Today we’re gonna talk about Talisman, legendary tales !
Many centuries ago, legendary smiths forged the Crown of Command, a magical artefact of immense power. Whoever wears the Crown of Command will hold power over all of the land.
Decades ago, a powerful wizard sealed the Crown of Command behind the Portal of Power to prevent evil forces from obtaining it. Only those who possess one of the legendary Talismans may pass through this Portal to reach the Crown.
Over the years, five of the Talismans have disappeared.
Enemy forces now seek to find them in order to seize the Crown of Command for themselves. Brave heroes that you are, you have banded together to go on a quest to retrieve all five Talismans and thereby stop the evil power behind these enemy forces from ruling the world.
This task won't be easy as finding each Talisman is an epic adventure in itself.
However, if you work together using everyone's abilities and helping one another when you can, you will surely succeed.
In Talisman - Legendary Tales, the players must work together as an adventure party to recover the five legendary Talismans that have been lost.
During each adventure, the party endeavors to recover one of the lost Talismans. The adventures must be played in order. You may repeat adventures, and you may play one or more adventures in a game session.
Over the course of this story, you will travel across a wondrous land and have exciting adventures in which you must make important decisions and defend yourself against cruel enemies.
As an adventure party, you succeed in each adventure once you have completed the final task and have recovered the Talisman.
Be careful: You have only a limited amount of time!
You have just found a mine filled with precious energy crystals!
Precisely the ones you use for your daily magic.
The problem here is that you also stumbled upon a horde of monsters!
And to make matters worse, three other cities seem to have discovered your mine as well.
As they rush into danger to extract the precious crystals, you have no choice but to join the fray ...
Age of Towers sees you and your opponents fighting to defend your cities against the oncoming wave of monsters by building defenses, placing traps and channeling these beasts to your opponents' cities!
In more detail, each turn has three phases: night, dawn and day.
During the night, the event card is applied and the monsters progress in your path (each type having a different movement value). Two other monsters (or your boss) appear in your path.
At dawn, the towers can attack a monster of a particular type on one of the four adjacent squares, or the boss.
During the day, each player can choose one action among the four available, then they can take an additional action, whether it is the same or different.
Each type of monster has a movement value (1-3 spaces) and perhaps a special ability; all monsters in the base box have 2 hit points.
The boss, who is not a monster, is more difficult to kill because he has 10 life points; when a player successfully kills it, the game ends.
Whenever a monster or boss leaves your path to reach your city, you lose a number of city guards equal to their movement value.
After the game ends, each player adds their victory points from three sources: number of city guards remaining, amount of damage dealt to your boss, and achievements (which are drawn at random at the start of the game).
Each turn begins by dealing a card to each player, face up, plus two, always visible, in the middle of the table, accessible to all, then each in turn, chooses an available card and places it in their Kingdom.
We can choose the card that has been allocated to us, in this case we build it.
We can also choose a middle card or one allocated to another player.
In both cases, we give our card instead.
We must also perform all the commercial actions related to the card you take.
These actions are:
- receive one or more coins (from the reserve)
- pay one or more coins (either to the player from whom the card was taken, or to the reserve if you took it from the middle)
- reveal an Invaders token. For construction (addition to your Kingdom), you can pay the indicated cost and add the building to your Kingdom.
You can also erect a defensive tower.
In this case, we turn the card over and place it in their Kingdom.
A turn immediately earns us 2 coins, in addition to increasing the defense of our Kingdom.
Invasions At the end of the 4th and 8th turns, each Kingdom must resist the 'invasion.
To do this, you simply have to count the emblems of the Kingdom and compare it to the value of the Invader tokens revealed.
The consequence of a bad expenditure is the loss of a building: the card is turned over (thus increasing the defense of the Kingdom)