Compare Talisman - The Firelands Expansion prices across 50+ stores and find the best deal. Developed by Nomad Games. Published by Nomad Games. Released on 2/1/2017. Available on PC, Mac. Genres: Indie, RPG, Strategy.

A DLC that torches Talisman's comfortable routine by flooding the board with fire tokens and burning your hard-earned cards straight out of the game. Experienced Talisman players only.

I'll be straight with you: I came to Talisman for the multiplayer chaos, and Firelands delivers that chaos in the most ruthless way the base game has ever seen. This is not a gentle add-on that pads out the card pool. It rewires the entire threat model by introducing the Ifrit, and once they show up, the board you thought you knew starts disintegrating under your feet. The headlining mechanic is Burn. Cards don't just get discarded here, they get removed from the game entirely. The follower you spent three turns cultivating, gone. The object that was your plan B, ash. Noble Ifrit enemies compound this by sitting on the board with persistent effects, spreading fire and death on every subsequent turn until you deal with them. If you ignore them to push for the Crown, they will strip your hand bare. The Fireland tokens work in parallel: land on a space with one and you lose a life, and as the game progresses those tokens colonise more and more of the outer and middle regions until safe paths simply stop existing. Terrain Cards layer on top of that by replacing board spaces entirely, which sounds chaotic and is, but it also opens unexpected shortcuts, covering the Sentinel or the Portal of Power means free passage inward, and smart players will exploit that. Four new characters arrive with the expansion: the Dervish (dual-weapon fighter who chain-moves after kills), the Nomad, the Jin Blooded, and the Warlord. The Dervish in particular fits the aggressive playstyle the expansion rewards, since you need to eliminate Noble Ifrit fast and his momentum mechanic keeps you moving. The three new Alternative Ending cards shake up the endgame significantly. The most divisive one scraps the Crown of Command race entirely, teleports everyone into the outer or middle regions, and drops fire tokens next to each player. Last one alive wins. Community opinion on that ending splits hard: some players love the sudden-death pivot, others feel cheated that the traditional race to the Crown becomes irrelevant. First-session players routinely hate it; veterans tend to come around once they understand the expansion is explicitly designed to be a survival grind rather than a straight race. The honest warning is this: Firelands is harder than most of the other DLC in the Talisman lineup. Sessions run shorter than you might expect because players die faster, and that can feel punishing if you show up expecting a slow RPG crawl toward the Crown. It works significantly better when mixed with other expansions, where additional board spaces dilute the fire token density. Dropped in solo as the only expansion, the Ifrit pressure hits almost immediately and leaves little room to breathe. The AI complaints about Talisman's digital implementation in general apply here too, so if you were already frustrated with the AI before this DLC, Firelands does not fix that. What it does do is make the multiplayer game genuinely tense in a way the base game rarely manages, especially in local or online sessions where everyone is trying to survive the same apocalypse. Fred, Scout Team

Talisman - The Firelands Expansion
IndieRPGStrategy

Talisman - The Firelands Expansion

Feb 1, 2017Nomad Games
GamerScout Says

A DLC that torches Talisman's comfortable routine by flooding the board with fire tokens and burning your hard-earned cards straight out of the game. Experienced Talisman players only.

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About Talisman - The Firelands Expansion

I'll be straight with you: I came to Talisman for the multiplayer chaos, and Firelands delivers that chaos in the most ruthless way the base game has ever seen. This is not a gentle add-on that pads out the card pool. It rewires the entire threat model by introducing the Ifrit, and once they show up, the board you thought you knew starts disintegrating under your feet. The headlining mechanic is Burn. Cards don't just get discarded here, they get removed from the game entirely. The follower you spent three turns cultivating, gone. The object that was your plan B, ash. Noble Ifrit enemies compound this by sitting on the board with persistent effects, spreading fire and death on every subsequent turn until you deal with them. If you ignore them to push for the Crown, they will strip your hand bare. The Fireland tokens work in parallel: land on a space with one and you lose a life, and as the game progresses those tokens colonise more and more of the outer and middle regions until safe paths simply stop existing. Terrain Cards layer on top of that by replacing board spaces entirely, which sounds chaotic and is, but it also opens unexpected shortcuts, covering the Sentinel or the Portal of Power means free passage inward, and smart players will exploit that. Four new characters arrive with the expansion: the Dervish (dual-weapon fighter who chain-moves after kills), the Nomad, the Jin Blooded, and the Warlord. The Dervish in particular fits the aggressive playstyle the expansion rewards, since you need to eliminate Noble Ifrit fast and his momentum mechanic keeps you moving. The three new Alternative Ending cards shake up the endgame significantly. The most divisive one scraps the Crown of Command race entirely, teleports everyone into the outer or middle regions, and drops fire tokens next to each player. Last one alive wins. Community opinion on that ending splits hard: some players love the sudden-death pivot, others feel cheated that the traditional race to the Crown becomes irrelevant. First-session players routinely hate it; veterans tend to come around once they understand the expansion is explicitly designed to be a survival grind rather than a straight race. The honest warning is this: Firelands is harder than most of the other DLC in the Talisman lineup. Sessions run shorter than you might expect because players die faster, and that can feel punishing if you show up expecting a slow RPG crawl toward the Crown. It works significantly better when mixed with other expansions, where additional board spaces dilute the fire token density. Dropped in solo as the only expansion, the Ifrit pressure hits almost immediately and leaves little room to breathe. The AI complaints about Talisman's digital implementation in general apply here too, so if you were already frustrated with the AI before this DLC, Firelands does not fix that. What it does do is make the multiplayer game genuinely tense in a way the base game rarely manages, especially in local or online sessions where everyone is trying to survive the same apocalypse. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayercross-platformachievementstrading-cardscloud-savestier:sub-5Board Game AdaptationSurvival EndgameResource DestructionTerrain ManipulationAlternative EndingsEscalating Difficulty

System Requirements

Minimum

OS
Windows Vista
Memory
2 GB RAM
DirectX
Version 9.0
Storage
100 MB available space
Graphics
1280x768 resolution on board graphics
Processor
2.0GHz Dual Core
Sound Card
On board

Reviews & Ratings

No ratings available

Game Info

Developer
Nomad Games
Publisher
Nomad Games
Release Date
Feb 1, 2017

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