell can evade any 'enemy' he encounters rather than just those specifically entitled 'enemy' e.g. the Evasion spell can be used to evade the Hag even though that is technically an Event card. This is because the Hag can only be interpreted as an enemy rather than an event since it is obviously she who causes the loss of objects and there is no possible positive outcome from the encounter. Were it possible to gain as much as a single piece of gold from her the Event could be counted as such rather than as an enemy since there is a chance that she will not be hostile.
We use Runestones from Digital Edition. I screenshotted and printed them off. We deal 5 to each player. They pick 3 from those, and those are added to their starting abilities. This helps the game get started faster and makes it a little more interesting.
If I'm not mistaken, one or a few of the expansions' or even the base game's rulebooks actually mention some variants which the Digital Edition of the game implemented as house rule options. I believe the runestone variant was actually one of them as well, allthough its rules may be slightly different.
with regards to the warhorse I think it should be allowed that the horse "dies" instead of your character losing a life then you discard the warhorse under the idea that the horse takes the blow instead of you. I find it unfair that your supposed to take a loss of life and lose a valuable ally. thoughts? it would mitigate the loss better than because the cards states you may do so during psychic of physical battle.
Good evening Ken, I hope that you are well. I have two questions for you my friend. Firstly I drew a Warlock Quest card "Visit The Mystic" but the village is replaced with a Ruins terrain card. Should I just replace the Warlock Quest card with another? Secondly, I have the Alchemist character from The City expansion of which I'm not using it in this game, but I always use all of the alternative ending cards. One of he's special abilities is swapping gold for potions of which the potions deck is not used without the City. I think there's been a spelling error and instead of "Potions" I think it should be "fate" as there is a mention of fate on the card, but it doesn't quite read correctly. Would you kindly have a look at the Alchemist card for me please and let me know what you think, unless my meds are confusing my eyesight lol. Kind regards and many thanks, Terry
@@zaza2010full, no, you don't reroll for movement; that implies you can move away during the same turn. Also, you typed 'title' instead of (I guess) 'tile' although I think 'board space' is less likely to be misunderstood than 'tile'.
If you are defeated by a monster you lose 1 life (you can use objects such as a shield to prevent this) and then your turn ends. The monster card is placed on the space and you can move off from that space on your next turn. If you wish to fight the monster again you must first leave the space and then return.
The amount of pain I am experiencing watching a video of this quality of humor has never been felt before.
House rules:
Stamina Cards: this variant uses a deck of playing cards (but only using numbers 2-6 and Aces); these are stamina cards. Each player begins the game with a hand of six cards, with one of each number (Aces represent 1). Whenever a player would normally roll a dice for any reason, they can instead spend one of their stamina cards to use that number instead. Played stamina cards are considered dice rolls, so you can use fate after playing a card to reroll or play a different card - you can also spend a fate to play a card after rolling the dice. In combat, cards must be chosen before any dice are rolled - and cards are not revealed until dice are rolled. There are two ways to regain stamina cards: resting and eating. To rest, you simply skip your turn without acting or moving, draw a random stamina card (you can never have more than 6 stamina cards). If you rest at one of the four corner locations (or a space with a card that is identical to one of those spaces), you can spend 1 gold to draw back to 6 cards. To eat, you discard an “Animal” trophy and draw stamina cards equal to the animal’s strength and choose one to keep - then discard the rest.
Talisman Showdown: A new time track is added that has 15 spaces and a marker (starting on the first space) to indicate progress. Every time an event card is drawn, the marker moves one space to the right. Once the marker moves all the way across the track, the Showdown will begin. Death is now permanent; no respawns. All players without Talismans are killed instantly (unless they are in the inner region). All players with Talismans are teleported to the Plains of Peril (unless they are already in the inner region). From this point on, leaving the inner region is impossible. Any text, effect, or ability that would make you leave the inner region sends you to the Plains of Peril instead. The Reaper is also permanently located in the Plains of Peril and must be encountered whenever a player moves there.
I'm normally not one on house rules, but I like the idea of capping strength. Geez, I need more expansions!
The only house rule I use is about how the Helmet, shield and armor works. Normally once you get the armor you can throw away the shiled and the helmet since the helmet protects you only on a roll of 6, the shield on 5 or 6 but the armor protects you on 4,5 or 6. I never liked this so I changed it so that the helmet protects you on a roll of 6, the shield on a roll of 5 and the armor on a 4, that way you need all the armor pieces to have full protection (also it makes the full plate better because it takes less space on your inventory).
I let the items stack so u can use all three at once for any one battle. example ur in physical combat with an enemy character or other and you lose the match. you may roll to save yourself the loss of life using all 3 items once and fate to re roll if you wanted. dark fate is so fun when your playing with a big group. :D
@@MarkEdwardRom I use this house rule as well.
Hi, nice video man! its nice to see people out there who still play these games and care enough so that they can change some rules that maybe dont fit very well .i have the 3d edition and all of the expansions which is true that its the weakest , the artwork is a bit funny.but through the years i have drawn about 1500 cards, add 4 new regions and changed the dragons tower to a 10 floor tower and almost completely changed all the rules..its very close to a nice rpg game now. cheers!
Amazing video, a lot of great ideas there! I would love to get another one of these
I am using movement house rule- on one round every player can go up to 6 anywhere and on the other round every player have to roll a dice, than the cycle is repeated. It makes movement less random.
Nice! I would think speeds up the game time too.
@@thebottledimp A little bit, but I played yesterday and we spent hours despite of it :D
The only house rule we have at the moment is no one buys the flail. It’s too OP.
We've made a house rule which has greatly sped up the game. We reduce the amount of trophy points required for an extra point of strength or craft. We can adjust this number depending on how long of a game we want to play. We've found that 3 or 4 trophy points for an extra point of strength or craft makes for a 2 to 3 hour game.
This does have balancing issues - for example, when played with the dragon expansion and the dragon tower ending, the game can result with characters with 30+ strength or craft.
Good idea! I also reduce the trophy point count for a quicker game. Yes, Talisman can throw up some strange games!
We do 5 points to get a skill up to 5, then 7 points to get a skill up to 8, then 9 points for skills 8+
A real living cat as a house ruling option? Well, I'd almost make a joke of it by saying that it should have been included in the Cataclysm expansion. Get it? Cat-aclysm? Yeah... bad one.
I think the best house rule here is the basic Strength/Craft value limit of 12.
I don't want to offend anyone but a rule like that is for people who don't know how to play (and win). If you are 20/20 and still you're wandering around wasting time you lose by someone with 9-12 reaching and using the crown of command (excluding alternative endigs but it's more or less the same story).
Great vids Ken.
Helped me figure out which expansions we wanted and which we could live without, because the pricing of 4th edition games is mental.
Frog house rule: If cursed and turned into a frog, after 3 turns (if you survive), you simply return with all your items intact. So it's more of a lose 3 turns and run the risk of losing a lot of lives, if unlucky.
Can you do a Tailsman edition run down and explain the main differences between each of them? I have the original and the 4th and would love to know the minor/major changes as the game progressed
You dont add your strength to the Flail during combat, right?
To make another comment I love the individual card mechanics. For the grim reaper I use the no fate rule too. I got my regular players very wary.
Races and classes?
I only have the first edition set and the expansions that came out for it. In those days the game rules were so unclear and confused that me and my friend were forced to work out countless house rules. There were so many that if anyone else attempted to play the game with us they would think we were making up the rules as we went along. Examples of problems were how the Monk worked with the Warhorse i.e. do you add your Craft to your Strength twice (once because you're the Monk and once because you're on the warhorse)? For that one we decided that the Warhorse was redundant for the Monk because it effectively makes any other character as accomplished in battle as the Monk because of the addition of the Warhorse while the Monk couldn't add the Warhorse effect because if he rides it he cannot employ his special combat techniques. He could ride the Warhorse if he wanted to but it wouldn't make any difference to him because he naturally adds his Craft score to his Strength in combat.
Another house rule of ours was to do with the number of objects one can carry and the special movement rules for horses and the horse and cart. The rules have it that a character can carry no more than 4 objects and the horse and cart allows the character to carry any number of objects and add 1 to his dice roll for movement if he wishes while a horse enables the character to add up to 3 to his dice roll for movement. So what happens if a character has a horse, a horse and cart, and the warhorse? Our rule was firstly that additional horses and carts and/or horses could be kept but they are considered to be tied to form a train. A horse cannot be used to add more than 1 space if the character is pulling a horse and cart behind him (although he could leave the horse and cart behind and ride up to 2 spaces away from it when he moves). If the character adds 1 to his movement for the horse and cart and then draws an encounter card monster he cannot then leap out of his horse and cart, mount his warhorse, and use it in battle. Similarly, if a character has a suit of armour on his horse and cart, he cannot count its protection against losing a life since he wasn't wearing it. If an encounter or spell means losing an object and the character has 3 objects on his person and a pile of objects on his horse and cart (which is counting as his 4th 'carried' object) then a dice must be rolled to determine which object is lost. If the horse and cart is lost then everything on it is lost as well (objects on a horse and cart or inside the bag of holding etc. are not rolled for separately). A character can acquire everything on the horse and cart if he can acquire it e.g. by using the Acquisition spell.
Other house rules exist for certain characters and board spaces e.g. if the elf character can evade enemies in the woods then he can also choose to evade enemies in the forest. This reminds me of another house rule. A character with an evasion ability or one using the Evasion spell can evade any 'enemy' he encounters rather than just those specifically entitled 'enemy' e.g. the Evasion spell can be used to evade the Hag even though that is technically an Event card. This is because the Hag can only be interpreted as an enemy rather than an event since it is obviously she who causes the loss of objects and there is no possible positive outcome from the encounter. Were it possible to gain as much as a single piece of gold from her the Event could be counted as such rather than as an enemy since there is a chance that she will not be hostile.
We use Runestones from Digital Edition. I screenshotted and printed them off.
We deal 5 to each player. They pick 3 from those, and those are added to their starting abilities. This helps the game get started faster and makes it a little more interesting.
No bad idea
If I'm not mistaken, one or a few of the expansions' or even the base game's rulebooks actually mention some variants which the Digital Edition of the game implemented as house rule options. I believe the runestone variant was actually one of them as well, allthough its rules may be slightly different.
nice vid Ken, cheers.
with regards to the warhorse I think it should be allowed that the horse "dies" instead of your character losing a life then you discard the warhorse under the idea that the horse takes the blow instead of you. I find it unfair that your supposed to take a loss of life and lose a valuable ally. thoughts?
it would mitigate the loss better than because the cards states you may do so during psychic of physical battle.
Good evening Ken, I hope that you are well.
I have two questions for you my friend. Firstly I drew a Warlock Quest card "Visit The Mystic" but the village is replaced with a Ruins terrain card. Should I just replace the Warlock Quest card with another?
Secondly, I have the Alchemist character from The City expansion of which I'm not using it in this game, but I always use all of the alternative ending cards. One of he's special abilities is swapping gold for potions of which the potions deck is not used without the City. I think there's been a spelling error and instead of "Potions" I think it should be "fate" as there is a mention of fate on the card, but it doesn't quite read correctly.
Would you kindly have a look at the Alchemist card for me please and let me know what you think, unless my meds are confusing my eyesight lol. Kind regards and many thanks, Terry
The board must become 3d as an houserule and random like the new talisman-like game
what happens if you get defeated by a monster?
are you stuck fighting every turn until you win or do you move away?
Lose one life and reroll for movement. Put the card on the title and move on.
@@zaza2010full, no, you don't reroll for movement; that implies you can move away during the same turn. Also, you typed 'title' instead of (I guess) 'tile' although I think 'board space' is less likely to be misunderstood than 'tile'.
If you are defeated by a monster you lose 1 life (you can use objects such as a shield to prevent this) and then your turn ends. The monster card is placed on the space and you can move off from that space on your next turn. If you wish to fight the monster again you must first leave the space and then return.
The overpowered pestilence seems too nazi