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Talisman: Legendary Tales
20m - 40m
1 - 5 Players
Ages 14+
Co-operative play encourages or requires players to work together to beat the game.
Cooperative Play
Deck building/Pool building refers to a collection of related mechanisms. Players have a personal pool, or collection, of cards or tokens, that provide different actions and/or resources. A subset of those cards/tokens are randomly drawn each turn.
Deck / Pool Building
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
38.00
€
30 day low:
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Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Dicetopia: Roll with the Punches
20.00
€
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dtmulhol
This is bad. Like worse than the original talisman bad. There are five scenarios. You can hinder yourself on time to make it "harder". You set up all of the location tiles according to the scenario, and put tokens where the scenario says to. You roll a die to move. One of the sides has a 4 and a hourglass, the others are some combination of 1, 2 & 3. There's also a "teleport to any space" side. If you hit an hourglass, you lose some time (the game timer). If you move to where a face up enemy is, you have to stop. This is only possible (at least for the first scenario) if someone encountered a enemy and left it there. If you land on face down token(s), you flip them up and encounter them. You draw chits out of your character bag that represents melee or spell attacks, along with some hour glasses (lose time), and a "draw out of someone else's bag". You draw three. If you have enough symbols to defeat the bad guy tokens (each token is a name, a very small picture, and some melee/spell symbols. Not nearly as interesting as the old cards, IMHO). If you beat an enemy, you draw out of the treasure bag and get a chit that can go in someone else's bag to increase the number of options they have to draw. If you land on a space with nothing on it, you don't do anything. We played through the first half of the first scenario, and a small amount of the second half. It was bad. Without the card draw, without the pvp, there wasn't any real tension in the game. It felt like it was targeted at 8 year olds. This game wouldn't even be fun with beer & pretzels, which is the wheelhouse of the original talisman.
Ka_el_em_O
super reduced Talisman game, instead of dice you build up your bag and draw from it, which should be a nice improvement, but the rest of the game is so stale, really generic fantasy tropes (like super boring standard fantasy characters). I see it more as an introduction of fantasy games for kids, but then the age suggestions is off by 2 years
Audorn
Played 2 player. It was fun to go through the stories the first time. The game became more fun when we came up with character motivations and tried to justify keeping or giving away whatever new item we drew.