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YMMV / Talisman

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  • Ending Fatigue: The highly random nature of the game and the many pitfalls that can befall a particular character (death, losing all items/followers, reductions in stats, and random teleportation), some games can run several hours long before a player wins. The game manual even suggests alternate rules for determining who the winner is at the end of a set time limit for players who want to avoid this.
  • Germans Love David Hasselhoff: One of the most popular board games in Poland. Part of it comes from the fact the first release of it was unlicensed and thus dirty cheap to buy.
  • Game-Breaker:
    • In early editions of the standard version, the Prophetess is by far the most powerful character. Not only does she always have at least one spell, but she can draw on additional adventure card per space and discard one she doesn't want to encounter, usually allowing her to encounter only the cards that would benefit her. She was slightly nerfed in later editions.
    • With the City expansion in play, the Alchemist becomes by far the most powerful character, able to easily gain gold by purchasing potions for one gold apiece and transmuting them to three gold apiece, and then instantly transform that into life or fate.
    • The Bounty Hunter can also be a Game Breaker when paired with the Full Plate armor (at which point he has a fifty percent chance to automatically win any battle he loses), but that at least takes some doing.
    • From the pets, Luna (which allows you to choose the result of any die you reroll using fate) is already nearly broken... but it becomes a full-on gamebreaker when combined with Lucky (gain one fate each turn), which means you can almost completely control all your rolls.
    • The most broken combo in the game, though, is the Scribe follower paired with any method of instantly replenishing spells (and there are many), effectively allowing a character to cast the same spell every turn. With spells like Time Lapse or Toadify in play, this pretty quickly decides the outcome of the game.
    • Any character that comes with innate range attack, rather than requiring an item to perform them. This allows a slow, yet safe war of attrition against other players, as they can't retaliate in any way, unless also capable of ranged attacks.
    • The combination of a riding horse and the clockwork owl. You Roll 2 dice to move, and choose ANY space to land on, which is huge in a game that's normally so random. It allows you to cherrypick items and heal on semi-demand, due to being able to land on any space you like. It's even more broken when treasure rewards are on, as you can get the owl just from a quest as opposed to beating the dungeon lord.
    • The eagle lord from the Highland expansion can be considered this. While he's no pushover at 8 strength/craft, he's far weaker than the dungeon lord, and killing him by any means will grant you one of several items, AND free transport to anywhere in the main region. One of these items, Araknell, allows you to teleport anywhere in the same region. Combining the two, you can immediately move to the portal of power, open it, and then immediately teleport you to the crown, winning you the game.

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