Recommend
32 
 Thumb up
 Hide
51 Posts
1 , 2 , 3  Next »   | 

Talisman (Revised 4th Edition)» Forums » General

Subject: My Talisman Statistics rss

Your Tags: Add tags
Popular Tags: [View All]
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
I started keeping track of the win/loss records for characters when I bought Upgrade pack + Reaper at the same time. Since then, 41 games with that combination. Not sure anybody cares about stats, but perhaps some people do (other than me that is ). If you've kept stats for your games, feel free to post them.

Notes:

- still using the BI edition board, only using the Village errata, so no Fate replenish at Graveyard (or Temple)

- Assassin is the "old" Assassin, who can only use his ability against Adventure cards he lands on, already face-up, not against just-drawn ones (this hurts him in the stats)

- 2 of the 41 have been 2-player, rest all 3-player (so 39 3-player)


G/W/L/D/R

8/2/6/1/1 Assassin
8/3/5/1/2 Dark Cultist
8/2/6/0/3 Druid
8/3/5/2/0 Dwarf
8/1/7/2/1 Elf
8/1/7/2/2 Ghoul
8/3/5/0/0 Knight
8/2/6/1/0 Merchant
8/1/7/3/1 Minstrel
8/2/6/1/0 Monk
8/1/7/2/2 Priest
8/3/5/1/0 Prophetess
8/5/3/0/1*Sage
8/0/8/3/2 Sorceress
9/3/6/0/1 Thief
8/4/4/1/3*Troll
8/2/6/1/4*Warrior
8/3/5/3/1 Wizard
(had to put the char names at the end to have the table align)

Reaper kills: 5 (Elf, Prophetess, Troll, Warrior, Wizard)

Toad: 4 (Dwarf, Priest, Sage, Thief)

G: # of games character has been in

W: won game, last char standing, naturally

L: involved in a game, lost

This is regardless of how many turns a character got to play, if char X was in the game and didn't win (maybe he died mid-game), marked for a loss. Naturally, this makes it harder for chars to have a winning record as each game will only have 1 win, but 2+ losses.

D: mid-game death, so died before anyone reached the Crown of Command

R: mid-game replacement, drawn because a mid-game death occurred

*: character won as mid-game replacement


Seems like I could categorize the chars into following sections:

Top Dog (big cheese):

5-3 Sage

Remains the consistently best character. Philosopher from 2nd edition was the only char we banned back in the day (using Talisman + Expansion + Adventure combo) and the Sage from Reaper is pretty much the exact same char. Hasn't been banned yet, but still very, very powerful.

Pretender:

4-4 Troll

Strategy is easy, bash, bash, bash, strength, strength, strength. Though there have been a couple of games featuring a spell-slinging Troll. Craft 5 + Wand Troll is hard to beat for entertainment value . And there was that one game where Troll had an effective 11 Craft in Psychic Combat against Spirits. Troll taking out a Demon anyone surprise ?

(note, both of the top-2 have won as a mid-game replacement, solidifying their reputations)

Upper Mid-level:

3-5 Dark Cultist, Dwarf, Knight, Prophetess, Thief (3-6), Wizard

These are all solid characters, who don't require a lot of luck to win. Dwarf is the rush-lord, still holds the record for the fastest win, 45 minutes. Dark Cultist hasn't done as well as her abilities might suggest, but she's suffered from poor rolls in more than few games. Knight + Idol or Temple is just nasty. Prophetess is still a good char, even with the changed wording of her ability (from 2nd ed.). Wizard started poorly, but has steadily climbed to here. Thief is really the surprise package. Strategy for him is to hang around the Village area, trying to land there, looting the Mules out of the Purchase deck, then travel the land, picking up things from all other chars.

Lower Mid-level:

2-6 Assassin, Druid, Merchant, Monk, Warrior

Solid as well, but require more luck to win. Assassin suffers from him being houseruled back to "normal" Assassin, not the über-death-machine he is RAW. Warrior has been a mid-game replacement in half the games his been in, leading to bit poorer stats than one would expect. He's managed a win as replacement though.

Bottom of the barrel:

1-7 Elf, Ghoul, Minstrel, Priest

You got your work cut out for you, if you're wanting a win. Of course, if ever char in the current game is from this level or the Sorceress, things should be fairly even-steven.

SOL:

Sorceress

Almost got to 1-7, but Prophetess managed Transference + Temporal Warp.
13 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Derek Rowe
Canada
High River Canada
Alberta
flag msg tools
Need to play more ASL!!!!!!
mbmbmbmbmb
Great to see stats. Keep up the good work. Can't wait to see the dungeon characters inserted into the list.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Chris Turner
United States
Wauwatosa
Wisconsin
flag msg tools
mbmbmbmbmb
Is this with the nerfed Monk or the real version?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
littlemute wrote:
Is this with the nerfed Monk or the real version?


Monk's RAW as per the FFG version, so only adds his starting Craft.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
Alright, I know everyone has been eagerly waiting for updates like forever. What, nobody? Oh well.

15 games with the Dungeon done now. In order to get the Dungeon characters some more plays, first 10 games were 2 from Dungeon, 1 from the rest, which got each of the Dungeon chars to 4 appearances. Next 5 have been 1 from Dungeon, 2 from the rest.

G/W/L/D/R
5/2/3/1/0 Amazon
10/2/8/1/1 Assassin
10/4/6/1/3* Dark Cultist
10/2/8/1/3 Druid
10/3/7/2/1 Dwarf
10/2/8/2/1 Elf
9/1/8/2/2 Ghoul
5/2/3/1/0 Gladiator
5/3/2/0/0 Gypsy
10/3/7/1/1 Knight
9/2/7/1/1 Merchant
10/1/9/3/3 Minstrel
10/3/7/1/0 Monk
5/1/4/2/0 Philosopher
10/1/9/3/3 Priest
10/3/7/1/2 Prophetess
10/5/5/1/1* Sage
10/0/10/5/3 Sorceress
5/1/4/1/0 Swashbuckler
10/3/7/0/1 Thief
10/5/5/1/4* Troll
10/3/7/2/5** Warrior
10/4/6/4/2* Wizard

G: # of games character has been in

W: won game, last char standing, naturally

L: involved in a game, lost

This is regardless of how many turns a character got to play, if char X was in the game and didn't win (maybe he died mid-game), marked for a loss. Naturally, this makes it harder for chars to have a winning record as each game will only have 1 win, but 2+ losses.

D: mid-game death, so died before anyone reached the Crown of Command

R: mid-game replacement, drawn because a mid-game death occurred

*: character won as mid-game replacement
(Yes, Warrior has won twice as a mid-game replacement, but also, half his appearances are mid-game ones)

Reaper kills: 9 (Amazon, Druid, Elf, Prophetess, Sorceress, Troll, Warrior 2, Wizard)

Toad: 9 (Dwarf*, Gladiator, Gypsy*, Knight 2, Priest, Sage*, Swashbuckler, Thief)
* = won despite getting Toaded
(Knight was Toaded twice in the same game)

Lord of Darkness fought 7 times (in order they happened):

Philosopher (Finger of Death, just for the Treasure)
Gladiator (won battle by 1, despite going in with a 5-point advantage)
Elf (won battle by 10)
Dark Cultist (won battle by 13)
Gladiator (won battle by 5, going in with 5-point advantage)
Dwarf (won battle by 5, going in with a 5-point advantage)
Amazon (won battle by 5, going in with a 4-point advantage)


Early days yet, but thoughts on the Dungeon characters so far:

Amazon: Just as the Dwarf is the best pure rusher, Amazon is the Queen B of PvP. With her movement and combat ability, she can really make life difficult for people. Oh, the 'B' in her case stands for Bully. When Amazon has an advantage in battle, you have to constantly keep an eye out for her, if you're within 6 spaces, she can swoop in. Like the Thief, she adds tension to the game, but unlike the Thief, hers comes in more lethal fashion. Of course, if your group isn't into PvP, she can still attack Enemies with almost laser-guided precision.

Gladiator: He's been unlucky. Really, he should/could have a 4-1 record, but I think his first game jinxed him for the next two, as in both he failed to get past Dice with Death. Gladiator can gain Strength like nobody's business. "Useless" Followers like Prince, Princess, Guide, etc. suddenly are worthwhile. Gladiator + Mule-army is a terrifying prospect. Followers lead to battle Strength which leads to trophies, which leads to even more Strength. Here are things the Gladiator doesn't want to see in the game: Hag, Mesmerism, being Toaded, Dungeon Keeper, Sorceress. Also, if he focuses on Strength, he is vulnerable in psychic combat, if you have the ability to attack him that way. But the Gladiator is a tough customer, no doubt.

Gypsy: Whoah, nelly! A total sleeper hit. Winning record after 5 games (though this will probably balance out as things progress). Ability to ignore Events is nice, means she doesn't lose turns, no worry about Raiders, Horse Thief, Whirlwind, etc. With Gypsy in the game, you have to really think about Spell use. Do I cast this Spell, as the Gypsy will then get it? Unless she has her Craft allowance of Spells or is a Toad, any Spell you cast can come back at you. Transference is a game-winner, but against the Gypsy, your joy will be shortlived, unless you're packing Counter Spell.

Philosopher: Hmm, not much to say about him really, he does seem to lack a hook, so to speak. His ability to remove a faceup Adventure card can be useful for removing Places and causing general annoyance to people. And, yes, the rulebook refers to the Philosopher as male, though I'm still not convinced. At any rate, he is one half of the Talisman Metro-squad, the other half of course being the Minstrel !

Swashbuckler: His poor record is a bit misleading I think. His abilities are very nice, though extra draw can backfire, as it did in his most recent appearance, first turn, move to Fields, draw 2, Giant + Goblin (Str 8), few turns later Fields again, Crone + Demon (Craft 11 + Toaded)! In a normal game, he can easily get 10, 20, even more extra turns by winning battles. If he can get some Strength, Tavern has 1/3 shot of an extra turn, picking on weaker characters gets reward + extra turn. I tend to hang around the Tavern corner, due to his ability, you also have a 1/3 shot of getting a Teleport to space of your choice (same odds for getting to the Middle Region as well), making it easier to land on Fields or attacking characters or faceup Adventure cards.
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ken Picklesimer
United States
Ohio
flag msg tools
Dam...

Great posts! I really should keep a log from here on out. This is really insightful stuff!zombie
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
morten gravesen
msg tools
Used your Talisman advice and played Knight (figured it was better than Elf). Got an axe and build a raft quickly and got to the middle to exploit the temple

Within 4-5 round someone drew the Idol on one of the deserts. After that I just increased in strength like crazy. And to make it even better I got the gnome as a follower

Great stuff!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
molle85dk wrote:
Used your Talisman advice and played Knight (figured it was better than Elf). Got an axe and build a raft quickly and got to the middle to exploit the temple

Within 4-5 round someone drew the Idol on one of the deserts. After that I just increased in strength like crazy. And to make it even better I got the gnome as a follower

Great stuff!


Of course, I'm an advocate of random chars all the way. And not even the suggested semi-random, "deal 3, choose 1" variant suggested in the rules.

Did you pack Holy Grail or Water Bottle though, since Desert would sap a life each visit otherwise.

In case someone is awaiting an update, probably next week will see the Frostmarch characters in their 7th appearance each, after that might be okay to put another chart in (I covered the FM characters briefly in another thread recently).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
Alright, as mentioned, new stats.

Collected from 88 games (all with Reaper expansion). 47 of the games have had Dungeon expansion used and 22 with Frostmarch. So 22 games have been played with all current expansions available.

G/W/L/D/M
10/3/7/2/0 Amazon
14/3/11/3/2 Assassin
13/4/9/2/5* Dark Cultist
13/2/11/2/4 Druid
14/4/10/2/3 Dwarf
14/4/10/2/1 Elf
13/2/11/4/2 Ghoul
9/4/5/1/0 Gladiator
10/5/5/1/0 Gypsy
14/3/11/2/4 Knight
7/0/7/5/0 Leprechaun
14/4/10/3/2 Merchant
14/1/13/3/3 Minstrel
14/4/10/1/2 Monk
7/3/4/2/0 Necromancer
7/5/2/0/0 Ogre Chieftain
10/2/8/3/2 Philosopher
13/1/12/3/3 Priest
14/3/11/1/5 Prophetess
14/7/7/2/2* Sage
14/2/12/5/4 Sorceress
10/2/8/3/1 Swashbuckler
14/3/11/1/3 Thief
14/6/8/2/4* Troll
7/4/3/1/0 Warlock
14/3/11/2/7** Warrior
13/4/9/4/3* Wizard

G: # of games character has been in

W: won game, last char standing, naturally

L: involved in a game, lost

This is regardless of how many turns a character got to play, if char X was in the game and didn't win (maybe he died mid-game), marked for a loss. Naturally, this makes it harder for chars to have a winning record as each game will only have 1 win, but 2+ losses.

D: mid-game death, so died before anyone reached the Crown of Command

R: mid-game replacement, drawn because a mid-game death occurred

*: character won as mid-game replacement
(Yes, Warrior has won twice as a mid-game replacement, but also, half his appearances are mid-game ones)

Reaper kills: 14 (Amazon, Druid, Elf, Leprechaun 3, Prophetess, Swashbuckler, Sorceress, Troll 2, Warrior 2, Wizard)

Toad: 18 (Druid, Dwarf*, Ghoul, Gladiator 2*, Gypsy*, Knight 2, Minstrel 3, Nercomancer 2*, Philosopher, Priest, Sage*, Swashbuckler, Thief)
* = won despite getting Toaded; Gladiator and Necromancer won one of their Toad-games
(Knight and Minstrel have been Toaded twice in one game)

Lord of Darkness fought 16 times:

Philosopher (Finger of Death, just for the Treasure)
Gladiator (won battle by 1, despite going in with a 5-point advantage)
Elf (won battle by 10)
Dark Cultist (won battle by 13)
Gladiator (won battle by 5, going in with 5-point advantage)
Dwarf (won battle by 5, going in with a 5-point advantage)
Amazon (won battle by 5, going in with a 4-point advantage)
Gladiator (won battle by 14, going in with a 13-point advantage)
Amazon (won battle by 8, going in with a 10-point advantage)
Thief (won battle by 7, going in with a 7-point advantage)
Ogre Chieftain (won battle by 10, going in with a 13-point advantage)
Minstrel (won battle by 7, going in with a 7-point advantage)
Ogre Chieftain (won battle by 13, going in with a 10-point advantage)
Necromancer (won psychic combat by 16, going in with a 13-point advantage)
Thief (won battle by 4, going in with a 3-point advantage)
Troll (won battle by 14, going in with a 14-point advantage)

Frostmarch characters:

Leprechaun: Kenny of Talisman laugh . Current holder of the worst character title and he's already been killed more times by the Reaper than characters that have been in twice as many games! His main contribution to games is to add 10-20+ Gold to the game, but sadly, Gold is the most useless commodity in the game. He has even gotten his most wanted cards (Mercenary and Academy) in his games (Academy once in Woods!) and still hasn't won. His Teleport ability appears nice, except most of the time, one space is the same as another, especially on the Outer Region. On the Middle Region, Temple-spamming is an option, though it has actually killed him once. Teleporting (via Magic Carpet) is something worthwhile when the character's special abilities are PvP-oriented (Assassin, Thief, Sorceress, etc.). For the Leprechaun, it's more of a gimmick.

Necromancer & Ogre Chieftain: Joining these two, as they can do a certain thing better than any other characters. First, the other points about these two. One is a standard Evil 2/4 char, so can attack via psychic combat, the other is a weaker (Str 5) Troll. What sets these two apart is their Follower-related ability, especially when combined with the Dungeon. Either of these two can collect Followers, hit the Dungeon (or even collect them there), reach the Treasure Chamber, cashing in 15+ points in Followers and absolutely annihilate the Lord of Darkness. I've seen the OC reach the Crown of Command in 25 minutes this way and he still had his starting stats for pete's sake! I don't know why these two got the ability to use and and all of their Followers in a single combat, it makes the Ghoul and Minstrel's single Follower abilities look pathetic.

But there has been a noticeable power creep with each expansion. Base has 1 top-level char (Troll), Reaper also 1 (Sage), Dungeon 2 (Gladiator and Gypsy) and Frostmarch 3 (all but Leprechaun). Which I suppose is as good a segway as any for the final character.

Warlock: This guy is an absolute nutter! His stats are slightly misleading, he once died against a Basilisk, a monster you can do nothing about, just hope it doesn't roll doubles (if Basilisk rolls doubles -> you're dead). Last time out, he had insanely hard Warlock Quests (that ending was in use) but was still in with a shout. For starters, he starts on the Middle Region! No other character in any Talisman before has been allowed to start there AFAIK. Since the Warlock only has Str 2, taking him out early via PvP would be an option, except he can hang around the Middle Region, avoiding the people on the Outer Region. Middle Region also has the Temple for immediate stat gain possiblities. Additionally, he is the god of spell-cycling, get him +1 Craft and he can draw and cast 3 Spells on each of his turns. I've seen him single-handedly cycle 40-45 Spells for the 90 card deck. One character the Warlock truly fears is the Gypsy, whose ability makes his spell-cycling a lot more risky, since the Gypsy can take any Spell another char discards (if she wants to and isn't at limit). Only thing missing from the Warlock's ascension to godhood is the ability to attack via psychic combat. But even without it, he's pretty ridiculous.

Still, this is Talisman, where anything can and tends to happen, so no character is an auto-win. No doubt the Leprechaun will one day win around here.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Paul Brooks
Scotland
Stirling
flag msg tools
mbmbmbmbmb
Keep up the good work Rauli - this is good stuff
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
Alright, final stats. That is, until I get Highland laugh ! I had hoped to have the characters at a certain number of appearances (16 for base + Reaper, 12 for Dungeon, 10 for Frostmarch), but umm, the last two games saw a total of 6 deaths, so didn't quite pan out that way.

Total of plays 104 (all with Reaper, Dungeon 63 and Frostmarch 38 plays). Each expansion is always used fully after adding it to the mix.

Those 104 plays have seen 83 mid-game deaths, so around 4 in 5 games ratio.

G/W/L/D/M
13/5/8/2/1 Amazon
16/3/13/5/2 Assassin
16/5/11/3/7* Dark Cultist
17/2/15/3/5 Druid
16/5/11/2/3 Dwarf
16/5/11/2/1 Elf
16/2/14/6/2 Ghoul
12/5/7/1/1 Gladiator
13/7/6/2/0 Gypsy
16/3/13/2/6 Knight
10/2/8/5/0 Leprechaun
16/5/11/3/3 Merchant
16/1/15/3/4 Minstrel
16/4/12/2/3 Monk
10/4/6/4/0 Necromancer
10/5/5/3/0 Ogre Chieftain
12/2/10/4/3 Philosopher
16/1/15/3/4 Priest
16/3/13/2/6 Prophetess
17/7/10/3/4* Sage
16/2/14/6/4 Sorceress
12/3/9/3/1 Swashbuckler
16/3/13/2/3 Thief
16/7/9/2/5** Troll
11/6/5/2/4** Warlock
16/3/13/2/8** Warrior
16/4/12/7/3* Wizard

G: # of games character has been in

W: won game, last char standing, naturally

L: involved in a game, lost

This is regardless of how many turns a character got to play, if char X was in the game and didn't win (maybe he died mid-game), marked for a loss. Naturally, this makes it harder for chars to have a winning record as each game will only have 1 win, but 2+ losses.

D: mid-game death, so died before anyone reached the Crown of Command

R: mid-game replacement, drawn because a mid-game death occurred

*: character won as mid-game replacement
(Troll, Warlock and Warrior have won twice as a mid-game replacement)

Reaper kills: 22 (Amazon, Assassin, Druid 2, Elf, Ghoul, Gypsy, Leprechaun 3, Ogre Chieftain, Prophetess 2, Swashbuckler, Sorceress, Troll 2, Warrior 2, Wizard 3)

Toad: 23 (Amazon, Druid 2, Dwarf*, Ghoul, Gladiator 2*, Gypsy*, Knight 2, Minstrel 3, Necromancer 2*, Ogre Chieftain, Philosopher, Priest, Sage 2*, Swashbuckler, Thief, Wizard)
* = won despite getting Toaded; Gladiator, Necromancer and Sage have won one of their Toad-games
(Knight and Minstrel have been Toaded twice in one game)

Lord of Darkness fought 20 times (just under once every three games):

Philosopher (Finger of Death, just for the Treasure)
Gladiator (won battle by 1, despite going in with a 5-point advantage)
Elf (won battle by 10)
Dark Cultist (won battle by 13)
Gladiator (won battle by 5, going in with 5-point advantage)
Dwarf (won battle by 5, going in with a 5-point advantage)
Amazon (won battle by 5, going in with a 4-point advantage)
Gladiator (won battle by 14, going in with a 13-point advantage)
Amazon (won battle by 8, going in with a 10-point advantage)
Thief (won battle by 7, going in with a 7-point advantage)
Ogre Chieftain (won battle by 10, going in with a 13-point advantage)
Minstrel (won battle by 7, going in with a 7-point advantage)
Ogre Chieftain (won battle by 13, going in with a 10-point advantage)
Necromancer (won psychic combat by 16, going in with a 13-point advantage)
Thief (won battle by 4, going in with a 3-point advantage)
Troll (won battle by 14, going in with a 14-point advantage)
Amazon (won battle by 14, going in with a 12-point advantage)
Sorceress (won psychic combat by 4, going in with a 4-point advantage)
Necromancer (won psychic combat by 16, going in with a 14-point advantage)
Dwarf (won battle by 12, going in with a 10-point advantage)
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
Well, finally got around to adding Highland expansion (dang announcement of the next one added pressure ). Current tally is 119 games, so 15 added since the last update. These games saw each of the HL characters paired once with another HL character and one from the rest of the pool, using the following endings in order: Crown of Command (default), Battle Royale, Warlock Quests, Eagle King, Hand of Doom.

G/W/L/D/M
5/3/2/0/0 Alchemist
13/5/8/2/1 Amazon
17/4/13/5/2 Assassin
17/5/12/4/7* Dark Cultist
17/2/15/3/5 Druid
17/5/12/3/4 Dwarf
17/6/11/2/1 Elf
17/2/15/6/2 Ghoul
13/5/8/1/1 Gladiator
13/7/6/2/0 Gypsy
5/1/4/1/0 Highlander
17/3/14/3/6 Knight
11/2/9/5/0 Leprechaun
17/5/12/3/4 Merchant
17/1/16/3/5 Minstrel
17/4/13/2/3 Monk
11/4/7/4/0 Necromancer
11/5/6/4/0 Ogre Chieftain
13/2/11/5/3 Philosopher
17/1/16/3/4 Priest
17/3/14/2/6 Prophetess
5/5/0/0/0 Rogue
17/7/10/3/4* Sage
18/2/16/6/5 Sorceress
5/0/5/1/0 Sprite
13/3/10/3/2 Swashbuckler
17/3/14/2/4 Thief
17/7/10/3/6** Troll
5/3/2/0/0 Valkyrie
5/1/4/0/0 Vampiress
11/6/5/1/4** Warlock
17/3/14/2/8** Warrior
17/4/13/7/4* Wizard

G: # of games character has been in

W: won game, last char standing, naturally

L: involved in a game, lost

This is regardless of how many turns a character got to play, if char X was in the game and didn't win (maybe he died mid-game), marked for a loss. Naturally, this makes it harder for chars to have a winning record as each game will only have 1 win, but 2+ losses.

D: mid-game death, so died before anyone reached the Crown of Command

R: mid-game replacement, drawn because a mid-game death occurred

*: character won as mid-game replacement
(Troll, Warlock and Warrior have won twice as a mid-game replacement)

Reaper kills: 23 (Amazon, Assassin, Druid 2, Elf, Ghoul, Gypsy, Leprechaun 3, Ogre Chieftain, Prophetess 2, Sorceress, Sprite, Swashbuckler, Troll 2, Warrior 2, Wizard 3)

Toad: 27 (Amazon, Druid 2, Dwarf*, Ghoul, Gladiator 2*, Gypsy*, Highlander, Knight 2, Minstrel 3, Necromancer 2*, Ogre Chieftain 2, Philosopher, Priest, Prophetess, Sage 2*, Sprite, Swashbuckler, Thief, Wizard)
* = won despite getting Toaded; Gladiator, Necromancer and Sage have won one of their Toad games
(Knight and Minstrel have been Toaded twice in one game)

Lord of Darkness fought 24 times:

Philosopher (Finger of Death, just for the Treasure)
Gladiator (won battle by 1, despite going in with a 5-point advantage)
Elf (won battle by 10)
Dark Cultist (won battle by 13)
Gladiator (won battle by 5, going in with 5-point advantage)
Dwarf (won battle by 5, going in with a 5-point advantage)
Amazon (won battle by 5, going in with a 4-point advantage)
Gladiator (won battle by 14, going in with a 13-point advantage)
Amazon (won battle by 8, going in with a 10-point advantage)
Thief (won battle by 7, going in with a 7-point advantage)
Ogre Chieftain (won battle by 10, going in with a 13-pont advantage)
Minstrel (won battle by 7, going in with a 7-point advantage)
Ogre Chieftain (won battle by 13, going in with a 10-point advantage)
Necromancer (won psychic combat by 16, going in with a 13-point advantage)
Thief (won battle by 4, going in with a 3-point advantage)
Troll (won battle by 14, going in with a 14-point advantage)
Amazon (won battle by 14, going in with a 12-point advantage)
Sorceress (won psychic combat by 4, going in with a 4-point advantage)
Necromancer (won psychic combat by 16, going in with a 14-point advantage)
Dwarf (won battle by 12, going in with a 10-point advantage)
Monk (won battle by 6, going in with a 5-point advantage)
Alchemist (won battle by 9, going in with a 8-point advantage)
Valkyrie (won battle by 5, going in with a 4-point advantage)
Vampiress (won battle by 7, going in with 3-point advantage)

Initial thoughts on the Highland characters:

Alchemist: Despite not having the best record out of the new characters, I still feel he is almost broken, with the default Crown of Command ending he can't be killed barring ridiculous circumstances. The trouble is that he takes the most common resource, Gold (which BTW is also the most useless resource for all other characters in general) and turns it not just to 11, but to around 13 or 14 in efficiency. Matters are made even worse by the Highland deck, which has ton of utterly pathetic Magic Objects, that are just waiting for the Alchemist to turn them to 3 Gold. To boot, there is no downside to using his ability, like say with the Highlander. All in all, Alchemist is just yuk . /rant

Highlander: Ability that comes with a cost and that becomes pretty much useless around midgame or later. It does help him over the early hump, but mostly the Highlander is just your basic character, nothing noteworthy about him at all. Making full use of his drawing ability is adviced, Highland board has more Hills than the main board, so head there ASAP if so inclined. Not a bad character, just lacks a real upside. In a less bloodthirsty group, he probably has 2-3 record, as he lost one game when, after defeating the Eagle King at Eyrie, he exited to the Temple to attack Valkyrie, who cast Toadify on him blush . Two turns later the Valkyrie landed on him again, this time using Finger of Death to kill him. Without attacking the Valkyrie, he could've entered the Inner Region the following turn, though it's possible the Valkyrie catches him at the Plain of Peril and still Toads him...

Rogue: Yes, the donut surprise . 5-0 in 5 games! After seeing the spoiler for this character, I was excited, finally someone who makes use of the City, dang corner was gathering virtual dust whenever you'd have to visit the Enchantress. In that excitement, I probably missed the fact that the Rogue will gain stats and fast. Insanely fast. She has beaten the Eagle King ending (Str/Craft 12, 4 Lives, so need around 15 in the stat you're going to use) in 50 minutes, Hand of Doom ending she won in 35 minutes. Just stay on the City-Tavern edge, land in the City whenever possible, Tavern just offers another chance of getting to the City, as she rolls 2 dice there as well, looking for a 5 to get a teleport next turn. I anticipated the Rogue would be a fun character, but honestly didn't see her being a clear #1. Alchemist will beat her if using the default Crown of Command ending (in the games played Rogue and Alchemist were paired up in another ending).

Sprite: Yes, the donut. 0-5 in 5 games. Str 1 might have something to do with it, but I don't hate the Sprite by any means because of it. Just means the early hump is a tad bigger. Sprite needs to spell-cycle and then hope the others flounder a bit allowing the Sprite to catch up. I've had her up to Str 10 in battle during games and I have no doubt she will win a game (eventually).

Valkyrie: Essentially a 4-4 starting character, definately nothing scoff at. Her Follower ability is relative, sometimes it comes in hand, sometimes it doesn't affect the game in any way. If she does ever get the Friendly Giant Follower from the Highland deck, she can stall indefinately, using the Follower to lose combats, which kills it, then resurrect it back, ready for more use. Between the Knight and the Valkyrie, I'm almost tempted to go with the Valkyrie for some reason (probably because she can PvP Good characters). Very solid mid-tier, possibly even top-tier character. Valkyrie also came oh-so-close to winning over the Rogue who just happened to have Weakness Spell when the Valkyrie attacked the Lord of Darkness. No Weakness (or Valkyrie makes her Elixir of Rage roll) she beats LoD by 8+ and reaches the Crown of Command and Eagle King ending first, would've won.

Vampiress: Boosted up Sorceress was the first though upon seeing the spoiler. Her poor record is probably at least in part due to getting paired with other HL characters, half of whom I'd say are better than her. Vampiress is another character the Gladiator doesn't want to see in the same game, she'll be trailing him, just looking to pick off his Followers. With 3/3 stats, she isn't as big a threat initially in psychic combat, but it's a positive ability to have, should you boost up. Even split on the stats also means she can work up either, though boosting both evenly just tends to get you nowhere toward the endgame.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Pawel Gutowski
Poland
Gdańsk
flag msg tools
mbmb
Hello,

We are all waiting eagerly for your next update
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
I had plans to get a few more plays for the HL characters before Sacred Pool came out, but got sidetracked with new-new stuff (Space Hulk: Death Angel, Runebound) and new-for-old (A Touch of Evil, Thunderstone CoC and W:I LCGs all got expansions).

So those plans kinda failed. Haven't picked up Sacred Pool yet and even though what it offers seems a tad lackluster, I'll pick it up eventually. For now though, I'll get my roll-and-move (and adventuring) kicks from AToE and RB for the time being.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rob the DogBoy
msg tools
These stats are great. I received Talisman for x-mas and hope to keep track of stats like this, just need a few players.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Henning Karlsson
Sweden
Ljungby
flag msg tools
mbmbmbmbmb
Cool stats, one thing I found weird though was Minstrel as Bottom of the Barrel. The ministral has EATEN the board and everything one it the few times we've had him in play, and he's my big brother's favourite character. But that may be due to his disgusting luck. One time, the very first space he lands on, and what happens? Enemy Animal: Serpent. Hello, Strenght 4 bonus!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
Before Sacred Pool, which I still don't have, Adventure deck is at 300 cards I think, so getting a good Animal (Str 4+) is pretty rare. Further, you need to draw it and succeed in the charm, else it probably gets killed right away.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simon Wiese
Germany
35043 Marburg
flag msg tools
mbmbmbmbmb
I really do not understand what lead to the poor stats of the Sorceress.. I always thought she would be a powerful character.. get her a wand and +1 craft and with her psychic combat ability she is some better kind of wizard with follower-stealing-ability laugh Well I never really played her but at least she doesnt look that bad to me (the abilities I mean )

But thank you very much for your stats!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
Well, Sorceress + Wand +1 Craft = vanilla Wizard surprise . So two benefits and she's only up to par with the Wizard (minus the Follower-grabbing. But with 300+ Adventure cards and two expansion boards now (and their decks), not only is finding the Wand harder, keeping it if she gets it is more so, given her Str 2. A smart Troll will come over and bash her over the head and take it, ideally dumping it to an Alchemist somewhere. Would have to check my logs (which are comprehensive here on BGG), but I'd say bad luck early with the Adventure cards has been the Sorceress's main issue. That and her looks laugh !
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
Just a heads up for anybody who follows this thread, Talisman is back in rotation after adding Blood Moon so might get an update out this month. Started keeping tabs on the number of Adventure cards drawn during a game, a new stat to keep an eye on.

Skipped Sacred Pool and Dragon because didn't see myself wanting what they were adding. Three of the four characters from SP might've been nice, but the Chivalric Knight annoys the hell out of me. Quest Rewards and Stable deck didn't have much pull either. As for Dragon, the whole token-pulling at the start of each turn probably would've gotten old real fast. As for the characters, Minotaur in particular makes me go shake , Assassin was bad enough (that he got houseruled back to his 2nd/4th edition version).

Spoiler (click to reveal)
Oh and the Rogue has finally lost surprise !
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ian Kelly
United States
Longmont
Colorado
flag msg tools
Allow me to introduce myself. I am Hexachlorophene J. Goodfortune, Kidnapper-At-Large, and Devourer of Tortoises par Excellence, at your service.
badge
If you can read this, then this sentence is false.
mbmbmbmbmb
Dam the Man wrote:
As for Dragon, the whole token-pulling at the start of each turn probably would've gotten old real fast.


I can confirm that it does indeed get old real fast. When I played with that expansion, after a while I pretty much stopped caring about who the dragon king was. I also share your opinion about Sacred Pool -- there's not a whole lot of substance there -- but bought it anyway, because what the hell, it's only a small box. It's worth considering if you're trying to fill out an online order for free shipping, but I wouldn't recommend going out of your way to obtain it.

I haven't bought Blood Moon yet, so I'll be interested to hear your thoughts on it.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
Only two plays down, but I'm already quite keen on it. If you don't want extra boards, Reaper + BM gets you ton of mileage. It's not just that BM comes with my all-time favourite card (not just Talisman, any card ever), Horrible Black Void devil . Sadly, I think the Lightbearers is totally worthless ending, everyone is good, nobody can attack each other (IIRC), WTF, that's not Talisman. Werewolf ending does a bit of the old Belt of Hercules, but only if you're a Lycantrophy. But if you are and it's Night, I'm guessing it'll be awesome (always play vanilla Crown of Command first, so WW ending is next), killing off the other characters through the Command Spell is nice, but a bit too impersonal. Ripping them apart as a Lycantrophy? Just my kind of an ending cool , up close and personal.

Day/Night adds a neat twist, then you get cards keying off the time. Werewolf itself isn't as bad as the Reaper (no instakill on the WW chart), but starting in the Forest, is closer (seemingly) than the Reaper, who can still reach quite a few spaces as well. Most of the BM cards reference Day/Night in some way, some Enemies you can freely evade during the Day, others give you an extra benefit if you kill them at Night. Lunar Events can stick around for quite a while, making a real difference to how you look at the game while it is ongoing.

Of the Adventure cards I've seen, shout out of Cairn Caretaker, this Stranger really makes a difference. It stays on the board until removed by some other card effect and when you visit the Caretaker, you can cash in trophies and gain 1 Craft or Str for each trophy cashed in. So even a 1-point trophy = stat gain surprise . Both games the Caretaker has made an appearance, today on the first five turns or so. Grave Robber finally landed on the Caretaker and cashed in 8 trophies, that under the normal 7-point rule would've netted +1 Str, +1 Craft (they were 1s, 2s and 3s) and instead grabbed +8 Str!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rauli Kettunen
Finland
Oulu
flag msg tools
mbmbmbmbmb
G/W/L/D/M
7/5/2/0/0 Alchemist
14/5/9/3/1 Amazon
18/4/14/5/3 Assassin
18/5/13/4/8* Dark Cultist
4/3/1/1/0 Doomsayer
18/2/16/3/5 Druid
18/5/13/3/4 Dwarf
18/6/12/3/1 Elf
18/2/16/6/3 Ghoul
14/5/9/1/1 Gladiator
4/0/4/2/0 Grave Robber
15/7/8/3/0 Gypsy
6/1/5/2/0 Highlander
18/3/15/3/7 Knight
12/2/10/5/0 Leprechaun
18/6/12/3/4 Merchant
18/1/17/3/5 Minstrel
18/4/14/2/3 Monk
12/4/8/4/1 Necromancer
12/5/7/4/1 Ogre Chieftain
14/2/12/6/4 Philosopher
18/1/17/3/5 Priest
18/4/14/2/6 Prophetess
6/5/1/0/0 Rogue
18/7/11/4/4* Sage
18/2/16/6/5 Sorceress
6/0/6/1/1 Sprite
14/3/11/4/2 Swashbuckler
18/4/14/2/4 Thief
18/7/11/3/7** Troll
6/4/2/0/0 Valkyrie
4/1/3/0/0 Vampire Hunter
6/1/5/0/0 Vampiress
12/7/5/1/4** Warlock
18/3/15/2/8** Warrior
18/5/13/7/4* Wizard

G: # of games character has been in

W: won game, last char standing, naturally

L: involved in a game, lost

This is regardless of how many turns a character got to play, if char X was in the game and didn't win (maybe he died mid-game), marked for a loss. Naturally, this makes it harder for chars to have a winning record as each game will only have 1 win, but 2+ losses.

D: mid-game death, so died before anyone reached the Crown of Command

R: mid-game replacement, drawn because a mid-game death occurred

*: character won as mid-game replacement
(Troll, Warlock and Warrior have won twice as a mid-game replacement)

Reaper kills: 27 (Amazon 2, Assassin, Doomsayer, Druid 2, Elf, Ghoul, Grave Robber Gypsy 2, Leprechaun 3, Ogre Chieftain, Prophetess 2, Sorceress, Sprite, Swashbuckler, Troll 2, Warrior 2, Wizard 3)

Toad: 30 (Amazon, Druid 2, Dwarf*, Ghoul, Gladiator 2*, Grave Robber 2, Gypsy*, Highlander, Knight 2, Minstrel 3, Necromancer 2*, Ogre Chieftain 2, Philosopher, Priest, Prophetess, Sage 2*, Sprite, Swashbuckler, Thief, Warlock*, Wizard)
* = won despite getting Toaded; Gladiator, Necromancer and Sage have won one of their Toad games
(Knight and Minstrel have been Toaded twice in one game)

Adventure cards drawn: 112, 108, 103, 148, 166, 189, 99, 135, 115, 126, 146, 103,

Lord of Darkness fought 30 times:

Philosopher (Finger of Death, just for the Treasure)
Gladiator (won battle by 1, despite going in with a 5-point advantage)
Elf (won battle by 10)
Dark Cultist (won battle by 13)
Gladiator (won battle by 5, going in with 5-point advantage)
Dwarf (won battle by 5, going in with a 5-point advantage)
Amazon (won battle by 5, going in with a 4-point advantage)
Gladiator (won battle by 14, going in with a 13-point advantage)
Amazon (won battle by 8, going in with a 10-point advantage)
Thief (won battle by 7, going in with a 7-point advantage)
Ogre Chieftain (won battle by 10, going in with a 13-pont advantage)
Minstrel (won battle by 7, going in with a 7-point advantage)
Ogre Chieftain (won battle by 13, going in with a 10-point advantage)
Necromancer (won psychic combat by 16, going in with a 13-point advantage)
Thief (won battle by 4, going in with a 3-point advantage)
Troll (won battle by 14, going in with a 14-point advantage)
Amazon (won battle by 14, going in with a 12-point advantage)
Sorceress (won psychic combat by 4, going in with a 4-point advantage)
Necromancer (won psychic combat by 16, going in with a 14-point advantage)
Dwarf (won battle by 12, going in with a 10-point advantage)
Monk (won battle by 6, going in with a 5-point advantage)
Alchemist (won battle by 9, going in with a 8-point advantage)
Valkyrie (won battle by 5, going in with a 4-point advantage)
Vampiress (won battle by 7, going in with 3-point advantage)
Valkyrie (lost battle through Doomsword, going in with a 1-point advantage)
Valkyrie (won battle by 11, going in with a 10-point advantage)
Thief (won battle by 5, going in with a 7-point advantage)
Vampire Hunter (won battle by 12, going in with a 8-point advantage)
Wizard (won battle by 2, going in with a 2-point advantage)
Troll (won battle by 3, going in with a 2-point advantage)

Honestly, was hoping I could add another new list or at least the start of a list titled "Horrible Black Void victims", but sadly, no HBV yet. Having run the Blood Moon characters with default Crown of Command, Werewolf and Warlock Quests endings, I'm finally down to using hidden endings. Cut down the number to six, that way, can just shuffle the endings, roll a die and flip that numbered ending (card backs differ quite a lot between the expansions). Possible endings: Battle Royale, Crown and Sceptre, Eagle King, Hand of Doom, Horrible Black Void, Ice Queen. Left out the Werewolf as it is pretty similar to EK/IQ, but no way to leave the CoC if you make it up there, unlike with the other two who offer a way out.

Doomsayer: Best of the three, by far even. 7 points of starting stats with a 3/4 split, almost continuous fate replenishing and decent access to spells, not to mention option to draw an extra adventure card if he didn't draw an Enemy or Event. It all adds up to a good, more than solid character who can go either way with his stats. Craft 4 allows him to hold 2 spells. While he isn't a spell-cycler like several true spellcasters, he still gets his fair share of spells during a game and even if he runs out of fate, he's back to full in just a few rounds normally. Both his fate and spell abilities triggering for any player drawing those cards is just icing on the cake.

Grave Robber: Seems the worst, at least given his record. That said, his debut saw him up against the Rogue and Warlock, about as tough as it gets and he was still standing at the CoC, when the Warlock, thanks to two Healing spell made it up there, then managed to spell-cycle into all sorts of combat spells, including Bolster the turn both of them were down to 1 Life, with the Grave Robber in fact holding the advantage in battle. 2/4 stats without access to spells isn't really a recipe for greatness, but he is an interesting character because of his ability to draw from the top of the discard pile. Character ahead of you drew 2 gold? You could pick those up as well. Similarly, when another character cashes in his trophies, GR can try and go after the one placed on top. His Graveyard ability is a bit of a hit and miss, but did snag him Solomon's Crown in that first game.

Vampire Hunter: Only one of the trio to have taken on the Lord of Darkness, kicking his ass and exiting at the Crown to defeat the Werewolf for her lone victory. 3/3 stats but gaining +1 against Enemies in battle AND psychic combat makes her effectivel 4/4. Nice to have a Good character that can land on the Graveyard and not only not lose a life but also be able to draw a card. If you're down a few Lives, sticking to the Chapel - Village edge as Good could get bad with the Graveyard, but for the VH, not an issue. Her first ability has been used less often, mostly I think because it's overlooked, partly due to the annoying way it is worded. Is it meant to be like the Philosopher, who can replace an already existing card (meaning it was already face-up in the space he landed in) or do you draw, place them in your space and then be able to investigate (a semi-Prophetess ability)?

Last note, about the number of Adventure cards drawn. Numbers when matched up with endings go as follows:

Crown of Command: 112, 108, 103
Werewolf: 148, 166, 189
Warlock Quests: 99, 135, 115
Random: 126 (Battle Royale), 146 (Ice Queen), 103 (Hand of Doom)

I know this is a very small sample, but for example, having all three default ending games within nine cards of each other was a suprise. Werewolf, well, the increased numbers just show the extra time needed to grind up to around 15 in whichever stat you'll be using against the ending. Interesting note, seem like a mid-game death adds around 20 cards to the mix, thus the jump of 20 and then 40 in the second and third WW games, one and two deaths respectively, same deal in the WQ games, none in the first, two and then one.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simon Wiese
Germany
35043 Marburg
flag msg tools
mbmbmbmbmb
Dam the Man wrote:
Her first ability has been used less often, mostly I think because it's overlooked, partly due to the annoying way it is worded. Is it meant to be like the Philosopher, who can replace an already existing card (meaning it was already face-up in the space he landed in) or do you draw, place them in your space and then be able to investigate (a semi-Prophetess ability)?


I was wondering about the meaning of the ability, too. My personal guess is this: She draws the amount of cards she has to draw and then places them on the space, to the other cards, if there are any. Now, she may replace any of the cards on the space (which would include both those she found there and those she just draw) that is not an Enemy by a new, randomly drawn adventure card.
In short: I believe she combines the abilities of the Philosopher and the Prophetess with the limitation that she cannot use it on Enemies.
Don't know if this would be too strong?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Freelance Police
United States
Palo Alto
California
flag msg tools
designer
mbmbmbmbmb
Keep up the good work!

Prophetess was regularly trashed as being too powerful in 2nd edition. So she's just an average Talisman character now?

Given the criticisms on BGG, please post a General article of what keeps you playing the game.

Thanks!!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
1 , 2 , 3  Next »   | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.