The legends say that the wizard who ruled this land of old constructed a great Dungeon complex beneath his realm, filled with mysterious chambers and deadly traps. Anyone who entered the Dungeon might with courage and perseverance discover a route to the fabled Crown of Command. Now at last the long-lost entrance to the Dungeon has been found.

Let the new adventure begin!

Contents

1. Summary of Play

2. Components

3. Setting Up

4. Discovering Doorways

5. Entering the Dungeon

6. Movement in the Dungeon

7. Encounters in the Dungeon

8. Leaving the Dungeon

9. Fleeing the Dungeon

10. Spells in the Dungeon

11. Events in the Dungeon

12. Special Abilities in the Dungeon

13. Alternative Dungeon Rules

14. The Short Play Dungeon Game

1. Summary of Play

The Talisman Dungeon is designed for use as an expansion of Games Workshop's Talisman boardgame, and cannot be played without the Talisman rules. While travelling around the conventional Talisman board, players may discover Doorways leading into the Dungeon. Those who choose to do so may use the doorways to enter the Dungeon, where they will find all manner of new perils and adventures. The Dungeon may lead them straight to the Crown of Command, or into terrible danger - that is the risk they take.

2. Components

This box should contain the following:

1 Dungeon Game Board

4 Doorway Adventure cards

36 Dungeon cards

14 Character cards

14 playing piece cards

1 rulesheet (you're reading it).

If any of these components are missing or damaged, write to us at the address below and we'll be glad to replace them.

The Talisman Dungeon

Games Workshop Ltd

Chewton Street

Hiltop, Eastwood

Nottingham, UK

NG163HY

 

3. Setting Up

3.1 Set up the main game as normal, and shuffle the four Doorway cards into the deck of Adventure cards.

3.2 Place the Dungeon board beside the main board.

3.3 Shuffle the deck of Dungeon cards and place them face down beside of Dungeon board.

4. Discovering Doorways

4.1 When a Doorway card is drawn from the Adventure deck, it is treated as a Place card and placed face up on the space where it was found. When there are two Doorways on the board, any subsequent Doorway cards which are drawn are ignored; they are placed on the discard pile and a new card is drawn in their place.

4.2 Doorway cards are not affected by the Destruction spell or the Earthquake card, and remain on the board.

5. Entering the Dungeon

5.1 To enter the Dungeon you must first land on a Doorway.

5.2 On your next turn you may move onto the Entrance space of the Dungeon board. You must stop there, and may carry on into the Dungeon on the following turn instead of carrying on round the main board. Entering the Dungeon is optional, and you may always choose to carry on round the main board if you wish.

5.3 The Horse, the Warhorse and the Horse and Cart may not be taken into the Dungeon; you must discard these cards when you enter the Dungeon.

6. Movement in the Dungeon

6.1 The Dungeon board is laid out in a spiral, with the Entrance at the outside of the board and the end of the dungeon, the Treasure Chamber, at the center.

6.2 Characters in the Dungeon follow the spiral path to the Treasure Chamber, rolling one die and moving the indicated number of spaces in the same way as movement on the Outer and Middle Regions of the main board. Note, however, that in the Dungeon you may only move towards the center, except under special circumstances as outlined below.

6.3 Movement in the Dungeon must follow the spiral path marked out on the board; characters may not move through walls.

6.4 A character may only move backwards (away from the center) under the following circumstance:

If the character is instructed to do so by the rules on a card or space;

When a character is defeated in Combat or Psychic Combat,

he or she must move towards the entrance on the next turn only.

When a character if fleeing the Dungeon - see 9 below.

6.5 Some characters who have Special Abilities which alter their movement will find that these are modified while in the Dungeon - see 12 below.

7. Encounters in the Dungeon

7.1 Encounters in the Dungeon are dealt with in precisely the same way as encounters on the main board.

7.2 Some characters who have Special Abilities which affect fighting and spellcasting will find that these are modified while in the Dungeon - see 12 below.

7.3 When a character is defeated in Combat or Psychic Combat he or she must move towards the Entrance on the next turn. Roll the dice as normal, but move back towards the Entrance space. You must stop moving if you reach the Entrance space itself.

8. Leaving the Dungeon

8.1 When you reach the Treasure Chamber, you must end your move there. On your next turn you leave the Dungeon by rolling one die and consulting the Treasure Chamber table to see where you come out. Add 1 to the die roll for each character on the Crown of Command space, counting scores over 6 as 6. Leaving the Dungeon in this way constitutes your move for that turn, and you may not move further until the following turn.

8.2 You may not enter the Dungeon and leave it on the next turn - you must make a move as described in 6.2 above. However, if you find yourself back at the Entrance on any subsequent turn, you may leave the Dungeon on your next turn if you wish by moving to any Doorway on the main board. Moving to the Doorway takes up your whole move. Once you have done this, you must move around the main board for at least the next turn.

8.3 You may leave the Dungeon via the Tunnel if you land on a space where the appropriate card is laid face-up.

9. Fleeing the Dungeon

9.1 At any time after you have left the Entrance, you may declare that you are fleeing the Dungeon. You now make all your moves in the direction of the Entrance. You cannot change your mind, but must go all the way to the Entrance. Once there, you leave the Dungeon as described in 8.2 above.

9.2 If you are defeated in Combat while fleeing the Dungeon, you still continue moving towards the Entrance in the next turn.

10. Spells in the Dungeon

While in the Dungeon, you may cast Spells on players, cards and spaces on the main board - and Characters on the main board may cast spells on you and on spaces in the Dungeon. The following clarifications may be helpful:

10.1 The Destruction, Displacement, Metamorph and Divination spells may be used on Dungeon cards.

10.2 The Hex and Barrier spells may be played on Dungeon spaces.

10.3 The Misdirection spell may be played on a player who is in the Dungeon.

10.4 The Teleport spell may not be used by a character who is in the Dungeon.

Otherwise, the Dungeon counts as a Region for the purposes of casting spells.

11. Events in the Dungeon

11.1 The following Events do affect characters in the Dungeon:

Evil Darkness, Halloween, Magic Vortex, Market Day and Taxation.

11.2 The Blizzard does not affect players in the Dungeon.

11.3 The Astral Conjunction does affect spirits in the Dungeons.

Otherwise, the Dungeon counts as a Region for the purposes of Events.

12. Special Abilities in the Dungeon

12.1 Amazon, Centaur: You may not use your special movement ability in the Dungeon.

12.2 Assassin: You may not Assassinate the Guard in the Guard Room.

12.3 Inquisitor: You may not Imprison other Characters while you are in the Dungeon.

12.4 Leprechaun: You may not Teleport while your are in the Dungeon.

12.5 Ninja: While in the Dungeon, you must encounter all the spaces you land on, and may not Evade Enemies.

12.6 Orc: A Wolf does not allow you any movement bonus in the Dungeon.

12.7 Martial Artist: You may not use a Killer Blow against the Guard in the Guard Room.

12.8 Philosopher: While in the Dungeon, you may only see the next Dungeon card. While on the main board, you may only see the next Adventure card.

12.9 Prophetess: You may not draw an extra Dungeon card as you do with Adventure cards.

12.10 Zulu: When you Rout a character in the Dungeon, you may move him or her in either direction; on the next turn, he or she must still move towards the Entrance.

13. Alternative Dungeon Rules

With the agreement of all players, either of the following rules may be substituted for those normally governing the Treasure Chamber.

13.1 The table in the Treasure Chamber is ignored. When a Character reaches the Treasure Chamber he takes one Talisman, and comes out at the Portal of Power on the next turn. When this rule is used, all Talismans are removed from the Adventure deck and placed beside the board with the other Talisman cards. A Character who already has a Talisman may not pick one up from the Treasure Chamber.

13.2 The table in the Treasure Chamber is used as normal until one player reaches the Crown of Command. From this point, on any Character who lands on the Treasure Chamber automatically goes to the Crown of Command on the next move.

14. The Short Play Dungeon Game

This is an option allowing you to play a short game in the Dungeon alone. The main board and Adventure cards are not used. All Characters are set up in the normal way, but begin together at the Entrance. Characters may not encounter each other while on the Entrance space. Play follows the normal rules for the Dungeon, and the first character to reach the Treasure Chamber is the winner.

THE TALISMAN DUNGEON

Credits

Designer: Bob Harris

Development: Graeme Davis, Jervis Johnson

Box Art: David Gallagher (c) 1987

Board Art: Colin Dixon

Card Art: David Andrews & Colin Dixon

And produced by the Games Workshop Design Studio:

Managing Director: Bryan Ansell; Studio Manager; Richard Ellard; Production Manager: Alan Merret; Print Buyer: Bob Malin; Projects Manager: Paul Cockburn; Development Manager: Jervis Johnson; Art Manager: John Blanche; Graphic Design: Charles Elliot, Bil Sedgwick; Production Supervisor; Anthony Barton; Visualizing: Mark Craven; Designers/Developers: Jim Bambra, Mike Brunton, Graeme Davis, Phil Gallagher, Richard Halliwell, Simon Hand, Rick Priestley, Sean Masterton; Copywriter: Tim Pollard; Photographer: Phil Lewis; Artists: Tony Ackland, Dave Andrews, Colin Dixon, Mike McVey, Sid; Typesetting: Lindsey D le Doux Paton, Dawn Duffy; Finished Artists: Heidi Allman, David Clemment, Alan Daly, Dean Groom, Tony Osbourne, David Oliver, Nick Ord, Adrian Udall, Graham Verity, Richard Wright; Administration: Julie Bryon, Annette Faulkner, Susan McCloskey, Susan Smith.

Talisman copyright (c) 1983, 1985, 1987 Games Workshop Ltd.

The Talisman Dungeon copyright (c) 1987 Games Workshop Ltd.

No part of this game may be reproduced in any form or by any means without prior permission from the publishers.

Any questions or comments on this product should be directed to:

The Talisman Dungeon Questions

Games Workshop Design Studio

Enfield Chambers

14-16 Low Pavement

Nottingham

NG1 7DL

Published by Games Workshop

Chewton Street, Hilltop, Eastwood, Nottingham, NG16 3HY