Ave Talisman Movement Variant

During last week’s Talisman session, I was reminded of a thread I’d recently read on Boardgamegeek.com proposing a movement variant for the game where each player has a stack of cards numbered one through six. Each turn for their movement, a player chooses one of those cards, moves that many spaces and discards the card. Once they’ve exhausted their supply of cards, they pick up the discards and shuffle up to draw again. It’s essentially how I recall the movement in Ave Caesar working.

Being able to strategically ration and utilize movement values instead of moving at the mercy of the die means players could gun for each other much more easily. And as Aswin Agastya points out in the thread, the level of control over movement provided by even the limited choice of “this number or that number” reduces the opportunity for the fun of a character stuck between two impossible choices.

Then during the game, Hunter mentioned an initiative variant for Dungeons & Dragons where players draw playing cards for their place in the turn order — which rather reminded me of Savage Worlds‘ own initiative system. Then I thought, “Playing cards would work, but there are only four suits, so that’s kind of a bummer, since no one could have their own suit.” That put me onto the idea of alternate suits of playing cards.

And lo, there is at least one deck with eight suits cards, the additional four being clovers, droplets, moons and stars. $16 is pricy for a single-use game component like that, but if I can come up with more uses for that many suits of cards, maybe I’ll snag a deck.

3 thoughts on “Ave Talisman Movement Variant

  1. I’ve been pondering the following for replacing dice with cards for d20s:

    Create a deck of 5 times 1 thru 20.
    Shuffle them.
    Discard 10 cards face down.
    Draw 3 cards.
    When you need to roll a d20, pick one of the cards to play.
    Then draw a card to replace it.

    Create a deck of 5 times 1 thru 20.
    Shuffle them.
    Discard 10 cards face down.
    Do not draw any cards.
    When you need to roll a d20, play the top card of the deck, or play one from your hand.
    The GM can reward you by allowing you to draw a card and put it in your hand.

    • I would love to mitigate against crappy rolls like that. I don’t know how or why, but my d20 results often skew toward the 1-10 range. Knowing I could pocket a high teen for when I needed it, or was tired of missing constantly, would be delightful.

  2. Pingback: Cripple Mr. Onion | Held Action

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