TALISMAN
HOUSE RULES

I have adopted some of the rules changes from the 3rd edition, into the way I play the 2nd edition of Talisman:

The DESERT
In the Desert spaces not only do you lose a Life (if you don't have a Water Bottle) but you must also Draw 1 Adventure Card (if there isn't one there already).

The SENTINEL vs. The TOLL BRIDGE
At the "Sentinel" space, instead of fighting him to cross into the Middle region, you must pay 1 Gold to travel (in either direction) between the Middle and Outer Regions.

The INNER REGION
The Portal of Power leads to the Wizard's Tower (instead of the Inner Region).

EXPERIENCE
You gain experience points for every Enemy (Plant, Animal, Monster, Dragon or Spirit) you defeat in Combat or Psychic Combat. You must discard the Adventure card to gain the Experience points (i.e. you gain no Experience from defeating the drunken farmer in the Tavern).

The amount of Experience points you gain is equal to the creature's Strength or Craft printed on the Adventure Card.

Seven points of Experience may be exchanged for 1 point of either Strength or Craft. You may do this at any time.

[I created counters for the accumulation of Experience. Pennies work just as well.]

Other conventions used when playing:

MUST vs. MAY
Where a card, rule, or space states you MUST do something, the Character must do that action. Where MAY is stated, the Character has the choice wether or not to do that action.

HEALING LIVES vs. GAINING
Where a card, rule or space states your Character HEALS a Life, that means your Character is brought closer to their starting quota of Lives (4), if they have less than 4. A Character cannot be healed above their starting quota.

Where a card, rule or space states your Character GAINS a Life, that means that your Character is given an additional Life even if that Life brings his number of Lives above his starting quota. There is no limit to the number of Lives a Character may gain.

"ALWAYS HAVE n SPELLS"
When a Character's special ability or a Magic Object states that "you always have n spells", you regain spells (if you have less than n spells) at the start and end of your turn. At either of these times you may freely draw enough Spell cards to fill your quota.

The only way to get rid of spells is to cast them.

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Page Last Updated: 02/18/99