Games are usually supposed to be a combination of luck and skill but in Talisman its obvious some of the Characters are much more powerful than others and others. You can replace or modify the mightiest Characters and see what happens!

The Deadly Dozen

The Gypsy, High Mage, Knight, Monk, Philosopher, Prophetess, Scout, Sprite, Troll, Valkyrie, Wizard, and the Timescape Characters might be a bit too powerful. They might need to be changed or weakened to balance out the related power levels between them. Here the Sprite can still regain multiple Spells a turn but it's now dependant on the type of space she occupies, the Prophetess now draws Spells and chooses just like she does Adventurer cards, and for the Timescape Characters just toss Galactic Inflation and A Dark Influence into the Timescape deck. And if either card is drawn again its affect is cumulative!


The Magician Option

Any Character with - "You always have a Spell." has a incredible advantage, A high Strength is nice and bonuses versus certain Enemies can be helpful but the ability to use a few Spells a turn nearly every turn is a game breaker. The Characters with this ability all have a Strength of only 1 or 2 but when you can use Preservation to protect yourself, Psionic Blast to make yourself more dangerous, or Healing to erase the effects of Combat completely - and maybe all in the same turn - then maybe you could replace that ability with something less game breaking. Treat this as a Master Character that a player can begin the game with and you can keep the rest of the original Character intact:


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