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Talisman Kaaihn

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0% found this document useful (0 votes)
47 views52 pages

Talisman Kaaihn

Uploaded by

keithbkatz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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®
Table of Contents
Introduction 2
Component Overview 3-7
Game Board Setup 8
Game Setup 9
Character stats 9-11
Adventure Cards Overview 12-13
The Game Turn 13-24
Time Card 13
Lunar Events 13
Dragon Tokens 14-16
The Harbinger 16
The Werewolf 17
The Grim Reaper 17
Movement 17-18
Encounters 18-19
Attacks 19-21
Character Rules 21-24
Toads 24-25
Warlock's Cave 26
Inner Region 28
The Crown of Command 29
The Cataclysm 30
Denizens 30
Remnant Cards 30
The City 31
Wanted Posters 31
Jail 31
Shop Decks 31
The Highland 32
The Eyrie 32
Relics 32
The Woodland 33
Twisting Paths 33
Destiny Cards 33
The Dungeon 34
The Lord of Darkness 34
Claiming Treasure 34
The Deep Realms 35
Rat Queen's Lair 36
Wraith Lord's Domain 36
Alternate Rules for Faster Play 38
FAQ 39
Index 49

23
INTRODUCTION Number of Players
Up to six players can play a game of Talisman, but the more
Talisman® is a game like no other – indeed, it is no ordinary
players that are participating, the longer the game will last. There
game at all but a perilous adventure in a fantastical world of are, however, alternative rules players may use to speed the
magic and monsters. As play progresses a story unfolds from game along (see “Alternative Rules for Faster Play on page 37”).
turn to turn: a heroic epic of brave deeds, of daring encoun-
ters, of treasures and magic, of battles fought and sometimes
lost, but always a tale that challenges and enthralls!

Our story begins with a mighty wizard, now long dead, who
Components
once ruled over the land of Talisman using the power of a
magical crown, forged in the Valley of Fire by spirits cruelly • 40 Strength Counters (8 large and 32 small red cones)
enslaved to arcane magic. For many centuries the wizard
reigned supreme until, after a long life spent amongst his • 40 Craft Counters (8 large and 32 small blue cones)
books and spells, he sensed his days were drawing to an end.
He resolved to hide his crown in the most perilous part of the • 40 Life Counters (8 large and 32 small green cones)
most dangerous region in his realm, setting around it such
fearsome guardians as his most powerful spells were able • 36 Fate Tokens
to command. Once he had done so, he perished, proclaiming
with his dying breath that only a champion with the strength, • 30 Gold Coins
wisdom, and courage to take his crown would rule in his
stead.

Hundreds of years have passed, and the realm, long ungov-


erned and unprotected, has grown ever more dangerous,
becoming infested by monsters and troubled by innumer-
able evils. To this very day, the ancient legend draws gallant
heroes to the troubled land – each seeking the Crown of
Command and the kingship of the realm of Talisman. So
far no one has proven worthy of the challenge. The seekers’
bones lie bleached and broken upon the Plain of Peril or else
cast idly aside to be gnawed by wild beasts and monsters.

In Talisman, up to six players assume the roles of hopeful


characters–the would-be rulers of the land of Talisman.
Each character is very different and has his own strengths,
weaknesses, and special powers. To win the game you must
journey to the heart of the land’s most perilous region to find
the Crown of Command and use its ancient magic to cast a
mighty spell to subdue all your rivals.

Your travels will be hard and fraught with danger – and it is


in overcoming these dangers that the challenge of the game
lies. Only by gradually building up your adventurer’s powers,
gathering valuable allies, and winning potent magical items
will you stand a chance of surviving the ultimate test that lies
beyond the Portal of Power.

Object of the Game


The object of the game is to reach the Crown of Command
in the centre of the board and then complete the
instructions on the ending card to win the game. Characters
should first adventure in the Outer, Middle, Deep Realm,
City, Highland, Woodland, and Dungeon Regions to build
up their Strength, Craft, and lives, until they feel they are
powerful enough to tackle the Inner Region. They must
also first find a Talisman to permit them to enter the Valley
of Fire and so reach the Crown of Command.

2
Component Overview Purchase Cards
Below is a brief description of every game component. These detail Objects that
characters may obtain by
means other than the
Game Boards Adventure Cards.
The main game boards
(base and Cataclysm)
depict the magical land
of Talisman. They are
divided into three Talisman Cards
Regions Characters may discover Talismans in the
(Outer, Middle, and Inner Adventure deck or by completing a quest
Region). at the Warlock’s Cave space.
Adventure Cards
This deck contains the
many creatures, events,
and items that characters Character Cards
discover on their quest
Character cards each
through the outer and
detail a different
middle Regions.
character and his special
abilities.
Spell Cards
Spell Cards detailing the
various Spells that may be Character Figures
cast during the game. Each character card cor-
responds to a plastic figure
that is used to represent that
character on the board.
Counters
They are used to keep track of the characters
Strength (red), Craft (blue), and lives (green). Toad Cards
Each small counter is worth one point, and each and Figures
large counter is worth five points. Different-sized
counters of the same colour can be traded for Toad Cards and Toad figures
equivalent values at any time (i.e., a player can are used when a character is
swap five small red counters for one large red turned into a Toad during the
counter, or vice versa, but cannot swap green game. When this happens, a
counters for red ones, etc.). Toad Card overlays the character card and a Toad figure is
substituted for that character’s figure for the duration of
being a Toad.
Fate Tokens
Each token has a light and
dark side. Fate can be used

Board Overlay
to reroll a die at a key
moment.

This board overlay can be placed on the main


Ending Cards game board and replaces the Inner Region
with new encounters. The Dragon Realm is
featured on one side and the Dragon Tower is
featured on the other side.
The Dragon Tower has a single path that leads
to the Crown of Command, and characters
Hidden Revealed move along the spiralling staircase by drawing
Icon Icon cards from the Dragon King’s deck.

3
Component Overview Potion Cards
This deck of cards represents
the strange and sometimes
volatile concoctions that are
City Board brewed at the Apothecary in
the City. Some potions may
The City board (referred to as a “Region”) cause unexpected side effects
presents boundless opportunities for those and are only consumed by the
clever enough to seize them and strong most brave or foolhardy
enough to hold them. Trade, commerce, adventurer.
employment – all of these, and many more
can be found within the City.
Stables Cards
This deck of cards details
City Cards mounts and beasts of
burden that characters may
This deck features Events, purchase at the Stables in
Enemies, Strangers, Objects, the City.
Followers, and Places. City
Cards are similar to the
Adventure Cards, but are
encountered by characters
Wanted
exploring the City Region. Poster Cards
These cards offer characters
lucrative rewards if they are
Armoury Cards able to claim the bounty.
Wanted Posters can be obtained
This deck of cards features at the City Gate.
high quality weapons and
armour from the finest work-
shops in the land. Items from
Highland Board
this deck can be purchased at The Highland board (referred to as a
the Armoury in the City. “Region”) depicts the domain and strong-
hold of the Eagle King. The Highland

Pet Cards
Region holds many dangers, but also
offers great riches and powerful relics to
This deck of cards contains those characters bold enough to enter.
curious specimens that were
collected from local and exotic Highland Cards
lands. These creatures make
wonderful pets and serve their This deck features Events,
masters with unique abilities. Enemies, Strangers, Objects,
Pets can be purchased at the Followers, and Places.
Menagerie in the City. Highland Cards are similar
to the Adventure Cards, but
are encountered by charac-
Magic Emporium Cards ters exploring the Highland
Region.
This deck of cards features
finely crafted artefacts of arcane
power that can be purchased
at the Magic Emporium in the Relic Cards
City. While these items are
sold at a premium, they are The Relic Cards are
invaluable to any aspiring powerful artefacts characters
wizard. may obtain by killing the
Eagle King in the Highland’s
Eyrie (see “Fighting the
Eagle King” on page 31).

4
Dungeon Board Woodland Board
The Dungeon board (referred to as a “Region”) The Woodland board (referred to as a
depicts the domain and lair of the Lord of Dark- “Region”) depicts the domain and lair of
ness. The Dungeon Region holds many the Fae. The Woodland Region holds
dangers, but also offers great riches many dangers, but also offers great
and powerful Treasures to those char- riches and powerful Destinies to those
acters bold enough to enter. characters bold enough to enter.

Dungeon Cards Woodland Cards


These are Dungeon Cards, These are Woodland Cards,
featuring Events, Enemies, featuring Events, Enemies,
Strangers, Objects, Strangers, Objects, Followers,
Followers, and Places. and Places. Woodland Cards
Dungeon Cards are similar to are similar to the Adventure
the Adventure Cards in the Cards in the base game, but are
base game, but are encoun- encountered by characters
tered by characters exploring exploring the Woodland
the Dungeon Region. Region.

Treasure Path Cards


Cards These are Path Cards,
representing the path a
The Treasure Cards are Magic
character must take to
Objects characters may obtain
achieve a Destiny in the
by killing the Lord of Darkness in Woodland Region.
the Dungeon’s Treasure Chamber
(see “Fighting the Lord of Darkness” on
page 33).

Quest Reward Destiny Cards


Cards These are Destiny Cards.
Destinies are rewards for
This deck of cards represent successfully following a path
treasures and enchantments through the Woodland.
characters can gain by completing These are powerful forces
Warlock Quests. which transcend even death.

Denizen Cards Warlock Quest Cards


The Cataclysm killed many, and The 12 Warlock Quest Cards
scattered those who remained represent the missions characters
throughout the lands. Now, they must try to fulfil when they visit
slowly return to places of civilisation, the Warlock’s Cave space.
offering their goods and services to
brave adventurers.

Remnant Cards
Buried and lost for hundreds of years,
ancient treasures, creatures, and places
lay scattered across the land of
Talisman, available to the first hero
who digs deep enough at the right
location.
5
Grim Reaper Card and Time Card
Figure The Time Card represents the passage of time
and indicates whether the current state of
Having Death himself prowling the realm of Talisman adds the game is Day or Night.
an extra element of tension and fun to the game, but it can
cost characters dear! The Grim Reaper works in mysterious
ways and has no favourites, so his terrifying presence may
prove beneficial or deadly to those who meet him along
their way. Lycanthrope
Cards
If a character becomes a
lycanthrope during the course of
the game, he must take one of the
six Lycanthrope Cards.

Werewolf Card and Figure


This card lists the rules for using the Werewolf figure in the
game, increasing danger, excitement, and player interaction.

Dragon Cards
The Dragon Cards are separated into Varthrax, Cadorus, and
Grilipus decks. Each deck cards features Events, Enemies,
Strangers, Objects, Followers, and Places. Dragon Cards are
similar to Adventure Cards, but are encountered by
characters exploring spaces occupied by one of the Draconic
Lord's dragon scales.

Dragon Tokens
The dragon tokens represent the
Draconic Lords’ dominance over
Varthrax deck Cadorus deck Grilipus deck the land. When a Draconic Lord
has accumulated three dragon
Draconic Lord Cards scales on his card, he becomes
the next Dragon King!
The three Draconic Lords
(Varthrax, Cadorus, and Grili- Crown Token
pus) represent the contenders
for the Crown of Command. The Crown token is placed on one of the
When a Draconic Lord seizes Draconic Lords to indicate the current
control of the Crown, he Dragon King. When another Draconic
becomes the Dragon King for Lord accumulates three dragon scales, he
a time, until another Draconic seizes the Crown and becomes the current
Lord usurps him and becomes Dragon King.
the next Dragon King.
Sleep Tokens
Nether Cards The Sleep tokens may be placed on
This deck of cards contains the Dragons during the course of the game by
many deadly creatures and certain encounters and effects. A sleep-
encounters that characters can ing Dragon has its fighting capabilities
discover in the Nether Realm. reduced but will wake up at the end of an
attack if a character does not defeat it.

6
The Harbinger HARBINGER CARDS
Drawn when the Harbinger is in
The Harbinger is the bearer of an ancient prophecy who has
a Region. Beware, for the
arrived to foretell the end of the world.
Harbinger foretells the end of the
world!

OMEN CARDS
As the apocalypse looms over the
world of Talisman, signs appear
and prophecies are fulfilled,
warning that the end is nigh. The
Omen cards reveal the greatest of
these signs.

Fireland Tokens Terrain Cards


These tokens represent areas of Ifrit Players use this deck of cards to
influence that are dangerous to even change one space into another
the most stoic adventurer. type of space.

Deep Realm Cards Bridge Cards Tunnel Cards


The two Realm Cards represent the Wraith
Lord's Domain and the Rat Queen's Lair.
Bridge Cards are used by adventures
braving the rickety bridge in an attempt to
cross between the City and the Dungeon.
Tunnel cards are used to explore the
Realms of the Wraith Lord and the Rat
Queen.
Alignment Cards
Character Tokens
Some Characters have special abilities which require
the use of specific tokens. The use of these tokens is
described on the respective character card. If a
character who uses tokens is killed, remove all of
his tokens from the game.
Good side Neutral Evil side

Some Alignment Cards have a good side and an evil PORTAL TOKENS HIDDEN PATH TOTEM SPIRIT
side, others are Neutral. They are used to show when a TOKEN TOKEN
character has changed alignment (with respect to what’s
printed on his character card) during the game.

Gold Coins
The 30 gold coins represent the
wealth that characters can earn
SPIDER TOKENS GROWTH TOKENS
during their adventures.

Six-sided Dice
There are six dice provided. These
are used for moving, resolving
attacks, and determining
results from instructions on
cards and the game board. The Web CraWler
Talisman symbol on the die represents a “1” result.

7
Game Board Setup

1. Place Game Boards: Place the game boards as shown. Start with the original
center board. The Cataclysm board may replace the original if triggered during
gameplay (see Triggering the Cataclysm, page 16).
2. Place Realm Cards: Place the Wraith Lord's Domain
and the Rat Queen's Lair Realm cards between the
Dungeon and the City boards.
3. Set Up Bridge and Tunnel Decks: Shuffle the Bridge
and Tunnel decks and place them facedown.

4. Set Up Loot Piles: Take three random Treasure cards


and place them faceup on the Throne Room space. Take
two random cards each from the Armoury and Magic
Emporium and place them faceup on the Rat's Nest
space.

5. Determine Inner Region: Roll a die. On a 1-2 result, do


not use the Dragon board overlay. On a 3-4 result, place
the Dragon Tower side faceup over the main board as
the Inner Region. On a 5-6 result, place the Dragon
Realm side faceup over the main board as the Inner
Region.

8
14. Each player takes the plastic character figure correspond-
Game Setup ing to his character card and places it on the board accord-
ing to the start space given on his character card.
1. One player takes the character cards, shuffles them, 15. Each player receives a number of life counters equal to
and deals five, facedown, to each player. Players then the life value listed on his character card and a number
choose which one of those five characters they wish to of fate tokens equal the fate value listed on his character
play. The other characters not chosen are returned to card. Players also each receive one gold. Life, fate, and
the deck and may be available if a character is killed. gold should all be placed in the appropriate spots next to
The boards are unfolded and placed in the center of each character card. The remaining counters, tokens, and
the playing area as shown on the previous page. gold are placed to one side as stockpiles for use during the
Randomly choose if the Dragon board will be used, game.
and which side if so. The Cataclysm may be used as
the game progresses (see Omens cards, page 16). 16. Any player whose character starts the game with any
Spells, as detailed in the character’s special abilities, draws
At the start of the game, place the Harbinger figure on the the designated number of Spell Cards from the Spell deck.
Harbinger sheet, the Werewolf figure on the Forest space, These should not be revealed to other players.
and the Grim Reaper figure on the Portal of Power space.
4. Roll a die to determine if the ending will be Revealed or 17. Any player whose character starts the game with any
Hidden. On a 1-3 roll the Ending is Hidden. On a 4-6 Objects, as detailed in the character’s special abilities, now
roll the ending is Revealed. After rolling, remove the takes the designated Object Cards from the Purchase deck.
unused Hidden or Revealed Ending cards from the
Ending deck and shuffle the deck. Draw one Ending The Toad and Alignment Cards should be kept handy, to be
card and place it on the Crown of Command space. used when required.
Facedown if Hidden, faceup if Revealed.
19. Players roll to determine who takes the first turn. Play then
5. Lay out the four stacks of Omen cards and roll a die to proceeds round the board clockwise from that player.
select which stack will be used. Use 1-4 from left to right,
rerolling 5 and 6. Collect all eight Omen cards belonging to
the selected Omen set. Then use them to make a faceup
stack, starting with the 7th Omen at the bottom, then the
Character Cards
6th Omen, 5th Omen, etc., with the Prophecy card on the Characters are the core of the experience of playing Talisman.
top. The stack is then placed next to the Harbinger sheet. It is through a player’s character that he interacts with the
game board, travels to new Regions, attacks creatures, and
6. Place the Time Card next to the game board gains Objects, Followers, and powerful Spells. Each player’s
with the Day side showing faceup. character card lists his character’s Strength, Craft, fate, and
life values, as well as a number of special abilities.
7. Draw three Wanted Poster cards and place them
faceup on the City Gate space.
Strength
8. Draw three Path Cards and place them faceup
next to the Woodland entrance. Strength represents a character’s might, stamina, and fight-
ing ability. It is used in battle (see “Battles” on page 19) and
9. The various Region decks are shuffled and placed facedown to overcome certain obstacles that may be encountered during
beside the board. These form the Adventure decks. the game. When a character gains Strength, this increase is
recorded by placing additional Strength counters (red cones)
10. The Spell Cards are shuffled and placed facedown beside beside the character card.
the board. These form the Spell deck.
Strength counters are only taken for Strength points gained
11. The Talisman, and Purchase Cards are placed facedown during play. Strength gained from Objects, Magic Objects, or
beside the board. Followers is not recorded by Strength counters but is added to
the character’s Strength when required or allowed.
12. Shuffle the Potion and Pet decks. Then, place the Potion,
Magic Emporium, Armoury, Pet, and Stables decks facedown A character’s Strength at any time is the character’s Strength
beside their corresponding spaces on the City board value, plus Strength counters, plus any Strength gained from
Each player places his character card faceup in front of Followers, Magic Objects, and Objects that may be used at
13. that time.
him. This card is the character the player will play during
the game. A player’s character card, Objects, Followers, When a character is required to lose Strength, counters are
counters, and other game components form his play area. removed accordingly and returned to their stockpile.
The diagram on page 10 shows an example of a player’s
play area. It also shows how to lay out the character and A character’s Strength can never drop below that character’s
record all possessions during play. Strength value (i.e., the number printed on the character card).

9
Craft Lives
Craft represents a character’s intelligence, wisdom, and Lives represent the character’s durability. Lives are lost
magical ability. It is a character’s main asset in psychic through battle, psychic combat, and other dangers that are
combat (see “Psychic Combat” on page 21) and determines encountered. A character’s lives are recorded by placing ap-
how many Spells he may have (see “Gaining Spells” on propriate life counters (green cones) beside the character card.
page 22). When a character gains Craft, this increase is Characters may replenish lost lives by healing or gaining life.
recorded by placing additional Craft counters (blue cones)
beside the character card. Each character starts the game with a number of lives equal
to the life value listed on his character card.
Craft counters are only taken for Craft points gained during
play. Craft gained from Objects, Magic Objects, or Followers is Losing Lives
not recorded by Craft counters but is added to the character’s
Craft when required or allowed. When a character is required to lose lives, counters are
removed accordingly and returned to their stockpile.
A character’s Craft at any time is the character’s Craft value,
plus Craft counters, plus any Craft gained from Followers, Losing All Lives
Magic Objects, and Objects that may be used at that time. Any character who loses all of his lives is immediately killed.
When a character is required to lose Craft, counters are All the character’s Objects, Magic Objects, Followers, and gold
removed accordingly and returned to their stockpile. are placed on the space where the character was killed. All the
character’s Strength and Craft counters and fate tokens are
A character’s Craft can never drop below that character’s Craft returned to their stockpiles. The character’s Spell Cards are
value (i.e., the number printed on the character card). placed on the Spell Card discard pile. Other cards (including
the character’s trophies) and counters are placed in the appro-
priate stock or discard piles. The character card and character
figure are removed from the game. The dead character’s player

Example of a Player’s Play Area


Character Sheet

Strength Fate Tokens


Counters
Gold Coins
Craft
Counters Life Counters

Object Cards Follower Cards

10
may start again, on his next turn, with a new character Fate placed on a card is considered to be a token and
drawn at random from the unused character cards, follow- counts as neither light nor dark fate while it is on a
ing steps from the “Game Setup” section (see page 9, card. If fate on a card is either gained or spent, it may
drawing only a single character choice). Players may start be gained or spent as either light or dark fate.
new characters if, and only if, no character has yet reached
the Crown of Command during the game. If any character A player may not pay fate tokens to reroll a die used
has reached the Crown of Command, a player whose to determine a creature’s attack roll or to reroll
character is killed is out of the game. another player’s die roll.

Healing and Gaining Lives Replenishing and Gaining Fate


Healing can never replenish a character to more than his life A character may only replenish fate up to his fate
value. value. However, if a character gains fate, he may take
fate tokens over and above his fate value. When a
A character can gain lives (as opposed to heal) over and character gains or replenishes fate, he must choose
above his life value. to place that fate with either its light side or dark side
faceup. If he gains or replenishes light fate, he must
Fate place the fate with its light side faceup. If he gains or
replenishes dark fate, he must place the fate with its
dark side faceup.
Each character starts the game with a number of fate
tokens equal to the fate value listed on his character
card. He chooses whether each of his starting fate is Fatebound
either dark fate or light fate.
Some cards possess fatebound effects which affect
Each fate token has two sides: a gold characters differently depending on whether a char-
side and a dark blue side. A fate acter is lightbound, darkbound, unbound, or fateless.
token with its gold side faceup is a A fatebound effect is the text on a card placed after
light fate. A fate token with its dark either the P or O symbol. A fatebound effect placed
blue side faceup is a dark fate. after a P is a lightbound effect. A fatebound effect
Light Fate placed after a O is a darkbound effect.
Once per die roll, a player may
spend one fate token (returning it to A character is lightbound if he has more light fate
the stockpile) to reroll one die that than dark fate. A lightbound character must resolve
a character has just rolled under the the lightbound effects on cards he encounters, and
following circumstances: can only resolve the lightbound effect on his Objects,
Dark Fate Followers, and Spells. He cannot resolve darkbound
effects.
A die rolled for a character’s movement.
A character is darkbound if he has more dark fate
2. Rolling a die to determine his character’s attack roll.
than light fate. A darkbound character must resolve
3. Rolling a die due to the instructions on a card or board the darkbound effects on cards he encounters, and
space. can only resolve the darkbound effects on his Objects,
Followers, and Spells. He cannot resolve lightbound
A player may only spend light fate to reroll a die that effects.
his own character just rolled.
A character is unbound if he has an equal amount
A player may only spend dark fate to reroll a die that
of light fate and dark fate. An unbound character
another character just rolled.
ignores all fatebound effects and cannot resolve the
The player who just made a roll has the option to fatebound effects on his Objects, Followers, or Spells.
spend light fate to reroll his own die before another
player can spend dark fate to force him to reroll his A character is fateless if he has no fate. A fateless
die. character must resolve the lower fatebound effect on
cards he encounters and cannot resolve the fatebound
If a player rerolls a die because a fate was spent, he effects on his Objects, Followers, or Spells.
must accept the new result. Another fate (light or
dark) cannot be spent to reroll the same die again. Fatebound effects on Events, Enemies, Strangers,
and Places are resolved when the card in encoun-
If a player rolls multiple dice (for example, the Dice tered, unless otherwise stated. Fatebound effects on
with Death space in the Inner Region), fate (light or Objects, Followers, and Spells are resolved as directed
dark) can be spent to only reroll one of them. by the card..

11
Special Abilities The lowest number is tackled first, then the next lowest, and
so on. In the case of a tie, the character encounters Adventure
Each character has one or more special abilities, which are Cards in the order they were drawn.
detailed on the character card.
One exception to the rule about resolving Adventure Cards in
Start Space encounter number order is that Adventure Cards with instruc-
tions that result in their being placed in a space other than
A character’s start space is the space which he begins the the one where they were drawn are dealt with first, before any
game on. A character’s start space is listed on the bottom of other Adventure Cards are resolved. If placed elsewhere, an
his character card next to his alignment. Adventure Card does not affect the character who drew it at
that time.

Adventure Cards Types of Adventure Cards


Most of the spaces on the Talisman board instruct players
to draw one or more Adventure Cards. When drawn, Adven- The different types of Adventure Cards and their effects are
ture Cards are taken from the top of the Adventure deck and listed below. Keep in mind that Adventure Cards must be
placed, faceup, in the space where they are encountered. encountered in encounter number order, so only after Events
and Enemies are dealt with may the more frequently benefi-
When characters in any expansion Region are instructed to cial cards be encountered.
draw cards, they always draw Cards respective to that
expansion, rather than Adventure Cards. This requirement is Enemy – Animal, Dragon, Monster, etc.
true even when, for example, cards and special abilities
specifically instruct the player to draw one or more These Enemies attack any character encountering them by
“Adventure Cards.” battling the character. Killed Enemies of this type may be kept
as trophies to be exchanged for Strength (see “Trophies” on
When a card is encountered in an expansion Region and has page 23). Enemies that defeat characters remain in the space.
instructions or effects that refers to Adventure Cards, it
affects that Regions cards instead. Enemy – Spirit, Elemental, etc.
Example: The Astrologer instructs a character to draw 3 Adven- These Enemies attack any character encountering them by
ture Cards. If the Astrologer is encountered in the Outer or engaging that character in psychic combat. Killed Enemies of
Middle Region, the character must draw from the base game’s this type may be kept as trophies to be exchanged for Craft
Adventure deck. However, if the Astrologer is encountered in the (see “Trophies” on page 23). Enemies that defeat
Highland Region, the character must draw from the Highland characters remain in the space.
deck instead of the Adventure deck.
Strength/Craft
Special Abilities Involving Adventure
Many Enemies possess a Strength/Craft value. If a character
Cards in an Expansion Region encounters these Enemies, he can choose to fight all these
Special abilities and effects that apply to Adventure Cards Enemies in either battle or in psychic combat. Characters may
behave differently when characters are in the Deep Realm, exchange trophies with a Strength/Craft value for either
City, Highland, Woodland, and Dungeon Regions rather than Strength counters or Craft counters.
the Outer, Middle, or Inner Regions. When used within these
Regions, these special abilities and effects apply to cards Places
from the respective Regions deck instead. The instructions on the card must be followed. Some Places
Example: The Prophetess’s special ability states that whenever require characters to roll a die to see what they encounter,
she draws Adventure Cards, she may discard one card of her while other Places reward characters each time they visit.
choice and draw one more card to replace it. While the Prophet- Events
ess is in the Outer, Middle, or Inner Region, her ability applies The instructions on the card must be followed. Any instruc-
to cards from the Adventure deck. However, while she is in the tions that result in the loss of a turn by the character encoun-
Highland Region, her ability applies to cards from the Highland tering the card ends the character’s turn immediately. This
deck instead.
counts as a missed turn for that character if there are other
If there are any Adventure Cards already in a space a charac- cards to be encountered; otherwise, he misses his next turn
ter lands in, his player draws only enough new cards to take instead.
the total to the number indicated for the space. For example, if
a space instruction reads “Draw 2 Cards,” but there is already Objects, Magic Objects, and Followers
one card there, then the player only draws one new card to
bring the total to two cards. These may be taken to the character’s play area, if permis-
Adventure Cards must be dealt with in the order determined sible, and all Enemies on the space have been killed or
by their encounter number (the number at the bottom right evaded (see “Objects” on page 21 and “Followers” on page
corner of the card). 22).

12
After a character (not in the Inner Region) draws an Event,
Strangers before he encounters any cards, he must flip the Time Card
The instructions on the card must be followed. Strangers have over to the other side and move the Harbinger to that
various effects on characters that encounter them, and some- character’s space.
times their reaction is based on the character’s alignment.
Whenever a character in the same Region as the Harbinger is
Burn instructed by a board space to draw cards, he must draw
Burn is an effect that represents the complete incineration of Harbinger cards instead. A dragon deck card may be drawn
part of the Talisman world. if a player is instructed to burn instead if the character chooses to encounter a dragon scale
a card, he removes it from the game and places it in the instead of the space.
game box. That card is a BURNT CARD; game effects do not
interact with burnt cards unless specifically state. At the end of a character’s turn, play passes clockwise to the
player to the left.
Fireproof Fireproof Time Card
Symbol

Some cards are immune to the ravages of flame and cannot


become burnt cards. These cards possess the fireproof symbol.
Cards with the fireproof symbol are not affected by burn effects.
If an effect causes a player to burn a card, he cannot choose a
card that has the fireproof symbol. If all cards have a fireproof
symbol, then nothing happens. Day side Night side
If an effect causes a player to burn a number of cards from a The Time Card represents the passage of time and indicates
deck, he reveals that many cards from the top of the deck, sets whether the current state of the game is Day or the Night.
aside all cards with the fireproof symbol, and burns all the Creatures receive bonuses or penalties to their attack scores
remaining cards. Then, he shuffles all the cards he set aside depending on whether they are attacked during the Day or
and places them back on top of the deck. Night. Some Adventure and Spell Cards also have different
effects or react to characters differently during the Day

The Game Turn or the Night.


Whenever a character draws one or more Events during
On their game turns, characters move around the board, his turn, before he encounters any cards, he must flip the
usually by the roll of the die but sometimes by the use of Time Card over to the other side. Daybreak occurs when
Spells or due to strange beings or places that they have the Time Card is flipped to the Day side. Nightfall occurs
discovered. when the Time Card is flipped to the Night side.
Having moved, characters can then encounter another charac- During the Day, each creature subtracts 1 from its attack score
ter in the space they land on or follow the instructions on the during battle and psychic combat (to a minimum of 1).
space. The instructions are often to draw Adventure Cards.
During the Night, each creature adds 1 to its attack score
These cards depict the Objects, Enemies, and other things that
during battle and psychic combat.
the character meets in the space.
Gradually characters will become more powerful, until they feel If a character fights two or more Enemies at the same time,
that they are strong enough to head for the centre of the board each Enemy subtracts or adds 1 to the attack score depending
and attempt to reach the Crown of Command. on whether it is Day or Night.

More specifically, each player’s turn consists of two parts, in Lunar Events
this order: Some of the Adventure Cards feature a card type called luNar
eveNts. Lunar Events are treated in all respects like normal
1. Movement – The player rolls a die and moves his charac-
Events except that they use a couple of additional rules, as
ter that number of spaces around the board.
described below:
2. Encounters – Once a character has finished his move, he • Instead of requiring players to flip the Time Card over to its
must encounter either the space or a character in the space other side, each Lunar Event indicates which side the Time
where he lands. Card must be flipped to.
Before a player rolls for his move he draws a Dragon Token • Players do not place Lunar Events on the game board.
(see page 14). If he rolled a "1", he completes his turn as Instead, Lunar Events are placed next to the Time Card
normal, but then he must roll the die again and move the and remain in play until the Time Card is flipped over. This
Werewolf figure, as well as rolling again and moving the may result in multiple Lunar Events being in play at the
Reaper figure (see page 17). same time.

13
When a dragon scale is first drawn, it is placed on the match-
Drawing Dragon Tokens ing Draconic Lord Card. The number of dragon scales on a
Draconic Lord indicates how close he is to becoming the next
Dragon King (see “Crowning the Dragon King”, below).
At the start of each player’s turn, he must draw one dragon When a dragon scale is placed on the game board, characters
token at random from the pool and resolve its effect. After the may have to draw Dragon Cards when they encounter it on
effect of the dragon token is resolved, the player continues his the space (see “Encountering Dragon Scales”, below).
turn as normal. The effects of the various dragon tokens fall When a dragon scale is placed in a character’s play area, the
into two different types: special effects and dragon scales. character gains a bonus to his attack score for each dragon
scale that matches his opponent (see “Claiming Dragon
Special Effects Scales” on page 15).

These tokens are always discarded after their effects have


been resolved.
Crowning the Dragon King
Dragon Strike When a character draws a dragon scale, it is placed on the
matching Draconic Lord Card. When the third dragon scale
The character who drew the token immedi- is placed on a Draconic Lord, he is immediately crowned the
ately draws two additional dragon tokens new Dragon King and the Crown token is placed on his card
from the pool and resolves them in the as a reminder of his status.
order in which they were drawn. If addi-
The character then takes one dragon scale from the Dragon
tional Dragon Strikes are drawn, the char-
King’s card and places it on the character’s space. If the space
acter must continue to draw additional
already has a dragon scale, it is placed in the next space
dragon tokens. After the Dragon Strike is Dragon Strike counterclockwise that does not already have a dragon scale.
resolved, it is discarded. If every space in the Region already has a dragon scale, the
Dragon Rage dragon scale is discarded and the character must suffer the
The character who drew the token suffers Dragon Rage of the Dragon King instead (see “Dragon Rage”
the Dragon Rage of the current Dragon on page 15). The two remaining dragon scales on the Dragon
King (see “Dragon Rage” on page 15). King’s card are discarded, and the character continues his
After the Dragon Rage is resolved, it is turn as normal.
discarded. In this manner, the Dragon King changes throughout the
Dragon Slumber Dragon Rage game and spawns Varthrax, Cadorus, and Grilipus dragon
scales on board spaces.
The character who drew the token places
a sleep token on one Dragon of his choice Important: Characters in the Inner Region do not place a
in any Region. If there are no Dragons dragon scale on their space; all three dragon scales on the
on the board, he may place the token on Dragon King’s card are discarded instead.
any Enemy of his choice. If there are no
Enemies on the board, the Dragon Slumber
has no effect. After the Dragon Slumber is
Encountering
resolved, it is discarded. Dragon Slumber
Dragon Scales
When a character encounters an Enemy with a sleep token
on it, the Enemy’s Strength and Craft are both reduced by 3 During the course of the game, dragon scales are placed on
points, to a minimum of 1 (see “Sleep Tokens” on page 15). the board when Draconic Lords are crowned the Dragon King
and as a result of various cards. If a character lands in a
Dragon Scales space that has a dragon scale, he may either encounter the
space, a character in the space, or the dragon scale in the
The effects of dragon scales vary depending on whether they space.
are placed on a Draconic Lord, the game board, or a charac-
ter’s play area. Exception: When a character lands on a space with a
dragon scale that matches the current Dragon King, that
dragon scale must be encountered.
If a character encounters the dragon scale, he must draw one
card from the deck that matches the dragon scale, even if
there are already one or more cards in the space. The char-
acter must resolve all of the cards in the space following the
normal rules (cards must be resolved in order of their encoun-
Varthrax Cadorus Grilipus ter number, Enemies with the same encounter number add
Dragon Scale Dragon Scale Dragon Scale their Strength and Craft together, etc.). This may result in a

14
character resolving an Adventure Card from the main game If a character does not have the required card to discard, he
before he resolves the newly drawn card if the Dragon Card loses one life instead. If a character has a dragon scale that
has a higher encounter number. matches the Draconic Lord, he may discard the dragon scale
When a character encounters a dragon scale, all of the to cancel the Dragon Rage and not suffer any of the effects
instructions on the space are ignored. In other words, the text (see “Claiming Dragon Scales” to the left).
on the space has no effect on the character or cards whatso-
ever. This can dramatically change the Regions, as dragon Sleep Tokens
scales can potentially prevent characters from purchasing
items in the Village, praying at the Temple, or healing at the Characters may have the opportunity to
Doctor. place sleep tokens on Enemies during
the course of the game. When a character
If the Sentinel has a dragon scale that matches the Dragon encounters an Enemy with a sleep token on
King, characters may not use the space to cross to the Middle it, the Enemy’s Strength and Craft are both
Region, but they may freely cross from the Middle Region to reduced by 3 points, to a minimum of 1.
the Outer Region.
If the Portal of Power has a dragon scale that matches the An Enemy can only have one sleep token placed on it at a
Dragon King, characters may not use the space to cross to the time. For example, two sleep tokens cannot be placed on an
Inner Region, but they may freely cross from the Inner Region Enemy to reduce its Strength by 6 points.
to the Middle Region. If a character encounters a sleeping Enemy, its sleep token
is returned to the pool at the end of the turn, regardless of
Claiming Dragon Scales whether the Enemy was killed or the character was defeated.
Killing a sleeping Enemy does not reduce its points as a
If a character kills an Enemy from a Dragon Card, in addition trophy – the Enemy is worth the full value printed on its card.
to taking the Enemy as a trophy, he may claim the dragon
scale on his space and place it in his play area. Dragon scales Drawing from the Dragon King’s Deck
have two powerful effects:
When characters are instructed to draw cards from the
• If a character encounters an Enemy or Draconic Lord, each Dragon King’s deck, the cards must be drawn from the
dragon scale the character has that matches his opponent deck that matches the Draconic Lord who is the current
adds one point to his attack score. Dragon King.
• If a character is about to suffer a Draconic Lord’s Dragon
Rage (see “Dragon Rage” below), he may discard one of Breath Attacks
his dragon scales that matches the Draconic Lord to
cancel the Dragon Rage and not suffer any of the effects. Some Dragons make a breath attack before the character’s
attack is resolved. If a character suffers the effects of a breath
Characters may gain any number of dragon scales during attack, he must still resolve the battle or psychic combat
the game. Dragon scales are not considered Objects, Spells, unless specifically stated otherwise.
or Followers. Therefore, they cannot be ditched, stolen, sold,
or traded. If a character is killed, all of his dragon scales are If a character has a Spell or ability that is used when he is
inherited by the player’s new character. about to engage in battle or psychic combat, it is implemented
before the breath attack is resolved.
Dragon Scales and Multiple Enemies If a character evades the Dragon, he does not resolve the
If a character resolves a battle or psychic combat with more Dragon’s breath attack.
than one Enemy at the same time, each dragon scale that
matches an Enemy adds one point to his attack score. Special Abilities Involving Dragon Cards
Example: A character attacks two Enemies from the Varthrax Special abilities and effects that apply to Adventure Cards also
deck with the same encounter number. The character has three apply to Dragon Cards but only after they have been drawn
dragon scales that match Varthrax, so he adds a total of six and placed on the board.
points to his attack score. Example: The Prophetess’s special ability states that whenever
she draws Adventure Cards, she may discard one card of her
Dragon Rage choice and draw one more card to replace it. The Prophetess
may not use her ability when she draws Dragon Cards.
Each of the three Draconic Lords features a Dragon Rage Example: A character lands on a space with a Dragon Card
effect: Varthrax forces characters to discard a Follower, and casts the Destruction Spell. The Spell’s effect allows him
Cadorus forces characters to discard an Object, and Grilipus to remove any faceup Adventure Card from the board and place
forces characters to discard a Spell. it on the discard pile. The character may cast Destruction on
the Dragon Card because it has already been drawn and placed
on the board.

15
Discarding Dragon Tokens
Continuous effects of the top Omen card of the Omen stack
are always applied until the Omen is discarded or no longer
the top card of the Omen stack.
When dragon tokens are discarded, they are removed from the
game and returned to the box. If every dragon token is taken
from the pool, return all of the dragon tokens that were Terrain Cards
removed from the game (including any discarded dragon
scales) back to the pool facedown and randomize them to form As the world draws closer to its end, the land irrevocably shifts
a new pool. and changes. Certain game effects instruct players to place a
Terrain card on a space of the game board. While a Terrain card

Discarding Cards is on a space, the text and name of that space is ignored and the
text and name of the Terrain card is used instead. If an effect
refers to a space that is no longer on the board because that
If an effect such as suffering the Dragon Rage of the Dragon space contains a terrain card, that effect is ignored.
King forces a character to discard Objects, Followers, or Spells,
the character chooses which card to discard unless the effect For example, if the Temple space contains a “Chasm” Terrain
specifically states otherwise. card and a “6” is rolled at the Tavern, the effect of moving to
the Temple is ignored. Terrain cards can only be removed by
The Harbinger effects that specifically remove Terrain cards. Players cannot
place Terrain cards on spaces in the Inner Region. If an effect
The Harbinger is the bearer of an ancient prophecy who has instructs a player to place a Terrain card where he cannot, he
arrived to foretell the end of the world. ignores that effect.
Whenever the top Omen is discarded, move the Harbinger If an effect causes a player to place a Terrain card on a space and
figure to the Harbinger sheet after the next Omen in the stack there are no cards of the required type left in the Terrain deck, he
is resolved. must choose a Terrain card of that type on the board and move
A character landing on the same space as the Harbinger must it to that space. If a player places a Terrain card on a space
encounter the Harbinger by rolling on his chart instead of that already contains a Terrain card, he removes the original
encountering the space, a non-king Dragon Scale, or another Terrain card from that space and returns it to the Terrain deck.
character on the space. If a player places a new character on the game board, he
Harbinger Cards ignores any Terrain cards when placing that character.

Harbinger cards do not count as Adventure Terrain Cards and Movement


cards while being drawn and cannot be If the Sentinel space contains a Terrain card, characters may
affected by the Orb of Knowledge, the cross freely from the Outer Region to the Middle Region; they
Prophetess’ ability, or similar effects. do not have to defeat the Sentinel. Likewise, if the Portal of
Power space contains a Terrain card, characters may cross
Once a Harbinger card has been placed
freely from the Middle Region to the Inner Region; they do
faceup on a space, it is treated as an
not have to pick or force the lock, nor are they stopped by the
Adventure card.
Warlock if they have an uncompleted warlock quest.
Enemies from the Harbinger deck must be
taken as trophies when defeated in battle or Placing Random Terrain Cards
psychic combat. Some game effects will instruct players to place a random
Harbinger Card
Omen Cards Terrain card. When this occurs, the player shuffles the Terrain
deck, draws the top card, and places it as directed by the effect.
Triggering the CAtaclysm If there are no cards remaining in the Terrain deck when a
Advancing the Omen has a chance to trigger the Cataclysm! When
player is instructed to place a random Terrain card, he instead
the Omen advances, roll a D6. Add the number of the new Omen
takes the terrain card closest to his character and moves it to
to the roll. On a 6+, the Cataclysm has arrived! Discard all face-up
his space. If two or more Terrain cards are equally close, he
cards, tokens, and the dragon inner region (if used) from the main
chooses which one to move.
board. Replace the main board with the Cataclysm board, placing
Characters, the Grim Reaper, the Werewolf, and the Harbinger on Terrain Cards and Other Expansions
the same spaces they were previously in. Place Remnant cards on
When using an expansion board, if a Terrain card is on a
spaces with a Remnant symbol as the Cataclysm setup rules
space that allows movement between boards, characters can
dictate. Replace the ending (step 4, page 9).
still move to and from the expansion board following the
When an effect causes the top card of the Omen stack to be normal movement rules of that expansion.
discarded, take the top card of the Omen stack and place it faceup
on top of the Omen discard pile. Then resolve any immediate Terrain cards cannot be placed on the “Jail” or “Town Square”
effects on the newly revealed Omen card. If there are no cards spaces of The City expansion board.
remaining in the Omen stack, the game is over and all characters If a Terrain Card is placed on the last space of an expansion
lose the game. board, such as the “Treasure Chamber” from The Dungeon
If an effect places an Omen card in the Omen discard pile on expansion, a character must end his movement when entering
top of the Omen stack, resolve any immediate effects on the that space, then encounter the Terrain card on that space.
newly placed card.
16
Prowling Werewolf When a character becomes a lycanthrope, he must take a
Lycanthrope Card and place it faceup next to his character
The Werewolf Card lists the rules for how the Werewolf figure card. If a character is instructed to become a lycanthrope and
prowls around the game board and interacts with characters he already has a Lycanthrope Card, the effect is ignored: the
that it lands on. character does not take an additional Lycanthrope Card.

Setup The instructions on a Lycanthrope Card are only followed


when it is Night; however, the character is still considered a
At the start of the game, place the Werewolf figure on the lycanthrope even during the Day. This distinction is important
Forest space and place the Werewolf Card faceup next to the because some encounters affect characters differently if they
game board. are a lycanthrope.

Moving the Werewolf If a character is turned into a Toad, he must discard his
Lycanthrope Card. If a character who has been turned into a
Whenever a player rolls a “1” for his move, he completes his Toad becomes a lycanthrope, his Toad Card and figure change
turn as normal, but then he must roll the die again and move back to his original character’s card and figure. He then takes
the Werewolf figure according to the normal rules for moving a Lycanthrope Card as normal.
a character, with the following exceptions:

• If the Werewolf figure moves during the Night and enters


Grim Reaper
a space with a character, it must end its movement in Death does not move until a player rolls a “1” for his move.
that space. When this happens, the player must complete his turn as
normal, but then must roll the die again and move the Grim
• The Werewolf figure may freely cross the Storm River at Reaper according to the normal rules for moving a character,
the Sentinel. with the following exceptions:
• The Werewolf figure cannot cross the Portal of Power. • Because it is difficult for both the Boatman and the Senti-
nel to refuse anything to the Reaper, he may freely cross
• The Werewolf figure may enter and leave expansion the Storm River at the Sentinel, or from the Temple to the
boards, such as the Dungeon Region, according to the Tavern (or vice versa), at the cost of a single movement
normal rules for a character entering and leaving those point for either.
expansion boards. If the Werewolf figure reaches the • The Grim Reaper will not cross the Portal of Power, as he is
last space on an expansion board, such as the Treasure already present in the Inner Region.
Chamber in the Dungeon Region, it must immediately
move to any space in any Region (except the Inner Region) Whenever the Grim Reaper lands on a space containing one or
and end its movement in that space. The player moving more characters at the end of his movement, the player who
the Werewolf figure chooses which space it moves to. moved the Reaper must choose a character on that space for
the Reaper to visit. The player controlling that character then
rolls one die and consults the chart on the Grim Reaper card to
Encountering the Werewolf determine what happens to his character.
Whenever the Werewolf figure ends its movement on a space Characters who themselves land on the Grim Reaper’s space
containing one or more characters, the player who moved the do not encounter the Reaper, nor can the Reaper be affected
Werewolf figure must choose one character on that space. by any Spell, Adventure Card, or special ability.
The chosen character then rolls one die and consults the
chart on the Werewolf Card to determine what happens. If If a player forgets to move the Grim Reaper or the Werewolf
the characters rolls a “1” result on the Werewolf’s chart, he and the next player starts his turn, there is no opportunity to
becomes a lycanthrope (see “Becoming a Lycanthrope” below). backtrack. The chance has been missed and the Grim Reaper
and/or Werewolf do not move.
Characters who land on the Werewolf figure’s space do not
encounter the Werewolf figure.
Movement
Becoming a Lycanthrope The game board depicting the magical land of Talisman is
divided into Regions (the Outer Region, the Middle Region,
the Inner Region, the Deep Realms, City Region, the
Whenever a character encounters the Werewolf figure or fights Highlands Region, The Woodland Region, and The Dungeon
a character who has become a lycanthrope, he risks inheriting Region). Each Region is sub-divided into spaces, and each
its curse and becoming a lycanthrope himself. Some of the space has its title and encounter instructions printed along its
Adventure Cards may also result in a character becoming a edge. Characters move around the spaces in the Region they
lycanthrope. are in. Players can freely pass into the Deep Realms, City,
Highlands, Woodlands, and Dungeon Regions, but can only
cross to the Middle and Inner Regions as a result of
encounters or card abilities.

17
Movement in the Outer, Expansion,
and Middle Regions Characters only have encounters during their own turn,
unless specifically instructed otherwise.
To move in the Outer, Expansion and Middle Regions, the
player rolls one die to determine how many spaces his Encounters in the Outer, Expansion,
character must move. (Certain Spells, special abilities, and
other events may enable a character to move without rolling
and Middle Regions
the die. These instances are detailed on the relevant cards.) Characters can only have encounters in the space where they
The character then moves the full count of the die roll, land. They may never encounter anything in the space where
either clockwise or counterclock-wise at his discretion. they start their move.
Direction may not be reversed during a move except when A character must choose to encounter either one character of
passing between the Outer and Middle Regions (see “The his choice who is in the space where he lands, or the space
Sentinel Space” on page 26). A character must always move,
itself, or a Dragon Scale.
even if he starts the turn in a space with an Adventure Card
or another character. The space where a character lands is Encountering Another Character
the space where he ends his movement or the space to
which he is moved to as the result of an encounter or effect. An encounter with another character always takes one of two
forms. The character whose turn it is may either attack (see
Entering the Expansion Regions “Battles Between Two Characters” on page 20) or use one of
his special abilities on the other character. If a character kills
Each Region is connected to the main Talisman board at a another character during the encounter, he may take any
specific main board space. A character may enter these Objects, Followers, and gold from the killed character to add
Regions simply by moving directly from the connected space to his own. Any Objects, Followers, and gold not taken are left
on the main board to the Region Entrance space, if his on the space.
movement die roll provides him with sufficient movement.
If a player chooses to encounter a character instead of en-
Entering these Regions through the connected spaces is
countering a space, his character may not visit any Stranger
optional. Characters may choose not to enter, and may travel
or Place there, nor may any Objects, Followers, and gold be
around the Outer Region instead.
taken from the space.
Movement in the Expansion Regions Encountering a Space – Draw Cards Spaces
Movement in the Highland, Woodland, and Dungeon Characters must always follow the instructions on the space
follows the normal movement rules: Characters roll one die where they land if their player chooses to encounter the space
and move the indicated number of spaces. instead of encountering another character. If a space instructs
Each space on the these boards is marked with an arrow. a player to draw cards, the cards to be drawn are always
These arrows point in the direction characters need to move Adventure Cards, drawn from the top of that Regions
in order to reach the end. Characters may choose to move Adventure deck. If there are already any cards of any type on
against the arrows if they wish. However, doing so takes the space (such as Adventure, Purchase, or Spell Cards), then
only enough cards to make up the given number may be
them farther away from the ultimate prize, and closer to drawn.
the Entrance. Adventure Cards must be dealt with in the order determined
Note that characters must move either directly with or directly by their encounter number, starting with the lowest number,
against the arrows when in these regions. The map is a then the next lowest, and so on. In the case of a tie, the
linear path, and characters may not move in other character encounters Adventure Cards in the order they were
directions, such as across a space’s text box. drawn.
in the City, Characters cannot move against an arrow on a After any Enemies in the space are killed (see “Resolving
street space unless an ability or effect forces them to do so. Battles vs. Creatures” on page 19) or evaded (see “Evading”
Characters may enter a shop from the adjacent street space on page 23), any Stranger or Place there must be visited
for one point of movement. Characters may enter a shop as and any gold, Objects, and Followers may be taken.
long as they have sufficient movement to enter the shop; If a character ditches Followers or Objects onto a draw cards
any remaining points of movement are lost. space (see “Ditching Followers and Objects” on page 25), he
If a character begins his turn in a shop, he cannot re-enter may only draw enough cards to make up the given number
that shop during that turn. However, the character may enter that may be drawn. For example, a character ends his move
any other shop if he has sufficient movement. on a Draw 1 Card space and then ditches one of his Objects.
He does not draw any cards now since there is already a card
Encounters on his space.
After a character has finished his movement, he must either A character may ditch Followers or Objects on a space to avoid
encounter the space he lands in or a character in that space. drawing more cards, but he may not take them back during
Characters can encounter a wide variety of monsters and per- the same turn. Therefore, any Followers and Objects that are
sonalities. Sometimes the encounters are friendly and aid the left on the space become available for other characters to take
character with gifts. Other times the encounters are hostile if they land on that space.
and attack the character, or even turn him into a slimy Toad!
18
Encountering a Space – Other Spaces
Characters must follow the instructions on the space if their
player chooses to encounter the space instead of encountering
another character. However, before they do, any Enemies in Creatures
the space must first be killed (see “Resolving Battles vs. Crea-
tures” below) or evaded (see “Evading” on page 23). Any
Stranger or Place there must be visited and any gold, Objects,
and Enemies
and Followers may be taken. Some cards and special abilities refer to crea-
tures and Enemies.

Attacks
Attacks are split into two types: battles and psychic combats.
A battle occurs when a character is attacked by a creature
whose Strength is given, and a psychic combat occurs when
a character is attacked by a creature whose Craft is given. If
a player decides to attack another character, they must fight
a battle unless the attacker has a special ability that lets him
use psychic combat instead.

Battles
Battles occur when:

1. A character encounters an Enemy – a Monster, Dragon,


Animal, or any creature whose Strength is given;
An “Enemy” is any Adventure Card with the
or word “Enemy” in the card type box.

2. A character decides to attack another character, unless A “creature” is any encounter (other than
a special ability allows him to attack by psychic combat a character) that attacks with Strength or
instead. Craft. This may include Enemy cards and
also Events, Strangers, Places, Spells, and
Resolving Battles vs. Creatures board spaces.
Battles against creatures are resolved in the following steps:

1. Evade
The character first declares whether he is evading or not 5. Compare Attack Scores
(see “Evading” on page 23). If not, then a battle takes The total of the creature’s attack roll and Strength is the
place. creature’s attack score. If the character’s attack score is
higher, the creature is killed. If the creature’s attack score
2. Cast Spells is higher, the character is defeated and loses one life (use
Any Spells that the player wishes to cast must be cast of an Object, Spell, or special ability may prevent this). If
before the attack roll is made. Any effects or abilities that the attack scores are equal the result is a stand-off. If the
affect a character’s Strength or Craft must be implemented character is defeated or the battle ends in a stand-off, the
before the attack roll is made. character’s turn then immediately ends.
3. Character Attack Roll Stand-off
The character rolls one die, the result of which is con-
sidered the attack roll. The character’s attack score is In a stand-off, neither side is harmed (characters do not lose
the attack roll plus the character’s Strength, plus any a life and creatures are not killed) and that turn immediately
other modifiers that may apply. Remember that only ends. On the character’s next turn, the character leaves that
one Weapon may be used at a time (see “‘Weapon’ and space without again encountering whatever he fought, unless
‘Armour’ Keywords” on page 21). indicated otherwise.

4. Creature Attack Roll More Than One Enemy


Another player now rolls a die for the creature’s attack roll
and adds this to the creature’s Strength. The character may If there is more than one Enemy that attacks by Strength on a
now pay one fate to reroll his attack roll if he wishes. space and they have the same encounter number, they fight as
one during the battle, adding their Strength together with just
one attack roll to make a single, combined attack score.

19
Battles Between Two Characters 3. Determine Attack Rolls
Both characters then roll a die to determine their attack
Battles between two characters are resolved in the following roll. Once both attack rolls have been made, the attacking
steps: character must choose first whether to pay fate to reroll.
1. Evade Once he has chosen, the defending character has the same
The character being attacked first has the opportunity to option. No matter what the defender chooses, though, an
evade. If he chooses not to, or is not successful, then battle attacking player who decided not to spend fate when he
takes place. had the opportunity may not change his mind after the
defender has made his own choice.
2. Cast Spells
Both characters have the opportunity to cast Spells before 4. Compare Attack Scores
the dice can be rolled. Any effects or abilities that affect a Once the option to spend fate has been addressed, the at-
character’s Strength or Craft must be implemented before tacking character’s attack score is determined as in battles
the attack roll is made. against creatures and Enemies. The defender’s attack score
is determined the same way as the attacker’s score. The

Example of an Attack

The Wizard has a Sword in addition to Invisibility and his Strength counter, and 1 from the Sword). The
Psionic Blast Spells. The Wizard also has one Strength Giant rolls a “6” for his attack roll and the Wizard
counter, two Craft counters, and three fate. During the rolls a “3” for his attack roll.
Wizard’s turn, he lands on the Fields and draws an
Adventure Card, a Strength 6 Giant. The Wizard could After their attack rolls, both the Giant and the Wizard
choose to evade the Giant by casting his Invisibility have the same attack score of 12, which would result
Spell but he decides to attack the Giant instead. Since in a stand-off. The Wizard decides to pay a fate
the Giant has a Strength value, the Wizard must fight token to reroll his attack roll, and this time gets a
him with a battle as opposed to psychic combat. “5” result. Now the Wizard has an attack score of 14
and the Giant has an attack score of 12. Since the
The Wizard chooses to cast the Psionic Blast Spell, Wizard’s attack score is higher, he kills the Giant
which allows him to add his Craft value of 5 to his and takes the Enemy card as a trophy. If the Wiz-
Strength. Since the Wizard is in battle, his Sword adds ard’s attack score had been lower than the Giant’s,
an additional point of Strength for a total of 9 Strength the Wizard would have lost a life and his turn would
(5 from Psionic Blast, 2 from his Strength value, 1 from have immediately ended.

20
character with the higher attack score wins the battle. If Gold is not considered an Object, so it does not count against
the scores are equal, the result is a stand-off (see a character’s Object carrying limit.
“Stand-off” on page 19). If a character is required to lose gold and he does not have
any, then there is no effect.
5. Claim Reward
The winner may either force the loser to lose one life
(which may be saved by use of an Object or Spell), or may Objects
take one Object or one gold from the loser to add to his
Both Objects and Magic Objects are classed as Objects. During
own. If the winner kills the loser by forcing him to lose
the game, characters usually acquire Objects as the result of
his last remaining life, the winner may take any Objects,
encounters. Any Objects characters have are placed below
Followers, and gold from the loser to add to his own.
Any Objects, Followers, and gold not taken are left on the their character card and must be kept faceup.
space. The turn then ends. Object Carrying Limits
No character may have more than four Objects unless he has
Psychic Combat a Mule, Horse and Cart, etc.
Psychic Combat occurs when: Any character acquiring more than four Objects must decide
which to keep. The remainder are immediately placed faceup
1. A character is attacked by an Enemy – Spirit or by any on the character’s space.
creature whose Craft is given. Trinkets are special Objects and are distinguished with
a Trinket keyword printed above the card’s special
or ability.
2. A character whose special ability permits him to attack Trinkets are treated in all respects like normal Objects,
another character by psychic combat elects to do so. except that they do not count towards a character’s
carrying capacity. A character may have four normal
Resolving Psychic Combat Objects in addition to any number of Trinkets.
Psychic combat is resolved in exactly the same manner as Trinkets may be ditched, discarded, stolen, or sold like
battles (see “Battles” on page 19), except: normal Objects.

1. Craft is substituted for Strength. Cursed Keyword


Some Objects and Followers have been twisted and tainted
2. No Object can prevent the loss of a life. by dark powers and have the Cursed keyword. Cursed
Objects and Followers must be taken by a character

Character Rules encountering them (even if the character is at his Object


Carrying Limit) and cannot be ditched.
This section covers more detailed rules regarding characters, When a character has more Objects than his Carrying limit,
including how they gain wealth and Followers, cast Spells, and must decide which Objects to keep, a character must
increase Strength and Craft, avoid creatures, and change choose to keep as many Cursed Objects as possible. A
alignment. character can only choose not to keep a Cursed Object if he
has more Cursed Objects than his Carrying limit.
Gold Cursed Objects and Followers may be discarded, stolen, and
sold as normal.
Gold allows characters to buy Objects and pay for services. A
character’s wealth is recorded by placing gold coins beside the
character card.
“Weapon” and
“Armour” Keywords
Each character starts the game with one gold, and additional
gold is usually acquired as the result of encounters. Some Objects that increase a
character’s fighting ability have
Prices are given in gold coins (G). Thus “3G” represents three the keyword Weapon next to
gold coins. the text for the card’s ability.
A character may only use one
Payments for any purchases or services that are not made to Weapon during an attack.
another character are paid into the gold stockpile.
Some Objects that prevent the loss of life when a character is
Any gold received from any source other than another charac- defeated have the keyword Armour next to the text for the
ter is taken from the gold stockpile. card’s ability. A character may only use one Armour during
an attack.

21
Followers Spells are kept facedown so that the other players cannot see
them, but a player may look at his own character’s Spells at
During the game, characters usually acquire Followers as the any time. The effect of each Spell, and when it can be cast, are
result of encounters. All Followers accompanying a character detailed on the individual Spell Cards.
are kept below the character card and must be kept faceup.
The number of Spells that any character can have at one time
A character may have any number of Followers. is limited by the character’s Craft as follows:

Losing a Follower Total Craft 1 2 3 4 5 6+

Any Followers that are killed (e.g., in the Chasm or the Maximum Number of Spells 0 0 1 2 2 3
Vampire’s Tower) or that must be discarded are placed on the
Adventure Card discard pile.

Spells Example of
In the magical land of Talisman, anyone can cast Spells as
long as he has enough Craft. Some characters start the game Spell Limit
with one or more Spells, and new Spells can be found by any A Wizard with a Craft value of 5 has Solomon’s
character as he travels around the board. Crown (a Magic Object which adds 2 to his
Craft), so his Craft is effectively 7. This allows
Gaining Spells him three Spells, which he has acquired. He
lands on the Cursed Glade, where he cannot
All characters may acquire and cast Spells, if their Craft is
count Craft gained from Magic Objects. His
sufficient to permit this. Only those characters whose special
Craft drops to 5. He is now only allowed two
abilities allow them to start the game with Spells do so. Oth-
Spells, so he must immediately discard one.
erwise, Spells are usually acquired as the result of encoun-
A soon as he leaves the Cursed Glade, he can
ters. Spells gained are taken from the top of the Spell deck.
count the Craft for Solomon’s Crown again and
When this deck is exhausted, all of the discarded Spell Cards
may once more have three Spells, if he can
are shuffled and placed facedown to form a new Spell deck.
acquire another.

If at any time a character has more Spells than his Craft


allows, surplus Spells must immediately be placed on the
Spell Card discard pile; they cannot be cast. The character’s
player chooses which Spells to discard. Spells cannot be
discarded unless the character has more Spells than his Craft
permits, however. The only other way to get rid of a Spell is to
cast it!

Casting Spells
Castings Spells is always optional. Players may keep Spells for
as many turns as they like before they choose to cast them. A
Spell can only be cast as stated on the Spell Card. Once a spell
is cast and its effect has ended, it is placed on the Spell Card
discard pile.

Spells affecting characters affect them wherever they are on


the board, no matter which Region. Spells affecting creatures,
however, cannot affect creatures encountered in the Inner
Region.

The maximum number of Spells a character may cast during


his turn is equal to the number of Spells he had at the start of
that turn. A character may only cast one Spell during another
character’s turn. This does not apply to the Command Spell,
however (see “The Crown of Command” Ending Card).

22
Example of a turn
The Sorceress is on the Temple and rolls a “2” for her move. She may therefore move to
either the Runes or the Oasis.

There is a Dragon faceup on the Runes where the instructions are to draw one card,
so the Dragon will count as the card to be drawn. The Dragon has a Strength of 7 and
will get +2 on its attack roll because of the mystic Runes. Since the Sorceress’s current
Strength is 3, she would certainly lose a life there.

On the Oasis, she sees a Hex Spell cast earlier by another character. This will also
cause her to lose a life, but since the instructions there are to draw two cards, the Hex
spell will only count as one of them and she will have the opportunity to draw one
Adventure Card to make up the total of two to be drawn. She decides to move to the
Oasis, loses a life because of the Hex Spell, and draws an Adventure Card. It turns out
to be another Dragon, which attacks her. Not her lucky day at all!

Trophies Evading
When a character kills an Enemy, he may take it as a trophy. Characters sometimes have the option to evade creatures and
A character may exchange trophies at the end of his turn to other characters, such as by casting an Immobility or Invis-
gain additional Strength and Craft counters. ibility Spell. The evading character cannot then affect or be
affected by the character or creature in any way.
Gaining Strength
Only other characters can be evaded in the Inner Region; crea-
A character gains one Strength counter for every seven points tures from board spaces there cannot be evaded.
of Strength marked on the trophies he turns in. Enemy cards
thus exchanged are then placed on the Adventure Card discard Encounters that may be evaded are:
pile. Excess Strength points of the trophies above a multiple
of seven are lost. 1. Anything that attacks a character.

Strength counters may also be gained as a result of 2. Any character attempting to attack or use a special ability.
encounters.
3. Creatures that appear as a result of an Event, Place, or
Stranger card (e.g., the Dragon from the Cave Adventure
Gaining Craft Card).
A character gains one Craft counter for every seven points of
Craft marked on the trophies he turns in by discarding them
to the Adventure Card discard pile. Excess Craft points turned
in above a multiple of seven are lost.

Craft counters may also be gained as a result of encounters.

23
Alignment Natural vs. Modified Roll
A character’s alignment shows his personality. A good If an effect or special ability refers to a die result, only the
character is polite and law-abiding, an evil character is a number appearing on the die is considered, not the modi-
black-hearted villain, and a neutral character falls somewhere fied result obtained by adding bonuses or subtracting penal-
between these two extremes. Alignment may change during ties. For example, the Troll’s special ability allows him to
the game as the result of encounters or by the use of a special regenerate whenever he rolls a “6” for his move. During the
ability. Troll’s turn, he rolls a “4” for his move. He also uses a card
that allows him to add 2 to his movement roll for a total of
Changing Alignment 6. However, the Troll may not regenerate this turn since the
actual die result is a “4” instead of a “6.”
When a character changes alignment, an Alignment Card is
taken and placed beside the character card with the
appropriate card faceup to show the characters new Limited Resources
alignment. When a character reverts to his original
All resources are limited to the number of components provid-
alignment, as it is printed on the character card, the
ed with the game. For example, if all Strength counters are in
Alignment Card is discarded.
use, no additional Strength can be gained until some of those
counters have been returned to the Strength counter stockpile.
If a character is able to trade five 1–point counters for the cor-
responding one 5–point counter, he must do so.

Good side Neutral Evil side


Other Rules
This section covers rules that may occur as a result of encoun-
ters or moving between different Regions.

No character, including the Druid, may change Alignment Toads


more than once in any turn.
When a character is turned into a Toad for three turns, a Toad
If a character who changes alignment has any cards not per- figure is substituted for the character’s figure on the board
mitted by a new alignment (such as the Holy Grail or Runes- and the player lays a Toad Card on top of his character card.
word), those cards must immediately be ditched in the space When the character reverts back to his original form, remove
he occupies. the Toad Card and exchange the Toad figure for his character
figure at the end of his third turn. Missed turns do not count

Golden Rules
against the three turns spent as a toad.
A Toad has Strength 1 and Craft 1, which are not modified by
Strength and Craft counters accumulated prior to transforma-
The following rules are Talisman’s “Golden Rules,” which
tion. Although a Toad can gain and lose Strength and Craft,
supersede all others.
these modifications disappear when the Toad turns back into
the original character. At that point, the character’s pre-trans-
Special Ability vs. Rules formation Strength and Craft counters are once again used
and resume their effects.
In any instance where a special ability or effect is at a vari-
ance with the basic rules, the special ability or effect always A Toad cannot hold objects, gold, or have followers. Drop
overrides the rules. these on the space when turned into a Toad. If a player
encounters an object or follower while he is a Toad, it must

Can vs. Cannot


be dropped on his space.

In any instance where a card’s effect indicates that a character


cannot perform an action or use an ability (such as casting a
Spell or using an Object), the character cannot do so. In other
words, the forbidding effects of cards override other abilities
and effects. For example, if a card indicates that no Weapons
can be used when fighting a certain creature, the Warrior may
not use any Weapons, despite his ability that allows him to
use two Weapons at the same time.

24
A character retains his trophies and can still gain trophies Monk may not have the Runesword, because that card states
while a Toad. However, any Strength or Craft gained through that no good character may have it. A Monk encountering a
trophies while the character is a Toad are lost when the char- Runesword must leave it faceup in his space.
acter reverts to his original form (so it is usually a bad idea to
trade in trophies while a Toad). Characters are not permitted to take cards that they may not
have. For example, if a character may not have Followers, he
A Toad does not roll the die for movement, but must move may not take one by casting the Mesmerism Spell on another
only one space per turn. character.

Ditching Followers
Toads can neither gain nor cast Spells, but a character’s Spell
Cards are not lost upon transformation into a Toad. They
simply cannot be used until the character reverts back to his
original form. and Objects
A character may ditch any of his Followers or Objects at any
A Toad’s lives are those of the original character. Thus, any time by leaving them faceup in the space he occupies. If a
lives lost or gained by the Toad affect the status of the origi- character ditches any Followers or Objects, he cannot take
nal character. them back during the same turn.
A Toad’s fate tokens are also those of the original character.
Similarly, any fate lost or gained by the Toad affect the status
of the original character. Toads may use fate as normal.
Talisman and
Toads have encounters when landing on a space like any
Purchase Cards
other character. Whenever a character is given or buys a Talisman or Purchase
Card, the appropriate Talisman or Purchase Card should be
A Toad has no special abilities. Those of the original character taken from their respective decks.
cannot be used while the character is a Toad.
Talisman and Purchase Cards are treated in all respects like
If a character is already a Toad and is turned into a Toad Adventure Cards, except that instead of being placed on a
again (for example, as a result of the Random Spell), the char- discard pile when not needed, they are instead returned to
acter remains a Toad for three more turns starting from the their appropriate deck and are available to other characters
second transformation. once more. Should there be no Talisman or Purchase Cards
left of a particular item, then that item is not available at that
Losing A Turn time.

Any instructions that result in the loss of a turn by the char- Talisman and Purchase Cards may be ditched, like other Fol-
acter encountering them ends the character’s turn immedi- lower and Object Cards.
ately. This counts as a missed turn for that character if there
are other cards to be encountered; otherwise, he misses his Gaining Talismans
next turn instead. There are two ways characters can acquire Talismans. First,
they can be gained as encounters drawn from the Adventure
Having and Using Cards decks. Second, they can be acquired by undertaking a
quest assigned at the Warlock’s Cave.
Characters are considered to have anything in their posses-
sion, such as Objects, gold, fate, Followers, and Spells.

When a character implements the ability of a card’s text box,


he is considered to be using the card. Using cards is optional,
and a character may always choose when to use a card he
has. For example, the Cross allows a character to automati-
cally destroy Spirits without resorting to psychic combat. The
character may choose not to use the Cross and may attack a
given Spirit instead.

Characters may have cards that they are not permitted to use,
unless a given card specifically states otherwise. For example,
the Monk character may not use Weapons in battle but he
may have the Holy Lance in his possession to sell to the
Alchemist, deliver for a quest in the Warlock’s Cave, or simply
to prevent another character from picking it up. However, the

25
Warlock’s Cave The Sentinel
A character who lands on the Warlock’s Cave may choose to
accept a quest, or not, as he wishes. If a character chooses to Space
accept a quest, that player chooses freely one of the available
Warlock Quest Cards from among those available in the A character may cross the
Warlock Quest Card deck. Once the quest is complete, the card Sentinel bridge in either
is removed from the game. Therefore, each Warlock Quest Card direction if the die roll for
may only be completed once per game. If a character with a his move is sufficient to
Warlock Quest Card is killed, return the card to the deck. carry him across it and
A character may not go on more than one quest at a time. If a into the Region on the op-
character has already completed a quest and lands on the posite side.
Warlock’s Cave again, he may choose to go on another quest
by choosing a new Quest Card.
A character must attempt to complete his quest immediately if The Sentinel attacks a character every time he attempts to
he is able to do so. In addition, the Warlock will prevent any cross the Sentinel bridge from the Outer Region to enter the
character who has accepted a quest from opening the Portal of Middle Region.
Power until he has first completed his quest.
A character defeating or evading the Sentinel must continue his
Gaining Rewards move by entering the Middle Region and continuing to move in
Characters who complete a Warlock Quest immediately either direction to the full value of his movement roll. A
teleport to the Warlock’s Cave. The player may then draw character defeated by the Sentinel loses one life (which may be
the top card from the deck of Quest Reward cards, or gain a saved by use of an Object or Spell), and his turn ends
Talisman from the Talisman deck (if available). Characters immediately in the Sentinel space. A character in a stand-off
who complete a Warlock Quest still teleport to the Warlock’s (see “Stand-off” on page 19) with the Sentinel does not lose a
Cave, even if they choose to gain a Quest Reward instead of life, but his turn still ends immediately in the Sentinel space.
a Talisman. The Sentinel does not attack characters passing through the
When a character gains a Quest Reward, the card is placed Sentinel space while moving in the Outer Region, characters
faceup in his play area. Some Quest Rewards give characters a crossing back from the Middle Region to the Outer Region, or
bonus and then are immediately discarded, while other Quest characters who end their movement on the Sentinel space.
Rewards allow characters to keep the card until they choose When crossing from one Region to another, a character may
to use its bonus. The effects of this bonus are described on the change the direction of his move upon entering the new
Quest Reward Card. Region.
When a Quest Reward is discarded, the card is removed from
the game. Therefore, each Quest Reward Card may only be
gained once per game.
Quest Rewards are not considered Objects, Spells, or
Rafts
Followers. Therefore, they cannot be ditched, stolen, sold, Any character wishing to cross
or traded. If a character is killed, he must discard all of his the Storm River using a Raft must
Quest Rewards. Characters may gain any number of Quest either build one or acquire one as
Rewards during the game. the result of an encounter.
Resolving Cards Without An Any character in a Woods or
Forest space at the start of his
Encounter Number turn who has an Axe may declare
Cards that are placed on spaces and do not have an encoun- that he is building a Raft for that
ter number (such as the Hex Spell) must be resolved before move. Instead of moving, the
the character encounters any other character, cards, or the character takes a Raft Card from
instructions on the space itself. the Purchase deck (if available).

Crossing Between the Any character acquiring a Raft


may cross the river at the start of
Outer and Middle Regions his next turn. The character may
cross the river to any space of his choice directly opposite the
The Storm River, which separates the Outer Region from one he is in. This is his move for that turn; he does not roll
the Middle Region, can be crossed by using the bridge that the die to determine his movement.
connects the Sentinel space (in the Outer Region) to the Hills A Raft can never be left behind or taken along to be used on a
space opposite (in the Middle Region). future turn. Whether or not it is used, it must be placed on the
The Storm River can also be crossed using a Raft, or as the Adventure Card discard pile or back with the Purchase deck
result of an encounter. after the character has either used it or decided not to do so.

26
Example of Crossing the
Sentinel Bridge
The Sorceress is on the Graveyard and rolls a “6” for her move. She decides to
move clockwise to the Sentinel space in order to cross the Sentinel bridge to the
Middle Region. On reaching the Sentinel space, she is attacked by the Sentinel.

The Sorceress then casts an Immobility Spell on


the Sentinel, allowing her to evade it instead of
resolving the battle.

The Sorceress now moves on to the Hills in the Middle Region and
decides to continue her move counterclockwise in the Middle Region,
finally landing on the Portal of Power.

Fireland Tokens Noble Ifrit Cards


Fireland tokens represent the destructive Some Enemy Adventure Cards included in The
influence of the Ifrit, who bring flame and death Firelands expansion have ongoing effects
wherever they march. If a character ends his that are in play until the Enemy is defeated.
turn in a space with a fireland token, he must Fireland Token These Noble Ifrit cards are identified by their
lose 1 life. distinctive colour.
Noble Ifrit
27
Encountering Dragon Cards in the Dragon Tower follow all of
Crossing Between the the normal rules (cards must be resolved in order of their

Middle and Inner Regions


encounter number, Enemies with the same encounter number
add their Strength and Craft together, etc.), except creatures
cannot be affected by any Spell, nor may they be evaded.
Characters may use dragon scales as normal. If a character is
defeated or is instructed to miss his turn, he may not encoun-
ter any of the remaining cards on the space.
After a character has finished resolving the Dragon Cards he
encounters, he moves one space forward towards the Crown
of Command, plus one additional space for each Enemy he
killed during his turn. If a character is defeated on a stairway,
he must move one space back towards the Portal of Power as
indicated on the space’s instructions.
After the character ends his turn, all cards and tokens in
The Portal of Power connects the Portal of Power space to the the Dragon Tower are discarded.
Plain of Peril space. If a character on a stairway kills an Enemy but is defeated by
another card during his turn, he must still move one space
The Portal of Power back towards the Portal of Power instead of moving forward.
The Inner Region can only be entered by passing through the If a character on a stairway has a stand-off, he moves forward
Portal of Power, which must be opened before it can be tra- normally.
versed. A character can only try to open the Portal if his move If a card is placed on the Dragon Tower at the start of a char-
is sufficient to carry him beyond it. A character must attempt acter’s turn, such as by a Spell or if the character ditches a
to open the Portal each time he passes through it; previous Follower or Object, he still draws the number of cards indi-
passage is no guarantee of future passage. cated on the Dragon Tower’s space. Characters must always
draw the number of cards indicated on the Dragon Tower’s
A character attempting to open the Portal follows the instruc-
space regardless of how many cards were already placed on
tions on the Portal of Power space. If successful, the charac-
the space.
ter’s turn ends on the Plain of Peril. If unsuccessful, the char-
acter’s turn ends immediately on the Portal of Power space. If a character is forced to move clockwise, he moves following
the direction indicated by the arrows on each space.
A character wishing to pass through the Portal of Power from If a character is forced to move counterclockwise, he moves
the Inner Region to the Middle Region does not need to open against the direction indicated by the arrows on each space.
it. He simply moves from the Plain of Peril to the Portal of
Power space. Doing so counts as his entire move for that turn. Encountering a Character in the Inner Region
Movement in the A character may only encounter another character on the

Inner Region Plain of Peril and Crown of Command. Characters in the Inner
Region may be targeted by Spells and other effects unless the
The die is not rolled for movement in the Standard or card specifically states otherwise.
Dragon Realm Inner Region. Instead, a character can move Encounters with other characters on the Plain of Peril are
only one space per turn there. treated exactly as encounters between characters in the
The encounter instructions on each space in the Inner Region Outer and Middle Regions.
must be completed before a character can move on toward the
Crown of Command. Encounters with other characters on the Crown of Command
are also treated as encounters in the Outer and Inner Regions,
The die is not rolled for movement in the Dragon Tower.
except characters must encounter each other.
Instead, a character draws the number of cards from the
Dragon King’s deck instructed by his space and encounters Turning Back
them. Note that characters draw Dragon Cards at the start of
their turn to determine how many spaces they move; charac- A character in the Inner Region may decide at any time to
ters do not draw cards when they land on the space. turn back and move back towards the Plain of Peril. A charac-
ter who has turned back still only moves one space per turn,
Encounters In the Inner Region but ignores the instructions on all of the spaces on his return
to the Plain of Peril. Once a character has declared his inten-
A character does not draw Adventure Cards in the Inner tion to turn back, he cannot change his mind and he must go
Region. Instead, the encounter is detailed in the instructions all the way back to the Plain of Peril. Once there, however, the
for the space. The instructions must be followed, unless the
character is turning back. character is free to do whatever he likes, including heading
None of the creatures in the Inner Region can be affected by back toward the Crown of Command or leaving the Inner
any Spell, nor may they be evaded. Region through the Portal of Power.

28
The Crown of Command Dragon Rage
The last space on the board is the Crown of Command. It can Each of the three Draconic Lords features a Dragon Rage
be reached from various teleports, the Valley of Fire space, or effect: Varthrax forces characters to discard a Follower,
the final draw 3 space in the Dragons Tower (if used as the Cadorus forces characters to discard an Object, and Grilipus
Inner Region instead). The VoF and final Tower space can forces characters to discard a Spell.
only be entered by characters that have a Talisman. If a
character does not have a Talisman, then he must turn back. If a character does not have the required card to discard, he
Any card or board effect that would place a character on the loses one life instead. If a character has a dragon scale that
Crown of Command should instead place the character on the matches the Draconic Lord, he may discard the dragon scale
Valley of Fire or Draw 3 space if the character does not to cancel the Dragon Rage and not suffer any of the effects
possess a Talisman. A character is not forced off the Crown of (see “Claiming Dragon Scales” on page 15).
Command space if he loses his Talisman, but he cannot re-
enter if he leaves without obtaining a new one first. If three dragon scales are placed on a Draconic Lord while
any characters are on the Crown of Command, one dragon
In order to confront the Ending, characters must overcome scale from the Draconic Lord’s card is placed on a space and
the dangers of the Inner Region and travel to the Crown of the two remaining dragon scales on the card are discarded
Command in the centre of the board overlay. When a as normal. However, the Crown token is not moved to the
character enters the Crown of Command, he immediately Draconic Lord. In other words, the Dragon King does not
reveals (if hidden) the ending and follows its instructions. If change while a character is on the Crown of Command.
the Ending is The Dragon King, use instead the currently
Wrath of the Dragon King
crowned dragon king (Cadorus, Grilipus, or Varthrax).
When a character is on the Crown of Command space, a
character does not move but remains there instead. Characters If a Draconic Lord is crowned when he is already the current
on the Crown of Command cannot turn back. Dragon King, the following effects are applied to every space
If there is already another character on the Crown of that has a dragon scale that matches the Dragon King:
Command space when a character lands on it, the character
there must be encountered. Once two (or more) characters • All characters on the space suffer the Dragon Rage of the
are on the Crown, those characters’ turns consist only of Dragon King.
encountering one of the other characters. A character who is • All cards on the space are discarded, including any Adven-
alone on the Crown of Command space on his turn must ture, Dragon, Spell, and Purchase Cards as well as cards
follow the instructions on the ending card. If a character is from any other decks. Any dragon scales on the board
killed by the Command Spell, that player loses the game and remain.
may not start another character.
Once any character has reached the Crown of Command, any The wrath of the Dragon King is implemented after the
character that gets killed is out of the game. Note that this Draconic Lord is crowned, but before the character places a
rule stays in effect for the rest of the game, even if a character dragon scale on his space.
leaves the Crown of Command.

the Dragon King


When a character enters the Crown of Command, and the
Ending is The Dragon King, he immediately attacks the
current Dragon King. The character must choose whether to
attack the Dragon King using Strength or Craft. Each time he
defeats the Dragon King, he must remove one of the Dragon
King’s lives and immediately attack him again.
The character who removes the last life on the Dragon
King wins the game!
If a character confronting the Dragon King has a stand-off
or is defeated, his turn ends and he must attack the Dragon
King at the start of his next turn. If the character is defeated,
in addition to losing a life, he suffers the effects of the Dragon
Rage listed on the Dragon King’s card. If the character is
killed and there are no other characters on the Crown of
Command, the Dragon King heals all his lives.

29
The Cataclysm
Terrain Cards and Denizens Rolling on Denizen Spaces
If a Terrain card is placed on a space with any Denizen cards, Some spaces that once instructed players to roll dice (City,
then all Denizens on that space are discarded. Tavern, Chapel, etc.) now have players draw Denizens. If
a card instructs a player to roll one die and use the listed
If there are any Denizen cards on a space with a Terrain card results of another space, he instead chooses and visits a
and the Terrain card is removed from that space, then all Denizen on the named space. If there are no Denizens on
Denizens on that space are discarded. that space, then nothing happens. For example, if a character
encounters the Carnival and is instructed to roll one die
with the same results as the Tavern, he instead chooses one
Denizens Denizen at the Tavern and visits it.

The Cataclysm killed many, and scattered


those who remained throughout the
Remnant Cards
lands. Now, they slowly return to places Buried and lost for hundreds of years,
of civilisation, offering their goods and ancient treasures, creatures, and places
services to brave adventurers. lay scattered across the land of Talisman,
available to the first hero who digs deep
There are a number of spaces on enough at the right location.
the Cataclysm board, along with the
“Settlement” Terrain card, that instruct At the start of the game, place one
a character to draw a denizen. When a Remnant card facedown on each space
character encounters any of these spaces, with a Remnant symbol, except for the
he draws one Denizen card from the top Ruins, upon which two Remnant cards
Denizen Card are placed. A facedown Remnant card
of the Denizen deck and adds it to his
space. Then, he visits one Denizen on his space. does not count as an Adventure card
and does not count towards the number
When a character visits a Denizen, he resolves the text on the of cards on a space. Remnant Card
card. If there is a numbered list without special instructions,
he rolls one die and resolves the effect listed next to the When a character lands on a space with a facedown Remnant
result of his roll. If a character cannot resolve the text on the card, he flips it faceup before deciding to encounter the space
Denizen he is visiting, nothing happens, though the Denizen or a character on it. A faceup Remnant card counts as an
still counts as having been visited. For example, if a character Adventure card for all abilities and effects.
visits the Doctor and has no lives to heal or gold to pay the
Doctor, nothing happens. When a Remnant card is discarded, it is placed in the
Adventure deck discard pile. If the Adventure deck discard pile
After a character visits a Denizen, that Denizen is discarded is shuffled back into the Adventure deck, any Remnant cards
unless the trait on its card matches the name of the space the in the discard pile are also shuffled into the deck. After the
character is currently on. Denizens with the “Any” trait are game ends, return these cards to the Remnant deck.
never discarded after being visited, and Denizens without
traits are always discarded after being visited.

Denizen cards do not count as Adventure cards, and do not


Mixing Expansions
count towards the number of cards on a space. Denizens can
only be visited if a card or board space instructs a character Cards Remaining on Spaces
to do so. Adventure cards in The Cataclysm do not list the default
way that cards are removed from the board. Instead, cards are
If a character is instructed by a card or rule to visit a removed from the board depending on their type, as follows:
specific person at a space (for example, the Hag requires
that character to visit the Village Mystic at the Village), that • Event cards are discarded after they are encountered and
character can instead visit the Denizen with the same name, their effects are resolved.
no matter the space that Denizen is on.
• Enemy cards stay on their space until defeated.

• Stranger cards stay on their space after being


encountered, unless otherwise stated.

• Object and Follower cards stay on their space until taken.

• Place cards stay on their space after being encountered,


unless otherwise stated.

30
the City
Entering the City Region
If a Wanted Poster Card lists a type of Enemy as its target,
a character may claim the bounty by discarding any
number of his trophies that match that type of Enemy at
The City Region is connected to the main Talisman board at the end of his turn. The character gains an amount of gold
the main board’s City space. A character may enter the City equal to the discarded Enemy’s Strength or Craft. He then
Region simply by moving directly from the City space on the discards the Wanted Poster Card.
main board to the City Gate space, if his movement die roll
provides him with sufficient movement. A character who owns a Wanted Poster
card that lists a character of a certain
Entering the City Region through the City space is optional. alignment may claim the bounty on
Characters may choose not to enter the City Region and may that card by defeating another character
travel around the Outer Region instead. When characters of the matching alignment in battle or
land directly on the City space in the Outer Region, they must psychic combat. The character claiming
encounter the space as normal. the bounty rolls a die and gains that
amount of gold. He then discards the
Leaving the City Region Wanted Poster Card.
If a character has two or more Wanted Poster cards that list
Some City encounters grant characters the opportunity to exit the same target, he can only claim one bounty. For example,
the City and return to the main game board. Other than these if a character has two Wanted Posters that target Animals and
encounters, the only ways to leave the City are to either visit he discards one Animal trophy with a Strength of 3, he can
the Wharf space or to exit the City via the City Gate space. A only claim one bounty and gain three gold. He then discards
character who wishes to leave the City does not have to land one of those Wanted Poster Cards. The character cannot use
exactly on the City Gate. A character with sufficient movement both Wanted Posters for the same trophy to claim a bounty
to continue past the City Gate must choose between continu- of six gold.
ing his movement clockwise or counterclockwise from the City
space of the Outer Region.
Thrown In Jail
Encounters in Shops The Jail space is not a shop or street space and cannot be
entered unless an effect or encounter throws a character in Jail.
If a character enters a shop, he must either encounter the shop When a character is thrown in Jail, his turn immediately ends.
or a character in that space. If a character encounters the When a character starts his turn in Jail, he does not roll a
shop, he must follow the instructions on the space, such as die for his movement. Instead, the character must roll a die
purchasing a card or performing an action. Characters cannot and consult the chart on the Jail space. If a character fails to
enter a shop and “do nothing.” escape the Jail, he must roll again on his next turn. Characters
cannot use effects or special abilities to move out of the Jail;
Wanted Posters characters can only escape by following the instructions on
the Jail space..
Wanted Posters are available to all Characters in Jail cannot encounter each other. However, char-
characters who visit the City Gate, as acters in Jail can still be targeted by Spells and are affected by
described in the instructions on the Events as normal.
space. Characters may either buy any
Wanted Posters on the space for one
gold each, or claim the bounty from
Shop Decks
Wanted Posters on the space (see
“Claiming Bounties” below). If a The Armoury, Magic Emporium, Pet, Potion, Stables, Wanted
character buys a Wanted Poster, he may Poster, and Purchase decks are also referred to as shop decks.
claim the bounty any time during his Cards from shop decks are treated in all respects like Adventure
turn. Cards, except that when they are discarded, they are returned
to the bottom of their appropriate deck and are available to
other characters once more. Should there be no cards left of a
Claiming Bounties particular item, then that item is not available at that time.
Each Wanted Poster Card lists a taRget in its title. A target can If an encounter allows a character to gain or take a card from
be either a type of Enemy (i.e. animal, monster, etc.) or a the Potion, Pet, or Wanted Poster deck for free, he must draw
character of a certain alignment (i.e. good, neutral, or evil). the top card of the deck.
If an encounter allows a character gain or take a card from
the Armoury, Magic Emporium, Stables, or Purchase deck for
free, he chooses which card to receive.

31
The Highland
If a character is defeated, he must lose one life as normal (use
Entering the Highland of an Object, Spell, or special ability that would prevent life
loss may prevent this as normal).
The Highland is connected to the main Talisman board at the
main board’s Crags space. A character may enter the Highland Claiming Relics
Region simply by moving directly from the Crags space on the
main board to the Highland Entrance space, if his movement Characters who kill the Eagle King and gain a Relic Card must
die roll provides him with sufficient movement. randomly draw one card from the Relic deck. If the Relic deck
has been depleted, however, no reward is available and the
Entering the Highland through the Crags space is optional. character receives nothing.
Characters may choose not to enter the Highland, and may
travel around the Outer Region instead. If a character emerges from the Highland, and later returns
and kills the Eagle King again, he gains another Relic Card as
a reward, if one is available.
Eyrie Only characters who kill the Eagle King may claim Relic
The Eyrie is the last space in the Highland and is the lair of Cards. Characters who attack the Eagle King and are defeat-
the most powerful creature in the Highland – the Eagle King. ed, or have a stand-off, instead emerge from the Highland
When a character reaches the Eyrie, he must end his move without any reward for their efforts.
there, even if he has more movement available.
Emerge From the Eyrie

If a character kills the Eagle King, he must choose any space


in the Outer or Middle Region and immediately move there.
The character then encounters the space or a character in the
space as normal.

If a character has a stand-off, or is defeated, he must immedi-


ately move to the Crags and end his turn.

Relic Cards
Relic Cards are treated in all respects
like Adventure Cards once they are in
a character’s possession, except that
When a character ends his move in the Eyrie, he must fight if they must be discarded, they are
the Eagle King. If he kills the Eagle King, he may claim one removed from the game instead of
of the Eagle King’s Relic Cards. Finally, whether the character being placed in the discard pile. Such
kills the Eagle King or was defeated by him, the character cards do not return to the Relic deck
emerges from the Highland (see Emerge From The Eyrie to and they are not available to charac-
the right). ters who later kill the Eagle King.

Relic Cards may be ditched, discarded, stolen, or sold like


Fighting the Eagle King other Adventure Cards.
A character fighting the Eagle King may choose to battle
or wage psychic combat against him. The Eagle King has Lost City Rewards
Strength 8 and Craft 8.
When characters encounter the Lost City space, they may
Fighting the Eagle King is conducted according to the normal be fortunate enough to gain cards from the Purchase or
rules governing attacks, save that the Eagle King cannot Relic deck. When characters gain a Weapon or Armour,
be evaded and only characters may attack the Eagle King; they may look through the Purchase deck and choose which
Followers, Spells, or Objects cannot fight in a character’s card they receive, as long as the Object has the proper
place. Weapon or Armour keyword. When characters gain a Relic,
they must draw one card from the Relic deck randomly.

32
The Woodland

Entering the Woodland Destinies are not considered Objects, Spells, or


Followers. Therefore, they cannot be ditched, stolen,
sold, or traded, unless an effect specifically refers to
The Woodland is connected to the main Talisman
Destiny Cards. Characters may gain any number of
board at the main board’s Forest space. A character
Destinies during the game.
may enter the Woodland Region simply by moving
directly from the Forest space on the main board to
the Woodland Entrance space, if his movement die Destiny is a powerful force which transcends even
roll provides him with sufficient movement. death. When a character is killed and the dead char-
acter’s player draws a new character, all Destinies
Entering the Woodland through the Forest space owned by the dead character are passed to the new
is optional. Characters may choose not to enter the character and may be used normally by him.
Woodland, and may travel around the Outer Region
instead. The Meeting with Destiny is the last space in the
Woodland and it is where an adventurer must go to
Leaving the Woodland face his destiny. When a character reaches the Meeting
with Destiny, he must end his move there, even if he
Some Woodland encounters grant characters the oppor- has more movement available.
tunity to exit the Woodland and return to the main
game board. Other than these encounters, the only
ways to leave the Woodland are to reach the Meeting Meeting with Destiny
with Destiny (see “Meeting with Destiny” to the right)
or to exit to the Forest via the Woodland Entrance
space. When exiting via the Woodland Entrance, a
character with sufficient movement to continue past
the Forest must choose between continuing his
movement clockwise or counterclockwise in the Outer
Region.
Twisting Paths
When a character enters the Woodland Region during
his turn, through any means, he must take one of
the three available faceup Paths when his movement
ends. If a character enters the Woodland during
another character’s turn, he must immediately take
one of the three faceup Paths. When a character When a character ends his move at the Meeting with
takes one of the three faceup Paths, he draws a new Destiny, he must resolve the Destiny effect of his Path
Path Card and lays it faceup to replace the Path he Card. After he does so, if he is still at the Meeting with
just took so that there are always three faceup Paths Destiny space, he must emerge from the Woodland and
available to characters. move to the Forest.
When a character with a Path leaves a Region he
must discard his Path Card.
Animals with Craft
A character with a Path must always follow the
Travel effect on his Path Card.
Some Enemy Animals in the Woodlands are the
When a character with a Path Card reaches the spiritual guardians of the Woodland and have the
Meeting with Destiny space, he resolves the Destiny Craft attribute instead of Strength.
effect at the bottom of his Path Card. After resolving
the Destiny effect he discards his Path Card. Any special ability or effect targeting Animals with
Strength cannot be used on Animals with Craft.
Destiny Cards The Minstrel is unable to use his ability to charm
Animals with Craft, since his ability specifically
During their travels through the Woodland, charac- refers to the Animal’s Strength. However, Animals
ters may find themselves bound to a new Destiny, will still not attack him.
granting them powerful abilities. When a character
gains a Destiny, he places the card faceup in his
play area.

33
The Dungeon
If a character is defeated, he must lose one life as normal (use
Entering the Dungeon of an Object, Spell, or special ability that would prevent life
loss may prevent this as normal).
The Dungeon is connected to the main Talisman board at the
main board’s Ruins space. A character may enter the Dungeon Players should record or remember the attack scores of both
Region simply by moving directly from the Ruins space on the the character and the Lord of Darkness. They will be needed
main board to the Dungeon Entrance space, if his movement when determining where the character emerges after leaving
die roll provides him with sufficient movement. the Treasure Chamber.
Entering the Dungeon through the Ruins space is optional.
Characters may choose not to enter the Dungeon, and travel
around the Outer Region instead. Darkness Never Dies
Treasure Chamber When the Lord of Darkness is killed his corporeal form is
broken, but his spirit remains just as potent as before. The
Lord of Darkness will recover and reform his body, and he
The Treasure Chamber is the last space in the Dungeon. It will fight any character that encounters him in later turns
contains vast riches and magical artefacts, but it is also the with full Strength and Craft. Later encounters follow all the
lair of the most powerful creature in the Dungeon – the Lord rules for encounter-ing the Lord of Darkness.
of Darkness. When a character reaches the Treasure Chamber,
he must end his move there, even if he has more movement
available. Claiming Treasure
Characters who kill the Lord of Darkness may look through
the Treasure deck and choose one Treasure Card from it as a
reward. If the Treasure deck has been depleted, however, no
reward is available and a character will receive nothing.

If a character emerges from the Dungeon, and later returns


and kills the Lord of Darkness again, he may choose another
Treasure Card as a reward, if one is available.

Only characters who kill the Lord of Darkness may claim


Treasure Cards. Characters who attack the Lord of Darkness
and are defeated, or have a stand-off, instead emerge from the
Treasure Chamber without any reward for their efforts.

Emerge From the Treasure Chamber


When a character ends his move in the Treasure Chamber, After a character kills the Lord of Darkness, has a stand-off,
he must fight the Lord of Darkness. If he defeats the Lord of or is defeated, he must leave the Treasure Chamber and deter-
Darkness, he may claim treasure from the demon’s horde. mine where he emerges on the board.
Finally, whether the character defeats or was defeated by the
Lord of Darkness, the character emerges from the Treasure To determine where the character emerges, subtract the Lord
Chamber. Each of these steps is described in detail in the next of Darkness’s attack score from the character’s attack score
column. and consult the chart on the Treasure Chamber space. The
greater a character’s attack score, the closer he emerges to the
Inner Region. If a character’s attack score beats the Lord of
Fighting the Lord of Darkness Darkness’s score by eight or more, he emerges directly on the
Crown of Command! If the Lord of Darkness’s attack score is
A character fighting the Lord of Darkness may choose to
greater than the character’s attack score, the character must
battle or wage psychic combat against him. The Lord of Dark-
use the “0” result on the Treasure Chamber’s chart.
ness has Strength 12 and Craft 12.
Characters that emerge on the Crown of Command do not need
Fighting the Lord of Darkness is conducted according to the to have a Talisman to enter the space.
normal rules governing attacks, save that the Lord of Dark-
ness cannot be evaded, and only characters may attack the If a character kills the Lord of Darkness without resolving an
Lord of Darkness; Followers, Spells, or Objects cannot fight in attack (such as by casting the Finger of Death Spell), the char-
a character’s place. acter must use the “0” result on the Treasure Chamber’s chart.

34
The Deep Realms
Hidden between the City and the Dungeon are two small, but dangerous Realms: the Rat Queen's Lair and the Wraith Lord's
Domain. Each of these Realms counts as a separate Region and is ruled by a powerful being who holds sway over all who
dwell there and all who attempt to enter.

Entering the Realms


A character can enter the Rat Queen's Lair by moving into either Rat Run or Old Sewers from an adjacent space in the City,
following the arrows. Characters can enter the Wraith Lord's Domain by moving into either Skull Passage or Catacombs from an
adjacent space in the Dungeon, following the arrows. When a character enters a Realm, he must immediately end his movement.

Movement in the Realms


Before a character rolls a die for movement he must choose to either Escape or Press On.

If a character chooses to escape, he must roll for movement as normal and move directly against the arrow (into an adjacent
Region), following the normal movement rules for that Region.

If a character chooses to press on, he does not roll a die for movement, but instead follows the instructions on his
space, which are detailed as follows:

Rat Queen's Lair


Each Enemy encountered within the Rat Queen's Lair with "Rat" in its title adds 1 to its Strength during battle.

Wraith Lord's Domain


Each Spirit encountered within the Wraith Lord's Domain adds 1 to its Craft during psychic combat.

Encounters in Realms
A character in a Realm cannot encounter other characters but must follow the instructions on his space.

Rat Run and Skull Passage


When a character encounters Rat Run or Skull Passage, he draws two cards from the Bridge deck and adds them to his space.
When his turn ends, he takes all cards on the space and shuffles them into the Bridge deck. When a character on Rat Run or
Skull Passage chooses to press on, he moves one space across the bridge; either from Rat Run to Skull Passage, or from Skull
Passage to Rat Run.
Example: The Tavern Maid begins her turn on Skull Passage. She may choose
to either escape or press on. If she decides to press on, she moves one space to
Rat Run (A). If she decides to escape, she rolls for movement and moves that
many spaces out into the Dungeon (B).

Old Sewers and Catacombs


When a character enters the Old Sewers or the Catacombs, he immediately takes the top three cards of the Tunnel deck and
places them in a facedown stack in front of him.
When a character on the Old Sewers or the Catacombs chooses to press on and has any cards remaining in his stack, he
encounters the top card of his stack (turning it faceup if it is facedown). When a character on the Old Sewers or the Catacombs
chooses to press on and has no cards remaining in his stack, he moves forward one space following the arrow; from the Old
Sewers to the Rat's Nest, or from the Catacombs to the Throne Room.
A character cannot encounter Adventure cards on the Old Sewers or Catacombs while he has cards remaining in his stack.
After a character encounters and removes the last card in his stack, he then encounters all cards on his space before
ending his turn.
When a character on the Old Sewers or Catacombs chooses to escape, or otherwise leaves his space, he discards all
Tunnel cards remaining in his stack.

35
Rat's Nest
When a character encounters the Rat's Nest, he cannot take any Objects on the space and instead fights the Rat Queen
in battle. The Rate Queen cannot be evaded and Followers, Spells, or Objects cannot fight in the character's place. The
Rat Queen has a Strength of 3 and adds 1 to her Strength during battle for each Object on the Rat's Nest.

If a character defeats the Rat Queen, he takes one Object of his choice from the remaining Objects on the Rat's Nest
and then teleports to any space in the Outer Region. If a character is defeated by the Rat Queen, he must ditch one of
his Objects at random (in addition to the loss of life). If the result is a stand-off, or if the character is defeated, he
moves to Rat's Road in the City and ends his turn.

Throne Room
When a character encounters the Throne Room, he cannot take any Treasure cards on his space and instead fights the
Wraith Lord in psychic combat. The Wraith Lord cannot be evaded and Followers, Spells, or Objects cannot fight in the
Character's place. The Wraith Lord has a Craft of 4 and adds 1 to his Craft during psychic combat for each Treasure
card on the Throne Room.

If a character defeats the Wraith Lord, he takes one Treasure of his choice from the remaining Treasure cards on the
Throne Room and then teleports to any space in the Outer Region. If a character is defeated by the Wraith Lord, he
loses 1 Craft (in addition to the loss of life) and places one random card from the Treasure deck faceup on the Throne
Room. If the result is a stand-off, or if the character is defeated, he moves to the Hall of Darkness in the Dungeon and
ends his turn.
Bridge and Tunnel Cards
Special abilities and effects that apply to Adventure cards also apply to Bridge and Tunnel cards, but only after they
have been drawn and placed on the board. When a Bridge or Tunnel card is discarded, it is shuffled back into its
corresponding deck.
Terrain Cards and Tokens within Realms
Terrain cards, Spell cards, and tokens (Fireland tokens, Dragon Scales, character tokens, etc.) cannot be placed on
Realm spaces. Ignore any effect that would place tokens on a Realm space.

Spells and Other Effects


Each Realm counts as a separate Region for the purpose of the Command Spell, Spell cards, and other effects
that affect characters depending on their Region.

Traps
Some cards feature the Trap keyword printed above the card's effect. A character
cannot use special abilities or effects to ignore or avoid encountering Traps, unless the
special ability or effect specifically states that it is effective against Traps.

36
Alternative Rules Starting Bonus
for Faster Play
The first half an hour of play is often spent building up suf-
ficient Craft or Strength to confront the various Enemies that
have been encountered. If players wish to cut to the action
more quickly, each player can be allowed to take one bonus
Talisman is an epic game of adventure – a gradually unfold- Strength or Craft (his choice) when a character is selected at
ing story that usually takes several hours to play to comple- the start of the game or after a new one is selected after a
tion. Repeat games will run faster, but the more players who death. This doesn’t affect the characters’ normal values; it’s
take part, the longer a game will last – and with more than just an extra point of Strength or Craft as if earned in the
six players, a typical game is likely to take two to three hours usual way.
to complete, and possibly longer.
Since people who enjoy playing Talisman don’t always have Talisman Bloodbath
time to finish a big game, it’s possible to adjust the rules to
speed things up a little. We have gathered together a selection At the start of the game, remove all but one of the avail-able
of these changes, and hope that other players will also find Talisman Cards. In addition, any player whose character is
them useful. killed immediately loses the game instead of drawing a new
character card. The Talisman Bloodbath alternative rule
If players want to use any of the rules discussed here, they makes for a short, but very, very bloody game.
should make sure that everyone understands and agrees to
the rules before the game begins. The adjustments are espe-
cially recommended for games with five or more players, but
Sudden Death
will work equally well for games of any size where a shorter In Sudden Death Talisman, the first player to reach the Crown
game is desired. of Command wins! Reaching the Crown of Command is no
easy task, and if players don’t have time to play a full game
Strength and Craft then this is a good way to end the adventure.
Another way of playing a Sudden Death game is for players
If players find themselves a little short on time, they can to agree to stop the game at a certain time and then count up
increase the rate at which Strength and Craft is earned. This the total number of Strength and Craft counters each char-
speeds up the game by making characters more powerful acter has, plus gold, Spells, Followers, Objects, and Magic
more quickly. Objects held in addition to the number the character started
The normal rule is that to gain a point of Strength or Craft, a the game with. The player who’s character has the highest
character has to exchange trophies with a combined value of total wins! If players are obliged to stop the game before it is
seven or more to gain the point (see “Trophies” on page 14). properly finished, this is a satisfactory way of deciding who
To speed up play, players can simply change this value to six, has won.
or to speed things up even further they can change it to five.

Starting Quests Variant


Players may use this variant if they are interested in playing
a faster game. During game setup, after forming the deck of
Warlock Quest Cards, each player is randomly dealt one War-
lock Quest Card.
Replacing Quests Variant
Players may use this variant if they want quests to be more
flexible. If players already have a Warlock Quest and have an
opportunity to accept a quest (due to a card instruction or by
visiting the Warlock’s Cave), they may draw a new quest – fol-
lowing the normal rules for drawing quests – and then choose
one of their quests to discard (either the newly-drawn quest or
the quest they already had).
Denying Destiny Variant
Destinies can significantly alter the game. Players may use
this variant if they want the ability to cause Destinies to be
lost. If the last life a character loses is through a direct action
of another player (character attack, spell cast, card effect,
etc.), the player that caused the last loss of life may choose
one of the killed players Destinies to be removed from the
game.
37

®

Talisman Revised 4th Edition FAQ and Errata, v1.1 – Updated November 28, 2011
Following are the frequently asked questions, errata, and Encounter Sequence
clarifications for the Talisman Revised 4th Edition board
game. When characters choose to encounter a space, they must
resolve the encounter in the order listed below. If a character
is moved to a different space any time during the encounter,
he continues with a new encounter in the new space. Excep-
RULES CLARIFICATIONS tion: If a character is defeated during a battle or psychic
combat and is forced to move to a new space, he cannot
Crossing Regions encounter the new space and his turn immediately ends.
Characters may cross the Sentinel and Portal of Power even if 1. If the space has instructions to draw cards (see “Encoun-
there is a card on the space, unless the card specifically states tering A Space – Draw Cards Spaces” on page 18), the
otherwise (such as the Barrier Spell and Cerberus card). Char- character must follow the instructions on the space first.
acters may not encounter a card on the Sentinel or Portal of
Power unless they end their movement on the space following
the normal rules. 2. Any cards in the space without an encounter number (such
as the Hex Spell) must be encountered.
Attacking More Than One Enemy
3. Any Events in the space must be encountered. Note that an
If a character fights one or more Enemies at the same time Event that lasts more than one turn remains on the space
(see “More Than One Enemy” on page 19, any Spells, special as a reminder, and still counts as a card on that space. If
abilities, or effects that target one creature only affects one a character encounters the Event again, the effect does not
Enemy. The character chooses which Enemy is affected. “reset” and last for additional turns.

4. Any Enemies in the space with an encounter number of


Example: A character lands on a Cave Troll and a Goblin. 1 must be encountered. If all of the Enemies are killed or
Since both Enemies attack with Strength and have the same evaded the character continues to the next step, otherwise
encounter number, they fight as one during the battle. The his turn ends.
character casts the Destruction Spell which allows him to
remove any faceup Adventure Card from the board and place 5. Any Enemies in the space with an encounter number of
it on the discard pile. Since the Cave Troll is a dangerous 2 must be encountered. If all of the Enemies are killed or
Enemy, the character chooses to discard it with the Destruc- evaded the character continues to the next step, otherwise
tion Spell. The character then resolves a battle with the his turn ends.
Goblin.
6. Any Enemies in the space with an encounter number of
Some Enemies have effects that turn the battle or psychic 3 must be encountered. If all of the Enemies are killed or
combat into a stand-off or automatically defeat a character. evaded the character continues to the next step, otherwise
These effects apply to the entire battle or psychic combat, not his turn ends.
just the individual Enemy.
7. Any Strangers must be visited.
Example: A character lands on a Cave Troll and a Goblin.
Since both Enemies attack with Strength and have the same 8. Any gold, Followers, and Objects may be taken.
encounter number, they fight as one during the battle. The
character wins the battle but must now roll a die for the 9. Any Places must be visited.
Cave Troll’s special ability to see if it regenerates. The char-
acters rolls a “1” result which means the Cave Troll regener- 10. If the space does not have instructions to draw cards, the
ates and the attack counts as a stand-off instead. In this character must follow the instructions for the space.
case, neither the Cave Troll nor the Goblin can be taken as a
trophy since the Cave Troll’s ability turned the battle into a
stand-off.

38
Followers That You Must Take Example: A character encounters the Succubus and casts the
Summon Stormcrow Spell to have the Stormcrow fight in his
Some Followers (such as the Poltergeist and Hag) state that place. The Stormcrow loses the attack, and the character’s
they must be taken. All of the rules regarding Followers turn immediately ends. However, the character does not lose
apply to these cards as well, except a character must take a life, nor does he lose a Craft counter or place a Craft on the
the Followers if he encounters them and cannot choose to Succubus.
ditch them (see “Ditching Followers and Objects” on page 16
in the main game’s rulebook). However, there are other ways
Spell Targets
for characters to get rid of these pesky companions, such as Characters cannot cast Spells unless the Spells have a valid
visiting the Chasm in the Middle Region. target. Characters may not discard Spells just to get rid of
them.
Cards That Become Followers
Example: A character has the Mesmerism Spell which allows
Some cards and special abilities allow characters to take cards him to take a Follower from another character. If none of his
as Followers even if the card type is not actually listed as a opponents have any Followers, he cannot cast Mesmerism
Follower. For example, the Minstrel’s special ability allows just to get rid of the Spell because there are no valid targets
him to charm Animals into joining him as Followers. A char- available.
acter that has these Followers in his play area treats them
as normal Followers in all regards, except he cannot choose Movement Effects
to ditch them. If another character has an ability that affects
Followers, he cannot target a card that has become a Follower. Some cards, effects, and even certain Regions modify or
replace a character’s movement. Most of the Spells and special
Example: A character cannot cast Mesmerism to take one of abilities that characters use to modify their movement feature
the Minstrel’s charmed Animals because it is only considered one of the following phrases:
a Follower to the Minstrel.
• “Instead of rolling the die for movement”
If a character is forced to ditch or leave a card that has become
a Follower (such as the Cell space in the Dungeon, getting • “Instead of moving normally”
turned into a Toad, or because the character is killed), the
Follower must be discarded instead. Instead of Rolling the Die for Movement
Cards That Fight In Your Place In order for a character to use a movement effect with the
phrase “instead of rolling the die for movement,” the character
Cards that fight in a character’s place offer all of the normal must be able to roll a die following the normal rules for move-
rewards without any of the risks for losing the attack, as ment. If the character cannot roll a die following the normal
described below. rules, the character cannot use the movement effect.

Fight In Your Place Vs. Characters Example: A character has the Poltergeist Follower which
slows his movement to 1 space per turn. The character
If a card fights in a character’s place and wins a battle or cannot cast the Teleport Spell, which has the wording
psychic combat against a character, the winning character “instead of rolling the die for movement,” because he
may claim a reward as normal such as taking an Object, gold, automatically moves 1 space instead of rolling the die for
or forcing the opposing character to lose a life. movement.
If a card fights in a character’s place and loses a battle or Instead of Moving Normally
psychic combat against a character, the winning character
may not claim a reward. As long as a character is able to move, even under special
conditions, he may use a movement effect with the wording
If both characters have a card fight in their place, then neither “instead of moving normally.”
character may claim a reward.
Example: The Cloak of Feathers states “Instead of moving
normally, you may discard the Cloak of Feathers to teleport
Fight In Your Place Vs. Creatures to any space in the same Region.” A character in the Inner
If a card fights in a character’s place and wins a battle or Region may use the Cloak of Feathers to move to the Crown
psychic combat against a creature, the character may still of Command because the Cloak of Feathers has the wording
receive rewards as normal such as taking killed Enemies as “instead of moving normally.”
trophies, unless otherwise stated on the card. If a character cannot move or must test to see if he is able to
move (such being Enslaved at the Temple, for example), he
If a card fights in a character’s place and loses a battle or cannot use any movement effects. Note that characters on the
psychic combat against a creature, the character does not lose Crown of Command do not move and therefore cannot use any
a life or suffer any other effects. However, the character’s turn movement effects.
still immediately ends after the fight is resolved.

39
Discarding at Random of these conditions, he must visit the Enchantress. If a char-
acter encounters the Village, he must choose an option that he
The following suggestions may be used when an effect or is able to fulfil; otherwise he must visit the Mystic.
encounter forces you to discard cards at random:
Crown of Command
• If all of your cards have the same card back, simply shuffle
the cards and hold them out facedown. Then have the Q1: Can a character on the Crown of Command pick up gold,
player to your left take one of the cards at random to Objects, and Followers there?
discard. A: Yes, as long as there are no other characters on the space.
If there any other characters on the Crown of Command, the
• If you have 6 or fewer cards, simply line them up and roll a
character there must be encountered instead of encountering
die. Then count from the left-most card until you reach the
the space. If there are no other characters on the Crown of
number rolled on the die.
Command, the character encounters any cards on the space
Example: A character rolls a “5” result so the fi fth card in
following the normal rules (see “Encounters” on page 18 in
the line is discarded.
the main game’s rulebook).
• If the cards contain a mix of different card backs, such as
Q2: When a character encounters another character on the
cards from the Adventure and Purchase deck, count the
Crown of Command, does he have to attack the character or
total number of cards that need to be randomized and
can he use one of his special abilities on the other character
shuffle them in a stack under the table. The player to your
as his encounter?
left calls out a number between 1 and the total number
of cards that need to be randomized. Then count down, A: The character may to choose to either attack or use one of
starting with the top card of the stack, until you reach the his special abilities on the character.
number called out by the player. This is the card that must
be discarded. Q3: Can a character cast the Command Spell even if his
Example: A character has eight Objects, one of which must Craft is lower than 3?
be discarded. He takes the eight cards and shuffles them A: Yes.
facedown under the table. The player to the left called out
the number 3. The player then takes the 3rd card from the Q4: Can a Toad cast the Command Spell?
top of the stack and discards it. A: No.

Simultaneous Effects Q5: Can a character on the Crown of Command cast the
Temporal Warp Spell?
If two or more abilities or effects are triggered at the same A: Yes.
time, the player who is currently taking his turn decides the
order to resolve them in. Cursed Glade
Example: The Hex Spell states that any character who lands Q: Do the instructions on the Cursed Glade still affect a
on it must lose 1 life. The Druid’s special ability states that character landing there, even if he chooses to encounter
he may gain his full complement of Spells whenever he lands another character there instead of the space?
on the Woods. If the Druid lands on a Woods space with
the Hex Spell, he decides if he loses a life first or if he gains A: No. The instructions on the Cursed Glade only affect a
Spells first. character encountering the space. Note that the Plain of Peril
requires a character to have a Talisman before he lands on the
space. Even if a character encounters another character on
the Plain of Peril, he must still have a Talisman to enter the
TALISMAN REVISED 4TH EDITION space.
Board Spaces Desert
City Q: If a character lands on the Desert and he chooses to
encounter another character there instead of the space, does
Q: When a character encounters the City, can he choose an he still lose a life?
option that cannot be fulfilled, like visiting the Doctor if he
already has life counters equal to his life value? What about A: No.
the Village?
Ruins
A: No. If a character visits the Doctor, he must spend at least
1 gold to heal, and only if he has fewer life counters than his Q: Can a character ditch an Object or Follower after drawing
life value. If a character visits the Alchemist, he must turn at the first card to avoid drawing the second card?
least one of his Objects into gold. If he is not able to fulfil any
A: Yes. Remember, however, that if a character ditches Objects
or Followers he cannot take them back during the same turn.
40
Tavern Druid
Q1: If a character rolls a “3” in the Tavern and does not Q1: If the Druid draws an Event which affects alignment,
have any gold, does he suffer any penalty? can he immediately alter his alignment to gain benefit
A: No. from the card?
A: Yes.
Q2: If a character rolls a “5” in the Tavern, he may choose to
teleport to any other space in the Outer Region as his next Q2: Can the Druid immediately gain his full complement of
move. If the character has to miss his next turn, can he still Spells when he lands on the Woods before he resolves any
teleport when he next has a move? encounter there?
A: Yes. A: Yes.

Temple Minstrel
Q1: If a character rolls a “5” in the Temple while he is a Q1: If the Minstrel fails to charm an Animal, does it attack
Toad, does he still roll a die to break free from enslavement? him?
A: Yes. If he breaks free, he must then move 1 space. A: No.
Q2: If a character rolls a “10” in the Temple and does not Q2: If the Minstrel fails to charm an Animal, can he then
want to take the Talisman, does he have to leave it faceup choose to attack the Animal?
on the space? A: No.
A: Yes.
Q3: The Minstrel draws a Dragon and an Object in the
Warlock’s Cave Ruins. If the Minstrel does not attack the Dragon, does it
count as evading so he can take the Object?
Q1: When a character completes a warlock quest and A: No. Choosing not to attack an Animal or Dragon does not
teleports to the Warlock’s Cave to receive the reward, can he count as evading. If there are any Enemies on the space and
accept another quest or encounter a character that he lands the character did not kill or evade them all, then he may not
on? take any Objects on the space.

Sorceress
Q1: If the Sorceress attempts to beguile a character that she
Q2: If a character is on a warlock quest and gains a lands on, can she also attack the character?
Talisman, does he still have to complete the quest? A: No. When a character encounters another character he
A: Yes. may either attack or use one of his special abilities on the
character.
Q3: Can a character teleport to the Warlock’s Cave when he
completes a warlock quest even if the Blizzard Event is in Q2: If the Sorceress attempts to beguile a character and she
effect? fails, can she then attack the character?
A: Yes. A: No.

Q4: If a character has accepted a warlock quest and is Adventure Cards


killed, does he lose the quest?
A: Yes. Amulet
Character Cards Q1: The Amulet states “No Spells will affect you, other than
the Command Spell.” Does this also imply that a character’s
Assassin Objects, Followers, Spells, and gold are unaffected by Spells
if he has the Amulet?
Q1: Can the Assassin assassinate any creature, regardless A: Yes.
of whether or not it is drawn from the Adventure deck or
already faceup on the space when he encounters it? Q2: Can a character cast the Invisibility Spell to evade a
A: Yes. character who has the Amulet in his possession?
A: Yes.
Q2: Can the Assassin still assassinate if he fights two or
more Enemies at the same time during battle?
A: Yes.
41
Fountain of Wisdom Runesword
Q: Can a character encounter the Fountain of Wisdom the Q: If a character uses the Runesword to defeat another char-
same turn that he draws it from the Adventure deck? acter in battle and force him to lose a life, does the character
A: Yes. This also applies to the Magic Stream, Pool of Life, and still gain a life if his opponent prevents the loss of life with
other similar encounters. Armour or the Preservation Spell?
A: No.
Ghost
Wand
Q: If the Ghost appears on the space where a character
draws it, does he encounter it that turn? Q: The Wand states “You may always have at least one Spell
A: Yes. if your Craft allows (gain a Spell each time you cast your
last Spell).” The Wizard already has the same special ability
Hermit to always have at least one Spell. If the Wizard has the
Wand, does he always have at least two Spells or only one
Q: If the Hermit appears on the space where a character Spell?
draws it, can the character gain a Talisman if he encounters A: Only one Spell.
him that turn?
A: Yes. Spell Cards
Orb of Knowledge Counterspell
Q1: If the Philosopher chooses to replace a faceup Adventure Q1: Can a character cast Counterspell on one of his own
Card, can he use the Orb of Knowledge to replace the new Spells to negate its effects?
card that he draws? A: Yes.
A: Yes.
Q2: Can a character cast Counterspell to negate the effects
Q2: If the Prophetess chooses to replace a faceup Adventure of the Command Spell or the Random Spell after the player
Card, can she use the Orb of Knowledge to replace the new has already rolled the die?
card that she draws? A: No. Counterspell must be cast before the die is rolled.
A: Yes.
Destroy Magic
Q3: If a character uses the Orb of Knowledge to draw a
replacement card, can he cast the Invisibility Spell to evade Q1: If Destroy Magic is in effect, can a character still cast
the newly drawn card? the Command Spell?
A: Yes. A: No.

Prince / Princess Q2: If the Destroy Magic Spell is in effect, can a


character with a Talisman still enter the Plain of Peril?
Q: Can a character use the Prince or Princess to heal up to A: Yes.
2 lives for free at the Castle and then exchange the Follower
for 3 gold during the same turn? Destruction
A: Yes.
Q1: If a character just completed his move on a “Draw 1
Raft Card” space and casts the Destruction Spell on a card in his
space, does he have to draw another Adventure Card?
Q1: If a character acquires a Raft, does it count towards his A: Yes, but only if he chooses to encounter the space.
carrying limit?
A: Yes. When a character builds or acquires a Raft, he must Q2: If a character is on the main game board, can he cast
keep it as an Object until the start of his next turn. the Destruction Spell on a card in the Dungeon Region?
A: Yes.
Q2: If the Thief lands on another character who has acquired
a Raft, can he steal it? If so, when can he use the Raft? Healing
A: Yes. The Thief may use the Raft at the start of his next
turn, instead of moving normally. Whether or not the Raft Q: Can a character cast the Healing Spell when he loses his
is used, it must be placed on the Adventure Card discard pile last life?
or back with the Purchase deck after the character has either A: No. A character must have at least one life remaining in
used it or decided not to do so. order to heal or gain life.
42
Nullify A: No. Once the Knight declares that he is attacking the
character, changing alignment to good has no effect on the
Q1: Can a character cast the Nullify Spell on himself? attack. However, the Druid can change his alignment when
A: Yes, as long as you have at least one Spell at the time that the Knight ends his movement, before the Knight announces
Nullify is cast. whether he is going to encounter the space or a character in
the space.
Q2: Can a character cast the Nullify Spell on a character
who does not have any Spells? Sage
A: No. Q: If the Sage gains a Spell at the start of his turn, can he
cast that Spell during the same turn?
Psionic Blast
A: Yes.
Q1: If a character casts the Psionic Blast Spell while fighting
the Pit Fiends, does it only affect a single battle against one Grim Reaper
of the Pit Fiends?
Q1: If a character uses the Riding Horse to determine his
A: Yes. Each Pit Fiend is considered a separate battle. move, does the Grim Reaper move if a “1” is rolled on either
Q2: Can the Monk use his inner belief to add his Craft value die?
to his Strength during battle and then cast the Psionic Blast A: No. When a character uses the Riding Horse, his move is
Spell to add his Craft value to his Strength again during the the sum of both dice. The Grim Reaper only moves when a
same battle? character rolls a natural “1” on a single die.
A: Yes. Q2: If the Amazon uses her special ability to roll two dice
for her movement and chooses one of the results to use, does
Teleport the Grim Reaper move if she rolls a “1” on either die?
Q: If the Teleport Spell is cast and another character casts A: The Amazon may move the Grim Reaper only if she
Counterspell to negate its effect, can the character then roll chooses to use the “1” result for her movement.
a die for his movement instead?
Q3: If a character pays a fate token to reroll his movement,
A: Yes. does the Grim Reaper move if he rolls a “1” for his reroll?
A: Yes. This is still considered a natural roll because the result
was not obtained by adding bonuses or subtracting penalties.
THE REAPER EXPANSION
Q4: If a character rolls a “1” for his move but then pays a
Character Cards fate token to reroll the die, does the Grim Reaper still move?
A: Only if the reroll is a “1” result.
Dark Cultist
Q5: If a character rolls a “5” for the Grim Reaper, can he
Q1: If the Dark Cultist defeats another character in battle teleport to a different Region?
and forces him to lose a life, does she still receive a gift from A: Yes. The Grim Reaper can cross Regions when teleporting.
the Forces of Darkness if the loss of life is prevented with However, the Grim Reaper may never teleport to the Inner
Armour or the Preservation Spell? Region.
A: No.
Q6: Can the Grim Reaper enter the Dungeon?
Q2: If two Enemies with the same encounter number fight as A: Yes. The Grim Reaper may enter and leave the Dungeon
one during battle or psychic combat, does the Dark Cultist Region according to the normal rules for a character entering
receive two gifts from the Forces of Darkness if she kills and leaving the Dungeon, with the following exception: When
them both or only one gift? the Grim Reaper reaches the Treasure Chamber space, he must
A: Only one gift. immediately move to any space in any Region (except the
Inner Region) and end his movement in that space. The player
Knight who moved the Grim Reaper chooses which space he is moved
to.
Q: If the Knight lands on the same space as the Druid with
an evil or neutral alignment (or an evil or neutral character
with the Druid Staff) and declares that he is attacking him,
can the other character evade the Knight by changing his
alignment to good?

43
Adventure Cards Ekor

Academy Q: The Ekor is on a space with another Enemy that has the
same encounter number, so they fight together during battle.
Q: If a character encounters the Academy, can he pay 6 gold If a character with Strength higher than 2 encounters them,
and miss 2 turns to gain 1 Strength and 1 Craft? does the Ekor still flee 1 space clockwise instead of fighting?
A: Yes. A: Yes.

Cerberus Fiend Slayer


Q1: If Cerberus is on the Portal of Power, does a character Q1: A character has the Fiend Slayer and lands on a “Draw
have to land exactly on the Portal of Power to be able to 1 Card” space with a faceup Adventure Card already there.
fight Cerberus or is it treated it like crossing from the Middle Does the character have to draw another Adventure Card if
Region to the Inner Region and then fight him on the way he encounters the space?
through? A: Yes.
A: A character must land exactly on the Portal of Power to
be able to attack Cerberus. If Cerberus is killed, the character Q2: If the Fiend Slayer is your Follower and the Prophesy
may attempt to cross the Portal of Power on his next turn Event is in effect, do you have to draw 2 more cards than
following the normal rules, if he so chooses. required?
A: Yes.
Q2: If a character casts the Displacement Spell on Cerberus
and moves the card to another space, does the character Q3: Can a character choose not to use the Fiend Slayer’s
still have to defeat Cerberus before he is allowed to enter the ability and only draw 1 card?
Portal of Power? A: No. While the Fiend Slayer is a character’s Follower, the
A: No. Cerberus is no longer guarding the Portal of Power if character must draw one more card than required. If the char-
this occurs. acter does not want to draw one more card than required he
must ditch the Fiend Slayer.
Q3: If a character defeats the Lord of the Pit, can he still
teleport to the Plain of Peril even if Cerberus is guarding the Genie
Portal of Power?
A: Yes. Cerberus only prevents a character from entering the Q1: Are the Genie’s Spells affected by the Magical Vortex or
Inner Region through the Portal of Power doorway. the Nullify Spell?
A: No.
Concealed Pouch
Q2: Can the Genie cast his Spells if you have the Amulet or
Q1: Is the Concealed Pouch, or the Object stored inside, the Destroy Magic Spell is in effect?
affected by the Whirlwind or the Gust of Wind, Shatter, or A: No.
Transmute Spells?
A: Yes. Q3: Can the Prophetess look at the Genie’s Spells?
A: No.
Q2: If a character loses the Concealed Pouch, does he also
lose also any Objects that are inside the Pouch? Q4: If the Genie is ditched on a space, does he keep his
A: If a character loses the Concealed Pouch, any surplus Spells or must they be discarded?
Objects that the character cannot carry must be ditched in his A: The Genie keeps his Spells. If a character takes the Genie
space. The character chooses which of his Objects are ditched, as a Follower on a following turn, the Genie may only cast his
if any. remaining Spells; the Genie does not draw additional Spells to
take his total to 3.
Q3: Can the Merchant trade an Object with another char-
acter and take the Concealed Pouch from him or the Object Q5: Can a character use the Genie to cast Spells even if his
stored inside? Craft is lower than 3?
A: No. A: Yes.

Earthquake Q6: Do Spells cast by the Genie count against a character’s


Spell limit?
Q: If a character draws the Earthquake along with another A: No. Note that the phrase “treat the Spells as though you
Adventure Card, is the other card also affected by the had cast them” is only taken into account if an effect refers to
Earthquake? a character who cast the Spell (such as the Reflection Spell).
A: No. The Earthquake only affects cards which are already
faceup on the board when it is drawn.
44
Goblin Trapsmith Warhorse
Q1: If a character fights the Goblin Trapsmith and the Q: If a character is defeated in battle but prevents the loss
Trapper together during the same battle, does the character of life with Armour or the Preservation Spell, does he still
still roll a die for his attack roll? have to discard the Warhorse?
A: No. The effect of the Trapper overrides that of the Goblin A: No.
Trapsmith.
Spell Cards
Q2: If a character fights the Goblin Trapsmith and the Goblin
Sniper together during the same battle, does the character Enchant Blade
still roll a die for his attack roll?  
A: No. The effect of the Goblin Sniper overrides that of the Q: Can a character cast the Enchant Blade Spell on a
Goblin Trapsmith. Weapon that is already a Magic Object?
A: Yes.
Q3: Can the Warrior use his special ability when he fights
the Goblin Trapsmith? Fireball
A: No. The Warrior must roll two dice for his attack roll and
use the lowest result. Q: If a character kills an Enemy with the Fireball Spell, can
he take the Enemy as a trophy?
Haunt A: Yes.
Q: If a character has both the Haunt and Jester as Followers, Misdirection
are his attack rolls reduced by 2 instead of 1?
A: Yes. Q: Can a character cast the Misdirection Spell on a character
in the Inner Region?
Idol A: Yes, but Misdirection may not be cast on a character on
the Crown of Command or a character who is turning back.
Q: If a character is enslaved by the Idol and the card is The player who cast Misdirection on a character in the Inner
moved or discarded, is he still required to break free from Region can either move his opponent forward to the next
the enslavement? space or back one space towards the Plain of Peril.
A: No. The character is automatically set free if this occurs.
If the player chooses to move his opponent back one space
Leper towards the Plain of Peril, the character does not encounter
the space and this is not considered to be turning back. In
Q: Can the Leper move multiple times during a single turn? this case, the character may continue advancing toward the
A: Yes. Crown of Command on his following turn as normal.

Prophesy Reflection

Q: If a character encounters a “Draw 1 Card” space Q: Can a character cast the Reflection Spell to negate the
when Prophesy is in effect and there is a faceup Adven- effects of an Immobility Spell?
ture Card already there, does the character have to draw A: Yes.
another Adventure Card?
A: Yes. Transference
Q1: Can a character cast the Transference Spell in the Inner
Staff of Mastery Region, and if so, can you switch spaces with a character
Q: Can a character use the Staff of Mastery to enslave the who is on the Crown of Command?
Doppelganger? A: Yes to both. You do not need a Talisman to switch spaces
A: Yes. When the Doppelganger is enslaved, it has same total with a character on the Crown of Command, but you must
Strength as the opponent the character attacks in battle. The have a Talisman to switch spaces with a character on the
character then adds the Doppelganger’s Strength to his own Plain of Peril.
Strength. Q2: Can a character cast the Transference Spell on a char-
acter in the same space as him?
A: No.

45
Living Statue
THE DUNGEON EXPANSION   Q: A character encounters the Living Statue and Cave
Goblin. Both of the Enemies have the same encounter
Character Cards number, so the character fights them together in battle. If
the character wins the battle without using a Weapon that
is a Magic Object, does the attack still result in a stand-off?
Gladiator
A: Yes.
Q1: Can the Gladiator “train” Followers that already add to
his Strength in battle, such as the Colossus and Mercenary? Tinker Imp
A: Yes.
Q: Can the Tinker Imp discard a random Object that is inside
Q2: Can the Gladiator “train” cards that become Followers, the Bag of Holding or Concealed Pouch?
such as the Black Unicorn? A: Yes.
A: Yes.
Torch
Gypsy
Q: Can a character use the Torch to roll 2 dice for movement
Q: Can the Gypsy take a Spell from the discard pile if it was in the Hall of Darkness?
cast by the Genie or the Spell Ring? A: No.
A: Yes.
Treasure Cards
Swashbuckler
Bag of Holding
Q1: If the Swashbuckler defeats the Cave Troll in battle and
it regenerates, can he still take an extra turn? Q: If a character with the Bag of Holding cannot use Magic
A: No. Objects, such as being targeted by the Destroy Magic Spell
or encountering the Cursed Glade space, does he lose any
Q2: The Swashbuckler wins a battle and takes an extra Objects that are inside the Bag?
turn. He then wins another battle during the extra turn. A: Any surplus Objects that the character cannot carry must
Does the Swashbuckler gain yet another extra turn? be ditched in his space. The character chooses which of his
A: No. The Swashbuckler’s special ability should read “You Objects are ditched, if any.
may only do this once per round” instead of “once per turn.”

Dungeon Cards THE FROSTMARCH EXPANSION  


Clockwork Owl Adventure Cards
Q: Can a character use the Clockwork Owl during movement
if he uses a Riding Horse or casts the Speed Spell? Lake of Visions
A: No. Q: If a character already has a Warlock Quest and visits the
Lake of Visions, can he accept another Quest?
Dark Denizens
Q: Can the Prophetess use her ability if the Dark Denizens
Event is in effect? Trickster
A: Yes. After the Prophetess draws a Dungeon Card, she may Q1: If a character defeats the Trickster, can he take the Bag
discard it and draw another Dungeon Card to replace it. of Holding or Concealed Pouch, or an Object that is inside
one of them?
Goblin King
A: Yes.
Q: If the Ghoul raises the Goblin King from the dead and
uses him in battle, do other Goblins and Hobgoblins still add Q2: If a character defeats the Trickster and takes the Bag of
to the Goblin King’s Strength? Holding or Concealed Pouch from a character, what happens
A: Yes. to the other Objects that are stored inside?
A: Any surplus Objects that the character cannot carry must
be ditched in his space. The character chooses which of his
Objects are ditched, if any.
46
Alternative Ending Cards Highland Region
Warlock Quest Precipice
Q: If a character must discard his quests due to the False Q: If cards are ditched on a Precipice space as a result of
Grail or Glory Seeker, does he also discard his completed a character encounter, are they discarded at the end of the
quests? turn?
A: No. The facedown quests are only meant as a reminder A: No. The instructions on the space are only followed if a
of how many quests the character completed, they are not character encounters the space, not another character in the
considered to be in play and ignore any effects regarding space.
quests.

THE SACRED POOL EXPANSION  


THE HIGHLAND EXPANSION  
Character Cards
Character Cards
Chivalric Knight
Highlander
Q: If the Chivalric Knight aids two characters during the
Q: If the Highlander charges into battle, does his turn end if same round, does he must miss 2 turns or only 1 turn?
he wins the battle? A: 2 turns.
A: No. When the Highlander charges, he continues his turn
normally and then must miss his next turn.

Relic Cards THE DRAGON EXPANSION  


Arnkell Errata
Q: Can a character in the Inner Region use the Arnkell to Dragon Realm
teleport to the Crown of Command space?
The Covetous Dragon space should include the following text:
A: Yes.
“If you do not have any gold, lose 1 life instead.”
Rage Talon Dragon Cards
Q: If a character defeats another character in psychic
The Gilded Dragon text should replace “battle’ with “psychic
combat, can he use the Rage Talon’s second ability so the
combat.”
character cannot use Armour to prevent the loss of life?
A: No, the Rage Talon can only be used in battle. Frequently Asked Questions
Windlord Amulet Dragon Tower
Q: If a character defeats another character in battle, can he Q1: If a card or special ability affects an Enemy Dragon,
use the Windlord Amulet’s second ability so the character can it be used during encounters on Enemy Dragons in the
cannot use Armour to prevent the loss of life? Dragon Tower?
A: No, the Windlord Amulet can only be used in psychic A: Yes.
combat.
Q2: If a character in the Dragon Tower uses Arnkell or Cloak
Alternative Ending Cards of Feathers to teleport instead of moving normally, does he
move before or after he has finished resolving the Dragon
Hand of Doom Cards he encounters?
A: After.
Q: If a character rolls a 2-5 result for the Hand of Doom,
can he pick up gold, Objects, and Followers on the Crown of
Command?
A: Yes, after the effects of the Hand of Doom have been
resolved.

47
Index
Adventure Card: 12-13 Jail: 31
alignment: 24 killed: 10, 21
Armour: 21 land: 18
attack: 19-21 life: 10-11
attack roll: 19-20 Magic Object: 12
attack score: 19-20 Middle Region: 17-18
burn: 13 movement: 13, 17-18
battle: 19-21 Object: 12, 21
character: 9 Outer Region: 17-18
Craft: 10, 23 Place: 12, 18
creature: 19 play area: 9-10
Crown of Command: 29 psychic combat: 19, 21
cursed: 21 Purchase Card: 25
defeated: 19 Raft: 26
ditch: 18, 25 replenish: 11
encounters: 18-19 Sentinel: 26-27

encounter number: 18 Spell: 22

Enemy: 12, 19 Spirit: 12

evade: 23, 27 stand-off: 19

Event: 12 start space: 9, 12

fate: 11 Stranger: 13, 18

Fireland: 27 Strength: 9, 23

fireproof: 13 Talisman: 25-26, 29

Follower: 12 Toad: 24-25

gain: 11 trinkets: 21

gold: 21 trophy: 23

have: 25 turn back: 28

heal: 11 use: 25

Inner Region: 28-29 Warlock’s Quest: 26


Weapon: 21

23
Quick Reference

Spell Nether Harbinger Terrain Warlock Quest Warlock Reward

Path Destiny Relic Treasure Talisman Wanted

Tunnel Bridge Cadorus Grilipus Varthrax Remnant

Adventure City Highlands Woodland Dungeon Denizen

Purchase Magic Emporium Pet Potion Armoury Stables


Quick Reference

Rise of the Dead Shattered World Stars Align Omen Armageddon Omen Lycanthrope Time Card
Omen Omen Stables Cards

Evil Neutral Good Riding Horse 2G Mule 3G Warhorse 4G Horse and Cart 5G

Armoury Cards

Stiletto 1G Bow 2G Greatsword 3G Battle Axe 4G Flail 5G Full Plate 6G

Magic Emporium Cards

Scroll 1G Psychic Crystal 2G Mirror Shield 3G Crystal Sceptre 4G Magic Ring 5G Spellbook 6G
Quick Reference
Drawing Dragon Tokens
At the start of each player’s turn, he must draw one dragon
token at random from the pool and resolve its effect. After the
effect of the dragon token is resolved, the player continues his
turn as normal. The effects of the various dragon tokens fall
into two different types: special effects and dragon scales.

Special Effects
These tokens are always discarded after their effects have
been resolved.

Dragon Strike

The character who drew the token immedi-


ately draws two additional dragon tokens
from the pool and resolves them in the
order in which they were drawn. If addi-
tional Dragon Strikes are drawn, the char-
acter must continue to draw additional
dragon tokens. After the Dragon Strike is
resolved, it is discarded. Dragon Strike
Dragon Rage

The character who drew the token suffers


the Dragon Rage of the current Dragon
King (see “Dragon Rage” on page 15).
After the Dragon Rage is resolved, it is
discarded.
Dragon Rage
Dragon Slumber

The character who drew the token places


a sleep token on one Dragon of his choice
in any Region. If there are no Dragons
on the board, he may place the token on
any Enemy of his choice. If there are no
Enemies on the board, the Dragon Slumber Dragon Slumber
has no effect. After the Dragon Slumber is
resolved, it is discarded.
When a character encounters an Enemy with a sleep token
on it, the Enemy’s Strength and Craft are both reduced by 3
points, to a minimum of 1 (see “Sleep Tokens” on page 15).

Dragon Scales
The effects of dragon scales vary depending on whether they
are placed on a Draconic Lord, the game board, or a charac-
ter’s play area.

Varthrax Cadorus Grilipus


Dragon Scale Dragon Scale Dragon Scale

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