Talisman The Magical Quest Game
2nd Edition
Scanned by Number 6.
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This is a pdf version of the Games Workshop game.
All the game components in this pdf are in CMYK colour mode @ 300 DPI.
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Included Components
Talisman The Magical Quest Game
The Expansion Sets:
Talisman Expansion Set                       [Expansion Set 1]
Talisman The Adventure                       [Expansion Set 2]
The Talisman Dungeon                         [Expansion Set 4]
Talisman Timescape                           [Expansion Set 5]
And extra cards from
White Dwarf No. 72, 1985
White Dwarf No. 115, 1989
This pdf does not include (due to non-availability):
Talisman City                       [Expansion Set 3]
Talisman Dragons                    [Expansion Set 6]
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The Dice & Playing Piece Bases:
The components that could not be scanned were the six-sided die and the six bases for the playing piece
cards. The scan of the back of the box shows roughly what these are like. You’ll need 2 six-sided dice. If
you don’t have any suitable bases similar to the original bases you can use the 7 (1 Extra!) cutout bases
on Page 72 of the pdf. Just glue the two sections of the playing piece cards to cardboard and glue the
bottoms to the larger cutout and the tops to the smaller cutout. Or if you have any miniatures you could
use these instead.
How Many Printouts
Print 1 copy of page 1 (The top of the box – optional)
Print 1 copy of pages 2 to 30
Print 6 Copies of page 31
Pages 32 to 72 have instructions as to how many copies to print of each
Print 1 copy of page 73 (The back of the box – optional)
Putting the parts together
Recommended printing media (thin/thick card, paper) for each page is listed under bookmarks.
For pages 32 to 72 (The cards and counters), separate the sheets into pairs for front and back (as indicated
on top of the sheets). Glue one side to card, allow to dry, cut out around the edges, glue the other
matching sheet to the other side of the card, allow to dry, cut out the individual cards and counters along
the grey guides. Cut each copy of pages 51 to 53 into vertical strips and glue the matching cards to card as
for the other cards and cut out. Page 61 contains the counters which are one sided only and six spell
cards. Print two copies of this page, cut out the spell cards on each copy and glue the backs to the fronts
as above, to make 12 spell cards. Cut out the paper bases on page 72, if needed, before gluing to the back
of page 71
Separating The Expansion Set Components
See the list at the end of this pdf if you want to separate all the components to play the basic set or the
basic set with selected expansions. There is also an excel file (Talisman Components & Cards List.xls)
that lists the cards complete with filters. You can search for this file on Kazaa.
Set                                   Type        Name
1 - Talisman The Magical Quest Game   Adventure   2 Bags Of Gold
1 - Talisman The Magical Quest Game   Adventure   2 Bags Of Gold
1 - Talisman The Magical Quest Game   Adventure   2 Bags Of Gold
1 - Talisman The Magical Quest Game   Adventure   Alchemist
1 - Talisman The Magical Quest Game   Adventure   Amulet
1 - Talisman The Magical Quest Game   Adventure   Angel
1 - Talisman The Magical Quest Game   Adventure   Ape
1 - Talisman The Magical Quest Game   Adventure   Armour
1 - Talisman The Magical Quest Game   Adventure   Axe
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bag Of Gold
1 - Talisman The Magical Quest Game   Adventure   Bandit
1 - Talisman The Magical Quest Game   Adventure   Bandit
1 - Talisman The Magical Quest Game   Adventure   Bear
1 - Talisman The Magical Quest Game   Adventure   Blizzard
1 - Talisman The Magical Quest Game   Adventure   Boar
1 - Talisman The Magical Quest Game   Adventure   Boar
1 - Talisman The Magical Quest Game   Adventure   Book Of Spells
1 - Talisman The Magical Quest Game   Adventure   Cave
1 - Talisman The Magical Quest Game   Adventure   Cross
1 - Talisman The Magical Quest Game   Adventure   Cursed By Hag
1 - Talisman The Magical Quest Game   Adventure   Demon
1 - Talisman The Magical Quest Game   Adventure   Devil
1 - Talisman The Magical Quest Game   Adventure   Dragon
1 - Talisman The Magical Quest Game   Adventure   Dragon
1 - Talisman The Magical Quest Game   Adventure   Dragon
1 - Talisman The Magical Quest Game   Adventure   Enchanter
1 - Talisman The Magical Quest Game   Adventure   Evil Darkness
1 - Talisman The Magical Quest Game   Adventure   Fairy
1 - Talisman The Magical Quest Game   Adventure   Fountain Of Wisdom
1 - Talisman The Magical Quest Game   Adventure   Ghost
1 - Talisman The Magical Quest Game   Adventure   Ghost (Random Location)
1 - Talisman The Magical Quest Game   Adventure   Giant
1 - Talisman The Magical Quest Game   Adventure   Gnome
1 - Talisman The Magical Quest Game   Adventure   Goblin
1 - Talisman The Magical Quest Game   Adventure   Goblin
1 - Talisman The Magical Quest Game   Adventure   Guide
1 - Talisman The Magical Quest Game   Adventure   Guide
1 - Talisman The Magical Quest Game   Adventure   Healer
1 - Talisman The Magical Quest Game   Adventure   Helmet
1 - Talisman The Magical Quest Game   Adventure   Hermit
1 - Talisman The Magical Quest Game   Adventure   Hobgoblin
1 - Talisman The Magical Quest Game   Adventure   Hobgoblin
1 - Talisman The Magical Quest Game   Adventure   Holy Grail
1 - Talisman The Magical Quest Game   Adventure   Holy Lance
1 - Talisman The Magical Quest Game   Adventure   Imp
1 - Talisman The Magical Quest Game   Adventure   Lion
1 - Talisman The Magical Quest Game   Adventure   Mage
1 - Talisman The Magical Quest Game   Adventure   Magic Belt
1 - Talisman The Magical Quest Game   Adventure   Magic Portal
1 - Talisman The Magical Quest Game   Adventure   Magic Stream
1 - Talisman The Magical Quest Game   Adventure   Magical Vortex
1 - Talisman The Magical Quest Game   Adventure   Maiden
1 - Talisman The Magical Quest Game   Adventure   Market
1 - Talisman The Magical Quest Game   Adventure   Market Day
1 - Talisman The Magical Quest Game   Adventure   Marsh
Set                                   Type                    Name
1 - Talisman The Magical Quest Game   Adventure               Maze
1 - Talisman The Magical Quest Game   Adventure               Mephistopheles
1 - Talisman The Magical Quest Game   Adventure               Mercenary
1 - Talisman The Magical Quest Game   Adventure               Mule
1 - Talisman The Magical Quest Game   Adventure               Ogre
1 - Talisman The Magical Quest Game   Adventure               Ogre
1 - Talisman The Magical Quest Game   Adventure               Orb Of Knowledge
1 - Talisman The Magical Quest Game   Adventure               Pestilence
1 - Talisman The Magical Quest Game   Adventure               Phantom
1 - Talisman The Magical Quest Game   Adventure               Pixie
1 - Talisman The Magical Quest Game   Adventure               Poltergeist
1 - Talisman The Magical Quest Game   Adventure               Pool Of Life
1 - Talisman The Magical Quest Game   Adventure               Potion Of Strength
1 - Talisman The Magical Quest Game   Adventure               Prince
1 - Talisman The Magical Quest Game   Adventure               Princess
1 - Talisman The Magical Quest Game   Adventure               Raft
1 - Talisman The Magical Quest Game   Adventure               Raiders
1 - Talisman The Magical Quest Game   Adventure               Ring
1 - Talisman The Magical Quest Game   Adventure               Runesword
1 - Talisman The Magical Quest Game   Adventure               Serpent
1 - Talisman The Magical Quest Game   Adventure               Shield
1 - Talisman The Magical Quest Game   Adventure               Shrine
1 - Talisman The Magical Quest Game   Adventure               Siren
1 - Talisman The Magical Quest Game   Adventure               Solomon's Crown
1 - Talisman The Magical Quest Game   Adventure               Sorcerer
1 - Talisman The Magical Quest Game   Adventure               Spectre
1 - Talisman The Magical Quest Game   Adventure               Storm
1 - Talisman The Magical Quest Game   Adventure               Sword
1 - Talisman The Magical Quest Game   Adventure               Sword
1 - Talisman The Magical Quest Game   Adventure               Talisman
1 - Talisman The Magical Quest Game   Adventure               Talisman
1 - Talisman The Magical Quest Game   Adventure               Unicorn
1 - Talisman The Magical Quest Game   Adventure               Wand
1 - Talisman The Magical Quest Game   Adventure               Water Bottle
1 - Talisman The Magical Quest Game   Adventure               Witch
1 - Talisman The Magical Quest Game   Adventure               Wolf
1 - Talisman The Magical Quest Game   Adventure               Wraith
1 - Talisman The Magical Quest Game   Alignment Change Card   Alignment Change Card
1 - Talisman The Magical Quest Game   Alignment Change Card   Alignment Change Card
1 - Talisman The Magical Quest Game   Alignment Change Card   Alignment Change Card
1 - Talisman The Magical Quest Game   Alignment Change Card   Alignment Change Card
1 - Talisman The Magical Quest Game   Board                   Chapel (Corner Square)
1 - Talisman The Magical Quest Game   Board                   City (Corner Square)
1 - Talisman The Magical Quest Game   Board                   Tavern (Corner Square)
1 - Talisman The Magical Quest Game   Board                   Village (Corner Square)
1 - Talisman The Magical Quest Game   Character               Assassin
1 - Talisman The Magical Quest Game   Character               Druid
1 - Talisman The Magical Quest Game   Character               Dwarf
1 - Talisman The Magical Quest Game   Character               Elf
1 - Talisman The Magical Quest Game   Character               Ghoul
1 - Talisman The Magical Quest Game   Character               Minstrel
1 - Talisman The Magical Quest Game   Character               Monk
1 - Talisman The Magical Quest Game   Character               Priest
1 - Talisman The Magical Quest Game   Character               Prophetess
1 - Talisman The Magical Quest Game   Character               Sorceress
1 - Talisman The Magical Quest Game   Character               Thief
1 - Talisman The Magical Quest Game   Character               Troll
1 - Talisman The Magical Quest Game   Character               Warrior
1 - Talisman The Magical Quest Game   Character               Wizard
1 - Talisman The Magical Quest Game   Counter                 Craft
1 - Talisman The Magical Quest Game   Counter                 Craft
1 - Talisman The Magical Quest Game   Counter                 Craft
1 - Talisman The Magical Quest Game   Counter                 Craft
1 - Talisman The Magical Quest Game   Counter                 Craft
1 - Talisman The Magical Quest Game   Counter                 Craft
1 - Talisman The Magical Quest Game   Counter                 Craft
1 - Talisman The Magical Quest Game   Counter                 Craft
Set                                   Type      Name
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Craft
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
1 - Talisman The Magical Quest Game   Counter   Gold
Set                                   Type           Name
1 - Talisman The Magical Quest Game   Counter        Gold
1 - Talisman The Magical Quest Game   Counter        Gold
1 - Talisman The Magical Quest Game   Counter        Gold
1 - Talisman The Magical Quest Game   Counter        Gold
1 - Talisman The Magical Quest Game   Counter        Gold
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Lives
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Counter        Strength
1 - Talisman The Magical Quest Game   Die            6 Sided
1 - Talisman The Magical Quest Game   Plastic Base   Plastic Base
Set                                   Type                 Name
1 - Talisman The Magical Quest Game   Plastic Base         Plastic Base
1 - Talisman The Magical Quest Game   Plastic Base         Plastic Base
1 - Talisman The Magical Quest Game   Plastic Base         Plastic Base
1 - Talisman The Magical Quest Game   Plastic Base         Plastic Base
1 - Talisman The Magical Quest Game   Plastic Base         Plastic Base
1 - Talisman The Magical Quest Game   Playing Piece Card   Assassin
1 - Talisman The Magical Quest Game   Playing Piece Card   Druid
1 - Talisman The Magical Quest Game   Playing Piece Card   Dwarf
1 - Talisman The Magical Quest Game   Playing Piece Card   Elf
1 - Talisman The Magical Quest Game   Playing Piece Card   Ghoul
1 - Talisman The Magical Quest Game   Playing Piece Card   Minstrel
1 - Talisman The Magical Quest Game   Playing Piece Card   Monk
1 - Talisman The Magical Quest Game   Playing Piece Card   Priest
1 - Talisman The Magical Quest Game   Playing Piece Card   Prophetess
1 - Talisman The Magical Quest Game   Playing Piece Card   Sorceress
1 - Talisman The Magical Quest Game   Playing Piece Card   Thief
1 - Talisman The Magical Quest Game   Playing Piece Card   Troll
1 - Talisman The Magical Quest Game   Playing Piece Card   Warrior
1 - Talisman The Magical Quest Game   Playing Piece Card   Wizard
1 - Talisman The Magical Quest Game   Purchase             Armour
1 - Talisman The Magical Quest Game   Purchase             Armour
1 - Talisman The Magical Quest Game   Purchase             Armour
1 - Talisman The Magical Quest Game   Purchase             Armour
1 - Talisman The Magical Quest Game   Purchase             Axe
1 - Talisman The Magical Quest Game   Purchase             Axe
1 - Talisman The Magical Quest Game   Purchase             Axe
1 - Talisman The Magical Quest Game   Purchase             Axe
1 - Talisman The Magical Quest Game   Purchase             Helmet
1 - Talisman The Magical Quest Game   Purchase             Helmet
1 - Talisman The Magical Quest Game   Purchase             Helmet
1 - Talisman The Magical Quest Game   Purchase             Helmet
1 - Talisman The Magical Quest Game   Purchase             Mule
1 - Talisman The Magical Quest Game   Purchase             Mule
1 - Talisman The Magical Quest Game   Purchase             Mule
1 - Talisman The Magical Quest Game   Purchase             Mule
1 - Talisman The Magical Quest Game   Purchase             Raft
1 - Talisman The Magical Quest Game   Purchase             Shield
1 - Talisman The Magical Quest Game   Purchase             Shield
1 - Talisman The Magical Quest Game   Purchase             Shield
1 - Talisman The Magical Quest Game   Purchase             Shield
1 - Talisman The Magical Quest Game   Purchase             Sword
1 - Talisman The Magical Quest Game   Purchase             Sword
1 - Talisman The Magical Quest Game   Purchase             Sword
1 - Talisman The Magical Quest Game   Purchase             Water Bottle
1 - Talisman The Magical Quest Game   Purchase             Water Bottle
1 - Talisman The Magical Quest Game   Purchase             Water Bottle
1 - Talisman The Magical Quest Game   Purchase             Water Bottle
1 - Talisman The Magical Quest Game   Rules                Rules
1 - Talisman The Magical Quest Game   Spell                Acquisition
1 - Talisman The Magical Quest Game   Spell                Alchemy
1 - Talisman The Magical Quest Game   Spell                Counterspell
1 - Talisman The Magical Quest Game   Spell                Counterspell
1 - Talisman The Magical Quest Game   Spell                Destroy Magic
1 - Talisman The Magical Quest Game   Spell                Destruction
1 - Talisman The Magical Quest Game   Spell                Destruction
1 - Talisman The Magical Quest Game   Spell                Divination
1 - Talisman The Magical Quest Game   Spell                Healing
1 - Talisman The Magical Quest Game   Spell                Healing
1 - Talisman The Magical Quest Game   Spell                Hex
1 - Talisman The Magical Quest Game   Spell                Immobility
1 - Talisman The Magical Quest Game   Spell                Immobility
1 - Talisman The Magical Quest Game   Spell                Invisibility
1 - Talisman The Magical Quest Game   Spell                Mesmerism
1 - Talisman The Magical Quest Game   Spell                Nullify
1 - Talisman The Magical Quest Game   Spell                Preservation
1 - Talisman The Magical Quest Game   Spell                Psionic Blast
1 - Talisman The Magical Quest Game   Spell                Psionic Blast
Set                                        Type                 Name
1 - Talisman The Magical Quest Game        Spell                Random
1 - Talisman The Magical Quest Game        Spell                Random
1 - Talisman The Magical Quest Game        Spell                Teleport
1 - Talisman The Magical Quest Game        Spell                Teleport
1 - Talisman The Magical Quest Game        Spell                Temporal Warp
1 - Talisman The Magical Quest Game        Talisman             Talisman
1 - Talisman The Magical Quest Game        Talisman             Talisman
1 - Talisman The Magical Quest Game        Talisman             Talisman
1 - Talisman The Magical Quest Game        Talisman             Talisman
1 - Talisman The Magical Quest Game        Toad                 Toad
1 - Talisman The Magical Quest Game        Toad                 Toad
1 - Talisman The Magical Quest Game        Toad                 Toad
1 - Talisman The Magical Quest Game        Toad                 Toad
2 - Expansion 1 - Talisman Expansion Set   Adventure            Arena
2 - Expansion 1 - Talisman Expansion Set   Adventure            Astral Conjunction
2 - Expansion 1 - Talisman Expansion Set   Adventure            Bag Of Gold
2 - Expansion 1 - Talisman Expansion Set   Adventure            Bag Of Gold
2 - Expansion 1 - Talisman Expansion Set   Adventure            Bag Of Gold
2 - Expansion 1 - Talisman Expansion Set   Adventure            Banshee
2 - Expansion 1 - Talisman Expansion Set   Adventure            Berserker
2 - Expansion 1 - Talisman Expansion Set   Adventure            Casket
2 - Expansion 1 - Talisman Expansion Set   Adventure            Centaur
2 - Expansion 1 - Talisman Expansion Set   Adventure            Champion
2 - Expansion 1 - Talisman Expansion Set   Adventure            Cyclops
2 - Expansion 1 - Talisman Expansion Set   Adventure            Demigod
2 - Expansion 1 - Talisman Expansion Set   Adventure            Doppelganger
2 - Expansion 1 - Talisman Expansion Set   Adventure            Earthquake
2 - Expansion 1 - Talisman Expansion Set   Adventure            Gargoyle
2 - Expansion 1 - Talisman Expansion Set   Adventure            Genie
2 - Expansion 1 - Talisman Expansion Set   Adventure            Giant Lizard
2 - Expansion 1 - Talisman Expansion Set   Adventure            Goblin
2 - Expansion 1 - Talisman Expansion Set   Adventure            Golem
2 - Expansion 1 - Talisman Expansion Set   Adventure            Halloween
2 - Expansion 1 - Talisman Expansion Set   Adventure            Idol
2 - Expansion 1 - Talisman Expansion Set   Adventure            Judge
2 - Expansion 1 - Talisman Expansion Set   Adventure            Lich
2 - Expansion 1 - Talisman Expansion Set   Adventure            Magician
2 - Expansion 1 - Talisman Expansion Set   Adventure            Map
2 - Expansion 1 - Talisman Expansion Set   Adventure            Outlaw
2 - Expansion 1 - Talisman Expansion Set   Adventure            Patrol
2 - Expansion 1 - Talisman Expansion Set   Adventure            Pegasus
2 - Expansion 1 - Talisman Expansion Set   Adventure            Rod Of Ruin
2 - Expansion 1 - Talisman Expansion Set   Adventure            Secret Door
2 - Expansion 1 - Talisman Expansion Set   Adventure            Shade
2 - Expansion 1 - Talisman Expansion Set   Adventure            Shovel
2 - Expansion 1 - Talisman Expansion Set   Adventure            Sphinx
2 - Expansion 1 - Talisman Expansion Set   Adventure            Taxation
2 - Expansion 1 - Talisman Expansion Set   Adventure            Volcano
2 - Expansion 1 - Talisman Expansion Set   Adventure            Winged Boots
2 - Expansion 1 - Talisman Expansion Set   Character            Amazon
2 - Expansion 1 - Talisman Expansion Set   Character            Barbarian
2 - Expansion 1 - Talisman Expansion Set   Character            Gladiator
2 - Expansion 1 - Talisman Expansion Set   Character            Halfling
2 - Expansion 1 - Talisman Expansion Set   Character            Hobgoblin
2 - Expansion 1 - Talisman Expansion Set   Character            Knight
2 - Expansion 1 - Talisman Expansion Set   Character            Leprechaun
2 - Expansion 1 - Talisman Expansion Set   Character            Merchant
2 - Expansion 1 - Talisman Expansion Set   Character            Necromancer
2 - Expansion 1 - Talisman Expansion Set   Character            Philosopher
2 - Expansion 1 - Talisman Expansion Set   Character            Pilgrim
2 - Expansion 1 - Talisman Expansion Set   Character            Ranger
2 - Expansion 1 - Talisman Expansion Set   Character            Rogue
2 - Expansion 1 - Talisman Expansion Set   Character            Satyr
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Amazon
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Barbarian
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Gladiator
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Halfling
Set                                        Type                 Name
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Hobgoblin
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Knight
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Leprechaun
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Merchant
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Necromancer
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Philosopher
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Pilgrim
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Ranger
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Rogue
2 - Expansion 1 - Talisman Expansion Set   Playing Piece Card   Satyr
2 - Expansion 1 - Talisman Expansion Set   Spell                Barrier
2 - Expansion 1 - Talisman Expansion Set   Spell                Brainwave
2 - Expansion 1 - Talisman Expansion Set   Spell                Displacement
2 - Expansion 1 - Talisman Expansion Set   Spell                Metamorph
2 - Expansion 1 - Talisman Expansion Set   Spell                Mind-Steal
2 - Expansion 1 - Talisman Expansion Set   Spell                Slow Motion
3 - Expansion 2 - Talisman The Adventure   Adventure            Ancient Artifact
3 - Expansion 2 - Talisman The Adventure   Adventure            Archer
3 - Expansion 2 - Talisman The Adventure   Adventure            Bag Of Carrying
3 - Expansion 2 - Talisman The Adventure   Adventure            Bag Of Gold
3 - Expansion 2 - Talisman The Adventure   Adventure            Bag Of Gold
3 - Expansion 2 - Talisman The Adventure   Adventure            Bag Of Gold
3 - Expansion 2 - Talisman The Adventure   Adventure            Band Of Zombies
3 - Expansion 2 - Talisman The Adventure   Adventure            Cave Troll
3 - Expansion 2 - Talisman The Adventure   Adventure            Chinese Dragon
3 - Expansion 2 - Talisman The Adventure   Adventure            Concealed Pouch
3 - Expansion 2 - Talisman The Adventure   Adventure            Familiar
3 - Expansion 2 - Talisman The Adventure   Adventure            Fool's Gold
3 - Expansion 2 - Talisman The Adventure   Adventure            Ghast
3 - Expansion 2 - Talisman The Adventure   Adventure            Golden Statue
3 - Expansion 2 - Talisman The Adventure   Adventure            Griffon
3 - Expansion 2 - Talisman The Adventure   Adventure            Harpy
3 - Expansion 2 - Talisman The Adventure   Adventure            Horse
3 - Expansion 2 - Talisman The Adventure   Adventure            Horse
3 - Expansion 2 - Talisman The Adventure   Adventure            Horse And Cart
3 - Expansion 2 - Talisman The Adventure   Adventure            Horse And Cart
3 - Expansion 2 - Talisman The Adventure   Adventure            Instructor
3 - Expansion 2 - Talisman The Adventure   Adventure            Jester
3 - Expansion 2 - Talisman The Adventure   Adventure            Leper
3 - Expansion 2 - Talisman The Adventure   Adventure            Man-At-Arms
3 - Expansion 2 - Talisman The Adventure   Adventure            Pedlar
3 - Expansion 2 - Talisman The Adventure   Adventure            Porter
3 - Expansion 2 - Talisman The Adventure   Adventure            Porter
3 - Expansion 2 - Talisman The Adventure   Adventure            Shadow
3 - Expansion 2 - Talisman The Adventure   Adventure            Staff Of Mastery
3 - Expansion 2 - Talisman The Adventure   Adventure            Talisman
3 - Expansion 2 - Talisman The Adventure   Adventure            Talisman
3 - Expansion 2 - Talisman The Adventure   Adventure            Tomb
3 - Expansion 2 - Talisman The Adventure   Adventure            Vampire
3 - Expansion 2 - Talisman The Adventure   Adventure            Vampire Bats
3 - Expansion 2 - Talisman The Adventure   Adventure            Warhorse
3 - Expansion 2 - Talisman The Adventure   Adventure            Werewolf
3 - Expansion 2 - Talisman The Adventure   Adventure            Whirlwind
3 - Expansion 2 - Talisman The Adventure   Alternative Ending   Belt Of Hercules
3 - Expansion 2 - Talisman The Adventure   Alternative Ending   Crown Of Command
3 - Expansion 2 - Talisman The Adventure   Alternative Ending   Demon Lord
3 - Expansion 2 - Talisman The Adventure   Alternative Ending   Dragon King
3 - Expansion 2 - Talisman The Adventure   Alternative Ending   Horrible Black Void
3 - Expansion 2 - Talisman The Adventure   Alternative Ending   Pandora's Box
3 - Expansion 2 - Talisman The Adventure   Character            Centaur
3 - Expansion 2 - Talisman The Adventure   Character            Ninja
3 - Expansion 2 - Talisman The Adventure   Character            Orc
3 - Expansion 2 - Talisman The Adventure   Character            Samurai
3 - Expansion 2 - Talisman The Adventure   Character            Soldier
3 - Expansion 2 - Talisman The Adventure   Character            Warrior Of Chaos
3 - Expansion 2 - Talisman The Adventure   Character            Witch Doctor
3 - Expansion 2 - Talisman The Adventure   Character            Woodsman
Set                                        Type                  Name
3 - Expansion 2 - Talisman The Adventure   Character Sheet       Character Sheet
3 - Expansion 2 - Talisman The Adventure   Character Sheet       Character Sheet
3 - Expansion 2 - Talisman The Adventure   Character Sheet       Character Sheet
3 - Expansion 2 - Talisman The Adventure   Character Sheet       Character Sheet
3 - Expansion 2 - Talisman The Adventure   Character Sheet       Character Sheet
3 - Expansion 2 - Talisman The Adventure   Character Sheet       Character Sheet
3 - Expansion 2 - Talisman The Adventure   Playing Piece Card    Centaur
3 - Expansion 2 - Talisman The Adventure   Playing Piece Card    Ninja
3 - Expansion 2 - Talisman The Adventure   Playing Piece Card    Orc
3 - Expansion 2 - Talisman The Adventure   Playing Piece Card    Samurai
3 - Expansion 2 - Talisman The Adventure   Playing Piece Card    Soldier
3 - Expansion 2 - Talisman The Adventure   Playing Piece Card    Warrior Of Chaos
3 - Expansion 2 - Talisman The Adventure   Playing Piece Card    Witch Doctor
3 - Expansion 2 - Talisman The Adventure   Playing Piece Card    Woodsman
3 - Expansion 2 - Talisman The Adventure   Questions & Answers   Questions & Answers
3 - Expansion 2 - Talisman The Adventure   Rules                 Rules
3 - Expansion 2 - Talisman The Adventure   Spell                 Finger Of Death
3 - Expansion 2 - Talisman The Adventure   Spell                 Fireball
3 - Expansion 2 - Talisman The Adventure   Spell                 Fireball
3 - Expansion 2 - Talisman The Adventure   Spell                 Fireball
3 - Expansion 2 - Talisman The Adventure   Spell                 Gust Of Wind
3 - Expansion 2 - Talisman The Adventure   Spell                 Lightning Bolt
3 - Expansion 2 - Talisman The Adventure   Spell                 Misdirection
3 - Expansion 2 - Talisman The Adventure   Spell                 Reflection
3 - Expansion 2 - Talisman The Adventure   Spell                 Speed
3 - Expansion 2 - Talisman The Adventure   Spell                 Summon Storm
3 - Expansion 2 - Talisman The Adventure   Spell                 Water Walking
4 - Expansion 4 - The Talisman Dungeon     Adventure             Dungeon Doorway
4 - Expansion 4 - The Talisman Dungeon     Adventure             Dungeon Doorway
4 - Expansion 4 - The Talisman Dungeon     Adventure             Dungeon Doorway
4 - Expansion 4 - The Talisman Dungeon     Adventure             Dungeon Doorway
4 - Expansion 4 - The Talisman Dungeon     Board                 The Talisman Dungeon
4 - Expansion 4 - The Talisman Dungeon     Character             Conjurer
4 - Expansion 4 - The Talisman Dungeon     Character             Dark Elf
4 - Expansion 4 - The Talisman Dungeon     Character             Gipsy
4 - Expansion 4 - The Talisman Dungeon     Character             Highlander
4 - Expansion 4 - The Talisman Dungeon     Character             Inquisitor
4 - Expansion 4 - The Talisman Dungeon     Character             Martial Artist
4 - Expansion 4 - The Talisman Dungeon     Character             Pirate
4 - Expansion 4 - The Talisman Dungeon     Character             Saracen
4 - Expansion 4 - The Talisman Dungeon     Character             Scout
4 - Expansion 4 - The Talisman Dungeon     Character             Sprite
4 - Expansion 4 - The Talisman Dungeon     Character             Spy
4 - Expansion 4 - The Talisman Dungeon     Character             Swashbuckler
4 - Expansion 4 - The Talisman Dungeon     Character             Swordsman
4 - Expansion 4 - The Talisman Dungeon     Character             Zulu
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Altar
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Bag Of Gold
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Bag Of Gold
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Bronze Dragon
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Cave-In
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Chest
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Crawling Slime
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Crystal Of Power
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Decree Of Banishment
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Dog
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Fire
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Gauntlet Of Might
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Giant Beetle
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Giant Rat
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Giant Rat
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Giant Spider
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Giant Spider
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Giant Worm
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Goblin
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Goblin
4 - Expansion 4 - The Talisman Dungeon     Dungeon               Gong
Set                                      Type                 Name
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Green Mist
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Living Statue
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Lone Dwarf
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Magic Mirror
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Magic Mirror
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Nightmare
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Phantom Hound
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Secret Passage
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Slaver
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Snake Pit
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Torch
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Torch
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Trapdoor
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Tunnel
4 - Expansion 4 - The Talisman Dungeon   Dungeon              Wise Man
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Conjurer
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Dark Elf
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Gipsy
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Highlander
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Inquisitor
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Martial Artist
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Pirate
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Saracen
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Scout
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Sprite
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Spy
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Swashbuckler
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Swordsman
4 - Expansion 4 - The Talisman Dungeon   Playing Piece Card   Zulu
4 - Expansion 4 - The Talisman Dungeon   Rules                Rules
5 - Expansion 5 - Talisman Timescape     Board                Talisman Timescape
5 - Expansion 5 - Talisman Timescape     Character            Archaelogist
5 - Expansion 5 - Talisman Timescape     Character            Astronaut
5 - Expansion 5 - Talisman Timescape     Character            Astropath
5 - Expansion 5 - Talisman Timescape     Character            Chainsaw Warrior
5 - Expansion 5 - Talisman Timescape     Character            Cyborg
5 - Expansion 5 - Talisman Timescape     Character            Scientist
5 - Expansion 5 - Talisman Timescape     Character            Space Marine
5 - Expansion 5 - Talisman Timescape     Character            Space Pirate
5 - Expansion 5 - Talisman Timescape     Playing Piece Card   Archaelogist
5 - Expansion 5 - Talisman Timescape     Playing Piece Card   Astronaut
5 - Expansion 5 - Talisman Timescape     Playing Piece Card   Astropath
5 - Expansion 5 - Talisman Timescape     Playing Piece Card   Chainsaw Warrior
5 - Expansion 5 - Talisman Timescape     Playing Piece Card   Cyborg
5 - Expansion 5 - Talisman Timescape     Playing Piece Card   Scientist
5 - Expansion 5 - Talisman Timescape     Playing Piece Card   Space Marine
5 - Expansion 5 - Talisman Timescape     Playing Piece Card   Space Pirate
5 - Expansion 5 - Talisman Timescape     Rules                Rules
5 - Expansion 5 - Talisman Timescape     Spell                Warp Gate
5 - Expansion 5 - Talisman Timescape     Spell                Warp Gate
5 - Expansion 5 - Talisman Timescape     Timescape            Alien Artifact
5 - Expansion 5 - Talisman Timescape     Timescape            Alien Artifact
5 - Expansion 5 - Talisman Timescape     Timescape            Alien Artifact
5 - Expansion 5 - Talisman Timescape     Timescape            Alien Artifact
5 - Expansion 5 - Talisman Timescape     Timescape            Alien Spores
5 - Expansion 5 - Talisman Timescape     Timescape            Anti-Grav Platform
5 - Expansion 5 - Talisman Timescape     Timescape            Astral Hound
5 - Expansion 5 - Talisman Timescape     Timescape            Battle Armour
5 - Expansion 5 - Talisman Timescape     Timescape            Battle Droid
5 - Expansion 5 - Talisman Timescape     Timescape            Behemoth
5 - Expansion 5 - Talisman Timescape     Timescape            Chameleon Suit
5 - Expansion 5 - Talisman Timescape     Timescape            Combat Enviro-Suit
5 - Expansion 5 - Talisman Timescape     Timescape            Dimensional Rift
5 - Expansion 5 - Talisman Timescape     Timescape            Dimensional Rift
5 - Expansion 5 - Talisman Timescape     Timescape            Dimensional Rift
5 - Expansion 5 - Talisman Timescape     Timescape            Dimensional Rift
5 - Expansion 5 - Talisman Timescape     Timescape            Force Shield
Set                                    Type                   Name
5 - Expansion 5 - Talisman Timescape   Timescape              Gyro-Compass
5 - Expansion 5 - Talisman Timescape   Timescape              Jet Pack
5 - Expansion 5 - Talisman Timescape   Timescape              Medi-Kit
5 - Expansion 5 - Talisman Timescape   Timescape              Medi-Kit
5 - Expansion 5 - Talisman Timescape   Timescape              Mining Laser
5 - Expansion 5 - Talisman Timescape   Timescape              Omnipotent Being
5 - Expansion 5 - Talisman Timescape   Timescape              Orks
5 - Expansion 5 - Talisman Timescape   Timescape              Power Glove
5 - Expansion 5 - Talisman Timescape   Timescape              Psi-Helmet
5 - Expansion 5 - Talisman Timescape   Timescape              Pyschic Parasite
5 - Expansion 5 - Talisman Timescape   Timescape              Space Vampire
5 - Expansion 5 - Talisman Timescape   Timescape              Star Predator
5 - Expansion 5 - Talisman Timescape   Timescape              Star Predator
5 - Expansion 5 - Talisman Timescape   Timescape              Star Sprites
5 - Expansion 5 - Talisman Timescape   Timescape              Sun Worm
5 - Expansion 5 - Talisman Timescape   Timescape              Supernova
5 - Expansion 5 - Talisman Timescape   Timescape              Supernova
5 - Expansion 5 - Talisman Timescape   Timescape              Supernova
5 - Expansion 5 - Talisman Timescape   Timescape              Supernova
5 - Expansion 5 - Talisman Timescape   Timescape              Symbiote
5 - Expansion 5 - Talisman Timescape   Timescape              Time Travellers
5 - Expansion 5 - Talisman Timescape   Timescape              Warp Belt
5 - Expansion 5 - Talisman Timescape   Timescape              Warp Storm
5 - Expansion 5 - Talisman Timescape   Timescape              Will O' The Wisp
5 - Expansion 5 - Talisman Timescape   Timescape              Will O' The Wisp
5 - Expansion 5 - Talisman Timescape   Timescape Data Sheet   Timescape Data Sheet
5 - Expansion 5 - Talisman Timescape   Timescape Data Sheet   Timescape Data Sheet
5 - Expansion 5 - Talisman Timescape   Timescape Data Sheet   Timescape Data Sheet
5 - Expansion 5 - Talisman Timescape   Timescape Data Sheet   Timescape Data Sheet
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Chainsword
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Combat Enviro-Suit
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Combat Enviro-Suit
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Gyro-Compass
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Gyro-Compass
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Jet Pack
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Jet Pack
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Mining Laser
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Mining Laser
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Poweraxe
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Psi-Helmet
5 - Expansion 5 - Talisman Timescape   Timescape Purchase     Psi-Helmet
6 - White Dwarf No. 72, 1985           Adventure              Closed Shop
6 - White Dwarf No. 72, 1985           Adventure              Curfew
6 - White Dwarf No. 72, 1985           Spell                  Bladesharp
6 - White Dwarf No. 72, 1985           Spell                  Bolster
6 - White Dwarf No. 72, 1985           Spell                  Enrich
6 - White Dwarf No. 72, 1985           Spell                  Ressurection
6 - White Dwarf No. 72, 1985           Spell                  Transmute
7 - White Dwarf No. 115, 1989          Adventure              Champion Of Chaos
7 - White Dwarf No. 115, 1989          Adventure              Noble
7 - White Dwarf No. 115, 1989          Adventure              Recruiter
7 - White Dwarf No. 115, 1989          Character              Champion Of Chaos
7 - White Dwarf No. 115, 1989          Character              Herald
7 - White Dwarf No. 115, 1989          Character              Mystic
7 - White Dwarf No. 115, 1989          Character              Templar
7 - White Dwarf No. 115, 1989          Playing Piece Card     Champion Of Chaos
7 - White Dwarf No. 115, 1989          Playing Piece Card     Herald
7 - White Dwarf No. 115, 1989          Playing Piece Card     Mystic
7 - White Dwarf No. 115, 1989          Playing Piece Card     Templar
7 - White Dwarf No. 115, 1989          Spell                  The Way Of The Lotus
MASTER-LEVEL CHARACTERS
SETTING-UP
Before starting the game, all of the cards should be printed and mounted onto thin card, perhaps including
photocopies of normal card-backsides. The Adventure Cards should be shuffled into the appropriate decks, while
the Character-Cards and the Playing Piece Cards should be put on one side until they are needed. I advise that
you always have at least one Master-Level Character for each player (including the Master-Level Characters from
Talisman-City). Although not all of the Master-Level Characters will come into play, it will be a lot fairer is everyone
has a chance to take one.
USING THE CHARACTERS
During a game, if you draw a card which specifically offers you to take a Master-Level Character you may do so.
Obviously, only one player can take any one Master-Level Character.
Take the appropriate Playing Piece Card and swap it with your old Playing Piece Card (with the exception of the
Mystic, who is given his own stand); put the new Playing Piece Card in the starting location indicated on the
Master-Level Character Card.
Take the Master-Level Character Card, and place it next to your original Character Card; he continues to keep the
Starting Quotas and Special Abilities he already has, adding whatever new bonuses and Abilities the new
Character gives him. It’s probably easiest to take counters for any increases in Strength, Craft, and Lives and store
them next to the old Character Card. The only thing about the old Character you may have to change is his
Alignment; the Master-Level Character’s Alignment takes precedence. If this causes a change, check through the
Character’s Followers, Objects etc to make sure that they can cope with this new Alignment - if not, they must be
discarded (left in the space the Character occupies).
Resigning as a Master-Level Character
Most of the Master-Level Characters allow you to resign and go back to your original Character at any time;
exceptions to this rule for the Talisman City Master-Level Characters are given in that Talisman City Rulebook. Of
the Characters provided here, you may not resign as the Champion of Chaos; nor may the Mystic be resigned as
such - however, the Spell that allows a player to call the Mystic into play will have been discarded, so rejoining the
Mystic and the original Character will effectively end the Mystic’s use.
When a Character resigns, all extra Strength, Craft and Lives gained by becoming a Master-Level Character are
lost. If, by resigning a Master-Level Character, another Alignment Shift is caused, check through all the other cards
the Character holds to make sure they are still compatible.
Finally, all of the other rules concerning Characters are unchanged - unless specifically contradicted by any of the
rules given on the Master-Level Character Cards.
---------------------------------------------------------------------------------------------------------------------------------------------------------
A COUPLE OF TALISMAN WEBSITES
http://talisman.clift.org/talismanisland/
http://talisman.clift.org/sam/
Talisman 2nd Edition House Rules
"House Rules" means none of these are official - use the ones you like, drop the ones you don't.
Sometimes these are "interpretations" of the official rules in places where the official ones were
ambiguous (or at least non-obvious).
A rule marked "Heli N" is the N'th rule from Rick Heli's gaming group's FAQ
(Rick.Heli@Eng.Sun.COM), the April 6 1992 edition. One marked "Mill N" is the N'th rule from The
Mill Gaming Dudes' house rules (contributed by Ned Utzig <"strion::ned"@mast.enet.dec.com>). Several
contributions came from Howard Kim (hkim@cs.cornell.edu) in the summer of 1993, with the aid of Sten
Drescher (smd@floyd.brooks.af.mil), Doug Gibson (doug@abby.chem.ucla.edu), Kurt Grossman
(KurtG@yang.earlham.edu), Dave Katleman (katleman@corp.sun.com), Jay Lorch
(lorch@cs.berkeley.edu), and Petri.Maaninen (Petri.Maaninen@hut.fi).
   •   Principles for resolving issues ("meta" house rules)
   •   Talisman "Dragon's Lair" expansion set
   •   Tournament Rules
   •   Cycling through spells
   •   The Amazing Warp Belt Trick
   •   The Ninja's Secret Attack
   •   The Warhorse and charging into combat
   •   Centaur
   •   Warrior of Chaos
   •   Followers
   •   Priest
   •   The Bandit
   •   Spell casting restrictions
   •   Amulet
   •   Order of encounters
   •   Witch Doctor's curse
   •   Genie
   •   Ghoul
   •   Events left on the board
   •   the Idol
   •   "before rolling the die for movement"
   •   Attacking strangers
   •   Staff of Mastery
   •   The Demon Lord
   •   Dragon King
   •   Magic Pouch
   •   Supernova
   •   Loans
   •   The Town Square
   •   Entering the City
   •   Leaving animals at the Stable
   •   City offices
   •   Dungeon doors
   •   The Watch
   •   Anarchist's Guild
   •   Leaving the City
   •   Dancing Girl
   •   Ninja versus Knight
   •   Isn't it too easy to become the High Mage?
   •   When you leave the Donjon, where do you go?
   •   Crown of Command
   •   Multi-creature cards
   •   Doppelganger
   •   Losing lives to creatures with special attacks
   •   Questing Knight
   •   Characters adapted to the City board
   •   The Horse
   •   Teleporting in/out of the City
   •   The Siren
   •   Snake Pit
   •   Great Portal
   •   The Sentinel
   •   Strengthening monsters
   •   Enemies that Move
   •   The Zulu
   •   The Familiar and Extra Spells
   •   Unwanted followers
Principles for resolving issues ("meta" house rules)
From: dalamb@qucis.queensu.ca (David Lamb)
Date: 27 October 1993
Having been involved in a few Talisman rules arguments lately, I thought I'd propose some
guidelines for helping resolve such disputes.
   1. Be clear about whether the argument is about resolving an ambiguity in the "official" rules, or
      about defining a new "house" rule.
          1. If you're resolving an "official" rule, then the rules as written are definitive (including the
             official answers in the previous section). Check the official rules! Arguing from memory,
             or from your own group's house rules, is probably counterproductive.
          2. If you're defining a "house rule" it makes sense to point out that it contradicts an "official"
             rule if the other party doesn't seem to know about the official rule, but once it's clear they
             don't like the official rule and are trying to define a house rule, harping about the official
             rules is pointless.
   2. Combat vs Psychic Combat. A lot of people, including me, tend to think of "Combat" as being
      generic for both "(Strength) Combat or Psychic Combat". Psychologists and sociologists will tell
      you about "marked" versus "unmarked" terms and point out there'd be fewer misinterpretations if
      the "unmarked" term "Combat" meant both kinds, and there were 2 marks, e.g. Strength/Craft, or
      Normal/Psychic, for distinguishing the two forms of combat.
       Unfortunately that does not appear to be what Games Workshop chose to do: Combat,
       unmarked, means combat with Strength. "Combat or Psychic Combat" is what they say
       when they mean the combat in the generic sense. So: if a rule or card says Combat,
       unadorned, it means exactly "Combat based on strength". Thus for example we can
       deduce:
          1. Armour doesn't protect against losing a life in psychic combat.
          2. A creature you "save" to use in the next "combat" can only be used in the next strength-
             based combat.
          3. The astropath can evade Combat, but not Psychic Combat.
       Of course, you can always reject this "meta house rule" and substitute one that lets "combat"
       include "psychic combat" whenever you feel like it - but bear in mind it's just that, a house rule.
   3. Any rule change that increases the power of spell-cyclers (those who "always have K spells") is
      probably "wrong" (meaning "makes the game less fun for most players").
Talisman "Dragon's Lair" expansion set
From: David.Katleman@Corp.Sun.COM (David Katleman)
Date: Thu 29 July 1993
While waiting for the official Dragons release, David Katleman developed a "Dragon's Lair"
expansion set; contact him directly at the above address if you want a copy. Basically, the
Dragon Adventure deck cards are now considered the entrance to the Dragon's lair and are
considered places. The expansion is still in a Alpha, maybe Beta test state.
Tournament Rules
From: bl375@cleveland.Freenet.Edu (Brian G. Greenberg)
Date: 27 October 1993
Since the game can be very unbalanced, my group runs a tournament. We have five in our
group and we deal out nine characters to each of us. We keep these characters hidden from
each other. (We write them down and have my mom initial the peice of paper). We do not allow
a character to have more that one spell caster. If this happens those without one may bid as to
how many characters to show the person with the extra spell caster and let that person choose
two of the shown. Then we play six games. Whoever wins the most is the Champ. If there is a
tie there is a tie breaker game. A player who uses all nine characters is then allowed to draw
two from those not chosen; the other players choose which one to play. The only time the High
Mage is in the game is if two or more spell casters are played in a game or if a six is rolled on
one die before the game (after characters are picked.) Because we think the Dragon King (from
Dragons expansion) is too easy to beat, we use the alternate endings. Once one is picked it
cannot be picked again until the fifth game, when we recycle them. Because the Great Portal
and the Cave of Dragon Bones can be very cheap wins (a character may not have enough
natural strength to get past the crypt), we only allow each player to use either of these once.
Cycling through spells
Date: 11 March 1993
Characters who "always have a spell" can really take over, since so many of the spells can be cast "when
needed" (that is, just about any time). So they can cast a lot of spells on their own turn, then cast a lot
more on the next person's, and so on. How can we fix this without being too unfair to the spell cyclers?
   1. (GW in Talisman City): cast spells only on your own turn, except for defensive spells
   2. (GW in Talisman City): cast only one spell "at a time" [DAL - it's unclear what they mean by this,
      but presumably either "one spell per turn" such as one on your own turn, one on the next person's,
      and so on]
   3. [LondonTowne Gaming Gang]: Make "always have N spells" true only at the start and end of the
      spell caster's own turn, at which time the caster can freely discard spells, then draw enough to
      have N spells.
   4. [Jeremy Gates ] To cast a spell it must be able to take effect (eg. Heal - subject must be not fully
      healed). Secondly the player can only get his new spells via the "always have a spell" at the start
      of his turn.
Aside: in the "standard" rules the only way to get rid of a spell is to
   1. cast it
   2. discard it if you acquire more spells than your limit.
So a spell-cycler can get "trapped" with an uncastable spell (e.g. counterspell, if no one ever casts a spell
on the cycler).
The Amazing Warp Belt Trick
From: KURTG@EARLHAM.BITNET
Date: 20 October 1994
If you have the Warp Belt, or if you are the Astropath, you can choose to follow the Red line
from the Negative Zone to the Time Loop, returning to "the space you came from" - where you
draw another Timescape card. This lets you get all the treasure fromthe Timescape Deck!
   1. Do nothing. It's not necessarily so bad if you do this with the Warp Belt, since you also cycle
      through all the Monsters in the Timescape deck, such as the Str 12 Behmoth or Cra 12 Space
      Vampire. The Astropath, on the other hand, gets a 2/3 chance to Evade the Behemoth (though not
      the Vampire), and doesn't even need to find the Belt, so he's even worse.
   2. Limit people to a small number of loops, e.g once. Thereafter they roll normally for what path to
      follow.
The Ninja's Secret Attack
Date: 11 March 1993
From: KURTG@EARLHAM.BITNET
Can the Ninja make a Secret Attack in an endgame where you have to fight, such as against
the Dragon King?
   1. No. It says against an upturned Enemy card or player; several of GW's Q&A items show they
      mean Enemy to refer to cards with the word Enemy on them, and not fixed monsters like the
      Sentinel, the Spirit at the crags, the Brigand in the forest, the Warp Demon, and so on.
The Warhorse and charging into combat
Date: 11 March 1993
From: wrr3118@tamsun.tamu.edu (Rick Russell)
The Talisman Rules and Q&A state that the Warhorse allows you to add your Craft to your
Strength for *any* combat in which you would normally use Strength. Hence, the Warhorse is
exactly equivalent to the Monk's special ability and the spell Psionic Blast. For a measly price of
5G in the City, or for free if you pick it out of the Adventure Deck, the Warhorse seems like an
inordinately powerful object. The Warhorse will allow most Strength 2 and 3 characters to take
on Dragons and Giants with ease, given a sword and a spot of good luck. Later in the game,
characters fortunate enough to have a Warhorse become extremely powerful. In a 2 player
game, this is practically a ticket to the Crown of Command.
   1. Note the rules and Q&A sheet for some standard limitations: If the owner of the Warhorse loses a
      life in combat, the Warhorse is lost instead. The Warhorse may not be used more than once per
      combat round; this is important when the character using the Warhorse is fighting the Pit Fiends,
      Zombies or characters who have the ability to fight or re-fight a second round of combat.
   2. The Warhorse *only* allows you to add your Craft to your Strength when you land on/encounter a
      face-up Adventure Card or Character. When you are attacked, the Warhorse is useless (i.e. you
      don't have the opportunity to charge). Comment: This rule is good on the face of it, but has some
      problems. In the center of the board, the *second* character to enter the Crown of Command
      space will get to charge, and on their attack they can steal their opponent's Warhorse. The first
      character is dead meat. If the character at the center gets the Belt of Hercules, then they can do the
      same thing by teleporting on top of another character.
   3. The Warhorse works as originally specified, but you may *only* take Life away from your
      opponent, not Gold or Objects. Comment: Makes a certain amount of sense, since it would be
      difficult to use a Warhorse for subdual combat. It still allows low-strength high-craft characters to
      kick the rear out of dragons and such, which doesn't seem sensible. Instant strength for weak
      characters.
   4. The Warhorse adds a random Charge Bonus (1d6) to your Strength in every standard Combat,
      whether you attack or are attacked. Instead of rolling one die and adding to your Strength, you roll
      two dice. Comment: Easy to implement, simple to understand. On average, the Warhorse will
      provide a Strength bonus of 3 or 4 at a cost of 5G, slightly better than two-handed weapons at a
      cost of 4G. About the same as the Mercenary. Provides no guarantee of easy success in a given
      situation.
   5. Same as (4), and in addition the Warhorse will not necessarily be killed by attacks which would
      normally take a Life. The player has the option of allowing the Warhorse to be killed instead of
      losing a Life in Combat. Comment: My personal favorite. Since the Warhorse no longer provides
      a constant Strength bonus in combat, it seems unfair to kill it anytime the Character loses a
      combat while using the Warhorse.
   6. Same as (4) or (5), but the Warhorse only provides a bonus if the Character encounters/lands on a
      face up Adventure Card or character. Comment: Another sensible variation of (3) and (4).
   7. By itself, the Warhorse provides adds 1 to your Strength in Combat, and it may be combined with
      any normal weapons (Axe, Sword, etc) and Armor. A new weapon is introduced into the game:
      The Lance. The Lance may be purchased at the City Armoury for 3 gold. It is a one-handed
      weapon which adds 1 to your Strength while in Combat. When the Lance is used with a Warhorse
      in Combat, both items used together provide a net bonus of +4 to your Strength. When used
      *against* a Character with a Warhorse, the Lance provides a +2 bonus to your Strength in Combat
      (then you might call it a Polearm). The Holy Lance works just like a normal lance, except that it is
      adds 3 to your Strength in Combat with Enemy-Dragons and when combined with the Warhorse
      provides a net bonus of +6 to your Strength in Combat against Enemy-Dragons. Comment: It
      would require printing up some new Purchase cards, but otherwise it's a really neat idea. I haven't
      playtested anything, so I don't know if it's a well-balanced solution.
   8. [jjohnson@ccscola.Columbia.NCR.COM (Jeffrey H. Johnson)] Tone it down by:
          1. It adds your craft or 6, whichever is less.
          2. You may only use it against face-up cards and characters you land upon.
          3. You may not use it against foes that you land upon via teleport, etc.
       This addresses most of the problems save the Crown of Command. We play that you can only take
       items which you can use, and since you can't use two warhorses, you can't charge someone
       already on the center space AND take his warhorse. You only get the charge when you enter the
       space.
Centaur
Date: 26 Oct 1993
What "plains" space does the Centaur start in?
Answer Player's choice. Can the centaur use his +2 movement in the dungeon?
Answer No
Can he "outrun" his followers, as does someone using the Horse?
Answer Yes, but he can return to them next move, as with the Horse
Can he ride a horse or warhorse?
Answer No (this being an extension of the Q&A that suggested reasonable limits on how big an
object the Mule might carry)
Warrior of Chaos
Date: 12 July 1993
If the Warrior of Chaos is turned Good, e.g. by the Mystic, can he still corrupt other characters
to Evil?
Answer Yes; whenever possible, it's simplest to assume 'change of alingment' has no effect on
special abilities.
The Chaos Gift ability is very powerful; to tone it down, make the Warrior first pass a roll of 2D6
>= the characteristic just used in combat.
Followers
Date: 27 October 1993
[Heli 1] The Minstrel may have an unlimited number of animal followers.
[Heli 12] Creatures turned into Followers via special abilities (e.g., the Minstrel's Animal, Ghoul's
undead, etc.) can be stolen like any other Followers (e.g., via Mesmerism or the Sorceress'
special ability), but these followers are left face up in the space where the former owner is.
[Heli 23] The Mercenary, Man-at-Arms and any other followers who add Strength do not count
when firing a bow at an Enemy or another character.
Followers cannot use objects (although the Porter can carry some).
Followers that "add to strength" (e.g. Unicorn) count when opening the Portal of Power and
Crypt. Those that "add to strength in Combat" don't count. (And similarly for "add to craft" and
the Mines).
Priest [Heli 2]
Date: 6 April 1992
The Priest, when he automatically destroys a Spirit in the space he lands in, does not count it as
an encounter; he encounters the space as normal. The Priest has a starting Craft of 6. When
the Priest is of Good alignment and is visited by the Angel, instead of the normal benefits of the
card, he may choose to receive either two Strength, two Craft or a teleport to any space in the
same region.
The Bandit [Heli 3]
Date: 6 April 1992
When gold is surrendered to the Bandit, it remains there until recovered by the character who
defeats the Bandit. If the Bandit card is destroyed with the Destruction spell, the gold is
destroyed also.
Spell casting restrictions
Date: 6 April 1992
[Heli 4]: The following spells cannot be played unless they are the first spell cast by the player in
a given turn: Acquisition, Barrier, Craft, Destruction, Fireball, Mesmerism, Misdirection,
Random, Teleport, Temporal Warp
[Heli 7]: The Counterspell, Reflection Spell and Spell Turning must be played immediately after
the spell is played and before any other activity occurs. A Counterspell, Reflection Spell and
Spell Turning may not be used to counter a spell cast by the same player.
[Heli 9]: The Immobility and Destroy Magic Spells may be used to prevent casting of the
Command Spell. In addition, a Character at the Crown of Command may not the cast the
Command Spell if currently a Toad.
You need to decide on a house rule for whether Destruction can remove an Event. Some
groups play yes, others no. Destruction can remove "any card on the board". So it can't destroy
possessions that are off the board, on the character's sheet. We don't know why the Amulet
says Destruction cannot be cast on the holder.
W.D. Bradford's group (wdb1000@cus.cam.ac.uk) allows Destruction to apply to any card in
play, including those in characters' possession. However, this strengthens spellcasters, whom
many believe to be too powerful already.
Amulet [Heli 5]
Date: 25 March 1993
The Amulet protects the owning player from the following spells:
   1. those listed on the Amulet card.
   2. the following from Talisman City: Craft, Feeble Mind, Magic Shell, Mini-Vortex, Restoration,
      Spell Call, Spell Turning, Syphon, Temporary Change, Weakness
Order of encounters [Heli 6]
Date: 6 April 1992
When encountering Adventure Cards bearing the same number, the player decides the order in
which he will enounter them.
Witch Doctor's curse [Heli 8]
Date: 6 April 1992
When cursed by the Witch Doctor, the cursed player must move so as never to end his move
further from than his destination than he started. If he overshoots the target, he must overshoot
the minimum possible distance, i. e. may not use horse, boots or other means to increase
movement. The player remains cursed until he lands directly on the Chapel (or Ruins if evil).
Genie [Heli 10]
Date: 6 April 1992
The Genie is not a Player; hence its spell is not affected by the Magical Vortex. Likewise, the
Prophetess does not get to see the spell (unless she owns the Genie, of course), and it cannot
be stolen by Mindsteal or Nullify.
Ghoul [Heli 11]
Date: 6 April 1992
The Ghoul decides in which Combat to use any of his zombie Followers. That is, they do not
automatically fight in the next combat. Also, the Ghoul can NOT raise defeated Spirits (for
feeding to the Vampire, say).
Events left on the board [Heli 13]
Date: 6 April 1992
Note that some Events (Astral Conjunction, Blizzard, etc.) count, until they expire, toward the
total number of cards on a Draw Cards space. This does not apply to Spells such as Hex and
Barrier.
the Idol [Heli 14]
Date: 6 April 1992
If enslaved by the Idol, you re-encounter the space with whatever effects that implies.
"before rolling the die for movement" [Heli 15]
Date: 6 April 1992
Whenever an instruction says you may (or must) do something "before rolling the die for
movement", interpret it to mean that the action takes place just before the Movement phase of
the turn, regardless of whether you actually roll the die. Thus, for example, you can cast Destroy
Magic during the Blizzard.
Attacking strangers [Heli 16]
Date: 6 April 1992
Despite what the character or adventure cards may say, Strangers may not be killed by bow
and arrow. The GW Q&A sheet says no one can ever attack strangers.
Staff of Mastery
Date: 20 October 1994
[Heli 17]: When a player loses the Staff of Mastery, the Enemy under control reverts to normal
and is placed in the current space.
[Heli 18]: Neither the Demon Lord nor the Dragon King may be mastered with the Staff of
Mastery.
An enslaved Enemy gets used in the next combat in which it could participate; thus a Strength
monster doesn't get discarded after a Psychic Combat.
The Demon Lord
Date: 25 October 1993
The Demon Lord may not be automatically defeated with the Cross or with the Priest's Special
Ability, or anything else that automatically defeats other spirits. [Heli 19, Mill 4]
If the Demon Lord slays a character, what happens to their possessions?
    1. [impliction of normal "fight first, pick up cards after" rule]: Discard all such possessions; there's
       no way for anyone to pick them up until they've defeated the D.L and thus won the game.
    2. Let the next character to reach the Crown of Command space pick up the items before fighting the
       D.L.
Dragon King
Date: 17 June 1993
[Mill 4] Characters, Magical Items / followers, etc. that automatically defeat Dragons do not
defeat the Dragon King. Items that add plusses for Dragons still apply, however. Thus for
example [Heli 20] the Holy Lance does add 3 to the Strength of its user when fighting the
Dragon King.
[Mill 6] If the Dragon King decides to eat one of your followers and you have none, you lose a
life instead.
Magic Pouch [Heli 22]
Date: 6 April 1992
The Magic Pouch may only contain 1 object. It may not contain aggregate objects, e. g. the
Horse and Cart. Objects in the Pouch may not be used, they are in the Pouch. To put
something into the Pouch or take something out is a transfer. Only one transfer is allowed per
turn. When it is carrying another object, the Magic Pouch does not count against object carrying
limits.
Supernova [Heli 24]
Date: 6 April 1992
The Supernova causes the character to advance along the blue warp line, not the red as stated
on the card.
Loans
Date: 6 April 1992
[Heli 25]: Leaving the City (regardless of method) without repaying an outstanding loan causes
the character to be turned into a toad. The Loan card is removed from the game.
[Heli 34]: The Bank will loan out money only to the extent of its loan cards; when these are all
out, no further loans are available.
The Town Square [Heli 26]
Date: 6 April 1992
If simply landing in the Town Square, draw one City card unless there is one there already.
Entering the City
Date: 6 April 1992
[Heli 27] Do not count weapons in your strength total when wrestling with the guard to obtain
entry to the City. You may still count items such as the Potion and Magic Belt which confer
basic strength, however.
[Heli 39] When bribing the guard to enter the city, a roll of 6 means that entry is denied.
Leaving animals at the Stable [Heli 28]
Date: 6 April 1992
Other players may not pick up animals which you leave at the stable. If your character dies,
discard any cards left at the stable.
City offices
Date: 6 April 1992
[Heli 29]: A single character may only hold one of the City offices (High Mage, Sheriff,
Champion, Master Thief) at a time.
[Heli 31]: The Sheriff and the Champion may disregard any pre-existing Warrants upon taking
office, but may still not discard these Warrants in the event that they later lose the position.
[Heli 32] When your character holds a City office, this becomes the character's new alignment
for all purposes until something (Mephisto, Mystic, Anarchist's Guild, Temporary Change)
causes that alignment to change. Even if the character loses the office, he still retains the
current alignment.
Dungeon doors [Heli 33]
Date: 6 April 1992
The new dungeon door cards in the City card deck still count against the maximum two
dungeon door cards which may be visible at any one time.
The Watch
Date: 6 April 1992
[Heli 35] The Market Day card in the City deck allows trading of items between players just as
the Market Day card in the Adventure Deck does. Note however that Trading is deemed illegal
in the City (without a license); thus, characters currently in the City who trade must thereafter
draw a City card to check for the Watch.
If you have multiple offences in the same turn (e.g. fighting and being a Troll), you only draw
once for the Watch. If you fight the watch, you draw again for the new fight, though.
Anarchist's Guild [Heli 36]
Date: 6 April 1992
The Anarchist's Guild automatically changes the alignment of any character using its services to
Neutral.
Leaving the City [Heli 38]
Date: 6 April 1992
When you are taken to the City Gate as a result of Judgement, you are not allowed to retrieve
your animals from the stables.
Dancing Girl [Heli 40]
Date: 6 April 1992
The Dancing Girl can be used on human enemies only.
Ninja versus Knight [Heli 43]
Date: 6 April 1992
When the Ninja fights the Knight, whoever initiated the attack has his power take precedence.
Isn't it too easy to become the High Mage?
Date: 11 March 1993
   1. [Heli 41] To become the High Mage, in addition to turning in a magic object, the player must roll
      his Craft or less on two dice. If successful, he becomes the High Mage. If unsuccessful, he must
      still discard the Magic Object.
   2. [LondonTowne Gaming Gang] Donate N magic objects, then roll D6 less than or equal to the
      number of object donated. You can donate several objects at once, but can only make one roll per
      turn. If you fail you can come back later and donate more, counting both the old and the new
      donations toward the number you must roll.
When you leave the Donjon, where do you go?
Date: 12 July 1993
When escaping from the Donjon, or when found not guilty:
   1. [Heli 37] Roll a die for movement in the subsequent turn as normal, counting the Royal Castle as
      the first space entered.
   2. Start in Imperial Avenue, and assume your horses (if any) have been left there (if you didn't leave
      them at the stable already).
   3. When escaping (only), start in any square adjacent to the Donjon (you're escaping, after all).
Crown of Command
From: utzig@mast.enet.dec.com Date: 17 June 1993
[Mill 1] The Crown of Command spell affects ALL players when cast, not a single player. (text
on the C-of-C conflicts w/ the rulebook..)
[Mill 2] Loss of life from the Crown of Command Spell cannot be prevented by items such as
shields, armour, helmets, etc. Counter-spells may negate the C of C spell, however.
Multi-creature cards
Date: 25 October 1993
If you fight an Enemy that consists of several creatures that you must fight in sequence (e.g.
Band of Zombies), if you defeat a few before they kill you, the next time someone lands on that
card, the Band is back to full strength.
Doppelganger
Date: 25 October 1993
Fighting the Doppelganger seems always to be a straight roll-off of D6's, since the card says
you fight with the same TOTAL strength, including strength from weapons, followers, potions,
and so on. Things that "add craft to strength", e.g. Warhorse or Monk's ability, don't get around
this - they add to your strength, and thus the D. gets the same total strength as you. The one
exception *might* be the special ability that "subtracts your craft from your opponent's strength"
which is phrased not to change your own strength, but many people regard that the D's ability
overrides even that.
You can't save the D. for strength (see official answers from GW).
If the D. shows up on the same square as another tough creature, so that you get to fight
"yourself" at big minuses, the best hope is to attack the Doppelganger with a missile weapon or
Fireball from a different hex.
Losing lives to creatures with special attacks
Date: 27 October 1993
If a moster, such as the Air Elemental, does something special, such as taking you out of the
city, when it defeats you, does it *also* drains a life first?
   1. In the case of the Air Elemental, there's an official answer: if it takes you out of the City, you then
      fight a normal Psychic Combat (and similarly for the Earth Elemental).
   2. For other cases, take your pick of interpretations:
          1. Yes. The only exceptions are creatures whose descriptions say "instead of taking a life".
          2. No. It only has the effect stated on the card.
Questing Knight
Date: 25 October 1993
Why should the QN start the game with Helmet, Shield, and Armour, since you can only use
one of the three, presumably Armour, in any one combat (question 5 in the Q&A).
   1. Treat it as another special ability, letting him use each in turn.
   2. Treat the Helmet and Shield as Alchemist fodder.
   3. Treat the Helmet and Shield as spares, in case someone steals the Armour.
Characters adapted to the City board
Date: 26 October 1993
From: hkim@cs.cornell.edu (Howard Kim) and Kurt Grossman.
The Thief description dates from before the City expansion. How should he steal from shops in
the city?
   1. Take an object at random [straightforward extension of Thief card]
   2. [variant of Master Thief] Roll D6:
          o 1-2: Successful, take an item of choice.
          o 3-4: Successful, take a random item.
          o 5-6: Failure, lose 1 life.
The Merchant can trade with shops in the city.
The Inquisitor's victim automatically goes to the Donjon; the Inquisitor's power supersedes the
"judgement" that normally happens at the Donjon.
The Horse
Date: 26 October 1993
From: hkim@cs.cornell.edu (Howard Kim)
The horse can "outrun" followers. Does this apply to the Hag, Jester, and Poltergeist?
   1. No. These can never be outrun.
   2. Yes.
   3. Yes to the hag and jester, no to the Poltergeist. The Poltergeist prevents you from moving +3 with
      a Horse, so prevents outrunning.
If the player uses the +3 movement, then he/she leaves his/her followers behind unless they have horses.
Certain followers like the unicorn do not seem to be logical candidates as horse riders. Should these
followers have to have a horse to follow a player w/ a horse?
   1. Strict interpretation of the rules says they can't follow.
   2. A house rule can say these followers need not have a horse: Unicorn, Familiar, Spirits, and
      Animals.
Teleporting in/out of the City
Date: 26 October 1993
From: hkim@cs.cornell.edu (Howard Kim)
Since spellcasting is illegal in the city, is teleporting in/out illegal?
   1. Draw to see if you get a Law card when you teleport in, but not out. [Kurt Grossman, Petri
      Maaninen]
   2. Neither is illegal. For "out" you're not in the city at the time you would draw, and for "in" you
      weren't in the city when you cast the spell.
The Siren
Date: 27 October 1993
Non-human characters generally appear to be immune to the Siren. Non-human characters
added in expansions usually list "immune to Siren" as a special ability. If you're creating a
nonhuman character, think about whether they should be immune.
One exception appears to be the Sprite. Consistency might suggest making her immune - but
she's already quite powerful, and doesn't need to get any better!
Snake Pit
Date: 26 October 1993
From: hkim@cs.cornell.edu (Howard Kim)
The snake pit only stops those who land on it; it doesn't stop players passing it.
Great Portal
Date: 20 October 1994
May a character drink the Dragon Blood (lose one life, but double your strength for one turn)
and then attempt to open the Great Portal and defeat the Dragon King?
Answer: Yes; fighting the Dragon King is immediate after moving through the Great Portal, so is
still on the same term.
The Sentinel
Date: 20 October 1994
If a player attempts to pass the Sentinal and does not beat him it says that he remains on the
space. Does he encounter the space? i.e. Pick a card if there is not one already there or fight an
existing card?
   1. No. You already made a choice as to which aspect of the space you were encountering, and
      decided on the sentinel.
   2. Yes. You would encounter the space at the end of your move if you won, so why not encounter
      the sentinel space if you lose?
Strengthening monsters
Date: 20 October 1994
From: wdb1000@cus.cam.ac.uk (W.D. Bradford)
Monsters quickly cease to be a threat to strong characters. We've tried a number of ways to
reverse this such as Double Strength Talisman, +1d6 Talisman, and the following scheme:
When a monster/animal/dragon/spirit/alien is encountered, roll 1d6 and consul the table below:
   1.   Strength/craft halved (round up)
   2.   Strength/craft doubled
   3.   Strength/craft as normal
   4.   Strength/craft normal + 1d6
   5.   Strength/craft at least equal to yours (i.e doppelganger if weaker, normal if stronger)
   6.   Strength/craft at most equal to yours (i.e doppelganger if stronger, normal if weaker)
In all cases the normal strength value applies when enemies are kept for strength. If 1 and 6 seem too
wimpy, then instead rolls of 1-3 can indicate normal strength, while 4,5,6 indicate +1d6, double, and "at
least" respectively. This type of system really makes the early stage of the game tense - boars and apes are
no longer "breakfast" and dragons can be truly terrifying! Even at the end of the game any enemy
potentially poses a serious threat, and you never get to the point where picking up Adventure cards
becomes a tedious (and pointless) chore.
Enemies that Move
Date: 20 October 1994
Enemies that move after combat, such as the Berserker and Vampire Bats, don't encounter the
character(s) they land on.
The Zulu
Date: 20 October 1994
If the Zulu routs a character, the character does not encounter the space to which s/he is routed
(by analogy with the Satyr's panic).
The Familiar and Extra Spells
Date: 20 October 1994
If the Philosopher has the Familiar as a follower, how many spell cards does he draw before
deciding which one he wants?
   1. 4. His special ability gives +1 and the Familiar's gives +2, for a total of +3.
   2. 3. This is the maximum of his own ability and the Familiar's.
What happens to the extra cards?
   1. There's an official answer: the top of the spell draw pile.
   2. Some people play that you discard them.
Unwanted followers
Date: 20 October 1994
Several mechanisms let you get rid of normal followers: you can outrun them with the horse, the
Dark Elf can drain their lives, the Saracen can enslave them. Do these apply to the "unwanted"
followers: hag, jester, poltergeist?
   •   The horse was handled above: you can choose whatever rule you like.
   •   No; these uses of special abilities would make those characters immune to the unwanted
       followers.
Talisman 2nd Edition Official Answers
Date: 4 January 1993
From: 11366ns@hogpa.ho.att.com (Nick Sauer)
Nick Sauer (11366ns@hogpa.ho.att.com) send a list of questions to Games Workshop and got
back the following answers; they should be considered as official as anything gets until GW
publishes another Q&A sheet.
   •   Talisman
   •   Expansion Set
   •   Adventure
   •   Dungeon
   •   Timescape
   •   City
   •   Combat vs Psychic Combat
Talisman
       Characters
   1. Can the Sorceress use her fourth special ability to take a follower that is an Enemy: Monster? (e.g.
      Could she take a Goblin from the Hobgoblin?)
      Answer: No
       Spells:
   2. Can Mesmerism be used to take a follower that is not normally a follower?
      Answer: No
     Adventures:
  3. If a Character draws the Raiders while in the Oasis does he get to pick up all of his equipment
     assuming he doesn't lose his turn and defeats all Enemies in the Space (the Raiders card says that
     the Character's possessions are placed in the Oasis immediately)?
     Answer: Yes
Expansion Set
     Adventuers
  1. Does the Astral Conjunction stay on the space it was drawn in until it is over (like the Blizzard
     does)?
     Answer: Yes
  2. Doppleganger
        1. When a Character defeats the Doppleganger, does he get to keep him to trade for
            additional Strength later?
            Answer: No
        2. If you use the Staff of Mastery on the Doppleganger what value is used for its strength in
            the next Combat you fight? Is it equal to:
                   a) Your Strength at the time you absorbed it with the Staff.
                   b) Your opponent's Strength in the next Combat you use it in.
             Answer: b
  3. Does the Patrol return Characters to:
        o a) Their Starting Space as listed on that Character's Card.
        o b) The space that they started that Turn from.
     Answer: a
  4. May Taxation be Evaded (as it has a figure on the card)?
     Answer: No!
Adventure
     Characters
  1. In the first Q&A sheet you specified that the Centaur DOES get to keep Enemies killed with his
     bow for Strength gains. However, the Samurai, Archeologist, Space Marine, or any Character
     using the Archer Follower DO NOT get to do this. Does the Centaur get to keep Enemies killed
     with his bow?
     Answer: The first Q&A sheet is wrong. The Centaur does not get to keep the enemies for Str.
     Adventures
  2. Familiar
        o A) How does the Familiar work? Once you give him a life and gain two Craft do you:
                    a) Immediately draw three spells and choose the one you want.
                    b) Draw three spells and choose one whenever you gain a Spell?
            Answer: b
        o   B) In either case, do the two unchosen Spells go to:
                    a) The discard pile.
                    b) The top of the Spell Draw Pile.
            Answer: b
 3. If you defeat a Character who owns the Golden Statue do you:
        o a) Have to take the statue.
        o b) Take the statue only if you force the other Character to lose a Life.
    Answer: a
Dungeon
    Cards:
 1. May a Character strike the Gong (and thus place it on the discard pile) even if there are no other
    Characters on the Dungeon Board?
    Answer: Yes
    Rules:
 2. When a Character enters the Dungeon he must discard any Horses, Horse and Carts, or Warhorses
    that he has. Does he:
        o a) Leave them on the Space that he entered the Dungeon from (as with entering the
            Timescape).
        o b) leave them on the Dungeon Entrance Space.
        o c) Place them on their appropriate discard piles.
    Answer: a
Timescape
    Characters:
 1. Under the Archeologist's second special ability it says he may add one to his die roll on the
    Planetfall Space of the Timescape board. Is this supposed to read the Deathworld Space (as you
    don't roll a die on the Planetfall Space)?
    Answer: Yes
 2. Can the Astronaut replace any of the Objects listed under his first Special Ability if there are none
    left in the Timescape Purchase Deck?
    Answer: No
  3. If the Scientist uses his second Special Ability to repair the Ancient Artifact does it add four to his
     Strength in Combat?
     Answer: Yes
       Cards:
  4. If a Character defeats all of the Orks, can he keep them for additional Strength (they are an
     Event)?
     Answer: No
  5. If a Character with equal base Craft and Strength encounters the Sun Worm, does he roll randomly
     to determine which the Worm attacks (as per the Chinese Dragon)?
     Answer: Yes
  6. A) If a Character encounters the Warp Storm, does the turn that he drew it count as his lost Turn
     (as per the Talisman rules section 15:4)?
     B) If not, and he is on Planetfall, does he still get to encounter both Timescape Cards drawn?
     Answer: He encounters any other cards and misses his next turn.
City
       Characters:
  1. For the Valkyrie's fourth Special Ability, who are human Enemies?
     Answer: 'Pure-strain' humans only (no orks, elves, etc.).
       Special Characters:
  2. If a Character becomes one of the Special Characters does he keep his original Character's Special
     Abilities as well (it is not explicitly stated whether he does or not in the City rules)?
     Answer: Yes
  3. For the King's Champion's last Special Ability, should Outlaw and Raiders be replaced with
     Bandits?
     Answer: Yes
  4. Can the Sheriff use his fifth Special Ability, to teleport to any Space in the City:
          o a) From any other board (e.g. can he teleport from the main board, Dungeon, or Timescape
             to any Space on the City board).
          o b) Only while on the City board.
       Answer: b
       Adventure Cards:
  5. After the Air Elemental has moved itself and the Character encountering it to one of the two fields
     Spaces, must the Character then fight a Psychic Combat with it?
     Answer: Yes
        6.
        o A) If a Character who draws Conscription opts to defeat another Character in Combat and
             fails to do so (either due to lack of other nearby Characters or he loses the Combat) does
             he get to choose one of the three remaining options to avoid Conscription?
             Answer: No
       o   B) If a Character loses three turns, does the Turn that he drew Conscription on count as his
           first lost Turn (again, as per rule 15:4)?
           Answer: Yes
7. Will the Cutpurse become a follower of a Character who is the Master Thief?
   Answer: Yes
8. If a Character uses the Dancing Girl to Evade an encounter does she:
        o a) Stay on the Space that the Character used her in.
        o b) Go to the discard pile?
   Answer: b
9. Should the Dog be a follower rather than an object (like the Dog in the Dungeon Cards)?
    Answer: Yes
         10.
         o A) If the Dragon Master captures a Dragon for you, does the Dragon increase your
             carrying capacity to that of the Anti-Grav Platform or Horse and Cart (the Dragon Master's
             Card seems to imply this)?
             Answer: Yes
         o B) Will the Dragon carry a Warhorse?
             Answer: No!!
11. If a Character with the Druid enters the Timescape, City, or Dungeon does he:
         o a) Leave the Druid in the Space that he entered from.
         o b) Is the Druid discarded.
   Answer: b
12. If the Earth Elemental moves a Character to the Dungeon, must the Character then fight a Psychic
    Combat with it?
    Answer: Yes
13. If a Character encounters Employment, does the Turn he drew it on count as his lost Turn (again,
    as per rule 15:4)?
    Answer: Yes
         14.
         o A) If a Character loses to the Fire Elemental does he lose any Objects on a Horse and
             Cart?
             Answer: Yes
         o B) If so, does he lose the Horse and Cart, also?
             Answer: Yes
         o C) If a Character loses to the Fire Elemental does he lose any Objects on an Anti-Grav
             Platform?
             Answer: Yes
         o D) If so, does he lose the Platform, also?
             Answer: Yes
15. If you defeat the Gambler, do any unclaimed objects:
         o a) Stay on the board.
         o b) Go to their respective discard piles.
   Answer: b
16. If the Ghoul (Enemy: Monster), taken as a follower by the Ghoul Character, is used in Psychic
    Combat, and loses, is it placed on the discard pile?
    Answer: Yes
17. If a Character is Lost, does the Turn he drew it on count as his lost Turn (again, as per rule 15:4)?
    Answer: Yes
18. If a Character with an Urchin leaves the City, does he:
         o a) Leave the Urchin in the Space that he left the City from.
         o b) Discard the Urchin.
   Answer: b
19. Does War remain on the City Gate for the rest of the game?
    Answer: Yes
         20.
         o A) Will the Watch arrest a Toad (for having no Gold)?
             Answer: No
         o B) Similarly, if a Character is turned into a Toad while in the City does he have to draw for
             the Watch at the end of each of his Turns as a Toad (for having no Gold)?
             Answer: No
21. If a Character loses to the Water Elemental, does he:
         o a) Choose which follower to lose.
         o b) Roll randomly.
   Answer: b
   Board:
22. When a Character uses the Enchantress Space to enter the Timescape, does he:
      o a) Roll two dice under his starting quota of Craft and Strength (as per the Timescape
          rules).
      o b) Roll two dice under his current quota of Strength and Craft (as stated on the Space)?
   Answer: b
   Rules:
23. Can a Toad rob the Bank?
    Answer: No!!!
24. As the rules are currently written, a Character with a Warrant does not have to draw for the Watch
    at the end of his Turn while in the City (having a Warrant does not violate any of the statutes of
    the City). Is this correct?
    Answer: Yes it is. Breaking the law causes a 'hue & cry' which may bring the watch. Simply
    carrying a warrant will not (though you may encounter them normally).
25. If a Character with a Warrant is defeated by another Character in Combat, that Character can opt
    to move the defeated Character to the Donjon Space on the City board. Does this work:
         o a) While Characters are on the City board, only.
         o b) While Characters are on the Dungeon or main board, also.
   Answer: a
26. If a Character rolls poorly for judgement, and is forced to make an escape, does he still retain his
    Warrant even though he rolled for judgement?
    Answer: Yes
         27.
         o A) If a Character draws a Horse, Warhorse, or Horse and Cart from the Adventure Deck,
             does he replace it with the appropriate Purchase Card (as per rule 20:1)?
             Answer: Yes
           o   B) If this is the case, does any Character who draws an Adventure Card of an item that is
               not currently in the Purchase Deck get nothing?
               Answer: Yes
   28. Finally, when a Character enters a City location he must leave any Mules, Horses, Horse and
       Carts, Warhorses, or Dragons on the Street Space outside of the location. On his next Turn may
       the Character:
           o a) Move back to that Space automatically and reclain his Objects (as a person with the
               Horse may reclaim followers).
           o b) Must he roll for movement normally.
       Answer: a
Combat vs Psychic Combat
From: sh666@selway.umt.edu (Scott Hensley)
Date: 27 October 1993
During a debate on whether the term "Combat" (sometimes) included "Psychic Combat", Scott
reported:
       I wrote GW about his very exact same question (the 'Combat', 'Psychic Combat' distinction). Their
       reply was as follows...
       'Combat always refers to Strength based combats... Psychic Combat always refers to fights using
       Craft. They should never be mistaken.'