Original Rules

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TALISMAN

The game board represents a land once ruled by a powerful wizard. The wizard is now dead, but legend has it that if anyone can make their way through the perils of the various regions, and discover the wizard's Crown of Command, they will be granted the power to become ruler of the land. It is this legend that has drawn here the various adventures, each of whom seeks the Crown.

You are one of the adventurers, and you will meet powerful enemies, discover friends, and magical objects, and meet strange beings on your journey. Finally, when you have gained sufficient power, you can cross the last and most dangerous region to secure the Crown of Command, but no matter how powerful you have become, your journey will have been in vain unless you have first found the TALISMAN! 

Ë Ë Ë Ë Ë SETTING UP Ë Ë Ë Ë Ë

Each player takes the Playing Piece Card corresponding to their Character Card and fits it into a plastic base. The Playing Pieces are then placed on the Board according to the Starting Space on their Character Cards.

Each Player receives Strength Counters equal to the Starting Strength Quota of their Character. These are placed alongside the Character Card where it says "Strength." The same is done for "Craft". Each Player then receives 4 Lives and 1 Gold which are also placed alongside the Character Card where indicated. The remaining Counters are placed to one side as stock for use during the game.

Shuffle all Cards Stockpiles.  Do not combine these Stockpiles. Place them separately (sorted by the differing backs) beside the playing area ready to play.

Any player whose Character starts the game with any Spells or Equipment as detailed by their Special Abilities, now draws the designated number of cards from the proper Stockpile.

Agree on any Optional Rules.

Ë Ë Ë Ë Ë BRIEF OUTLINE OF PLAY Ë Ë Ë Ë Ë

Each Player will control a different Character. Each Character has Special Abilities that can be used during the Game. The Characters Move around the Board, usually by the roll of a die, but sometimes by the use of a Spell or as the result of strange beings and places that they have discovered. Having Moved, Characters can then encounter another Character in the space they land in or follow the instructions on the space. The instructions are often to draw one or more cards. These are the Adventure Cards which depict all the Objects, Monsters, and other things that the Character meets in the Space. Characters then fight the Monsters, and take the treasures they discover. Gradually they will become more powerful, until they feel they are strong enough to head for the center of the Board to try and reach the Crown of Command Space.

Play is quite straightforward. The rules must be read carefully since with the different Spells, Adventure Cards, Special Abilities and the like, there is a great variety of instances to be encountered. The rules are presented roughly in the sequence that they will be needed during play. 

Ë Ë Ë Ë Ë WINNING THE GAME Ë Ë Ë Ë Ë

The object of the game is to reach the Crown of Command Space in the Center of the Board. OR by defeating all other Player’s in the game.

Ë Ë Ë Ë Ë RULES CONCERNING CHARACTERS Ë Ë Ë Ë Ë

STRENGTH

Strength represents a Character's Strength, stamina and fighting ability. It is used in Combat and to overcome certain obstacles that may be Encountered. A Character's Strength is recorded by placing appropriate (Red) Strength Counters beside the Character Card.

Strength Counters are only taken for Starting Strength and for Strength points gained. Strength gained from Objects, Magic Objects, Magic Items, or Followers is not usually recorded by Counters but added up whenever appropriate.

LOSING STRENGTH

When a Character is required to lose Strength Counters are removed accordingly.

GAINING STRENGTH

A Character may Gain Strength by "cashing in" any Animals, Monsters, and Dragons killed in Combat. Whenever any of these are encountered and killed, the Character may keep those Enemy Cards. These are the only cards that may be kept to exchange for Strength. They may be exchanged at any time for more Strength Counters. The Character Gains 1 Strength point for every 7 points of Strength marked on the Enemy cards. Enemy Cards exchanged are then placed on the discard pile. Excess Strength points of the Enemies above any multiple of 7 are lost.

Strength points may also be Gained as a result of Encounters.

CHARACTER'S TOTAL STRENGTH

A Character's Strength at any time is the total of Strength Counters PLUS any Strength Gained from Followers, Magic Objects, Objects used at the time, and any possible Spells cast.

EXAMPLE

The Warrior has a total of 5 Strength Counters, the Magic Belt (a Magic Object which increases Strength by 1), the Unicorn (a Follower which increases Strength by 1) and a Sword (an Object which increases Strength by 1 when used in Combat). Therefore, his total Strength is 7 (5 plus 1 for the Unicorn and 1 for the Magic Belt). In Combat, however, his Strength would be 8 since he can then use the Sword. Further, should he land on the Cursed Glade where Strength points Gained from Objects and Magic Objects cannot be counted, his Strength would then be 6 (5 plus 1 for the Unicorn), even in Combat.

CRAFT

Craft covers such things as intelligence, skill and magic ability. It is a Character's main asset in Psychic Combat and determines how many Spells he may have. A Character's Craft is recorded by placing appropriate (Blue) Craft Counters beside the Character Card.

Craft Counters are only taken for Starting Craft and for Craft points Gained. Craft Gained from Objects, Magic Objects, Magic Items, or Followers is not usually recorded by Counters but added up whenever appropriate.

LOSING CRAFT

When a Character is required to lose Craft, Counters are removed accordingly.

GAINING CRAFT

A Character may Gain Craft by "cashing in" any Spirits or Monsters killed in Psychic Combat. Whenever any of these are Encountered and killed, the Character may keep those Enemy Cards. These are the only cards which may be kept to exchange for Craft. They may be exchanged at any time for more Craft Counters. The Character Gains 1 Craft point for every 10 points of Craft marked on the Enemy cards. Enemy Cards exchanged are then placed on the discard pile. Excess Craft points of the Enemies above any multiple of 10 are lost.

Craft points may also be Gained as a result of Encounters.

CHARACTER'S TOTAL CRAFT

A Character's Craft at any time is the total of Craft Counters PLUS any Craft Gained from Followers, Magic Objects, Magic Items, Objects used at the time, and any possible Spells cast or Scrolls read.

EXAMPLE

A Wizard with a Craft of 5 has Solomon's Crown (a Magic Object which increases Craft by 2). Therefore, his Craft is 7. This allows him 3 Spells, which he has acquired. He now lands on the Cursed Glade where he cannot count Craft Gained from Magic Objects. His Craft drops to 5 while he is there. He is allowed only 2 Spells, so he must immediately discard one. As soon as he leaves the Cursed Glade, he can count the Craft Gained from Solomon's Crown. He may then have 3 Spells if he can acquire another.

NUMBER OF SPELLS

The number of Spells that any Character can have at one time is limited by the Character's Total Craft as follows:

Character’s Total Craft

1

2

3

4

5

6

7

8

9+

Maximum Spells Allowed        

0

0

1

2

2

3

3

3

4

Any Character may have Spells, unless their Special Abilities deny this. Only those Characters whose Special Abilities allow them to start the game with Spells may do so. Otherwise, Spells are acquired through Encounters, such as purchasing them at the Magic Emporium in the Talisman City or elsewhere.

If at any time a Character has more Spells than his Craft allows, the surplus Spells must be discarded. See the example above. They may not be cast! The player may choose which Spell(s) to discard.

GOLD

Gold allows the Character to Purchase Objects and pay for services. A Character's wealth is recorded by placing Bags of Gold Counters (YELLOW) beside the Character Card. Each Counter represents 1 Bag of Gold.

Gold is usually attained by Encounters, but can also be had by many other means.

Each Character begins the Game with 1 Gold.

All prices are given in Bags of Gold. Thus "3G" is Three Bags of Gold.

Payments for any item Purchased or Service Rendered is made into the remaining Stock of Counters.

Any Gold received from any source other than another player is taken from the unused Stock of Gold Counters.

Gold does not count with regard to number of Objects a Character may Carry.

LIVES

Lives represent a Characters’ durability. A Character's Lives are recorded by placing appropriate (Green) Life Counters beside the Character Card.

Each Character begins the game with 4 Lives.

LOSING LIVES

When a Character is required to lose Lives, counters are removed accordingly.

LOSING ALL LIVES

Any Characters that lose all their Lives are DEAD! The Playing Piece is removed from the Board. All the Character's Objects, Magic Objects, Followers and Gold are placed on the Space where the Character died. Killed Enemies saved for more Strength or Craft are discarded.  All the Character's Strength and Craft Counters are returned to their sock. Spell cards are discarded. The Character Card is returned to the remaining stock.

GAINING LIVES

Lives can be Gained as the result of an Encounter. This, however, is not to be confused with Healing. Lives Gained are taken from stock.

There is no limit to the number of Lives a Character may have.

HEALING

A Character who is healed may take the appropriate number of counters from the stock. Healing can never restore a Character to more than 4 Lives.

EXAMPLE

The Assassin discovers the Holy Lance (a Magic Object), which can only be used by Good or Neutral Characters. He cannot use it because he is of Evil Alignment. He must leave it face up on the Space where he Encountered it.

ENCUMBRANCE

LIMIT TO NUMBER OF OBJECTS

No Character may "Carry" more than 4 Objects not counting Gold, Spells, Killed enemies, or Warrants. These 4 Objects must be placed directly below the Character Card under the Space listed for Objects. All other Possessions must be placed nearby.

A Character may possess more than 4 Objects if they have an Object, which will allow them to Carry or Possess more.

DROPPED OBJECTS OR ITEMS

Any Object dropped is left in the Space presently occupied. Any Character landing on the Space may choose to pickup the Object.

CARRIED POSSESSIONS

Characters may drop any Possession at any time by leaving it face up on the Space they occupy. If a Character carrying 4 Objects wishes to pickup another, he must first drop one.

All Objects and Items must be placed so that all players can readily tell which are Carried and which are Belongings.

EXAMPLE

The Wizard has a Mule and eight other Objects. Four Objects are placed below the Character Card and the other four are placed under the Mule card, which is beside the Character card. The Wizard wishes to use one of the Objects carried by the Mule, so he must exchange cards. One of his four carried Objects must now be placed under the Mule card.

EXCHANGING CARRIED POSSESSIONS

A player may exchange Possessions carried with Possessions transported. The player must state what they are doing and when.

FOLLOWERS

Followers are creatures and people who will join your Character in their quest. They will usually enhance your Character's Strength, Craft, or Abilities.

Followers usually acquired through Encounters, or Trading, or some Special Abilities.

All Followers must be kept face up.

A Character may have any number of Followers.

LOSING FOLLOWERS

Any Followers that are killed must be discarded.

ALIGNMENT

Each Character has an Alignment, Good, Neutral or Evil. There are benefits and penalties to each. Alignment may change during play as the result of Encounters, Spells cast or Special Abilities.

CHANGING ALIGNMENT

When a Character changes Alignment, take an Alignment Card and place it beside the Character Card with the appropriate side face up. When a Character reverts to their original Alignment, discard the Alignment Card.

No Character, especially the Druid, may choose to change Alignment more than once per turn.

If a Character possesses any Magic Object not permitted by their new alignment, that Object must be dropped immediately.

SPECIAL ABILITIES

Each Character has one or more Special Abilities, which are detailed on the Character Card along with any restrictions of that Character.

Special Abilities may be gained during certain Encounters.

Any instances where the Special Abilities are at conflict with the rules, the Special Ability overrides the rules!

SPELLS

The effect of each Spell, and when it may be cast, is detailed on the individual Spell Card.

Any Character may have Spells if their Craft allows.

All Spells may be kept face down so as not to be seen by other players.

Spells may not be discarded until cast, unless the Character has more Spells than their Craft allows.

GAINING SPELLS

Spells are usually Gained as the result of Encounters, however they may also be purchased at the Magic Emporium in the Talisman City and attained other ways as well. Some Characters begin the game with Spells as stated in their Special Abilities.

When a Spell is Gained, or purchased, it is taken from the top of the Spell Stock pile. When the Stockpile is exhausted, shuffle the discard pile and turn it face down to start a new Stockpile.

CASTING SPELLS

A Spell may only be cast as stated on the Spell Card. Once cast, and its effect ended, the card is usually placed on the Spell discard pile, however, there are a few Spells which are placed elsewhere.

Spells, which affect other players, affect them wherever they are on the Board. Spells, which can affect creatures, can only affect those in the Outer and Middle Regions.

Ë Ë Ë Ë Ë RULES OF PLAY Ë Ë Ë Ë Ë

CHARACTER'S TURN

Each Character's turn consists of two parts in this order:

I.          Movement

II.         Encounters

When a player's turn ends, play passes to the player on the left.

MOVEMENT

MOVEMENT IN THE OUTE AND MIDDLE REGIONS

The player rolls a die to determine how many Spaces they must Move.

Certain Spells, Special Abilities, and other events may allow a Character to Move without rolling a die. These instances are detailed on the relevant Cards. The Character must then Move the full number of Spaces shown on the die, however, he may Move either clockwise or counter clockwise.

Direction may not be reversed during Movement except when passing between the Outer and Middle Regions.

MOVEMENT IN THE INNER REGION

Do not roll a die for Movement. Characters Move only 1 Space per turn.

The Encounter instructions on each Space must be completed before a Character may Move on.

RETREATING

A Character may decide at any time to Move back towards the Plain of Peril. Movement is still 1 Space per Turn, but the instructions are ignored when Retreating.

The Valley of Fire may only be entered by a Character possessing a Talisman. If a Character does not possess one, he must Retreat.

When on the Crown of Command Space a Character does not Move unless he wishes to Retreat or unless he is instructed to do so by an Encounter.

MOVEMENT BETWEEN THE MIDDLE, OUTER AND FAR-OUTER REGIONS

A bridge connects the Sentinel Space to the Hills Space opposite.

The Storm River may only be crossed by Raft or as the result of some other Encounter.

SENTINEL SPACE

Characters may cross the bridge in either direction if their die roll for Movement is sufficient.

The Sentinel will attack a Character each time they attempt to cross the bridge to enter the Middle Region. The Character must defeat the Sentinel in Combat or Evade to be allowed to pass.

Characters defeating or Evading the Sentinel may continue their Move by entering the Middle Region. Characters defeated by the Sentinel lose 1 Life and must end their Move on the Sentinel Space. Characters in a standoff with the Sentinel do not lose a Life but must end their Move in the Sentinel Space and may not continue on.

The Sentinel will not attack Characters who pass through the Sentinel Space while Moving in the Outer Region. Nor will The Sentinel attack Characters crossing from the Middle Region to the Outer Region or Characters who end their Move on the Sentinel Space.

When passing from one Region to another, Characters may change the direction of their Move on entering the new Region.

EXAMPLE:

The Thief is on the Graveyard and tolls a 6 for his Move. He decides to Move clockwise to the Sentinel Space to cross to the Middle Region. On reaching the Sentinel Space he is attacked by the Sentinel. However, he casts an Immobility Spell on the Sentinel, thus Evading him. He now Moves on to the Hills in the Middle Region and decides to continue his Move counterclockwise ending his Move on the Portal of Power.

Rafts

Any Character wishing to cross the Storm River by Raft must either build one or acquire one as the result of an Encounter.

Any Character, who possesses an Axe and ends their turn in a Woods or Forest Space, may declare they are building a Raft to use for Movement.

Any Character acquiring a Raft may cross the River at the start of their next turn.

A Character with a Raft may cross the River to any Space directly opposite the one they are in. This is their Move for that turn, they do not roll for Movement.

A Raft may not be left behind or taken as a possession. Whether or not it is used, it must be placed on the Adventure Card discard pile or back with the Purchase Cards, if it was bought.

MOVEMENT BETWEEN MIDDLE & INNER REGIONS

The Portal of Power connects the Portal of Power Space to the Plain of Peril Space.

THE PORTAL OF POWER

On the Main Board, the Inner Region and can only be reached through the Portal of Power. However, it is possible to reach The Inner Region from other places, too.

Characters must try to open the Portal each time they attempt to enter the Inner Region from the Main Board.

Characters may try to open the Portal or Door only if their die roll for Movement is sufficient to carry them beyond. If not, they must wait until their next turn to try the Portal .

Characters attempting to open the Portal follow the instructions on the Portal of Power Space. If successful the Character's turn ends on the Plain of Peril Space or the Antechamber Space. If unsuccessful, the Character's Move ends on the Portal of Power Space, and that Character's turn immediately ends.

Characters wishing to pass through the Portal from the Inner Region to the Middle Region do not need to open the Portal. They simply Move from the Plain of Peril to the Portal of Power. This is their entire Move for that turn.

THE CROWN OF COMMAND

Move to the Crown of Command Space in the Inner Region.

ENCOUNTERS IN THE INNER REGION

A Character may only Encounter another Character on the Plain of Peril and the Valley of Fire. On all other Spaces, the Encounter is detailed in the instructions for the Space. The instructions must be followed unless the Character is Retreating.

None of the Encountered Creatures in the Inner Region can be affected by any Spell, nor may they be Evaded.

CRYPT

The crypt is in ruins and a Character needs Strength to shift the rubble to discover the various exit tunnels. A Character must roll 3D6 on entering the Space and the results totaled. The Character's Strength is subtracted from this total. The result determines where the Character will emerge from the Crypt. The Playing piece is immediately Moved there. This counts as that player’s Move. A Character must emerge on the Crypt to continue in the Inner Region his next turn.

MINES

The Mines are in ruins and a Character needs Craft to guide himself through the rubble to discover the various exit tunnels. A Character must r 3D6 on entering the Space and the results totaled. The Character's Craft is subtracted from this total. The result determines where the Character will emerge from the Mines. The Playing piece is immediately Moved there. This counts as that player’s Move. A Character must emerge on the Mines to continue in the Inner Region his next turn.

WEREWOLF DEN

The die is rolled for a Werewolf's Strength and 8 is added (D6+8) each time any Character enters the Space. The Werewolf then attacks the Character. Each Character Encounters a different Werewolf.

PITS

The die is rolled each time a Character enters the Space. This is the number of Pit Fiends that attack the Character. The Character must fight them one at a time, in succession, until the Character loses a Life whereupon the Turn ends. The Character must then continue to fight the remainder next turn. The Character may only Move on the next turn after the last Pit Fiend is killed.

THE CROWN OF COMMAND SPACE

CLAIMING FACE UP CARDS

Any Stranger may be visited and any Character whose Move ends on a Space, may take any Gold Counters, Magic Objects, Magic Items, Objects, and Followers in a Space at any time up to the end of their turn. EXCEPT WHEN:

            There is also an Enemy Card on the Space, OR

            The instructions for the Space are to draw Cards.

            In these two instances, the Cards form an Encounter for that Space.

EXAMPLE:

The Minstrel lands on the Desert where there are 2 Gold Counters, the Maiden (a Follower), a Water Bottle, a Sword (Objects), a Wand and a Talisman (Magic Objects) which were deposited there by the Prophetess when she was turned into a Toad. The Minstrel already has 3 Objects: Armor, an Axe and the Amulet (Magic Object). He can freely claim the Gold counters and the Maiden. Since he can only Carry 4 Objects, he must choose carefully what to take. The instructions for the Desert are to lose 1 Life unless he has a Water Bottle, so the Water Bottle could be useful, but only here. Since he started with, and still has, no Spells but has sufficient Craft to allow him some, he takes the Wand first and immediately draws a Spell. It is a Preservation Spell. A bit of good luck, as now he needn't take the Water Bottle. He now drops the Amulet by placing it face up in the Desert Space and takes the Talisman. he now has his 4 Objects; Armor, Axe, Wand, and a Talisman. He now must follow the instructions on the Space which are to lose 1 Life, but he casts the Preservation Spell to prevent this. he immediately draws a replacement Spell due to the Wand, and his Turn ends. When he Moves on his next turn, the Sword, Water Bottle and Amulet will remain face up in the Desert for the next Character who lands there.

ENCOUNTERS IN THE MIDDLE, OUTER & FAR-OUTER REGIONS

Characters may only have Encounters in the Space in which they end their Move or a Space to which they are Moved as a result of an Encounter. They may never Encounter anything in the Space where they start their Move.

A Character must choose to Encounter either one Character of their choice who is in that Space or the Space itself, or to fire any range weapon (if they possess one) at a Character or Enemy within range.

ENCOUNTERING ANOTHER CHARACTER

Encountering another Character takes one of two forms. The Character whose turn it is may either attack or use any Special Ability on the other Character.

ENCOUNTERS IN A SPACE

Draw Card(s) Space

A Character must follow the instructions. The Cards to be drawn are always Adventure Cards on the Main Board, Timescape Cards on the Timescape Board, Dungeon Cards on the Dungeon Board, and City Cards on the City Board. They are drawn from the Stockpile pertaining to the Board. If there are already any Cards of any type on the Space, then only enough Cards to make up the given number may be drawn. The Card(s) drawn then form the Encounter for that Space.

All Other Spaces

The Character follows the instructions for the Space. Any Enemy Cards in the Space must first be defeated or Evaded. Any Strangers or Places there may then be visited and any Gold Counters, Magic Objects, Magic Items and Followers may be taken. Some instructions must be followed; others may be followed at the Character's discretion. Read the instructions carefully!

EXAMPLE:

The Sorceress is on the Temple and rolls a 2. She may therefore Move to either the Runes or the Oasis. However, there is already a Dragon face up on the Runes where the instructions are to draw 1 Card, so the Dragon will count as the Card to be drawn. The Dragon has a Strength of 7 and it will also get +2 on its Combat die roll due to the Mystic Runes. It therefore has an effective Strength of 9. Since her current Strength is 3, she will certainly lose a Life there. On the Oasis is a Hex Spell Card cast by another Character. This will also cause her to lose a Life, but since the instructions there are to draw 2 Cards, the Hex Spell will only count as one of them and she will have the opportunity to draw 1 Adventure Card to make up the total of 2 to be drawn. She then Moves to the Oasis loses a Life because of the Hex Spell and takes an Adventure Card. It turns out to be another Dragon, which will attack her.

SPACES IN THE OUTER REGION

TAVERN

Any Character, who loses at gambling but has no Gold to lose, must lose a life instead.

ADVENTURE CARDS

The number at the top of all cards indicates the order in which they are to be Encountered. Lowest number first.

Any card which instructs that it be placed on another Space does not effect the Character drawing it.

TYPES OF ADVENTURE CARDS

EVENT

The instructions on the card must be followed. Any, which result in the Character losing a turn, end the turn immediately. The Character may not Encounter any other cards drawn and must lose his next turn.

ENEMY - ANIMAL, MONSTER, DRAGON

The creature will immediately attack any character Encountering it. The dead carcass of defeated Enemies of these types may be kept and exchanged for additional Strength.

ENEMY - SPIRIT

These creatures will immediately attack any Character Encountering it, by Psychic Combat.

IMPORTANT NOTE!

Only after any Events have occurred and any Enemies have been defeated or Evaded may any of the following Adventure cards be Encountered.

STRANGERS

See Note Above First! All Strangers are self-explanatory. Follow the instructions on the card.

OBJECTS, MAGIC OBJECTS, FOLLOWERS

See Note Above First! Any of these items may be taken if permissible.

PLACES

See Note Above First! All Places are self-explanatory. Follow the instructions on the card.

ADVENTURE CARDS WHICH REMAIN ON THE BOARD

Any cards that remain after an Encounter must be left face up on the Space.

EXAMPLE OF ADVENTURE CARD ENCOUNTER

The Dwarf lands on the hidden Valley and is instructed to draw 3 Adventure Cards. He draws the IMP (Event) a BEAR (Enemy), and a BAG OF GOLD (Object). The Imp must be Encountered first. The Dwarf rolls a 4. The Imp has Teleported the Dwarf to the Ruins before he has a chance to fight the Bear and take the Gold. The Bear and Gold Cards are left face up in the hidden Valley and will constitute 2 of the 3 Cards for the next Character who lands there. The Dwarf, however, will continue his Turn with a new Encounter in the Ruins.

LOSING A TURN

That player may perform no actions, cast no Spells or the like until his following turn.

If a Character is attacked while losing a turn he may defend himself as usual, including casting Spells and so on.

COMBAT

Combat occurs whenever:

A Character is attacked by an Enemy - Monster, Dragon, or Animal, or by any creature whose Strength is given.

A Character decides to attack another Character unless their Special Ability allows them to attack by Psychic Combat.

RESOLVING COMBAT VS CREATURES OR ENEMIES

The Character must first declare if he is Evading or not. If not, then Combat takes place.

Any Spells cast must be performed before the die are rolled.

The Character rolls 1 die.

The Character's Combat Score is the die roll plus the Character's Strength. Another player now rolls a die for the creature and adds this to the creature's Strength. This is the Creature's Combat Score. If the Character's Combat Score is higher, the Creature is killed. If the creature's score is higher the Character loses 1 Life (use of an Object or Spell may prevent this). If the Scores are equal, the result is a standoff. The Character's turn now ends.

More than One Enemy

If there is more than one Enemy that attacks by Strength, they fight as one Creature adding their Strength together and then adding a die roll for their Combat Score.

RESOLVING COMBAT BETWEEN CHARACTERS

The Character being attacked has the option to Evade. If he does not, Combat takes place.

Both Characters have the opportunity to cast Spells before the dice are rolled.

Both Characters determine their Combat Score as above in Resolving Combat. The Character with the higher Combat Score wins the Combat. If the Scores are equal, the result is a standoff.

The victor may either force the loser to lose 1 Life (use of an Object or Spell may prevent this), or take one Object, Magic Object or Gold from the loser to add to his or her own. If the loser possess a Warrant, the victor may turn the loser over to the Law. The loser is immediately placed in the Donjon in the Talisman City.

STANDOFF

If any Combat results in a standoff, neither side is harmed and that player’s turn ends.

PSYCHIC COMBAT

Psychic Combat occurs whenever:

A Character is attacked by an Enemy - Spirit, or by any creature whose Craft is given.

A Character, whose Special Abilities permits, decides to attack another Character by Psychic Combat.

RESOLVING PSYCHIC COMBAT

The Character must first declare if he is Evading or not. If not, then Psychic Combat takes place.

Any Spells cast must be cast before the die are rolled.

The Character rolls 1 die. The Character's Psychic Combat Score is the die roll plus the Character's Craft. Another player now rolls a die for the creature and adds this to the creature's Craft. This is the Creature's Psychic Combat Score. If the Character's Psychic Combat Score is higher the Creature is killed. If the Creature's score is higher the Character loses 1 Life (an Object or Spell may prevent this). If the Scores are equal, the result is a standoff. The Character's turn now ends.

More than One Spirit

If there is more than one Spirit which attacks by Craft, they fight as one Creature adding their Craft together and then adding a die roll for their Psychic Combat Score.

RESOLVING PSYCHIC COMBAT BETWEEN CHARACTERS

The Character being attacked has the option to Evade. If he does not, Psychic Combat takes place.

Both Characters have the opportunity to cast Spells before the dice are rolled.

Both Characters determine their Psychic Combat Score as above in /resolving Combat. The Character with the higher Psychic Combat Score wins the Psychic Combat. If the Scores are equal, the result is a standoff.

The victor may either force the loser to lose 1 Life (use of an Object or Spell may prevent this), or take one Object, Magic Object, Follower or Gold from the loser to add to his or her own. If the loser possess a Warrant, the victor may turn the loser over to the Law. The loser is immediately placed in the Donjon in the Talisman City.

EVADING

A Character may, by using a Special Ability, Spell , Evade an unfriendly creature or Character. The Evading Character may not affect or be affected by them in any way. With the exception of the Immobility Spell, all creatures on the Evading Character's Space may be Evaded.

Creatures that may be evaded are:

A.        Anything in the Outer or Middle Regions which Attack a Character.

B.         Any Character attempting to attack or use a Special Ability.

C.        Any creature Encountered by an Adventure Card, including some Events.

Only other Characters may be Evaded in the Inner Region.

TOADS

Click her to get the complete Transformations Deck.

When a Character is turned into a "Toad" draw a card from the Transformations Stockpile.

The effects of Transforming lasts for 3 Full turns.

A Toad card is substituted for the Character's Playing Piece.

At the end of the third turn the Character reverts back.

Toads cannot have any Possessions. All of these are Dropped on the Space where the Character changed into a Toad.

Toads have Strength of 1 and Craft of 1, but the Character regains all Strength and Craft when they revert.

Toads may not Gain Strength or Craft.

Toads have the Lives of their original Character. Any Lives Lost or Gained by the Toad affect those of the original Character.

Movement, but simply Move 1 Space per turn.  Other transformed creatures must refer to their individual card for Movement allowances.

Toads may not cast Spells, nor may they Gain any. Any Spells the Character had before transformation are kept and may be used once the Character reverts.

Toads must Encounter just as Characters must.

Toads have no Special Abilities. Those of the original Character may not be used.

PURCHASE CARDS

When an Object is Purchased, take the appropriate card from the Purchase Deck or the Timescape Purchase deck.

Purchased Objects are treated just as all other Possessions.

Should there be no cards of any given Object, that Object is not available for purchase.

TALISMAN CARDS

No Character may enter the Valley of Fire without a Talisman in their possession. If a Character attempts to do so they will Encounter an invisible Barrier preventing them from entering.

If, through an Encounter, a Character is given a Talisman, draw one from the Talisman Stockpile.

Talismans are treated just as all other Possessions.

OPTIONAL RULES

HENCHMEN

Decide how many henchmen are permitted to each player. Only one Henchman is recommended.

Once Characters are chosen, randomly deal out the agreed upon number of henchmen to each player from the remaining Character Cards. Any main Character, who is not allowed Followers, may not have henchmen either.

The player may use any or all of the Henchman's Special Abilities as if they were his own. These must be abilities, which a henchman could pass on to the player. For example: you could not Gain a Henchman's resistance to the Siren's song, but a Henchman could steal for you.

At the start of any Combat, a player may declare a Henchman to fight in stead. Henchmen fight using the base Strength and/or Craft printed on their Character Cards. Objects, Magic Objects, Magic Items and Followers may be added to them. They may also Gain benefits from Spells and Scrolls.

Henchmen cannot increase their Strength or Craft, nor may they possess any Gold or Gain more than 4 Lives.

Henchmen are considered Followers for any pertaining rules.

CHAOS BLOODBATH

No one may win the game until he/she has reached the Crown of Command Space.

Only 1 Talisman Card is used.

No player may start a new Character.

KING OF THE HILL

The last Character left alive in the game is the winner.

Any Character reaching the Treasure Chamber in the Dungeon may take a Talisman and exit the Dungeon at the Portal of Power.

CREDITS

Original Talisman Game: Robert Harris

Development: Ian Livingstone, Albie Fiore, Gary Chalk

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