The game board represents a fantasy land. Players chose a character from a list of semi-standard fantasy types: Barbarian, Wizard, Monk, etc. The objective of the game is to travel through the land encountering event cards and gathering strength along the way. Hopefully players will eventually become powerful enough to travel to the center of the board, endure the trials there and take the Crown of Command for the victory. There were also several expansions released for this game, which add new character choices and new places to travel.
Part of the Talisman series of games and expansions published by Games Workshop Ltd..
The first edition differs from the second only in the box cover art and the cards, which were printed in black and white (same artwork as the second edition, though). The first edition had no expansions.
Expanded by:
Talisman: Expansion Set
Talisman: The Adventure
The Talisman: Dungeon
Talisman: Timescape
Talisman: City
Talisman Dragons
Also by:
The Jewel in the Crown
Talisman (Second Edition): White Dwarf #115 Cards
Re-implemented by:
Talisman (Third Edition)
Talisman: Revised 4th Edition
- Nostalgic, thematic experience with ample room for house rules
- Extensive fan content and community
- Rules can become lengthy and complex without streamlined play
- Classic dungeon-crawl fantasy with a nostalgic, adventure-driven vibe.
- Fantasy quest world with regional progression and a mythic journey across the board.
- Array
- Runebound Second Edition
- Shadows of Brimstone
- Folklore: The Affliction
- HeroQuest
Mechanics (from transcript analysis)
- combat with cards (or altered rules) — Alternative combat resolution through a card deck.
- Combat: Deck/Hand — Alternative combat resolution through a card deck.
- corner-space speed-up — Mechanic to accelerate travel via proximity to corners.
- deck-based movement (house rule) — Using a card deck instead of dice for movement to influence pacing.
- Fate tokens — Currency to mitigate luck and influence luck-based outcomes.
- Speed matching — Mechanic to accelerate travel via proximity to corners.
Video topics + discussion points
Quotes (from this video)
- "I am a huge proponent of house ruling"
- "if there's a game you somewhat like and there's just one little thing that you could change to make it better"
- "HeroQuest is my number one game to play with house rules"
- "these decks of cards make the sandbox style gameplay more varied and more exciting"
References (from this video)
- Iconic classic that introduced many to fantasy board games
- Epic scope and variety
- Strong expansion support including Nemesis
- Chaotic and long play sessions
- Heavy downtime and potential player elimination
- Player conflicts can feel personal
- Heroic fantasy adventure, exploration, and competitive take-that dynamics
- Fantasy realm with multiple planes (Other Worlds, Inner World) culminating in a final confrontation with the Elder Dragon
- episodic encounters driven by dice rolls and card draws; variable and personal competition
Mechanics (from transcript analysis)
- dice-based encounters and exploration — Roll dice to resolve encounters as characters traverse the board.
- draw encounters — Encounter cards add variety and unpredictability.
- expansion-based mechanics — Nemesis expansion introduces versus-all mechanics and new gameplay twists.
- multi-world progression to win — Collect a talisman, reach the inner world, and face the Elder Dragon.
- take that — When a talisman is obtained, other players may pursue, fight, and steal items.
- Take-that competition — When a talisman is obtained, other players may pursue, fight, and steal items.
- Unique character abilities — Each starting character has special abilities affecting play.
- Unique player powers — Each starting character has special abilities affecting play.
Video topics + discussion points
Quotes (from this video)
- Oh yeah. This is Stalisman, the magical quest game.
- its fifth edition, which means people have been making the same mistakes for decades.
- To win, you need to get a talisman, reach the inner world, and face the Elder Dragon.
- suddenly remembers this game is competitive.
- they will chase you, fight you, and can and will steal your stuff.
- Talisman has plenty of expansion, including the new one, Nemesis, with this very cool one versus all mechanics.
- Talisman, it's a true classic that introduced a lot of people to fantasy board games.
- Still chaotic, still epic, and still going strong in its fifth edition.
References (from this video)
- Great introductory fantasy game for new players
- Showcases many systems in one package
- Can be long; multiple editions exist
- Heroic fantasy quest, character progression, alignment-based choices
- Fantasy world with a central board and paths to the center
- Epic fantasy adventure with progression and encounters
- Carcassonne
Mechanics (from transcript analysis)
- alignment effects — Character alignment influences spaces and outcomes.
- Character progression — Characters gain powers and abilities as they progress.
- combat/questing — Encounters and quests drive the narrative and gameplay.
- dice-driven movement — Character movement and actions are driven by dice.
- Narrative choice — Encounters and quests drive the narrative and gameplay.
Video topics + discussion points
Quotes (from this video)
- One thing that's really nice about board games and one thing why I think board games are a really good investment is the fact that they can sit in a closet for literally like decades and then you can pull them out and you can just play them cuz the rules haven't changed
- Chess ain't going to be on this list
- We've had this game for 40 50 years and so these would be games that we love that are older games.
References (from this video)
- Great for casual play
- Creates hilarious stories and narratives
- Nostalgic value from childhood
- Charming and whimsical
- Good for relaxed gaming sessions
- Not a strategy game
- Dice rolling can be frustrating
- Requires playing with people you like
- Long play time can extend unexpectedly
- Little agency in actual gameplay
- Fantasy
- Adventure
- Magic
- Quest
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- i'm looking for games which really connect with me and i have an emotional sort of reaction to
- you're going to find it much easier to get it to the table
- the rule set was so simple
- i'm very very impressed by the designer of this one
- it takes everything that's good from puerto rico and does away with all the sort of extra stuff
- essentially it's just one big toy box i absolutely love it
- you're really doing what it says you're doing
- this really was the the first of the sort of european style modern games that was introduced to me
- there's not many games that give me that sense of i've set a trap
- anything they create just is fantastic
- it just feels right for that style of game
- you don't have to think playing talisman
- you've got to like the other people
References (from this video)
- Great for casual play
- Creates hilarious stories and narratives
- Nostalgic value from childhood
- Charming and whimsical
- Good for relaxed gaming sessions
- Not a strategy game
- Dice rolling can be frustrating
- Requires playing with people you like
- Long play time can extend unexpectedly
- Little agency in actual gameplay
- Fantasy
- Adventure
- Magic
- Quest
Mechanics (from transcript analysis)
- Dice rolling
- exploration
- random events
- Role selection
Video topics + discussion points
Quotes (from this video)
- i'm looking for games which really connect with me and i have an emotional sort of reaction to
- you're going to find it much easier to get it to the table
- the rule set was so simple
- i'm very very impressed by the designer of this one
- it takes everything that's good from puerto rico and does away with all the sort of extra stuff
- essentially it's just one big toy box i absolutely love it
- you're really doing what it says you're doing
- this really was the the first of the sort of european style modern games that was introduced to me
- there's not many games that give me that sense of i've set a trap
- anything they create just is fantastic
- it just feels right for that style of game
- you don't have to think playing talisman
- you've got to like the other people
References (from this video)
- Easy to play
- Enjoyable and fun
- Generates memorable stories
- Good for casual gaming nights
- Not strategically deep
- Busy rather than complex
- Fantasy adventure
- Exploration
- Quest narrative
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- A lot of fun
- Jamie played it
- Push your luck
- Ocean depths
Mechanics (from transcript analysis)
- Push Your Luck
Video topics + discussion points
Quotes (from this video)
- We love trick taking games
- This game is so much freaking fun
- I adore GMT games, they are becoming one of my favorite game publishers
- If you remember Vast Crystal Caverns is in my top five games of all time
- We bloody love it
- We can't stop playing
- It's a blimp game not a train game
- That's just work
- I don't think I want to play it
- I'll get it eventually
References (from this video)
- Narrative-driven exploration for its era
- Overreliance on randomness can derail strategic play
Mechanics (from transcript analysis)
- Adventure/encounter cards — Random encounters drive the story and outcomes.
- Roll and move with exploration — Players move around a board with outcomes largely driven by dice and random encounters.
Video topics + discussion points
Quotes (from this video)
- Dice are not the answer in a first-time design.
- They are toxic. They destroy your first designs.
- Meaningful interesting decisions… the decisions have to mean something.
- Even if you have all sorts of other unique stuff going on in your game that roll for combat just overwhelms it.
- Monopoly has a bit of both, chaotic, entertaining momentarily but ultimately frustrating.
- Event decks can be devastating to your design if they wipe out progress or resources.
References (from this video)
- Simple directional choice greatly increases player agency
- Huge following despite heavy reliance on chance
- Remains popular despite being almost 40 years old
- Successfully adapted D&D experience to board game form
- Heavy reliance on chance-based mechanisms
- Adventure, quest
- Fantasy world
- RPG-inspired
- Monopoly
Mechanics (from transcript analysis)
- Directional Choice — Critical decision between moving left or right around circular board
- roll and move — Roll die and choose to move clockwise or anticlockwise around board
Video topics + discussion points
Quotes (from this video)
- Where once randomness ruled modern games prioritized player agency designers strived to incorporate meaningful decisions into their games and role and move became a dirty word among the modern tabletop community
- I myself put out a video called dicer not the answer back in 2017 one of my most watched lamenting role and move
- In 2022 i feel like maybe just maybe we've tipped too far in the other direction thrown the baby out with the bath water
- This video is a quest for redemption
- When done well roller move is one of the most intuitive exciting mechanisms out there
- In a pure roll and move game the player rolls a die or spins a spinner and moves their playing piece according to the result
- In talisman you roll the die and then you choose to move clockwise or anticlockwise around the board that one deviation from the purest role of move games the decision to go left or right immediately put talisman head and shoulders above most board games on the market at the time
- Hero quest showcases the strength of the roller move mechanism its elegant simplicity and the excitement of a successful role outrunning an ogre
- It can be really frustrating to lose a long game which you were totally invested in purely because you rolled badly
- Spooky stairs is a great example of a game where the roll and move mechanism itself isn't tampered with but the basic race mechanism is turned on its head by incorporating a chaotic memory mechanism
- This game beautifully highlights the intuitive nature of roll and move as a mechanism
- More than any other on this list this game demonstrates how such a simple mechanism can create agonizing decisions and a hugely interactive variable board game experience I can't recommend this one enough
- Roll and move games don't have to be devoid of meaningful choices
- Formula d has a great roll and move mechanism which i haven't seen replicated in any other game
- Push your luck and roll and move complement each other nicely
- Among hobby gamers roll a move is widely considered something of an untouchable mechanism in 2022 and that's a shame
- Roll and move isn't a cursed mechanism
- Like every mechanism roller move has strengths and weaknesses
- It can be used effectively to create an exciting intuitive system or it can be used ineffectively to create a wildly random experience which feels primitive and unfair
References (from this video)
- Nostalgic appeal and classic fantasy feel
- Open-ended exploration and variety of paths
- Die-driven movement can feel random
- Long play times and downtime between turns
- Heroic fantasy adventure with character progression
- Fantasy realm spanning a kingdom with quest-style progression
- Sandbox/rogue-like questing with episodic objectives
Mechanics (from transcript analysis)
- Character progression — Acquire items, allies, and abilities to improve power
- Competitive, adventuring play — Players compete to complete quests and improve their hero
- Movement by dice — Move around a modular board using die results
- Quest/World events — Draw quest/event cards that drive the narrative
Video topics + discussion points
Quotes (from this video)
- my number ten game is one of my oldest one of my deepest loves talisman
- the board develops as you play—it's a novel instead of a book
- the mythos deck heavy in the hp lovecraft theme
- the drafting in this is the funnest part
- it's a beautiful game, it's lovely, gorgeous
- you really create your own clank based on your memories
References (from this video)
- second/early editions with rich expansions
- iconic fantasy experience
- extremely long play time
- dated design and rules
- quest/adventure across a board
- fantasy realm with rings and crowns
- nostalgic, expansive
Mechanics (from transcript analysis)
- crown of command — reach the center and use the crown to win
- Encounter cards — resolve events and discoveries as you progress
- roll-and-move — move around a board by dice and resolve encounters
Video topics + discussion points
Quotes (from this video)
- Railway Rivals is not going to win any prizes for its aesthetic beauty.
- it's an ugly pig of a game
- This is a really bizarre game.
- you don't know what you were drawing. It's going to be a completely random affair.
- insta death.
- the game would change every time you played it.
- Dark Future could have been a fantastic game had it been released a couple of years earlier.
- I still enjoy playing it today.