玩家评分: 6.5

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Talisman: Revised 4th Edition

桌游极客排名: 1801

本月排名变化: 10

玩家评分: 6.5

玩家人数: 2 - 6 (最佳: 4人)

时长: 90 分钟

难度: 2.18 (轻度策略)

适合年龄: 13+

专业评分: 6.24

语言依赖:

大量文本需要阅读

出版年份: 2007

出版商:

| 游人码头(中文)

设计师:

| John Goodenough | Robert Harris

美工:

| Massimiliano Bertolini | Marjorie Davis | Ralph Horsley

桌游类别:

|冒险 |探险 |梦幻 |战斗

主题:

Talisman是一个冒险棋盘游戏设置在一个高幻想的中世纪世界。玩家有14个角色,可以根据角色扮演的原型,如英雄,巫师,恶棍,盗贼,怪物等来选择。游戏让玩家感觉到他们正在世界各地寻找设备,武器,古代文物和同伴将帮助他们寻求获得司令官。一路上,他们访问了世界各地的各种场所,相互战斗和梦幻般的生物进入顶端。

目标:

每个玩家都试图从外在世界,最终到内心世界。玩家漫游外部,中间和内部世界,试图获得设备,武器和同伴。他们还将通过设备,伴侣和遇到并与幻想生物和彼此的战斗来改善统计数据。一旦他们完成了护身符追求,玩家将进入内心世界,面对挑战,终于到达“权力门户”要求指挥官。然后,其他玩家必须参加比赛才能停止这个球员,然后才能最终用Command命令杀死他们。

游戏:

开始时,玩家从14提供。字符有基本统计信息开始。这些是生命[生命值],力量[身体素质]和工艺[魔术与智力]。一些人物在战斗中自然会更有天赋,另一些则是魔术,而其他人则是混合的。另外角色往往与独特的能力,启动设备和起始法术区分开来。这一切让玩家在玩时感觉到不一样。另外玩家在玩的同时玩家还增加了统计数据,增加了力量,手工艺,生活或增加了新的能力等等。实际的游戏比较简单,使游戏容易拿起新手。在一个球员的轮到他们投掷一个死亡的运动。然后玩家选择左右方向,或者如果会议资格可能从外部世界或中间世界移动到中间世界。一旦在空间上,玩家按照空间上的指示,或遇到正在面对已经在太空中的卡片,或者在空间中遇到其他玩家。大多数空格都有一个玩家画出一些可以遇到的牌。这些可以是生物,同伴,武器,设备,宝藏或遗物。在获得任何其他物品或同伴之前,玩家必须对抗生物并获胜。如果另外一个球员在这个空间,玩家可能会用Craft或Strength攻击,但是不需要这样做。防守者用同样的统计数据进行辩护。如果防守者输了,他就会失去一个生命,一个物品或攻击者选择的伴侣。如果攻击者失败,他就会失去生命。“玩家从外部世界开始,建立角色的统计数据,尝试移动到中间世界。有两种方式可以上升到中间世界,一种需要测试力量,另一种是乘船的价格。一旦在中世纪,玩法以同样的方式进行,但一般来说,挑战也越来越多,如沙漠和寺庙等。然而,有更多的潜在的遭遇和物品,因为大多数空间现在画多张卡片。在中间世界,玩家也可能获得一个护身符追求,一旦完成,将授予他们一个护符。护符需要解锁指挥官,通过内在世界的权力门户。一旦玩家有一个护身符,并有足够的力量或手段进入权力门户,他们将尝试进入内心世界。在那里,他们必须面对和生存在那里的监护人,像吸血鬼的塔和狼人,然后才要求指挥官。一旦玩家宣称指挥官,他们就可以施放指挥法术,自动迫使玩家失去生命。然后,它成为冠军的一场比赛,因为其他球员试图在冠军完成之前将球员带走。“#10;&10;修改使用:

护身符升级包

Theme: Talisman is an adventure board game set in a high fantasy medieval world. Players have 14 characters to choose from all based on role playing archetypes, such as heroes, wizards, villains, thieves, monsters, etc. The game makes players feel they are traveling the world to find equipment, weapons, ancient relics, and companions that will help them on their quest to acquire the Crown of Command. Along the way they visit various locales in the worlds, battle each other and fantastic creatures to make their way to the top. Goal: Each player is trying to move from the outer world and ultimately to the inner world. Players wander the outer, middle, and inner worlds trying to acquire equipment, weapons, and companions. They will also improve statistics with equipment, companions, and encounters and battles with fantasy creatures and each other. Once they complete a Talisman quest, players will enter the inner world and face its challenges to finally reach the Portal of Power to claim the Crown of Command. Then the other players must race to stop this player before he eventually kills them all with the Command spell. Gameplay: To begin, players select a character card from among the 14 provided. Characters have basic statistics to start. These are Life [hit points], Strength [physical prowess], and Craft [Magic and Intelligence]. Some characters are naturally more gifted in combat and others in magic, while others are mix of the two. Additionally characters are often differentiated with unique abilities, starting equipment, and starting spells. This all makes the players actually feel different during play. In addition items and companions players acquire during play also add to statistics, increasing Strength, Craft, Life or adding new abilities, etc. Actual game play is relatively simple, making the game easy to pick up with novices. On a player's turn they throw a die for movement. Player then chooses which direction, left or right, or if meeting qualifications may be able to move from outer to middle world, or middle to inner world. Once on space, player follows instructions on space, or encounters face up cards already in space, or other player if in space. Most spaces have a player draw a number of cards to encounter. These can be creatures, companions, weapons, equipment, treasure, or relics. Players must fight creatures and win before acquiring any other items or companions. If another player is in the space, players may attack with either Craft or Strength but are not required to do so. The defender defends with same statistic attacked with. If the defender loses, he loses a life and an item or companion of attackers choice. If the attacker loses, he loses a life. Players start in the outer world, and build up their character's statistics and items to try and move to the middle world. There are two ways to move up to the middle world, one requiring a test of strength and the other a boat man's ride for a price. Once in the middle world, play proceeds in the same manner, but the challenge generally is increased with more threats such as the desert and temple. However, there is more potential for encounters and items as most spaces now draw more than one card. In the middle world, players may also acquire a Talisman quest, that once completed, will grant them a Talisman. The Talisman is required to unlock the Crown of Command and pass through the Portal of Power in the Inner World. Once players have a Talisman and have enough Strength or Craft to enter the Portal of Power, they will try to enter the Inner World. There they must face and survive the guardians there, like the Vampire's Tower and Werewolf before claiming the Crown of Command. Once a player claims the Crown of Command, they can cast the Command Spell, automatically forcing a player to lose a life. It then becomes a race for the Crown as the other players try to take the player with the Crown down before he finishes them all off. Revised using: Talisman: Upgrade Pack

牌套信息

41 x 63mm (1 5/8" x 2 1/2")