Introduction
Time to renew my exploration of Talisman cards over the game's history. This time we turn to the mages (spell casters) and the theurges (religious power wielders). Not that there's much difference between them in the game as played. We'll start off with an old favorite for the toad obsessed.
The Witch
From her earliest incarnation, she was a random chance machine and a stereotype for a persona. In the former, she added tension to the game. Whoever and whatever your character was, you couldn't be sure how she would react to you. Of course, in being purely random, she wasn't really reacting to your character, per se, but fit the game's needed simplicity in some ways. As to the stereotype, she is no different than most Stranger cards, for there is little that can flesh out non-player characters, or game personas, as I call them. Then again, maybe a little something can be done.
The Witch is as old as the game itself, likely appearing in the original 1st Edition. She is certainly known in 2E (1983), 3E (1994), 4E (2007), and all the way to the current "Revised" 4th Edition (4ER, 2008). Nothing changed about who and what she was, but what she could and would do to any adventurer encountering her did change.
The 2E Witch was seemingly balanced between positive and negative effects. "Seemingly" because her deficits and benefits didn't match up. On one hand, an adventurer could end up becoming a toad, losing a Life or an Object. On the other hand, it could gain a Strength, Craft, or Spell. The gains offered were greater than the difficulty in replacing the loses. Overall, you'd come out ahead... except perhaps for being "toaded." But even in that, and dropping everything you carried, 2 turns later you were back to normal. Loss of a Life or Object weren't really that big a deal in most cases, especially when you got to choose which Object you lost (more on that later).
The 3E Witch was identical to the 2E version. Well, the new silhouette illustration was poor and even more cliché. The illustration didn't even fit the Warhammer thematic overlay that was an attempt to assimilate 3E into that game world.
When it came to 4E, the most short-lived and errata-ridden edition of Talisman, minor changes came with a shift of motif and artwork. You could still become a toad, or lose a Life, but you might also lose a (supposedly) hard-won Strength. On the balance, you could still gain a Strength, Craft, or Spell. Overall, the 4E Witch was a little more balanced than the 2E/3E version, for one potential loss now matched one gain. Even magically becoming a toad was somewhat parallel for gaining a Spell; you got a Spell as opposed to being the victim of one. But one oddity remained in the list; you could gain a Craft but not lose one. Likely this was a minor counterbalance to the fact that the game has always been Strength heavy since its beginning. (Or there just wasn't room on the list.) Craft was hard to come by, with much fewer Craft-based vs Strength-based Enemies. However the Witch was still a stereotype in her portrayal and a purely random chance machine.
4ER's Witch brought more shift in what she did, though to what purpose is rather suspicious. The artwork was identical to 4E, as it probably should be for sharing the same edition number. But gone was the 4E attempt to balance negative and positive effects; the 4ER by comparison is 66.7% benefits (all the good ones) and only 33.3% deficits (only one of which is bad for a short while). The top end of the benefits was surprising, aside from being excessive for a random chance machine with no real personality.
Fate, as the new game mechanic and character attribute in 4ER, is hard to come by once you use up your starting points. It is also somewhat linked to Alignment on the board, but that's as far as it goes. Overall, Fate points are blind Luck points to spend on re-rolling a die for a better result. In Talisman 4ER Fate isn't really a character's fate at all.
Now in 4ER, if you wish, you can roll twice. Roll badly the first time with the Witch, and you can spend a Fate point to re-roll. Your odds are no better, since the second roll supersedes the first; you are not choosing which roll to keep. (And if we get down to it, Fate points, if we're talking true Fate from the gods, shouldn't be able to the alter the actions... the "fate", the roll... of a game persona.) If you did re-roll with a Fate point, and hit that lucky 6, all your Fate was replenished. This includes the one you just spent, as if you hadn't spent it at all. Does that sound fishy to anyone else who's not looking for any excuse for more freebies? A quick comparative table better illustrates some of the historical changes to the Witch.
| Roll | 2E | 3E | 4E | 4ER |
| 1 | Toad | Toad | Toad | Toad |
| 2 | -1 Life | -1 Life | -1 Life | -1 Life |
| 3 | -1 Object | -1 Object | -1 Strength | +1 Strength |
| 4 | +1 Strength | +1 Strength | +1 Strength | +1 Craft |
| 5 | +1 Craft | +1 Craft | +1 Craft | +1 Spell |
| 6 | +1 Spell | +1 Spell | +1 Spell | Full Fate |
Coloring coding is based only on my own opinion of what is hardest to come by in the game and what would be most devastating as a negative effect. Red for a deficit, Green for a benefit, and depth of color indicating intensity. Craft is still the hard road in Talisman, though 4ER has added more Craft Enemies to defeat in the base game. But they are still well below the count of Strength Enemies. Strength is still the easiest attribute to build up, and hence a lesser loss or gain in facing a random chance. While it is true that becoming a toad makes you drop all the goodies you are personally carrying, after three rounds you return to normal without any loses of legitimately held Strength, Craft, Lives, or Fate... so long as no one picks on a lowly toad, that is.
The greater "why" for the Witch's beneficent swing is more to the point, though her involvement in Fate might be more in keeping with what a real witch is - not a mage but a theurge in part or whole. One of 4ER's focal changes was to make the overall game play faster. Old guard players hailing back to 2E or even 1E might typically have a game last an hour plus 30 minutes per player as the minimum. Reports of current games in 4ER range closer to 30-45 minutes plus 15-30 per player. How this is accomplished is again another matter.
Talisman has always had the optional rule for the amount of defeated Enemy "Trophies" it took to boost an adventurer's Strength or Craft. The standard is 7 points of trophies discarded to gain 1 Strength or Craft token for an adventurer. The game could be shortened (played faster) by reducing the amount of trophies per Strength or Craft token. Some players preferred a 5 to 1 ratio, and for a very fast game once in a while, it went as low as 3 to 1. This was more than enough to gain Strength and Craft at an advanced rate, quickly tackle the Inner Region, run for the Crown of Command, and do so through actual play and adventuring. But it seems this was not fast enough.
It's true that making just one card like the Witch more beneficial doesn't have a lot of effect in this matter. But she is a marker, iconic, for how the game has changed in other like dimensions; freebie gains (in varied ways) are becoming far more common. Reducing deficits and losses and making benefits and quick gains more readily available does speed up the game. It can also dumb the game down and reduce its subtitle, "the magical quest," to a sales pitch with nothing behind it. And it wasn't... isn't necessary.
I've seen old school games in 2E easily reduced to the same time frames as 4ER by simply reducing the trophy to token ratio. That option still exists, but I can only imagine how its compounded by other changes that lean the same way as the Witch. When a game for 4 lasts just under an hour (yes, it has been so claimed), then you know it wasn't won through effort. I've observed that the faster the game, the less it is based on what players do and more on how the game plays them.
In addition, that one change of adding a full Fate restore through the Witch didn't make any sense at first. Fate is something decreed upon an individual by the higher powers. So with such a benefit, I would have to see the Witch not as mage but as a theurge. And that's OK, since a witch was and is linked to ethereal powers as well as or in place of magical ones. But which one - Good or Evil? Certainly not Neutral if we're limited to the game's bipolar approach to alignment vs. the richer schema of fantasy role-playing games (FRPG) from which it was taken. So in that we chuck bipolarism and go for three Alignments in re-considering the Witch. Stick with me a little longer.
The notion of the Witch as connected to one of two (or three) Powers of the Alignments holds potential for a minor variation from game to game. Or some players might just prefer to regain one of her earlier forms, and once more make her a legitimate risk to encounter.
The Cards
Below are two optional cards to print and use, plus a third that will take a brief explanation. Right-click on any of them and select "Save As" to get the full resolution versions. A few changes have been made, like a more mysterious and ambiguous appearance. You may ignore the extra terms within / below the midbar (one of which there wasn't room for on the third card); these are for when the cards are mixed with my In the Balance expansion at TalismanIsland.com.
The first card is identical to the 2E/3E version; the second is identical to the short-lived 4E. Both are better than the 4ER version from my perspective. My only other recommendation (for the first card) is that you make the loss of an Object on a roll of 3 completely random. You aren't paying her an Object; she is taking it of and by her own choice, not yours. That's that, so suck it up, already.
The methods for choosing a random Object are simple, as well as obvious to experienced players.
- Flip your Object and Magic Object cards face down, mix them, and have another player choose one blindly to discard. NOTE: If you're whining about too much trouble for all of the stuff you've acquired, then you're leaning on too many crutches. The other players should see this as an opportunity to have the Witch kick one of those crutches (of her choice) out from under you. Hey, it's not as bad as being toaded.
- Assign numbers on a die to what you have and then roll. The number you roll is the possesion you lose. If you have less than six objects, re-roll if you roll a 6, and so on. NOTE: If you have more than 6 and thereby can't assign a number to all of them... well, see option #1... and stop trying to worm back into picking and choosing, you hoarder.
The third and "alternative" Witch adds just a touch more unexpectedness as well as variation from game to game. You never know whose side she'll be on until she appears. She won't be to the taste of most modern players looking for speed of play and every shortcut they can find to win. But perhaps she'll appeal to those who like a little variety and ambiance as well as a persona with a just a hint of, well, personality. Take a peek and then look to some explanation that follows this card.
Her alignment can be marked in one of two ways:
- Take a spare token marked 1, 2, or 3 according to the roll, and place it on her, or (if all you have are those cones)...
- Take a spare Alignment card and place it under her. Lack of one means she's Neutral, or you can download a card for Neutrality at Talisman Island packaged within the expansion called In The Balance, Part 3 .
If you prefer not to fuss with marking her, then simply throw one extra die whenever someone lands on her. Her alignment will be different each time. It's a bit too random for my tastes, but some might like that extra bit of chaos and the unexpected.
I leave it to you to pick which (if any) of these variation cards appeals most to you, either as a permanent change or just a once in a while surprise for your group. As always, all choices are yours... it's your game after all.
In a week or so, I will post a new entry in the 4ERR (Retro) Cards, Part 2. Until then, thanks for stopping by, and you can find a like topic on these cards at the Talisman "Home Brew" subforum at Fantasy Flight Games.
Here's a little something until I finish the next installment of "Balancing the Talisman." Others may know about these but not all. It's novel and/or interesting for any type of game that uses dice.