TALISMAN
NEW ADVENTURE CARDS

Updated 11/03/99 - King and Queen changed from Followers to Strangers
Updated 11/04/99 - Removed Sacred Recruiter and Noble
Updated 12/17/99 - Minor changes: Modified Metamorphosis, Warhorse, White Knight. Added Horse, Horse and Cart, Changed Sorceress Queen to Ream of the Sorceress.
Updated 01/09/00 - Modified Warhorse, Horse, Horse and Cart (trying to get the rules for these cards "right").

Adventure cards are the meat of Talisman. They provide a good random factor to help make each game different than the last. I was surprized at the volume of ideas available when I was searching the web. Listed here are the cards I chose to use with the game. I changed the wording of cards where I liked the idea but not the way a card was written.

To the best of my memory, here are the sources for the Adventure Card ideas I use with Talisman. No images are provided here because I am not that good of an artist and I prefer not to plagurize other artists work.

(1) from White Dwarf # 72 - can be found at Kulkmann's Talisman G@amebox
(2) The Wilderness card set - can be found at Kulkmann's Talisman G@amebox
(3) from Filippo Zuliani's Talisman Log of Changes
(4) from White Dwarf # 115 - can be found at Kulkmann's Talisman G@amebox
(5) from Voodoo Zombie's (can now be found on Jon New's Talisman Island).
(6) from one of the many cards available on Jon New's Talisman Island.
(7) from Thorsten Thielen's The Heart of the Talisman
(?) unsure of the source.
(m) an original idea of my own (I do get one on occasion).

EVENTS:

(1) EVENT1CURFEW
The military imose a curfew. All 'Place' Adventure Cards are closed for three Turns and cannot be visited by anyone landing on them or drawing one during that period. They still count as one of the Adventure Cards for the space.

(1) EVENT1CURFEW
Business is bad. All face up 'Stranger' Adventure Cards decide to move to the discard pile.

(3) EVENT1FOG
A fog bank has rolled into this space. It will last for 3 turns. Any characters entering this space must stop their movement here.

(3) EVENT1THIRST
It has been a long time since you have been able to find fresh water. If you do not have a water bottle, you lose 1 life.

(2) EVENT1WILD GROWTH
The wild vegitation has taken over one place. This place is now abandoned and treated as Woods. Roll 1 die to identify the place:
1:Tavern
2:Castle
3:Village
4:Chapel
5:Temple
6:One Place card (choice)

(2) EVENT1KILLING FROST
Overnight a frost has covered this Region. All ENEMY-Plants wither and go to the discard pile.

(3) EVENT1CRISIS OF FAITH
Because of a recent event you begin to question your beliefs. Roll 1 die to determine your new Alignment:
1-2: You are now Evil.
3-4: You are now Neutral.
5-6: You are now Good.
If your alignment changes, you lose any Title, Object or Magic Object that is alignment specific.

(m) EVENT1BRIDGE OUT
Fierce storms have made all bridges (including the Toll Bridge) impassible for 2 Turns. The only way to cross the river is using a boat or a raft. Without one, a Character's move ends when they move into an area with a bridge(unless they have alternate transportation such as a raft).

(3) EVENT1BETRAYAL
One of your followers stabs you in the back and then runs off to the discard pile. You lose 1 life and a (random) follower.



ENEMIES:

(m) ENEMY-Animal2MURDER OF CROWSSTRENGTH 2 each
You have disturbed a murder of crows feasting the remains of an unfortunate adventurer. Roll 1 die. That is the number of crows that attack you. You must fight them this turn, individually.

(2) ENEMY-Plant2CHOKING VINESSTRENGTH 2
A Choking Vine has entwined itself around your neck. Roll 2 dice.You lose 1 Life before combat begins unless you roll your Strength or less. You must fight it. These vines will remain here until they are killed.

(2) ENEMY-Plant2VAMPIRE ROSESSTRENGTH 3
A branch from a bush of white roses wraps itself around your arm. As the throns prick your arm, the roses begin to turn red. You must fight it. If you lose, you lose 1 Life and the roses double their Strength. They stay until they are defeated.

(3) ENEMY-Animal2PACK OF HYENASSTRENGTH 3 each
You have disturbed a pack of hyenas devouring whats left of a carcas. Roll 1 die. That number of hyenas attack you. You must fight them this turn, individually.

(?) ENEMY-Monster2DANGEROUS OUTLAWSTRENGTH 3
A dangerous Outlaw threatens you with harm. He demands an Object/Magic Object from you. You may give it to him or fight him. If you fight him and lose, you lose a Life and he takes 1 Object (random) and 1 Gold from you. They will remain here until beaten.

(2) ENEMY-Plant2THORNE WRACKSTRENGTH 4
A Thorn Wrack attacks you from a nearby copse of trees. If you do not have a torch, you must fight it. It will remain here until he is defeated.


(3) ENEMY-Animal2TIGERSTRENGTH 4
A tiger is hunting in this Region. If it is not killed, Roll 1 die after combat. That is the number of spaces clockwise the tiger moves. If the Tiger lands on a space with another Character, they must fight it as well.

(?) ENEMY-Animal2RODENT OF UNUSUAL SIZESTRENGTH 4
A tiger is hunting in this Region. If it is not killed, Roll 1 die after combat. That is the number of spaces clockwise the tiger moves. If the Tiger lands on a space with another Character, they must fight it as well.

(?) ENEMY-Monster2ROBBERSSTRENGTH 4
A gang of robbers is plundering this Region. They demand 1 Gold or Object/Magic Object for every Follower with you. You may pay or fight them. If you fight and lose they kill one of your Followers (random). They will remain here until beaten.

(m) ENEMY-Monster2GIANT CRABSTRENGTH 4
A Giant Crab has crawled from the Storm River and is terrorizing this area. It will remain here until killed.

(2) ENEMY-Plant2SHADOW BLOSSOMSTRENGTH 5
You have stepped beneath a giant Shadow Blossom. It attacks you. Because of its acid, any non-magical Armor or Weapon you use against it will be destroyed after the combat. A torch adds 5 to your Strength against it. It remains until defeated.

(?) ENEMY-Monster2ROBBERSSTRENGTH 4
A gang of robbers is plundering this Region. They demand 1 Gold or Object/Magic Object for every Follower with you. You may pay or fight them. If you fight and lose they kill one of your Followers (random). They will remain here until beaten.

(5) ENEMY-Monster2DESERTERSTRENGTH 4
This soldier has abandoned his duties and his comrades. He attacks you out of fear and desperation. If you defeat him, instead of gaining experience you may take him to the Sheriffs Office (in the City) for a reward of 2 Gold. If you choose to do this, treat him as a Follower while he is with you.

(6) ENEMY-Monster2TROLLSTRENGTH 5
This troll wants to make a meal out of you. You can only kill it if you have a Torch. If you defeat it in Combat without one, it regenrates and remains here.

(?) ENEMY-Monster2GANGSTRENGTH 6
An evil gang of criminals is terrorizing this area. They demand all of your gold in exchange they will let you pass. If you do not pay them, they will attack. If you lose the Combat they take all your Gold. They will remain here until beaten.



(2) ENEMY-Plant3SHROOMECRAFT ?
You find a strange old mushroom distributing halucinagenic spores in this area. You must fight a hallucination that has the same craft as you. If you win, the mushroom is destroyed. If you lose, you lose 1 life. The Shroome will remain until it is destroyed.

(?) ENEMY-Spirit3ZOMBIECRAFT 3
You encounter a Zombie staggering through this area. It will remain here until defeated.

(?) ENEMY-Spirit3SOUL EATERCRAFT 5
You encounter a spirt that consumes souls. You must fight it. If you lose, you lose 1 Life and one Follower (random), and the Craft of the Soul Eater increases by 2.

(?) ENEMY-Spirit3NIGHTMARECRAFT 6
A terrible Nightmare haunts this area. If you lose to it in Psychic Combat, you lose a Life and your Mule, Horse or Warhorse (if you have any) dies of Fright. It will remain here until it is killed.

(2) ENEMY-Plant3TREANTCRAFT 6
The dead tree next to you LIVES ! It is haunted witht he spirit of a dead Ent. Non-magic weapons do not affect it but a torch adds 3 to your Craft against it.


STRANGERS:

(7) STRANGER4DEAL WITH THE DEVIL
THE devil appears before you. If you are Evil he offers to grant you 1 Strenghth and 1 Craft, but if accept his offer and your Alignment ever changes (for whatever reason), you lose 2 Strength and 2 Craft and a Life. If you are Good he enters into Psychic Combat (Craft 4) with you, if you lose you not only lose a life, you become Evil.

(3) STRANGER4 ROYAL ESCORT
This stranger will remain with you as long as you have the King, Queen, Prince or Princess as your follower(s). He adds 1 to your Strength in combat for each "Royal" you have with you.

(2) STRANGER4BARON ORCHID
The Mad Baron Orchid lives in this area. He doesn't like you trespassing on his land. He will use the top 3 Spells from the Spell deck against you and then disappear.

(5) STRANGER4WIZARD'S APPRENTICE
A young Wizard's Apprentice (CRAFT 2) seeks adventure. If your Craft is greater than his, he asks to join you. As your Follower he adds his Craft to yours in Psychic Combat. If his Craft is greater he challenges you to Psychic Combat and if he wins, he gains 1 Craft and remains in this square.

(m) STRANGER4THE KING
The King wishes you to escort him to the Palace (in the City). If you decided to take him there, he rewards you with your choice of 2 items from the Purchase Deck when you arrive. The King follows no one, so do not consider him one of your Followers.

(m) STRANGER4THE QUEEN
The Queen requires an escort to the Palace (in the City). If you decide to take her there, upon your arrival the King gives you 5 Gold. While she is with you consider her a "travelling companion", not a Follower.


FOLLOWERS, OBJECTS and MAGIC OBJECTS:

(2) FOLLOWER5YOUNG ENTING
A young ent wants to see something of the world. He will join you as long as you don't have a torch. With his aid you are able to Evade ENEMY-Plants.

(2) FOLLOWER5WANDERING DRUID
An aged Druid wishes to travel with you. While he is your follower, your Craft is increased by 1 and with his aid you are able to evade Plant ENEMIES. If you kill a plant or an animal he will leave you.

(?) FOLLOWER5MULE
While the Mule is your Follower, you may carry an additional 8 Objects. Should you lose the Mule, you must immediately leave any surplus Objects in the space you are in.

(m) FOLLOWER5HORSE
While the Horse is your Follower you may carrry an additional 4 Objects, and add up to 3 to your die roll for movement after you have rolled the die. Should you lose the Horse, you must immediately leave any surplus Objects in the space you are in at the time. Followers are restricted to the nomal movement dictated by the die roll. If you leave them behind by using this extra move, on your next turn you may ride back to them without rolling the die, instead of your normal turn. Followers not with you are considered ditched and may be picked up by other Characters.

(m) FOLLOWER5HORSE AND CART
While you have a Horse and Cart you may carry any number of Objects, and add 1 to your die roll for movement if you wish after you have rolled the die. Should you lose Horse and Cart, you must immediately leave any surplus Objects in the space you are in at the time. Up to 3 Followers may ride in the cart with you. Followers not in the cart Followers are restricted to the nomal movement dictated by the die roll and will be left behind (ditched) if you use the Horse and Cart's movement bonus.

(m) FOLLOWER5WARHORSE
While the Warhorse is your Follower you may add 1 to your (regular) Combat roll, and add up to 2 to your die roll for movement after you have rolled the die. Followers are restricted to the nomal movement dictated by the die roll. If you leave them behind by using this extra move, on your next turn you may ride back to them without rolling the die, instead of your normal turn. Followers not with you are considered ditched and may be picked up by other Characters.

(?) FOLLOWER5SQUIRE
This Follower will carry one Object for you. That Object does not count toward you limit.

(?) FOLLOWER5ABANDONED BABY
Good characters must take the baby as a follower. While it is your follower, you fight with a -2 penalty to you combat roll. The baby may be safely left at the village or city where it will be cared for on the discard pile.



(5) OBJECT5ROPE & GRAPLING HOOK
While you have the Rope and Grapling Hook, you need nont roll the die in the Crags or Chasm. You and your Followers are safe from harm.

(5) OBJECT5 TREASURE MAP
You have found a Treasure Map ! Roll 1 die to see where the loot may be found:
1: 5 Gold in the Cemetary.
2: 4 Gold and a Sword in the Runis.
3: 4 Gold in the Village.
4: 3 Gold and Armor in the Crags.
5: 3 Gold at the Chapel.
6: 2 Gold and an Axe in the Forest.
The Treasure map must be discarded after you claim the treasure.

(3) OBJECT5HEALING HERBS
You have come across some herbs used for healing. Combined with rest, they will heal 2 Lives. To use them you must miss one Turn. Discard the Herbs after they are used.

(?) OBJECT5FISH CAKES
A Fish Cake (when eaten) gives a Character +1 Craft for 1 Psychic Combat. The Fish Cake is discarded after it is eaten.

(m) OBJECT5TORCH
While you carry the Torch...
It adds 3 to your Craft when fighting a Treant and 5 when fighting a Shadow Blossom. In the Dungeon, you may roll 2 dice for movement and move the number on either die.

(m) OBJECT5MAP OF THE CITY SEWERS
The map allows you to evad the City Guards when they attempt to take you to Judgement Square in the City.

(m) OBJECT5LOADED DICE
When you Dice With Death using these dice, you do not roll 2 dice. Instead, your dice roll is 2 more than Death's. But if that means your roll is greather than 12, Death has caught you cheating: You lose the dice game and you lose 2 lives (No one cheats Death !).



(?) MAGIC OBJECT5ROBE OF THE MAGI
As long as you wear this robe your Craft is increased by 2.

(?) MAGIC OBJECT5BLACK WAND
Only Evil characters may take the wand. It adds 1 to your Combat score and 2 to your score in Psychic Combat.

(?) MAGIC OBJECT5STAFF OF MASTERY
With this staff you may enslave one ENEMY-Monster that you encounter. That monster adds its Strength to yours for one Combat. Discard the Staff after you use it.

(?) MAGIC OBJECT5RUBY SLIPPERS
Instead of your Movement roll, you may use these slippers to return to your starting space. After they are used, they must be discarded. The slippers cannot be used in the Wizard's Tower.

(2) MAGIC OBJECT5MAGIC BRANCH
A druid has lost this branch. If you put it down, the branch will become an almost inpenetrable hedge. Any characters entering this space must drop 1 Object and stop their movement here. The hedge remains here until it is destroyed.

(2) MAGIC OBJECT5SPIRITUAL ARROW
Use this arrow with a Bow. It allows you to use the bow in Psychic Combat once. Discard the arrow instead of the Bow after combat.

(2) MAGIC OBJECT5ARROW OF SLAYING
Use this arrow with a Bow. It adds 5 to your Strength for one round of Combat, after which it is discarded.

(?) MAGIC OBJECT5SPIRIT TRAP
Only Evil Characters may use this Magic Object. Instead of Psychic Combat, you may use the Spirit Trap to trap an ENEMY-Spirit. If you attempt to do so, roll 1 die: 6: All ENEMY-Spirits trapped in the Spirit Trap are freed. You must Encounter (fight in Psychic Combat with) each one this turn.
1-5: The ENEMY-Spirit is trapped. The ENEMY-Spirit card remains with the Spirit Trap until it is freed.
6: All ENEMY-Spirits trapped in the Spirit Trap are freed. You must Encounter (fight in Psychic Combat with) each one this turn.
You gain no experience for trapped spirits.

(5) MAGIC OBJECT5CHAINMAIL THONG
If you lose in combat, roll one die. On a roll of 5 or 6, the Thong protects you and you do not lose a life. On a roll of 1 the Thong shatters and you must discard it.

PLACES:

(2) PLACE6SECRET GARDEN
You stumble upon the garden of an abandoned castle. You may investigate it. If you do roll 1 die:
1:Water Spirit Craft 5
2:Thorn Wrack Strength 3.
3:Lost ! Lose 1 turn.
4:Found a sword.
5:Found 2 Gold.
6:Gain 1 Spell.

(3) PLACE6ALTAR OF EVIL
If you are Evil, you may sacrifice 1 Follower here. If you make a sacrifice roll 1 die:
1: Gain 1 Life.
2: Gain 1 Craft.
3: Gain 1 Strength.
4: Gain 1 Spell.
5: Gain 1 Strength and 1 Craft.
6: Nothing happens.

(3?) PLACE6HOLY GROUND
If you are Good you may Pray here. If you do so, roll 1 die:
1: Gain 1 Life.
2: Gain 1 Craft.
3: Gain 1 Strength.
4: Gain 1 Spell.
5: You recive a Blessing.
6: Nothing happens.

(3?) PLACE6FAIRY CIRCLE
You are compelled to join the dance, Roll 1 die:
1-3: Lose 1 turn.
4: Lose 1 Follower (random).
5: Gain 1 Spell.
6: Gain 1 Craft.

(?) PLACE6HAUNTED CASTLE
You may enter. If you dare, Roll 1 die:
1: Attacked by a Demon (Craft 7).
2: Attacked by a Wraith (Craft 3).
3: Lose 1 Life.
4: You find a Talisman.
5: You find a Spell.
6: Nothing happens.

(3) PLACE6MAGIC SPRING
This Place is a source of much arcane power. It holds 4 Spells. If thier Craft allows a Character may drink from it and gain 1 Spell. When all the Spells are gone the sping dries up and disappears.

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Page Last Updated:12/27/00