Talisman 5e - Home Brewing Solo/Co-op Rules (A Work in Progress)


Daniel (@dungeondive) shares the custom solo/co-op rules he’s designing for Talisman 5th Edition — born from disappointment with the official Alliances expansion.

The setup:

  • Uses the doom track from Alliances
  • Events removed from adventure deck and kept separate
  • Villain cards from Alliances act as threats to manage
  • All villains must be cleared before anyone can enter the Portal of Power

The event chart (2d6, rolled after each player’s turn):

  • 2: Doom track moves down
  • 3: Random outer region corner closes for 3 turns
  • 4: Draw event card
  • 5: Add villain (can spend trophy to cancel)
  • 6: Random middle region corner closes for d3 turns
  • 7: All quiet
  • 8: Psychic storm (craft 7 attack on all players)
  • 9: Add villain
  • 10: Draw event card
  • 11: Corrupting force (all players lose 1 life)
  • 12: Doom track moves up

Villain trophies can be spent as:

  • Fate tokens (for movement or rerolls)
  • Normal trophies
  • 2 cards to teleport to any outer/middle space
  • 3 cards to move doom track up one

Design philosophy:
Daniel wanted threat management, more trophy choices, and minimal rule changes. No other house rules layered on top — just enough to make Talisman feel like a proper co-op.

He’s considering integrating the companions and boons from the Call of the Hunt expansion as additional ways to spend villain trophies.

Rules will be available on the Dungeon Dive Patreon as a work in progress.

Have you tried house-ruling Talisman for solo/co-op? What mechanics would you want in a proper co-op variant?

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