OPEN BOX
In
Open Box, science fiction and fantasy games and rulebooks currently in the shops are reviewed by independent authorities. Ratings are on a scale from 1 to 10, in several categories, or as a single overall mark for accessories.
Talisman |
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Games Workshop |
£7.95 |
The Talisman game is aimed at the younger end of the game purchasing public rather than the seasoned gamer. It comes in an attractively illustrated 'bookcase' box, containing a satisfying number of components: playing-board, cardboard counters and rulesheet plus heaps of cards. The board, components and box cover are beautifully illustrated by the irrepressible Gary Chalk. At first sight the board seems a little confusing, because in places the artwork overflows the squares on which the playing pieces sit, but the players will soon get used to this quirk. The rules are short, well-written and will cause few arguments about interpretation.
The game attempts to sit upon the boundary between traditional boardgames and role-playing games. In fact it is much more boardgame than RPG, although much depends on the spirit in which the game is played. There is scope for role-playing of a crude sort, as each player is given one of 14 specific characters (full-colour glossy cards) to play. You can be a Warrior, a Wizard, an Elf, a Monk or even a Ghoul! Each character starts with different Strength, Craft (for spells and psychic combat), Lives, Followers, Gold and Objects and so on, and also individual special abilities; for instance, the Thief may elect to steal Objects from characters he encounters.
The introductory legend tells us that whoever reaches the Crown of Command can become ruler of the land. Players seek to increase their Strength, Craft etc by travelling around the Outer and Middle Regions (the outer 'tracks' on the board) so that the character can survive the rigours of the Inner Region, which must be crossed to reach the Crown. The Inner Region ends in the Valley of Fire, and you need a Talisman to enter it. On reaching the Crown of Command, you can have fun blasting the other players until you are the only one left!
On your turn you roll a die and must move your character exactly that number of squares either clockwise or anti-clockwise. On most squares you will draw an Adventure Card, and you will have to fight monsters, meet Strangers, and suffer random special effects, or pick up a useful Object, perhaps even a Talisman. The Middle Region is more dangerous than the Outer, and the Inner Region is most dangerous of all.
Talisman plays smoothly. Turns are not too long, so no player is left hanging around while somebody else has a go. Unfortunately our group of players found the game much too long for its simple nature. It can take many, many turns for a character to obtain a significant increase in power, and as movement relies so heavily on the dice, players have very little choice over where they are going. The Adventure Cards are a lottery, and after a few games their novelty wears off. The end result seems to depend entirely on luck. All my group of players came away with a feeling of frustration at the end of the games, largely caused, I think, by an inability to influence the result significantly.
Talisman is not a bad game. If it was shorter, it would make an enjoyable family game. Players might want to try minor rule changes to do this; for instance, rolling two dice for movement and selecting the preferred result, and perhaps finishing when one player has reached the Crown of Command, rather than fighting on. The game does contain some colourful and entertaining ideas. How do you fancy being changed into a toad, half-way through your journey? Not just a toad, but a Slimy Little Toad! - with a specially illustrated card to replace your character card for the duration of your toadhood.
Rules: |
8 |
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Enjoyment: |
5 |
Playability: |
7 |
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Complexity: |
3 |
Skill: |
1 |
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Overall: |
6 |
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Alan E Paull |
Editors Note: This article originally contained a review for the game Battlecars, also by Games Workshop. It has been omitted here due to the focus of this web site. Also, the following advertisement appeared on the inside back cover of White Dwarf 52, the same in which this article ran.