Talisman: The Chaotic Neutral Boardgame

I started playing Talisman in the late 1980s, when the second edition was widely available at gaming shops across the land. My friend had a copy of it, as well as all the expansions, and between sessions of Paranoia, Dungeons and Dragons, Car Wars, or Tales From the Floating Vagabond, we played Talisman. It’s quicker than an RPG campaign, but has a great fantasy theme to it, and an epic feel that always kept us entertained for hours of play.

As teens, my friends and I had a hard time getting together every week to play RPGs, but the great thing about Talisman was that you could choose a ready made character and get adventuring right away—there’s no lengthy campaign and if some of us couldn’t make it, we could play anyway, without a well thought out campaign getting messed up.

In Talisman, you draw cards, attempt to level up, and move across the land until you are powerful enough to challenge the center region of the board. If you try this too soon, you’re liable to be quickly destroyed, so a lot of the game tends to be adventuring and trying to kill monsters and increase your strength or magical ability. The title of the game refers to the magical object you need to enter the final space on the board, ‘The Crown of Command,’ where you can cast the command spell and kill everyone else on the board.

The game encourages you to backstab and attack your friends, which is part of the fun, as long as everyone has a sense of humor about it. (I learned through experience that not everyone does.) Most of the fun was messing around, joking about whatever werewolf or dragon or ghoul you had to fight, losing your gold, losing lives, and generally just roaming the board, trying to improve your stats. Some people find this boring, but my group of friends loved it. It was perfect for us, and would always become a lengthy game of improv, with the knight making dramatic pronouncements as he attempted to banish an evil spirit, or a troll grunting his way through combat with a giant spider. We’d feign outrage and hurt feelings as our friends attacked us, stole our gold, or assassinated us. As soon as we could we’d try to even the score and level up. Some of our friends only played once, as they took it more seriously and didn’t enjoy the verbal sparring, but I could never understand why. If you’re an adventuring warrior, you must expect some chicanery now and then.

I absolutely loved this game, and had a million laughs in many, many hours of play with my friends. We continued playing it in college, but as time went on and friends moved away, our group stopped gathering, and that, as they say, was that. After college we all had jobs and too much to do to spend an entire Saturday goofing around in taverns and trying to fight monsters. Some years later, I asked my friend what happened to his game, but it was long gone, likely cleaned out of the attic by his mom.

I always found time to play other games, and have had copies of Catan, and others hanging around for years. Occasionally I’d play a one off rpg with friends. When I saw that Fantasy Flight had done a 4th edition of Talisman, I immediately got it, and played it often with friends and family. Some of my old group enjoyed it for nostalgia’s sake, and it still has a wonderful fantasy theme to it. To be honest, the 4th edition is a fantastic game, probably more involved and better than the one I played in the 80s.

Even so, there was something I missed about that Games Workshop edition. I wanted to have it, loved the art, and it had imprinted on me at such a young age that I was overcome with nostalgia whenever I saw an image of it. Alas, copies of it went for hundreds of dollars.

Today, we live in a golden age of boardgames. There are a great many good ones, award winning wargames and eurogames and cooperative ones and everything in between. I’ve become something of a collector of games and play them as often as possible with my children. I’m particularly fond of Tolkien themed boardgames; there were only a few of these back in the day, and now they are everywhere, and they’re all great.

Yet even as I acknowledge that these newer games are more sophisticated, I miss the simpler games of my youth, the ones that have a short rulebook, some evocative fantasy art, some simple mechanics, that allow a lot of free reign to just mess around with your friends. I really enjoy plenty of current games, but I truly love the ones I played as a boy.

There’s something to be said for a simple hack and slash fantasy experience, a real meat grinder of a game that encourages reckless aggression and where a bad roll of the dice can kill your character off forever. It’s funnier this way, more chaotic but just as enjoyable to me, or more so, than a game that rewards careful, smart strategic play.

Let’s say you’ve played a conservative game and outmaneuvered your friends. Guess what, Einstein? You just rolled a one. You’re dead, and you have only two lives left. Next turn, you roll a one again. Now you lose all your possessions and become a toad for three turns. On his next turn, your best friend comes and steals everything you worked for and then squashes you. Back to the drawing board, genius. You’re done. It’s hilarious. I love it.

You may also find yourself in the lead for the entire game, only to have some bad rolls in the end and lose to your friend who had been running so far behind the entire game you forgot she was even playing.

As board games go, Talisman is chaotic neutral, the funniest and greatest alignment you could possibly have. It’s unreliable, irritating sometimes, kind and generous one moment and brutally vicious the next. Kind of like life.

And so, of course, in my middle age, I could not resist getting a copy of the second edition. Some poor soul out on ebay parted with this beauty for a reasonable price and made me very happy. I can’t wait to get the old gang together so we can share some laughs and maybe a dagger in the back.

Paths of Glory

This World War I game from GMT is probably the most involved, epic wargame I have ever played. Like other games from GMT, this is big on strategy and history, and rewards thoughtful, careful gameplay. Pick your side: The Allies, or the Central Powers.

The game begins in August 1914, and each turn takes one season. Each side receives six turns in this season, in which they can use one of seven cards in their hands to move troops, reinforce, attack, or play other historical events that help their cause. Each side is trying to raise their Victory Point threshold high enough to end the game, before either time runs out in 1918, or an armistice is reached, giving victory with the side who has a better VP total.

I won’t lie–the rule book for this game is a bit daunting when you open the box. It’s thick, with lots of detail. But my eleven year old son read it and was conversant with the rules and eager to play. So it’s not too complicated for someone who plays a lot of Axis and Allies, for example, but it will require some effort, time, and a love of history to enjoy.

I found this game to be a really engaging way to learn some things about the first World War. As my son said, “I feel like I am re-living history, with alternate outcomes for a lot of these battles.” Granted, my son is a history buff who loves to read, but to me that is a high compliment indeed for any game.

After around 12 rounds, or three years, we found ourselves in almost exactly the same VP totals as when the war started. It’s not easy to pull ahead in this–armies get entrenched and are hard to defeat. We fought for years on the European front, with neither side scoring a decisive victory until we neared the game’s final act, when the US entered the war and the allies defeated the Germans. It was quite a mirror of the actual war, with many lives lost even while there was almost no movement in the trenches.

I give this game my highest recommendation. It was clearly made with a lot of care and attention to detail. It takes some time to learn how to play–we had it set up over multiple weekends, and only finished our first full game after probably 8-10 hours of play–but it’s worth it. The board is beautifully produced, the rules are clear, and the sense of history is quite strong as you play. If you’re a history buff or a wargamer, this is a great game, well worth buying and playing. It isn’t cheap; you can find a copy for around $80. GMT sometimes runs sales on their site, which is a good way to pick this one up.

New York Tolkien Conference

If you have an interest in Tolkien, or more generally in fantastic fiction, consider joining us at the New York Tolkien Conference at Baruch College this June! The details are at the conference site below. It’s always a grand time, with interesting speakers and friendly people. It’s also a chance to present your work, if you’re so inclined. If you have any questions, comment here on this post and I’ll respond, or send me a message. Hope to see some of you in June!

Memoir ’44

We are heading into winter, perhaps the best time of year for board games!

My 11 year old is crazy about tabletop games, and World War Two games in particular. He really loves games with minis, so we have tried a number of those in many genres, but one of his very favorites for years now has been Axis and Allies. The only problem with that game is its epic length. It can take a long time just to set it up, and the game itself can take several sessions of a couple hours, over several days.

Enter Memoir ’44. Made by Days of Wonder, this game includes 15 different scenarios from D-Day. It’s a card based game with lots of die rolls, and beautifully produced miniatures. We’ve played four of the scenarios so far, and each of them took only around a half hour to complete. It’s lively and fun and if you enjoy wargames but don’t have three or four hours to play one, I would strongly recommend this game. You’ll probably like it so much that you’ll end up playing more than one scenario in a session, anyway.

The game is played in turns during which a player activates a card, which allows them to move troops on one or more sections of the board. You can then engage the enemy by rolling dice, subtracting points for various obstacles like trees, bunkers, barbed wire, and so forth.

I really loved playing this one with my son, and he has enjoyed it immensely as well. It makes great gift, and won’t break the bank– I got a copy of it for around $50. There is enough variety to make each scenario feel quite different; Days of Wonder has also created many different expansions, so if you enjoy this one and play all fifteen scenarios enough that you want more variety, you will never run out of more to play if you’re so inclined. There are also expansions that allow up to eight players, which sounds like it would be lots of fun.

I’d rate this one five out of five stars. So much fun to play, and beautifully designed.

To Scrimmage, or Skirmish

My eleven year old son’s soccer team has scrimmages each week in practice. On the way home this week, he told me how much he enjoys ‘skirmishing.’

“Did you say ‘scrimmage,’?” I asked. “Or skirmish?”

“Skirmish,” he replied. “Skirmishes are so much fun.”

I found this so funny, he knows about skirmishes because we play lots of tabletop games, some of the wargaming variety, that include skirmishes. I explained the word is ‘scrimmage,’ but since they sound so similar, it got me to wondering, so I had to check the glorious, trusty old OED. I had no idea that the word scrimmage seems to have its origin in the word skirmish, which was itself borrowed from the French escarmouche. It makes perfect sense that skirmish, which deals with warfare, would also be used in sports, where war metaphors abound. The kids are indeed skirmishing. I mean, scrimmaging. Anyway, as usual, my son is correct and knows more than dad, and has taught me something.

You can check out the etymology here: “skirmish, n., Etymology”. Oxford English Dictionary, Oxford University Press, July 2023, https://doi.org/10.1093/OED/8783343266

I’ve found that since my children began playing sports, I care less and less about the pros and am mostly interested in how much fun the children are having, what they are learning, and what friendships they form as they play. It’s for the best, anyway, since all the pro teams I like are terrible. Somehow we have the biggest market in the world for sports but all the local teams are not good.

Youth sports are much more fun anyway, what with all those skirmishes.

Star Wars: Rebellion

A long time ago in a galaxy far, far away…

There was an endless appetite for games based on our favorite heroes and villains. Star Wars Rebellion, I am happy to report, is one of the very best of the bunch. Made by Fantasy Flight Games, it has their usual high quality minis, a beautiful board with numerous planets and systems, and lots of cards and markers and characters. It’s for 2-4 players, though I have only played the two player version. One side plays the rebels, the other is the dark side.

Rebellion is varied enough and features enough twists and turns that I think it has a high level of replayability. My 10 year old and I have played it 6 or seven times since we got it, and it’s always been fun and surprising. Essentially, the rebel player has a hidden base that the empire is trying to find. If the rebels can stave off the superior firepower of the empire and hang on for enough turns, while increasing their sympathy throughout the galaxy, they’ll win. But the moment the empire finds the rebel base, it’s over for the rebels. Each time we’ve played, both of us had a chance to win by the final round, making for an exciting and unexpected end with each game.

Each player has special attributes and cards to help them win; the rebels, for example, are aided by cards that allow them to change the location of the base, should the empire draw near. Other cards will allow sabotage, and to increase your reach through the galaxy. The rebels will gain victory points through a series of objective cards that award points when completed. The empire, meanwhile, has far superior numbers and brutal planet destroying weapons like the Death Star, making them hard to beat.

The character cards are also well designed. Each of the rebel characters have special skills and powers that allow them to succeed at basic missions, like gaining loyalty in systems, establishing weapons production, or conducting raids on the empire. The empire characters have similar skills, and are able to corrupt the rebels, destroy them with the death star, or otherwise ruin their chances to win. For example, in one very funny moment in our game, Obi Wan was turned to the dark side, which is rather hard to envision if you’re a fan of the old films, like me.

There are plenty of opportunities for battles, and that’s a lot of the fun of this game. You can move into systems and attack with your fleet of finely constructed X-Wings, Tie-Fighters, Star Destroyers and ground forces. You’re aided in battle by the leaders you’ve chosen and special cards that you draw through each round of combat. Nothing hurts so badly as building up a legion of rebel troops only to have them wiped out by Stormtroopers and AT-ATs (take it from me.)

This game is not cheap–the price runs around $90, but if you’re a fan of strategic war games, and of Star Wars, and you think you’ll have time to play this one, I’d say go ahead and buy it. It’s a lengthy game, often taking a few sessions of an hour or two each (or most of a day, if you’re able) to complete. I have found it a great way to spend time with my son, who has delighted in beating me a number of times.

Rebellion is pretty true to the spirit of the films. I love it, and recommend it highly, rating it five out of five stars. Maybe six out of five if you’re a star wars fans into miniatures and epic boardgames.