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Talisman 5th Edition Game Review

Same Quest, Different Spell Book

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The old adventure game Talisman is back with a new 5th edition. It promises a streamline experience, but does it go far enough?

Disclosure: Meeple Mountain received a free copy of this product in exchange for an honest, unbiased review. This review is not intended to be an endorsement.

Whenever the discussion of adventure board games comes up, the game Talisman is always mentioned. A relic from the 80s, Talisman was originally designed to mimic the adventures of role playing games in a condensed experience and light rules. The popularity could not be ignored, as the game had several editions since its inception.

Despite the rich legacy behind Talisman, it wasn’t viewed favorably by the gaming public at large. Its roll-and-move mechanics, heavy reliance on luck, and notoriously long playtime have often been cited as significant drawbacks. The game’s endurance seemed to rely more on nostalgia than on its merits as a tabletop experience. Personally speaking, I have never seen this game played at conventions and rarely requested in public gaming groups. While it undoubtedly retains a dedicated fanbase, this following appears reluctant to expand.

This is where the 5th edition of Talisman takes the helm. A good portion of the game’s marketing was committed to informing the world of some changes to “speed up” the game. Being turned into a Toad was no longer a death sentence, as it was akin to skipping a turn instead of outright destroying your progress. Specific board game spaces were adjusted to keep the pace flowing along. Perhaps the most interesting change was the end game condition, where you simply need to defeat the Elder Dragon at the final space instead of draining everyone’s life like the original edition.

A Legacy of Adventure

Do all of these changes cultivate an enjoyable experience that even non-fans of Talisman can appreciate? Sort of.

Of course, like any other board game review, I have to give some context of what’s going before I delve into my opinions. As mentioned, the purpose of the game is to reach the final space on the board to defeat the Elder Dragon. At the start of the game, you pick a character with their own game-breaking ability and stats, and go on from there.

The board is divided into three regions: Outer, Middle, and Inner. You start in the Outer region, the “easy” region, and travel around the region to make yourself stronger to venture to the Middle and eventually the Inner region for the final showdown.

Turns are extremely easy. You roll a die and that’s the number of spaces you must move, and your only decision is either moving to the left or right. Once you land a space, you interact with it. For the most part, you are simply drawing a card to follow its instructions, while some spaces will have direct instructions written on them.

The cards themselves can take on various forms. Equipment cards enhance your character’s abilities or statistics. Followers, while similar, typically focus on granting special powers. Place cards introduce permanent effects to specific board spaces, creating points of interest for players to interact with. Event cards trigger immediate occurrences and are then discarded. Finally, monster cards initiate combat encounters.

Duels and Dice

Combat is simple as movement. Monsters will either attack with Strength or Craft, and your character will respond with the same stat. Roll a die for yourself and another one for the monster. Add your die result with your stat, and whoever is higher wins the combat. If you lose, you lose a life, and if you win, you take the monster as a “trophy” and can trade it in to boost a stat. This is going to be your main way of growing stronger.

But what happens if you land on a space with another player? I didn’t say this game was friendly. Instead of encountering the space, you can encounter the player and like fighting a monster, it’s a roll of the die plus a stat. The defeated player faces consequences such as losing a life or forfeiting a coin or item to the victor. However, as a small consolation for this setback, the losing player receives a Fate token

Fate token is an interesting addition and was originally introduced in the 4th edition of Talisman. They serve two functions. One is a straightforward reroll opportunity for anything outside of movement. For movement purposes, after rolling the die, you can spend a Fate token to change the movement die to whatever number you like, giving you a tad more precision when traversing around the board.

The Hero’s Journey

All of these changes sound nice, so does this make Talisman a worthwhile experience after all these years? No. If anything, I wish this edition had more radical changes. It feels like they had to subdue any potential ideas to appease a crowd that refuses to budge. Even during the game’s promotional period, I observed online discussions where purists objected to alterations to the endgame and toad mechanics, as if they were good ideas forty years later.

What’s also not a good idea is creating a “race to the objective” board game with numerous ways to lose progress. If you are designing a board game where players have to reach an end goal, the “worst” player interaction should be halting progress. Unfortunately for Talisman, there are so many ways to backtrack that could take up dozens of minutes to catch up.

For example, spell cards are mainly used to mess around with both the board spaces and other players. A lot of them are harmless, such as removing cards on the board or forcing a player to skip a turn. However, there are some places and spells that can outright remove stat progression such as Strength from a player. All those times you fought and won? That’s all gone.

Perils on the Path to Glory

Even if the designers had removed all the mechanisms that hinder progression, the game’s core issues would persist. Your main way of growing in power is by fighting and you can only fight if you draw monsters. If you don’t, you simply cannot move forward in the game state. In my multiple playthroughs for this review, I consistently failed to accumulate enough power to even approach the Inner Region and trigger the endgame, simply due to a lack of monster draws. A more thoughtful game design might have incorporated dedicated board spaces that offer alternative paths to advancement, mitigating the impact of unfavorable card draws. However, such innovation seems beyond the scope of Talisman‘s traditional framework.

While many fans of Talisman are likely going to disregard my complaints, I can’t ignore the consequences here. For my three playthroughs, I had to get three different groups since no one wanted to go through this ride a second time. That is a dozen people, which says a lot for a game’s appeal to the masses. I’m not inherently opposed to games that incorporate luck or even roll-to-move mechanics; I don’t consider myself a board game elitist. Yet it’s crucial to note that when designing a game heavily reliant on chance, there should be safeguards to mitigate a “worst-case scenario.” Unfortunately for Talisman, it simply doesn’t acknowledge the issue at all.

In the end, Talisman’s 5th edition fails to address the fundamental flaws that have long plagued this venerable game. While I applaud the attempt to streamline the experience, they don’t go far enough. The game’s stubborn adherence to outdated mechanics makes for an experience that is more endurance test than enjoyable adventure. Life of adventuring is full of luck but there does need to be systems in place to keep the experience consistent for all participants at the table. Ultimately, Talisman serves as a reminder that sometimes, even with attempts at refinement, some games simply refuse to grow up.

AUTHOR RATING
  • Mediocre - I probably won’t remember playing this in a year.

Talisman: The Magical Quest Game – 5th Edition details

About the author

Mark Iradian

Writer, board gamer, video gamer, and terrible cyclist. Tends to give too many details about what he likes and dislikes. Armed with bad opinions about everything. If you like my work and want to support me, you can visit my Ko-Fi

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