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    INTRODUCTIONTalisman is a game like no other indeed, it is no ordinarygame at all but a perilous adventure in a antastical world omagic and monsters. As play progresses a story unolds romturn to turn: a heroic epic o brave deeds, o daring encoun-

    ters, o treasures and magic, o battles ought and sometimeslost, but always a tale that challenges and enthralls!

    Our story begins with a mighty wizard, now long dead, whoonce ruled over the land o Talisman using the power o amagical crown, orged in the Valley o Fire by spirits cruellyenslaved to arcane magic. For many centuries the wizardreigned supreme until, ater a long lie spent amongst hisbooks and spells, he sensed his days were drawing to an end.He resolved to hide his crown in the most perilous part o themost dangerous region in his realm, setting around it suchearsome guardians as his most powerul spells were ableto command. Once he had done so, he perished, proclaimingwith his dying breath that only a champion with the strength,

    wisdom, and courage to take his crown would rule in hisstead.

    Hundreds o years have passed, and the realm, long ungov-erned and unprotected, has grown ever more dangerous,becoming inested by monsters and troubled by innumer-able evils. To this very day, the ancient legend draws gallantheroes to the troubled land each seeking the Crown oCommand and the kingship o the realm o Talisman. Soar no one has proven worthy o the challenge. The seekersbones lie bleached and broken upon the Plain o Peril or elsecast idly aside to be gnawed by wild beasts and monsters.

    In Talisman, up to six players assume the roles o hopeulcharactersthe would-be rulers o the land o Talisman.Each character is very dierent and has his own strengths,weaknesses, and special powers. To win the game you mustjourney to the heart o the lands most perilous region to ndthe Crown o Command and use its ancient magic to cast amighty spell to subdue all your rivals.

    Your travels will be hard and raught with danger and it isin overcoming these dangers that the challenge o the gamelies. Only by gradually building up your adventurers powers,gathering valuable allies, and winning potent magical itemswill you stand a chance o surviving the ultimate test that liesbeyond the Portal o Power.

    Object of the GameThe object o the game is to reach the Crown o Command inthe centre o the board and then, by casting Command Spells,orce the other characters out o the game. Characters shouldrst adventure in the Outer and Middle Regions to build uptheir Strength, Crat, and lives, until they eel they are power-ul enough to tackle the Inner Region. They must also rstnd a Talisman to permit them to enter the Valley o Fire andso reach the Crown o Command.

    Number of PlayersUp to six players can play a game oTalisman, but the moreplayers that are participating, the longer the game will last.There are, however, alternative rules players may use to speedthe game along (see Alternative Rules or Faster Play onpage 21).

    ComponentsBelow is a list o all the components that you will nd in yourcopy oTalisman Revised 4th Edition:

    This Rulebook

    1 Game Board

    104 Adventure Cards

    24 Spell Cards

    40 Strength Counters (8 large and 32 small red cones)

    40 Crat Counters (8 large and 32 small blue cones)

    40 Lie Counters (8 large and 32 small green cones)

    36 Fate Tokens

    28 Purchase Cards

    4 Talisman Cards

    14 Character Cards

    14 Plastic Character Figures

    4 Toad Cards

    4 Plastic Toad Figures

    4 Alignment Cards

    30 Gold Coins

    6 Six-sided Dice

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    Component OverviewBelow is a brie description o every game component.

    Game BoardThe game board depicts

    the magical land oTalisman. It is dividedinto three Regions(Outer, Middle, and InnerRegion).

    Adventure CardsThis deck o 104 cardscontains the many crea-tures, events, and items thatcharacters discover on theirquest.

    Spell CardsThere are 24 o these SpellCards detailing the variousSpells that may be castduring the game.

    CountersThere are 120 o these cone-shaped counters intotal. They are used to keep track o the charac-ters Strength (red), Crat (blue), and lives (green).Each small counter is worth one point, and eachlarge counter is worth ve points. Dierent-sizedcounters o the same colour can be traded orequivalent values at any time (i.e., a player canswap ve small red counters or one large redcounter, or vice versa, but cannot swap greencounters or red ones, etc.).

    Fate Tokens

    The game includes 36 atetokens. Careully punch outthe tokens rom the countersheet beore playing thegame. Although the twosides o these tokens have a dierent appearance, this makesno dierence in the core game.

    Purchase CardsThere are 28 PurchaseCards provided. These detailObjects that characters mayobtain by means other thanthe Adventure Cards.

    Talisman CardsThere are our Talisman Cards. Charactersmay discover Talismans in the Adventuredeck or by completing a quest at the War-locks Cave space.

    Character CardsThere are 14 character

    cards, each detailing adierent character andhis special abilities.

    Character FiguresEach character card cor-responds to a plastic gurethat is used to represent thatcharacter on the board.

    Toad Cardsand FiguresFour Toad Cards and ourToad gures are used when acharacter is turned into a Toadduring the game. When thishappens, a Toad Card overlaysthe character card and a Toad gure is substituted or thatcharacters gure or the duration o being a Toad.

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    Alignment Cards

    Good side Evil side

    There are our Alignment Cards. Each Alignment Cardhas a good side and an evil side. They are used to showwhen a character has changed alignment (with respect towhats printed on his character card) during the game.

    Gold CoinsThe 30 gold coins represent thewealth and treasure characters

    earn during their adventures.

    Six-sided DiceThere are six dice provided. Theseare used or moving, resolvingattacks, and determiningresults rom instructions oncards and the game board. TheTalisman symbol on the die represents a 1 result.

    Game SetupThe board is unolded and placed in the centre o the1.playing area.

    The Adventure Cards are shufed and placed acedown2.beside the board. These orm the Adventure deck.

    The Spell Cards are shufed and placed acedown beside3.the board. These orm the Spell deck.

    The Talisman and Purchase Cards are placed aceup beside4.the board.

    One player takes the character cards, shufes them, and5.deals one, acedown, to each player. (Alternative rule: Iall players agree, players who want more selection may bedealt three character cards each, and then choose whichone o those three characters they wish play. The othercharacters not chosen are returned to the box and may beavailable i a character is killed.)

    Each player places his character card aceup in ront o6.him. This card is the character the player will play duringthe game. A players character card, Objects, Followers,counters, and other game components orm his play area.The diagram on page 5 shows an example o a playersplay area. It also shows how to lay out the character andrecord all possessions during play.

    Each player takes the plastic character gure correspond-7.ing to his character card and places it on the board accord-ing to the start space given on his character card.

    Each player receives a number o lie counters equal to8.the lie value listed on his character card and a numbero ate tokens equal the ate value listed on his character

    card. Players also each receive one gold. Lie, ate, andgold should all be placed in the appropriate spots next toeach character card. The remaining counters, tokens, andgold are placed to one side as stockpiles or use during thegame.

    Any player whose character starts the game with any9.Spells, as detailed in the characters special abilities, drawsthe designated number o Spell Cards rom the Spell deck.These should not be revealed to other players.

    Any player whose character starts the game with any10.Objects, as detailed in the characters special abilities, nowtakes the designated Object Cards rom the Purchase deck.

    The Toad and Alignment Cards should be kept handy, to be11.used when required.

    The owner o the game takes the rst turn. Play then pro-12.ceeds round the board clockwise rom that player.

    Character CardsCharacters are the core o the experience o playingTalismanIt is through a players character that he interacts with thegame board, travels to new Regions, attacks creatures, andgains Objects, Followers, and powerul Spells. Each playerscharacter card lists his characters Strength, Crat, ate, and

    lie values, as well as a number o special abilities.

    StrengthStrength represents a characters might, stamina, and ght-ing ability. It is used in battle (see Battles on page 10) andto overcome certain obstacles that may be encountered duringthe game. When a character gains Strength, this increase isrecorded by placing additional Strength counters (red cones)beside the character card.

    Strength counters are only taken or Strength points gainedduring play. Strength gained rom Objects, Magic Objects, orFollowers is not recorded by Strength counters but is added to

    the characters Strength when required or allowed.

    A characters Strength at any time is the characters Strengthvalue, plus Strength counters, plus any Strength gained romFollowers, Magic Objects, and Objects that may be used atthat time.

    When a character is required to lose Strength, counters areremoved accordingly and returned to their stockpile.

    A characters Strength can never drop below that charactersStrength value (i.e., the number printed on the character card)

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    Example of a Players Play AreaCharacter Sheet

    Object Cards Follower Cards

    StrengthCounters

    CraftCounters Life Counters

    Gold Coins

    Fate Tokens

    CraftCrat represents a characters intelligence, wisdom, andmagical ability. It is a characters main asset in psychiccombat(see Psychic Combat on page 12) and determineshow many Spells he may have (see Gaining Spells on page13). When a character gains Crat, this increase is recorded

    by placing additional Crat counters (blue cones) beside thecharacter card.

    Crat counters are only taken or Crat points gained duringplay. Crat gained rom Objects, Magic Objects, or Followers isnot recorded by Crat counters but is added to the charactersCrat when required or allowed.

    A characters Crat at any time is the characters Crat value,plus Crat counters, plus any Crat gained rom Followers,Magic Objects, and Objects that may be used at that time.

    When a character is required to lose Crat, counters areremoved accordingly and returned to their stockpile.

    A characters Crat can never drop below that characters Cratvalue (i.e., the number printed on the character card).

    LivesLives represent the characters durability. Lives are lostthrough battle, psychic combat, and other dangers that areencountered. A characters lives are recorded by placing ap-propriate lie counters (green cones) beside the character card.Characters may replenish lost lives by healing or gaining lie.

    Each character starts the game with a number o lives equalto the lie value listed on his character card.

    Losing LivesWhen a character is required to lose lives, counters areremoved accordingly and returned to their stockpile.

    Losing All LivesAny character who loses all o his lives is immediately killed.All the characters Objects, Magic Objects, Followers, and goldare placed on the space where the character was killed. All thecharacters Strength and Crat counters and ate tokens are

    returned to their stockpiles. The characters Spell Cards areplaced on the Spell Card discard pile. Other cards (includingthe characters trophies) and counters are placed in the appro-priate stock or discard piles. The character card and charactergure are removed rom the game. The dead characters player

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    Example Of ACharacters Strength

    The Warrior (Strength value o 4) has a total o 2Strength counters, the Magic Belt (a Magic Objectthat increases Strength by 1), the Unicorn (a Fol-lower that increases Strength by 1), and a Sword(an Object that increases Strength by 1 duringbattle only).

    His total Strength is 8 (4 Strength value, plus 2Strength counters, plus 1 each or the Unicorn andor the Magic Belt).

    In battle his Strength is 9 since he can use theSword.

    During play, he lands on the Cursed Glade, whereStrength rom Objects and Magic Objects cannotbe counted. While he is there, his Strength is 7 (4Strength value, plus 2 Strength counters, plus 1 orthe Unicorn), even during battle.

    may start again, on his next turn, with a new character

    drawn at random rom the unused character cards, ollow-ing steps 510 rom the Game Setup section (see page 4).Players may start new characters i, and only i, no characterhas yet reached the Crown o Command during the game. Iany character has reached the Crown o Command, a playerwhose character is killed is out o the game.

    Healing and Gaining LivesHealing can never replenish a character to more than his lievalue.

    A character can gain lives (as opposed to heal) over and abovehis lie value.

    Fate

    Fate TokensFate is a measure o a characters luck and ortune. Once perdie roll, a player may pay one ate token (returning it to thestockpile) to reroll one die he has just rolled under the ollow-ing circumstances:

    Rolling a die or his characters movement.1.

    Rolling a die to determine his characters attack roll.2.

    Rolling a die due to the instructions on a card or board3.space.

    I a player pays a ate token to reroll a die, he must accept thenew result; he may not pay another ate token to reroll thesame die again.

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    Card Anatomy

    1. Title

    2. Card Type

    3. Card Text

    4. EncounterNumber

    I a player rolls multiple dice (or example the Death space inthe Inner Region), he may only pay one ate to reroll one othem.

    Each character starts the game with a number o ate tokensequal to the ate value listed on his character card. Nothinguntoward happens to a character who has used up all his

    ate, other than not being able to spend it until he gets more as ar as the universe is concerned, he is on his own.

    A player may not pay ate tokens to reroll a die used to deter-mine a creatures attack roll or to reroll another players dieroll.

    Replenishing and Gaining FateFate is usually replenished as the result o encounters romAdventure Cards and board spaces. A character may onlyreplenish ate up to his ate value. I an encounter allows acharacter to gain ate, however, he may take ate tokens overand above his ate value.

    Special AbilitiesEach character has one or more special abilities, which aredetailed on the character card.

    Start SpaceA characters start space is the space which he begins thegame on. A characters start space is listed on the bottom ohis character card next to his alignment.

    Adventure CardsMost o the spaces on the Talisman board instruct playersto draw one or more Adventure Cards. When drawn, Adven-ture Cards are taken rom the top o the Adventure deck andplaced, aceup, in the space where they are encountered.

    I there are any Adventure Cards already in a space a charac-ter lands in, his player draws only enough new cards to takethe totalto the number indicated or the space. For example, ia space instruction reads Draw 2 Cards, but there is alreadyone card there, then the player only draws one new card tobring the total to two cards.

    Adventure Cards must be dealt with in the order determinedby their encounter number(the number at the bottom rightcorner o the card).

    The lowest number is tackled rst, then the next lowest, andso on. In the case o a tie, the character encounters AdventureCards in the order they were drawn.

    One exception to the rule about resolving Adventure Cards inencounter number order is that Adventure Cards with instruc-tions that result in their being placed in a space other thanthe one where they were drawn are dealt with rst, beore any

    other Adventure Cards are resolved. I placed elsewhere, anAdventure Card does not aect the character who drew it atthat time.

    Types of Adventure CardsThe dierent types o Adventure Cards and their eects are

    listed below. Keep in mind that Adventure Cards must beencountered in encounter number order, so only ater Eventsand Enemies are dealt with may the more requently bene-cial cards be encountered.

    EventsThe instructions on the card must be ollowed. Any instruc-tions that result in the loss o a turn by the character encoun-tering the card ends the characters turn immediately. Thiscounts as a missed turn or that character i there are othercards to be encountered; otherwise, he misses his next turninstead.

    Enemy Animal, Dragon, or MonsterThese Enemies attack any character encountering them bybattling the character. Killed Enemies o this type may be keptas trophies to be exchanged or Strength (see Trophies onpage 14). Enemies that deeat characters remain in the space.

    Enemy SpiritThese Enemies attack any character encountering them byengaging that character in psychic combat. Killed Enemies othis type may be kept as trophies to be exchanged or Crat(see Trophies on page 14). Enemies that deeat charactersremain in the space.

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    RegionsThe game board depicts the magical land oTalisman and is divided into three Regions.

    Outer RegionThis runs around the outer edge o the board.

    Middle RegionThis is separated rom the Outer Regionby the Storm River and rom the Inner

    Region by the Plain o Peril.

    Inner RegionThis is the centre o the board.

    StrangersThe instructions on the card must be ollowed. Strangers havevarious eects on characters that encounter them, and some-times their reaction is based on the characters alignment.

    Objects, Magic Objects, and Followers

    These may be taken to the characters play area, i permis-sible, and all Enemies on the space have been killed or evaded(see Objects on page 12 and Followers on page 13).

    PlacesThe instructions on the card must be ollowed. Some Placesrequire characters to roll a die to see what they encounter,while other Places reward characters each time they visit.

    The Game TurnOn their game turns, characters move around the board,

    usually by the roll o the die but sometimes by the use oSpells or due to strange beings or places that they havediscovered.

    Having moved, characters can then encounter another charac-ter in the space they land on or ollow the instructions on thespace. The instructions are oten to draw Adventure Cards.These cards depict the Objects, Enemies, and other things thatthe character meets in the space.

    Gradually characters will become more powerul, until theyeel that they are strong enough to head or the centre o theboard and attempt to reach the Crown o Command.

    More specically, each players turn consists o two parts, inthis order:

    Movement1. The player rolls a die and moves his charac-ter that number o spaces around the board.

    Encounters2. Once a character has nished his move, hemust encounter either the space or a character in the spacewhere he lands.

    At the end o a characters turn, play passes clockwise to theplayer to the let.

    MovementThe game board depicting the magical land o Talisman isdivided into three Regions (the Outer Region, the MiddleRegion, and the Inner Region). Each Region is sub-dividedinto spaces, and each space has its title and encounter in-structions printed along its edge. Characters move aroundthe spaces in the Region they are in and can cross betweenRegions as a result o encounters or card abilities.

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    Example of anEncounterThe Dwar lands on theHidden Valley and isinstructed to draw threeAdventure Cards. Hedraws the Imp (Event),a Bear (Enemy), anda Bag o Gold (Object).The Imp has the lowestencounter number soit must be tackled rst.

    The Dwar rolls a 4.The Imp has thereore

    teleported the Dwar to the Ruins beore hehas a chance to ght the Bear and take thegold. The Bear and gold cards are let aceupin the Hidden Valley and will constitute twoo the three cards or the next character toland there. The Dwar, however, continueshis turn with a new encounter in the Ruins.

    Movement in the Outerand Middle RegionsTo move in the Outer and Middle Regions, the player rolls onedie to determine how many spaces his character must move.(Certain Spells, special abilities, and other events may enablea character to move without rolling the die. These instances

    are detailed on the relevant cards.) The character then movesthe ull count o the die roll, either clockwise or counterclock-wise at his discretion. Direction may not be reversed duringa move except when passing between the Outer and MiddleRegions (see The Sentinel Space on page 17). A charactermust always move, even i he starts the turn in a space withan Adventure Card or another character. The space where acharacter lands is the space where he ends his movement orthe space to which he is moved to as the result o an encoun-ter or eect.

    EncountersAter a character has nished his movement, he must eitherencounter the space he lands in or a character in that space.Characters can encounter a wide variety o monsters and per-sonalities. Sometimes the encounters are riendly and aid thecharacter with gits. Other times the encounters are hostileand attack the character, or even turn him into a slimy Toad!

    Characters only have encounters during their own turn,unless specically instructed otherwise.

    Encounters in the Middleand Outer RegionsCharacters can only have encounters in the space where theyland. They may never encounter anything in the space where

    they start their move.

    A character must choose to encounter either one character ohis choice who is in the space where he lands, or the spaceitsel.

    Encountering Another Character

    An encounter with another character always takes one o twoorms. The character whose turn it is mayeitherattack (seeBattles Between Two Characters on page 11) or use one ohis special abilities on the other character. I a character killsanother character during the encounter, he may take anyObjects, Followers, and gold rom the killed character to add

    to his own. Any Objects, Followers, and gold not taken are leton the space.

    I a player chooses to encounter a character instead o en-countering a space, his character may not visit any Strangeror Place there, nor may any Objects, Followers, and gold betaken rom the space.

    Encountering a Space Draw Cards Spaces

    Characters must always ollow the instructions on the spacewhere they land i their player chooses to encounter the spaceinstead o encountering another character. I a space instructs

    a player to draw cards, the cards to be drawn are alwaysAdventure Cards, drawn rom the top o the Adventure deck. Ithere are already any cards o any type on the space (such asAdventure, Purchase, or Spell Cards), then only enough cardsto make up the given number may be drawn.

    Adventure Cards must be dealt with in the order determined

    by their encounter number, starting with the lowest number,then the next lowest, and so on. In the case o a tie, thecharacter encounters Adventure Cards in the order they weredrawn.

    Ater any Enemies in the space are killed (see ResolvingBattles vs. Creatures on page 10) or evaded (see Evading onpage 14), any Stranger or Place there must be visited and anygold, Objects, and Followers may be taken.

    I a character ditches Followers or Objects onto a draw cardsspace (see Ditching Followers and Objects on page 16), hemay only draw enough cards to make up the given numberthat may be drawn. For example, a character ends his move

    on a Draw 1 Card space and then ditches one o his Objects.He does not draw any cards now since there is already a cardon his space.

    A character may ditch Followers or Objects on a space to avoiddrawing more cards, but he may not take them back duringthe same turn. Thereore, any Followers and Objects that arelet on the space become available or other characters to takei they land on that space.

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    Some cards and special abilities reer to crea-tures and Enemies.

    An Enemy is any Adventure Card with theword Enemy in the card type box.

    A creature is any encounter (other thana character) that attacks with Strength orCrat. This may include Enemy cards andalso Events, Strangers, Places, Spells, andboard spaces.

    Creaturesand Enemies

    Encountering a Space Other Spaces

    Characters must ollow the instructions on the space i theirplayer chooses to encounter the space instead o encounteringanother character. However, beore they do, any Enemies inthe space must rst be killed (see Resolving Battles vs. Crea-tures on page 10) or evaded (see Evading on page 14). Any

    Stranger or Place there must be visited and any gold, Objects,and Followers may be taken.

    AttacksAttacks are split into two types: battles and psychic combats.A battle occurs when a character is attacked by a creaturewhose Strength is given, and a psychic combat occurs whena character is attacked by a creature whose Crat is given. Ia player decides to attack another character, they must ghta battle unless the attacker has a special ability that lets himuse psychic combat instead.

    BattlesBattles occur when:

    A character encounters an Enemy a Monster, Dragon,1.Animal, or any creature whose Strength is given;

    or

    A character decides to attack another character, unless2.a special ability allows him to attack by psychic combatinstead.

    Resolving Battles vs. Creatures

    Battles against creatures are resolved in the ollowing steps:

    Evade1.The character rst declares whether he is evading or not(see Evading on page 14). I not, then a battle takesplace.

    Cast Spells2.Any Spells that the player wishes to cast must be castbeore the attack rollis made. Any eects or abilities thataect a characters Strength or Crat must be implementedbeore the attack roll is made.

    Character Attack Roll3.

    The character rolls one die, the result o which is con-sidered the attack roll. The characters attack score isthe attack roll plus the characters Strength, plus anyother modiers that may apply. Remember that onlyone Weapon may be used at a time (see Weapon andArmour Keywords on page 12).

    Creature Attack Roll4.Another player now rolls a die or the creatures attack rolland adds this to the creatures Strength. The character maynow pay one ate to reroll his attack roll i he wishes.

    Compare Attack Scores5.The total o the creatures attack roll and Strength is thecreatures attack score. I the characters attack score ishigher, the creature is killed. I the creatures attack scoreis higher, the character is deeated and loses one lie (useo an Object, Spell, or special ability may prevent this). Ithe attack scores are equal the result is a stand-off. I thecharacter is deeated or the battle ends in a stand-o, thecharacters turn then immediately ends.

    Stand-offIn a stand-o, neither side is harmed (characters do not losea lie and creatures are not killed) and that turn immediatelyends. On the characters next turn, the character leaves thatspace without again encountering whatever he ought, unlessindicated otherwise.

    More Than One EnemyI there is more than one Enemy that attacks by Strength on aspace and they have the same encounter number, they ght asone during the battle, adding their Strength together with justone attack roll to make a single, combined attack score.

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    Example of an Attack

    The Wizard has a Sword in addition to Invisibility andPsionic Blast Spells. The Wizard also has one Strengthcounter, two Crat counters, and three ate. During theWizards turn, he lands on the Fields and draws anAdventure Card, a Strength 6 Giant. The Wizard couldchoose to evade the Giant by casting his InvisibilitySpell but he decides to attack the Giant instead. Sincethe Giant has a Strength value, the Wizard must ghthim with a battle as opposed to psychic combat.

    The Wizard chooses to cast the Psionic Blast Spell,which allows him to add his Crat value o 5 to hisStrength. Since the Wizard is in battle, his Sword addsan additional point o Strength or a total o 9 Strength(5 rom Psionic Blast, 2 rom his Strength value, 1 rom

    his Strength counter, and 1 rom the Sword). TheGiant rolls a 6 or his attack roll and the Wizardrolls a 3 or his attack roll.

    Ater their attack rolls, both the Giant and the Wizardhave the same attack score o 12, which would result

    in a stand-o. The Wizard decides to pay a atetoken to reroll his attack roll, and this time gets a5 result. Now the Wizard has an attack score o 14and the Giant has an attack score o 12. Since theWizards attack score is higher, he kills the Giantand takes the Enemy card as a trophy. I the Wiz-ards attack score had been lower than the Giants,the Wizard would have lost a lie and his turn wouldhave immediately ended.

    Battles Between Two CharactersBattles between two characters are resolved in the ollowingsteps:

    Evade1.The character being attacked rst has the opportunity toevade. I he chooses not to, or is not successul, then battletakes place.

    Cast Spells2.Both characters have the opportunity to cast Spells beorethe dice can be rolled. Any eects or abilities that aect acharacters Strength or Crat must be implemented beorethe attack roll is made.

    Determine Attack Rolls3.Both characters then roll a die to determine their attackroll. Once both attack rolls have been made, the attackingcharacter must choose rst whether to pay ate to reroll.Once he has chosen, the deending character has the sameoption. No matter what the deender chooses, though, anattacking player who decided not to spend ate when he

    had the opportunity may not change his mind ater thedeender has made his own choice.

    Compare Attack Scores4.Once the option to spend ate has been addressed, the at-tacking characters attack score is determined as in battlesagainst creatures and Enemies. The deenders attack scoreis determined the same way as the attackers score. The

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    Example of CarryingToo Much

    The Wizard has a Mule and is using it to carryeight Objects. The Thie casts Mesmerism onhim and takes the Mule. The Wizard can nowonly carry our Objects and so must immedi-ately place our o the Objects in his possession(o his choice) aceup on his space.

    character with the higher attack score wins the battle. Ithe scores are equal, the result is a stand-o (see Stand-o on page 10).

    Claim Reward5.The winner may either orce the loser to lose one lie(which may be saved by use o an Object or Spell), or may

    take one Object or one gold rom the loser to add to hisown. I the winner kills the loser by orcing him to losehis last remaining lie, the winner may take any Objects,Followers, and gold rom the loser to add to his own.Any Objects, Followers, and gold not taken are let on thespace. The turn then ends.

    Psychic CombatPsychic Combat occurs when:

    A character is attacked by an Enemy Spirit or by any1.creature whose Crat is given.

    or

    A character whose special ability permits him to attack2.another character by psychic combat elects to do so.

    Resolving Psychic CombatPsychic combat is resolved in exactly the same manner asbattles (see Battles on page 10), except:

    Crat is substituted or Strength.1.

    No Object can prevent the loss o a lie.2.

    Character RulesThis section covers more detailed rules regarding characters,including how they gain wealth and Followers, cast Spells,increase Strength and Crat, avoid creatures, and changealignment.

    GoldGold allows characters to buy Objects and pay or services. Acharacters wealth is recorded by placing gold coins beside thecharacter card.

    Each character starts the game with one gold, and additional

    gold is usually acquired as the result o encounters.

    Prices are given in gold coins (G). Thus 3G represents threegold coins.

    Payments or any purchases or services that are not made toanother character are paid into the gold stockpile.

    Any gold received rom any source other than another charac-ter is taken rom the gold stockpile.

    Gold is not considered an Object, so it does not count againsta characters Object carrying limit.

    I a character is required to lose gold and he does not haveany, then there is no eect.

    ObjectsBoth Objects and Magic Objects are classed as Objects. Duringthe game, characters usually acquire Objects as the result oencounters. Any Objects characters have are placed belowtheir character card and must be kept aceup.

    Object Carrying LimitsNo character may have more than our Objects unless he hasa Mule.

    Any character acquiring more than our Objects must decidewhich to keep. The remainder are immediately placed aceupon the characters space.

    Weapon andArmour KeywordsSome Objects that increase acharacters ghting ability havethe keyword Weapon next tothe text or the cards ability.A character may only use oneWeapon during an attack.

    Some Objects that prevent the loss o lie when a character is

    deeated have the keyword Armournext to the text or thecards ability. A character may only use one Armourduringan attack.

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    Example ofSpell Limit

    A Wizard with a Crat value o 5 has SolomonsCrown (a Magic Object which adds 2 to hisCrat), so his Crat is eectively 7. This allows

    him three Spells, which he has acquired. Helands on the Cursed Glade, where he cannotcount Crat gained rom Magic Objects. HisCrat drops to 5. He is now only allowed twoSpells, so he must immediately discard one.A soon as he leaves the Cursed Glade, he cancount the Crat or Solomons Crown again andmay once more have three Spells, i he canacquire another.

    FollowersDuring the game, characters usually acquire Followers as theresult o encounters. All Followers accompanying a characterare kept below the character card and must be kept aceup.

    A character may have any number o Followers.

    Losing a FollowerAny Followers that are killed (e.g., in the Chasm or theVampires Tower) or that must be discarded are placed on theAdventure Card discard pile.

    SpellsIn the magical land o Talisman, anyone can cast Spells aslong as he has enough Crat. Some characters start the gamewith one or more Spells, and new Spells can be ound by anycharacter as he travels around the board.

    Gaining SpellsAll characters may acquire and cast Spells, i their Crat issucient to permit this. Only those characters whose specialabilities allow them to start the game with Spells do so. Oth-erwise, Spells are usually acquired as the result o encoun-ters. Spells gained are taken rom the top o the Spell deck.When this deck is exhausted, all o the discarded Spell Cardsare shufed and placed acedown to orm a new Spell deck.

    Spells are kept acedown so that the other players cannot seethem, but a player may look at his own characters Spells atany time. The eect o each Spell, and when it can be cast, aredetailed on the individual Spell Cards.

    The number o Spells that any character can have at one timeis limited by the characters Crat as ollows:

    Total Crat 1 2 3 4 5 6+

    Maximum Number o Spells 0 0 1 2 2 3

    I at any time a character has more Spells than his Crat

    allows, surplus Spells must immediately be placed on theSpell Card discard pile; they cannot be cast. The charactersplayer chooses which Spells to discard. Spells cannot bediscarded unless the character has more Spells than his Cratpermits, however. The only other way to get rid o a Spell is tocast it!

    Casting SpellsCastings Spells is always optional. Players may keep Spells oras many turns as they like beore they choose to cast them. ASpell can only be cast as stated on the Spell Card. Once a spellis cast and its eect has ended, it is placed on the Spell Carddiscard pile.

    Spells aecting characters aect them wherever they are onthe board, no matter which Region. Spells aecting creatures,however, cannot aect creatures encountered in the InnerRegion.

    The maximum number o Spells a character may cast duringhis turn is equal to the number o Spells he had at the start othat turn. A character may only cast one Spell during anothercharacters turn. This does not apply to the Command Spell,however (see The Crown o Command on page 20).

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    Example of a turnThe Sorceress is on the Temple and rolls a 2 or her move. She may thereore move toeither the Runes or the Oasis.

    There is a Dragon aceup 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 o 7 andwill get +2 on its attack roll because o the mystic Runes. Since the Sorceresss currentStrength is 3, she would certainly lose a lie there.

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

    TrophiesWhen a character kills an Enemy, he may take it as a trophy.A character may exchange trophies at the end o his turn togain additional Strength and Crat counters.

    Gaining StrengthA character gains one Strength counter or every seven pointso Strength marked on the trophies he turns in. Enemy cardsthus exchanged are then placed on the Adventure Card discardpile. Excess Strength points o the trophies above a multipleo seven are lost.

    Strength counters may also be gained as a result oencounters.

    Gaining CraftA character gains one Crat counter or every seven points oCrat marked on the trophies he turns in by discarding themto the Adventure Card discard pile. Excess Crat points turnedin above a multiple o seven are lost.

    Crat counters may also be gained as a result o encounters.

    EvadingCharacters sometimes have the option to evade creatures andother characters, such as by casting an Immobility or Invis-ibility Spell. The evading character cannot then aect or beaected by the character or creature in any way.

    Only other characters can be evaded in the Inner Region; crea-tures rom board spaces there cannot be evaded.

    Encounters that may be evaded are:

    Anything that attacks a character.1.

    Any character attempting to attack or use a special ability.2.

    Creatures that appear as a result o an Event, Place, or3.Stranger card (e.g., the Dragon rom the Cave AdventureCard).

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    Good side Evil side

    AlignmentA characters alignment shows his personality. A goodcharacter is polite and law-abiding, an evil character is ablack-hearted villain, and a neutral character alls somewherebetween these two extremes. Alignment may change duringthe game as the result o encounters or by the use o a special

    ability.

    Changing AlignmentWhen a character changes alignment, an Alignment Card istaken and placed beside the character card with the appropri-ate side aceup to show the characters new alignment. Whena character reverts to his original alignment, as it is printedon the character card, the Alignment Card is discarded.

    No character, including the Druid, may change Alignmentmore than once in any turn.

    I a character who changes alignment has any cards not per-mitted by a new alignment (such as the Holy Grail or Runes-word), those cards must immediately be ditched in the spacehe occupies.

    Golden RulesThe ollowing rules are Talismans Golden Rules, whichsupersede all others.

    Special Ability vs. RulesIn any instance where a special ability or eect is at a vari-ance with the basic rules, the special ability or eect alwaysoverrides the rules.

    Can vs. CannotIn any instance where a cards eect indicates that a charactercannot perorm an action or use an ability (such as casting aSpell or using an Object), the character cannot do so. In otherwords, the orbidding eects o cards override other abilitiesand eects. For example, i a card indicates that no Weaponscan be used when ghting a certain creature, the Warrior maynot use anyWeapons, despite his ability that allows him touse two Weaponsat the same time.

    Natural vs. Modified RollI an eect or special ability reers to a die result, only thenumber appearing on the die is considered, not the modi-ed result obtained by adding bonuses or subtracting penal-ties. For example, the Trolls special ability allows him toregenerate whenever he rolls a 6 or his move. During the

    Trolls turn, he rolls a 4 or his move. He also uses a cardthat allows him to add 2 to his movement roll or a total o6. However, the Troll may not regenerate this turn since theactual die result is a 4 instead o a 6.

    Limited ResourcesAll resources are limited to the number o components provid-ed with the game. For example, i all Strength counters are inuse, no additional Strength can be gained until some o thosecounters have been returned to the Strength counter stockpileI a character is able to trade ve 1point counters or the cor-responding one 5point counter, he must do so.

    Other RulesThis section covers rules that may occur as a result o encounters or moving between dierent Regions.

    ToadsWhen a character is turned into a Toad or three turns, a Toadgure is substituted or the characters gure on the boardand the player lays a Toad Card on top o his character card.When the character reverts back to his original orm, removethe Toad Card and exchange the Toad gure or his charactergure at the end o his third turn.

    A Toad has Strength 1 and Crat 1, which are not modied byStrength and Crat counters accumulated prior to transorma-tion. Although a Toad can gain and lose Strength and Crat,these modications disappear when the Toad turns back intothe original character. At that point, the characters pre-trans-ormation Strength and Crat counters are once again usedand resume their eects.

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    A character retains his trophies and can still gain trophieswhile a Toad. However, any Strength or Crat gained throughtrophies while the character is a Toad are lost when the char-acter reverts to his original orm (so it is usually a bad idea totrade in trophies while a Toad).

    A Toad does not roll the die or movement, but must move

    only one space per turn.

    Toads can neither gain nor cast Spells, but a characters SpellCards are not lost upon transormation into a Toad. Theysimply cannot be used until the character reverts back to hisoriginal orm.

    A Toads lives are those o the original character. Thus, anylives lost or gained by the Toad aect the status o the origi-nal character.

    A Toads ate tokens are also those o the original character.Similarly, any ate lost or gained by the Toad aect the statuso the original character. Toads may use ate as normal.

    Toads have encounters when landing on a space like anyother character.

    A Toad has no special abilities. Those o the original charactercannot be used while the character is a Toad.

    I a character is already a Toad and is turned into a Toadagain (or example, as a result o the Random Spell), the char-acter remains a Toad or three more turns starting rom thesecond transormation.

    Losing A TurnAny instructions that result in the loss o a turn by the char-

    acter encountering them ends the characters turn immedi-ately. This counts as a missed turn or that character i thereare other cards to be encountered; otherwise, he misses hisnext turn instead.

    Having and Using CardsCharacters are considered to have anything in their posses-sion, such as Objects, gold, ate, Followers, and Spells.

    When a character implements the ability o a cards text box,he is considered to be usingthe card. Using cards is optional,and a character may always choose when to use a card hehas. For example, the Cross allows a character to automati-cally destroy Spirits without resorting to psychic combat. Thecharacter may choose not to use the Cross and may attack agiven Spirit instead.

    Characters may have cards that they are not permitted to use,unless a given card specically states otherwise. For example,the Monk character may not use Weaponsin battle but hemay have the Holy Lance in his possession to sell to theAlchemist, deliver or a quest in the Warlocks Cave, or simplyto prevent another character rom picking it up. However, the

    Monk may not have the Runesword, because that card statesthat no good character may have it. A Monk encountering aRunesword must leave it aceup in his space.

    Characters are not permitted to take cards that they may nothave. For example, i a character may not have Followers, hemay not take one by casting the Mesmerism Spell on another

    character.

    Ditching Followersand ObjectsA character mayditch any o his Followers or Objects at anytime by leaving them aceup in the space he occupies. I acharacter ditches any Followers or Objects, he cannot takethem back during the same turn.

    Talisman and

    Purchase CardsWhenever a character is given or buys a Talisman or PurchaseCard, the appropriate Talisman or Purchase Card should betaken.

    Talisman and Purchase Cards are treated in all respects likeAdventure Cards, except that instead o being placed on adiscard pile when not needed, they are instead returned totheir appropriate deck and are available to other charactersonce more. Should there be no Talisman or Purchase Cardslet o a particular item, then that item is not available at thattime.

    Talisman and Purchase Cards may be ditched, like other Fol-

    lower and Object Cards.

    Gaining TalismansThere are two ways characters can acquire Talismans. First,they can be gained as encounters drawn rom the Adventuredeck. Second, they can be acquired by undertaking a questassigned at the Warlocks Cave.

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    WarlocksCaveA character who landson the Warlocks Cavemay choose to accept

    a quest, or not, as hewishes. I a charac-ter chooses to accepta quest, he must rollrandomly to determinewhat it will be, as instructed on the space.

    A character may not go on more than one quest at a time. Ia character has already completed a quest and lands on theWarlocks Cave again, he may choose to go on another questbut must roll a die to randomly determine which quest he isassigned as normal.

    A character must attempt to complete his quest immediately i

    he is able to do so. In addition, the Warlock will prevent anycharacter who has accepted a quest rom opening the Portalo Power until he has rst completed his quest.

    Resolving Cards WithoutAn Encounter NumberCards that are placed on spaces and do not have an encoun-ter number (such as the Hex Spell) must be resolved beorethe character encounters any other character, cards, or theinstructions on the space itsel.

    Crossing Between theOuter and Middle RegionsThe Storm River, which separates the Outer Region romthe Middle Region, can be crossed by using the bridge thatconnects the Sentinel space (in the Outer Region) to the Hillsspace opposite (in the Middle Region).

    The Storm River can also be crossed using a Rat, or as theresult o an encounter.

    The SentinelSpace

    A character may cross theSentinel bridge in eitherdirection i the die roll orhis move is sucient tocarry him across it andinto the Region on the op-posite side.

    The Sentinel attacks a character every time he attempts tocross the Sentinel bridge rom the Outer Region to enter theMiddle Region.

    A character deeating or evading the Sentinel must continuehis move by entering the Middle Region and continuing tomove in either direction to the ull value o his movement

    roll. A character deeated by the Sentinel loses one lie (whichmay be saved by use o an Object or Spell), and his turn endsimmediately in the Sentinel space. A character in a stand-o(see Stand-o on page 10) with the Sentinel does not lose alie, but his turn still ends immediately in the Sentinel space.

    The Sentinel does not attack characters passing through theSentinel space while moving in the Outer Region, characterscrossing back rom the Middle Region to the Outer Region, orcharacters who end their movement on the Sentinel space.

    When crossing rom one Region to another, a character maychange the direction o his move upon entering the newRegion.

    RaftsAny character wishing to crossthe Storm River using a Rat musteither build one or acquire one asthe result o an encounter.

    Any character in a Woods orForest space at the start o histurn who has an Axe may declarethat he is building a Rat or thatmove. Instead o moving, thecharacter takes a Rat Card romthe Purchase deck (i available).

    Any character acquiring a Ratmay cross the river at the start ohis next turn. The character maycross the river to any space o his choice directly opposite theone he is in. This is his move or that turn; he does not rollthe die to determine his movement.

    A Rat can never be let behind or taken along to be used on auture turn. Whether or not it is used, it must be placed on theAdventure Card discard pile or back with the Purchase deckater the character has either used it or decided not to do so.

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    Example of Crossing theSentinel Bridge

    The Sorceress then casts an Immobility Spell onthe Sentinel, allowing her to evade it instead oresolving the battle.

    The Sorceress now moves on to the Hills in the Middle Region anddecides to continue her move counterclockwise in the Middle Region,nally landing on the Portal o Power.

    The Sorceress is on the Graveyard and rolls a 6 or her move. She decides tomove clockwise to the Sentinel space in order to cross the Sentinel bridge to theMiddle Region. On reaching the Sentinel space, she is attacked by the Sentinel.

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    Crossing Between theMiddle and Inner Regions

    The Portal o Power connects the Portal o Power space to the

    Plain o Peril space.

    The Portal of PowerThe Inner Region can only be entered by passing through thePortal o Power, which must be opened beore it can be tra-versed. A character can only try to open the Portal i his moveis sucient to carry him beyond it. A character must attemptto open the Portal each time he passes through it; previouspassage is no guarantee o uture passage.

    A character attempting to open the Portal ollows the instruc-tions on the Portal o Power space. I successul, the charac-ters turn ends on the Plain o Peril. I unsuccessul, the char-acters turn ends immediately on the Portal o Power space.

    A character wishing to pass through the Portal o Power romthe Inner Region to the Middle Region does not need to openit. He simply moves rom the Plain o Peril to the Portal oPower space. Doing so counts as his entire move or that turn.

    Movement in theInner RegionThe die is not rolled or movement in the Inner Region.Instead, a character can move only one space per turn there.

    The encounter instructions on each space in the Inner Region

    must be completed beore a character can move on toward theCrown o Command.

    Turning BackA character in the Inner Region may decide at any time toturn back and move back towards the Plain o Peril. A charac-ter who has turned back still only moves one space per turn,but ignores the instructions on all o the spaces on his returnto the Plain o Peril. Once a character has declared his inten-tion to turn back, he cannot change his mind and he must goall the way back to the Plain o Peril. Once there, however, the

    character is ree to do whatever he likes, including headingback toward the Crown o Command or leaving the InnerRegion through the Portal o Power.

    Encounters In the

    Inner RegionA character does not draw Adventure Cards in the InnerRegion. Instead, the encounter is detailed in the instructionsor the space. The instructions must be ollowed, unless thecharacter is turning back.

    None o the creatures in the Inner Region can be aected byany Spell, nor may they be evaded.

    Encountering a Characterin the Inner RegionIn the Inner Region, a character may only encounter anothercharacter on the Plain o Peril, the Valley o Fire, and the

    Crown o Command.

    Encounters with other characters on the Plain o Peril andthe Valley o Fire are treated exactly as encounters betweencharacters in the Outer and Middle Regions.

    Encounters with other characters on the Crown o Commandare also treated as encounters in the Outer and Inner Regions,except characters mustencounter each other.

    Encountering a Space in the Inner RegionThe ollowing is additional explanation about many o thespaces in the Inner region.

    CryptThe Crypt is in ruins and a characterneeds Strength to shit the rubble todiscover the various exit tunnels. Acharacter must roll three dice uponentering the space and the resultsare totalled. The characters Strengthis subtracted rom this total and theresult indicates where the characterwill emerge rom the Crypt. The char-acter is immediately moved to theindicated space. This counts as thecharacters move. A character who emerges on the Crypt itsel

    may move away on their next turn.

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    Mines

    Crat is neededto nd the routethrough the laby-rinthine Mines. Theinstructions are as

    those or the Crypt(see above) exceptthat the characters Crat (instead o Strength) is subtractedrom the total o the die rolls.

    Werewolf Den

    Two dice are rolled orthe Werewols Strengtheach time a characterlands on the space. Thisis the Werewol thatattacks that character,until he escapes. Eachcharacter encounters a

    dierent Werewol.

    Example: The Dwar lands on the Werewol Den and rolls twodice to determine the Werewols Strength. He rolls a 3 anda 5 which brings the Werewols Strength to 8. The Dwarthen battles the Werewol. The Werewol rolls a 5, whichbrings the Werewols attack score to 13 (8 Strength plusan attack roll o 5). The Dwar rolls or battle and gets anattack score o 10 which means he is deeated and loses a lie.On the Dwars next turn, he decides to attack the Werewolagain instead o turning back. The Werewol battles with thesame Strength o 8 but this time gets a 1 or his attack roll,which brings the Werewols attack score to 9 (8 Strength plusan attack roll o 1). I the Dwar can get an attack score o

    10 or more he will deeat the Werewol and may move on nextturn.

    Pits

    A die is rolled each time a char-acter lands on the Pits space.This is the number o Pit Fiendsthat attack the character. Thecharacter ghts the Pit Fiendsone at a time, in succession,until the character is eitherdeeated or deeats all o the PitFiends, whereupon that turnends. I a character is deeated,he must then continue to ghtthe remaining Pit Fiends nextturn or turn back. A character can move on the turn ollow-ing that in which the last o the characters allotted Pit Fiendswas deeated.

    The Crown of Command

    The last space on the board is theCrown o Command. It can only bereached rom the Valley o Fire space,which can only be entered by charac-ters that have a Talisman. I a charac-

    ter does not have a Talisman, then hemust turn back.

    When a character is on the Crown oCommand space, a character doesnot move but remains there instead.Characters on the Crown o Commandcannot turn back.

    I there is already another characteron the Crown o Command space whena character lands on it, the characterthere must be encountered. Once two(or more) characters are on the Crown, those characters turnsconsist only o encountering one o the other characters. Acharacter who is alone on the Crown o Command space onhis turn mustcast one Command Spell at all other charac-ters. To do so, the caster rolls one die. I a 1, 2, or 3 isrolled, the Spell has no eect. On a 4, 5, or 6, all o theother characters lose one lie. I a character is killed by theCommand Spell, that player loses the game and may not startanother character.

    Once any character has reached the Crown o Command, anycharacter that gets killed is out o the game. Note that thisrule stays in eect or the rest o the game, even i a characterleaves the Crown o Command.

    Alternative RulesI players want to use any o the rules discussed here, theyshould make sure that everyone understands and agrees tothe rules beore the game begins.

    Evading UnfriendlyIndividualsThis alternative rule is or players who preer more optionsor evading. In addition to evading characters and creatures,characters may also evade any unriendly individual depictedon a card or space that the character does not wish to encoun

    ter, except or spaces in the Inner Region. For example, theBlack Knight, Hag, or the Witch can be evaded, but the Vam-pires Tower, Werewol Den, Death, and Pits cannot. It is upto the players discretion to decide which encounters can beconsidered an unriendly individual in order to evade them.

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    Inherited ItemsWhen a character is killed, the players new character mayinherit the items that his killed character loses.

    When a character is killed, his player removes the charactercard and playing piece rom the game, but places any Objects

    (including Magic Objects), gold, and Followers to one sideor the moment, and returns any other Spells, trophies, ate,cards, and counters to the appropriate discard or stockpiles.On the players next turn, he starts with a new characterdrawn at random rom the unused character cards as normal.The Objects, gold, and Followers that were put to one sideare inherited by the players new character and may be usedby him as normal. Anything that is not be taken by the newcharacter must be placed on his start space.

    I a character kills another character during an encounter, hemay not take the killed characters Objects, gold, and Follow-ers since these items will be inherited by a new character.

    Alternative Rulesfor Faster PlayTalisman is an epic game o adventure a gradually unold-ing story that usually takes several hours to play to comple-tion. Repeat games will run aster, but the more players whotake part, the longer a game will last and with more thansix players, a typical game is likely to take two to three hoursto complete, and possibly longer.

    Since people who enjoy playingTalisman dont always havetime to nish a big game, its possible to adjust the rules to

    speed things up a little. We have gathered together a selectiono these changes, and hope that other players will also ndthem useul.

    I players want to use any o the rules discussed here, theyshould make sure that everyone understands and agrees tothe rules beore the game begins. The adjustments are espe-cially recommended or games with ve or more players, butwill work equally well or games o any size where a shortergame is desired.

    Strength and CraftI players nd themselves a little short on time, they can

    increase the rate at which Strength and Crat is earned. Thisspeeds up the game by making characters more powerulmore quickly.

    The normal rule is that to gain a point o Strength or Crat, acharacter has to exchange trophies with a combined value oseven or more to gain the point (see Trophies on page 14).To speed up play, players can simply change this value to six,or to speed things up even urther they can change it to ve.

    Starting BonusThe rst hal an hour o play is oten spent building up su-cient Crat or Strength to conront the various Enemies thathave been encountered. I players wish to cut to the actionmore quickly, each player can be allowed to take one bonusStrength or Crat (his choice) at the start o the game. This

    doesnt aect the characters normal values; its just an extrapoint o Strength or Crat as i earned in the usual way.

    Talisman BloodbathAt the start o the game, remove three cards rom the avail-able Talisman Cards instead o using all our. In addition,any player whose character is killed immediately loses thegame instead o drawing a new character card. The TalismanBloodbath alternative rule makes or a short, but very, verybloody game.

    The Command SpellA urther way o speeding up play in this nal stage o thegame is to allow the Command Spell to be cast more easily.This is especially eective where a lot o players are involved,and thereore there are more opportunities to stop the char-acter who is casting the Spell! Normally the Spell is cast on adie roll o 4, 5, or 6. With ve or more characters in thegame, the Spell could be cast as ollows:

    5 players 3, 4, 5, or 6

    6 players 2, 3, 4, 5, or 6

    7 or more players Casts automatically

    Sudden DeathIn Sudden Death Talisman, the rst player to reach the Crowno Command wins! Reaching the Crown o Command is noeasy task, and i players dont have time to play a ull gamethen this is a good way to end the adventure.

    Another way o playing a Sudden Death game is or playersto agree to stop the game at a certain time and then count upthe total number o Strength and Crat counters each char-acter has, plus gold, Spells, Followers, Objects, and MagicObjects held in addition to the number the character startedthe game with. The player whos character has the highesttotal wins! I players are obliged to stop the game beore it is

    properly nished, this is a satisactory way o deciding whohas won.

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    CreditsGame Design: Robert Harris

    Additional Game Design: John Goodenough and RickPriestley

    Editing: Mark OConnor, Sam Stewart, and Je Tidball

    Graphic Design: Kevin Childress, Mark Raynor, BrianSchomberg, and WiL Springer

    Cover and Board Art: Ralph Horsley

    Internal Art: Massimiliano Bertolini and Jeremy McHugh

    Art Direction: Zo Robinson and Zoe Wedderburn

    Playtesters forTalisman 4th Edition: Dave Allen, MikeBall, Owen Barnes, Kate Flack, Jon Gillard, Mal Green, RagnarKarlsson, George Mann, Nelson, Mark Owen, Mark Raynor,Matthew Toone, and Zoe Wedderburn

    Production Manager: Gabe Laulunen

    International Production Coordinator: Sabe Lewellyn andCasey Ryan

    Executive Developer: Je Tidball

    Publisher: Christian T. Petersen

    Special Thanks: Elliott Eastoe, Jon New, Richard Tatge, andall at Talisman Island!

    FFG Extends a Special Thanks To: Andy Jones, Jon Gillard,and Erik Mogensen or walking the long road with us and ornally leading us to this great prize. Thank you or toleratingthe pleading, cajoling, begging, prodding, and many propos-als rom us over the years. Also a heartelt thank you toDaniel Steel or his help in the process.

    For additional material, support, and inormation,please visit us on the web:

    www. FantasyFlightGames.com

    Games WorkshopLicensing Manager: Owen Rees

    Licensing and Acquired Rights Manager: Erik Mogensen

    Head of Legal and Licensing: Andy Jones

    Talisman Games Workshop Limited 1983, 1985, 1994, 2007. This edition

    Games Workshop Limited 2008. Games Workshop, Talisman, the orego-

    ing marks respective logos and all associated marks, logos, characters,

    products and illustrations rom the Talisman game are either , TM and/

    or Games Workshop Limited 19832008, variably registered in the UK

    and other countries around the world. This edition published under license

    to Fantasy Flight Publishing Inc. 2008. Fantasy Flight Games, and the FFG

    logo are trademarks o Fantasy Flight Publishing, Inc. All Rights Reserved

    to their respective owners.

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    Adventure Card: 7-8

    alignment: 15

    Armour: 12

    attack: 10-12

    attack roll: 10-11

    attack score: 10-11

    battle: 10-12

    character: 4, 11

    Command Spell: 20

    Crat: 5, 14

    creature: 10

    Crown o Command: 20

    deeated: 10

    ditch: 9, 16

    encounters: 8-10

    encounter number: 7, 9, 17

    Enemy: 7, 10

    evade: 14, 18

    Event: 7

    ate: 6-7

    Follower: 8, 13

    gain: 6-7

    gold: 12

    have: 16

    heal: 6

    Inner Region: 8, 19-20

    killed: 5, 12

    land: 9

    lie: 5-6

    Magic Object: 8-10, 12

    Middle Region: 8-9, 17-19

    movement: 8-9, 17-19

    Object: 8-10, 12

    Outer Region: 8-9, 17-18

    Place: 8-10

    play area: 4-5

    psychic combat: 10, 12

    Purchase Card: 16

    Rat: 17

    replenish: 7

    Sentinel: 17-18

    Spell: 13

    Spirit: 7

    stand-o: 10

    start space: 4, 7

    Stranger: 8-10

    Strength: 4, 14

    Talisman: 16, 20

    Toad: 15-16

    trophy: 14

    turn back: 19

    use: 16

    Warlocks Quest: 17

    Weapon: 12

    Index

  • 8/7/2019 Talisman Rules2

    24/24

    YES

    YES YES

    YES

    YES

    NO

    NO

    NO

    NO

    NO

    NO NO

    NO

    NO

    NO

    YESYES

    YES

    NO

    I you wish to cast any Spells that must be cast beore moving, do so now.

    Move(see Movement on page 8)

    Did the encounter result in you being moved to a dierent space?

    Take any Objects, Magic Objects, Followers, and/or gold on the space.

    Turn Ends

    Are there any other characters in the space?

    Encounter the SpaceIs it a Draw Card(s) space?

    Move to thenew space.

    Encounter one o them or not?

    Are there any aceupcards on the space?

    Does the encounter resultin you missing a turn?

    Follow the instruc-tions on the space.

    Does the encounter result in you being moved to a dierent space?

    I there were any Enemies, didyou deeat or evade them all?

    I there were any Enemies, didyou deeat or evade them all?

    Battle or

    psychiccombat

    Specialability

    Turn endsUse specialability asstated onyour char-acter card.

    Follow rulesor battlesor psychic

    combat (seeAttacks

    on page 10).

    Draw cards as specied. I

    there are already any aceupcards there, draw only enough

    Adventure Cards to makeup the specied number.

    Encounter CharacterDecide which character you wishto encounter and engage him inbattle or psychic combat (i yourspecial ability permits you do toso) or use your special ability.

    I a character kills anothercharacter during the encounter,he may take any Objects, Fol-

    lowers, and gold rom the killedcharacter to add to his own.

    Card EncounterFollow the rules (See En-

    counters on page 9).

    Card EncounterFollow the rules (See En-

    counters on page 9).

    Does the encounter resultin you missing a turn?

    Talisman Encounter Sequence