IntroductionTalisman:® Digital Edition is a game like no other – indeed, it is no ordinary game at all but a perilous adventure in a fantastical world of magic and monsters. As play progresses a story unfolds from turn to turn: a heroic epic of brave deeds, of daring encounters, of treasures and magic, of battles fought and sometimes lost, but always a tale that challenges and enthralls!
Our story begins with a mighty wizard, now long dead, who once ruled over the land of Talisman using the power of a magical crown, forged in the Valley of Fire by spirits cruelly enslaved to arcane magic. For many centuries the wizard reigned supreme until, after a long life spent amongst his books and spells, he sensed his days were drawing to an end. He resolved to hide his crown in the most perilous part of the most dangerous region in his realm, setting around it such fearsome guardians as his most powerful spells were able to command. Once he had done so, he perished, proclaiming with his dying breath that only a champion with the strength, wisdom, and courage to take his crown would rule in his stead.
Hundreds of years have passed, and the realm, long ungoverned and unprotected, has grown ever more dangerous, becoming infested by monsters and troubled by innumerable evils. To this very day, the ancient legend draws gallant heroes to the troubled land – each seeking the Crown of Command and the kingship of the realm of Talisman. So far no one has proven worthy of the challenge. The seekers’ bones lie bleached and broken upon the Plain of Peril or else cast idly aside to be gnawed by wild beasts and monsters.
In Talisman: Digital Edition, up to four players assume the roles of hopeful characters–the would-be rulers of the land of Talisman. Each character is very different and has his own strengths, weaknesses, and special powers. To win the game you must journey to the heart of the land’s most perilous region to find the Crown of Command and use its ancient magic to cast a mighty spell to subdue all your rivals.
Your travels will be hard and fraught with danger – and it is in overcoming these dangers that the challenge of the game lies. Only by gradually building up your adventurer’s powers, gathering valuable allies, and winning potent magical items will you stand a chance of surviving the ultimate test that lies beyond the Portal of Power.
Keyboard Shortcuts - PC VersionEscape - Options menu
Cursor Keys - Move around the board when zoomed-in
D - Roll dice
S - Draw Spell card
C - Draw Adventure card
SPACE - Choose the top-most option on the right-hand menu (Roll Dice/Encounter/Etc.)
I/TAB - View all players' cards
V - View hidden Spell cards
Non-Keyboard ControlsMouse Wheel - Zoom in/out
Double Click - Double-clicking cards in the Play Area uses them. Double-click board spaces to move there when possible.
Control TipsQueuing Spells - You can make a Spell ready to be cast, or 'Queued' by double-clicking it in the Play Area when it is not glowing Blue. This will make the Spell cast the next time it has a valid target. This is shown by the Spell raising up slightly. Un-queue a Spell by double-clicking it again. Counterspell and Reflection cannot be queued.
Casting Spells in a local multiplayer game - Spell cards will glow blue when they can be cast. If it is not your turn, press TAB to view all cards, then hold SHIFT to pause the game, and then double-click your glowing Spell to cast it.
Object of the GameThe object of the game is to reach the Crown of Command in the centre of the board and then, by casting Command Spells, force the other characters out of the game. Characters should first adventure in the Outer and Middle Regions to build up their Strength, Craft, and lives, until they feel they are powerful enough to tackle the Inner Region. They must also first find a Talisman to permit them to enter the Valley of Fire and so reach the Crown of Command.
CharactersCharacters are the core of the experience of playing Talisman: Digital Edition. It is through a player's character that he interacts with the game board, travels to new Regions, attacks creatures, and gains Objects, Followers, and powerful Spells. Each player's character card lists his character's Strength, Craft, fate, and life values, as well as a number of special abilities.
StrengthStrength represents a character's might, stamina, and fighting ability. It is used in battle (see "Battles") and to overcome certain obstacles that may be encountered during the game.A character's Strength at any time is the character's Strength value, plus Strength counters, plus any Strength gained from Followers, Magic Objects, and Objects that may be used at that time.
A character's Strength can never drop below that character's starting Strength value.
CraftCraft represents a character’s intelligence, wisdom, and magical ability. It is a character’s main asset in psychic combat (see "Psychic Combat") and determines how many Spells he may have (see "Gaining Spells").
A character’s Craft at any time is the character’s Craft value, plus Craft counters, plus any Craft gained from Followers, Magic Objects, and Objects that may be used at that time.
A character’s Craft can never drop below that character’s starting Craft value.
FateFate is a measure of a character’s luck and fortune. Once per die roll, a player may pay one fate token reroll one die he has just rolled under the following circumstances:
1. Rolling a die for his character’s movement.
2. Rolling a die to determine his character’s attack roll.
3. Rolling a die due to the instructions on a card or board space.
If a player rolls multiple dice (for example the Death space in the Inner Region), he may only pay one fate to reroll one of them.
Each character starts the game with a number of fate tokens equal to the fate value listed on his character card. Nothing untoward happens to a character who has used up all his fate, other than not being able to spend it until he gets more – as far as the universe is concerned, he is on his own.
A player may not pay fate tokens to reroll a die used to determine a creature’s attack roll.
Replenishing and Gaining FateFate is usually replenished as the result of encounters from Adventure Cards and board spaces. A character may only replenish fate up to his fate value. If an encounter allows a character to gain fate, however, he may take fate tokens over and above his fate value.
GoldGold allows characters to buy Objects and pay for services.
Each character starts the game with one gold, and additional gold is usually acquired as the result of encounters.
Prices are given in gold coins (G). Thus “3G” represents three gold coins.
If a character is required to lose gold and he does not have any, then there is no effect.
LivesLives represent the character’s durability. Lives are lost through battle, psychic combat, and other dangers that are encountered. Characters may replenish lost lives by healing or gaining life.
Each character starts the game with a number of lives equal to the life value listed on his character card.
Losing All LivesAny character who loses all of his lives is immediately killed. All the character’s Objects, Magic Objects, Followers, and gold are placed on the space where the character was killed. All the character’s Strength and Craft counters and fate tokens are returned to their stockpiles. The character’s Spell Cards are placed on the Spell Card discard pile. Other cards (including the character’s trophies) and counters are placed in the appropriate stock or discard piles. The character card and character figure are removed from the game.
The dead character’s player may start again, on his next turn. Players may start new characters if, and only if, no character has yet reached the Crown of Command during the game. If any character has reached the Crown of Command, a player whose character is killed is out of the game.
Healing and Gaining LivesHealing can never replenish a character to more than his life value.
A character can gain lives (as opposed to heal) over and above his life value.
Special AbilitiesEach character has one or more special abilities, which are detailed on the character card.
Adventure CardsMost of the spaces on the Talisman: Digital Edition board instruct players to draw one or more Adventure Cards. When drawn, Adventure Cards are taken from the top of the Adventure deck and placed, faceup, in the space where they are encountered.
If there are any Adventure Cards already in a space a character lands in, his player draws only enough new cards to take the total to the number indicated for the space. For example, if a space instruction reads “Draw 2 Cards,” but there is already one card there, then the player only draws one new card to bring the total to two cards.
Adventure Cards must be dealt with in the order determined by their encounter number.
The lowest number is tackled first, then the next lowest, and so on. In the case of a tie, the character encounters Adventure Cards in the order they were drawn.
One exception to the rule about resolving Adventure Cards in encounter number order is that Adventure Cards with instructions that result in their being placed in a space other than the one where they were drawn are dealt with first, before any other Adventure Cards are resolved. If placed elsewhere, an Adventure Card does not affect the character who drew it at that time.
Types of Adventure CardThe different types of Adventure Cards and their effects are listed below. Keep in mind that Adventure Cards must be encountered in encounter number order, so only after Events and Enemies are dealt with may the more frequently beneficial cards be encountered.
EventsThe instructions on the card must be followed. Any instructions that result in the loss of a turn by the character encountering the card ends the character’s turn immediately. This counts as a missed turn for that character if there are other cards to be encountered; otherwise, he misses his next turn instead.
Enemy - Animal, Dragon or MonsterThese Enemies attack any character encountering them by battling the character. Killed Enemies of this type may be kept as trophies to be exchanged for Strength (see "Trophies"). Enemies that defeat characters remain in the space.
Enemy – SpiritThese Enemies attack any character encountering them by engaging that character in psychic combat. Killed Enemies of this type may be kept as trophies to be exchanged for Craft (see "Trophies"). Enemies that defeat characters remain in the space.
StrangersThe instructions on the card must be followed. Strangers have various effects on characters that encounter them, and some- times their reaction is based on the character’s alignment.
Objects, Magic Objects and FollowersThese may be taken if all Enemies on the space have been killed or evaded (see "Objects" and "Followers")..
PlacesThe instructions on the card must be followed. Some Places require 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 of the die but sometimes by the use of Spells or due to strange beings or places that they have discovered.
Having moved, characters can then encounter another character in the space they land on or follow the instructions on the space. The instructions are often to draw Adventure Cards. These cards depict the Objects, Enemies, and other things that the character meets in the space.
Gradually characters will become more powerful, until they feel that they are strong enough to head for the centre of the board and attempt to reach the Crown of Command.
More specifically, each player’s turn consists of two parts, in this order:
1. Movement – The player rolls a die and moves his character that number of spaces around the board.
2. Encounters – Once a character has finished his move, he must encounter either the space or a character in the space where he lands.
At the end of a character’s turn, play passes clockwise to the player to the left.
MovementThe game board depicting the magical land of Talisman is divided into three Regions (the Outer Region, the Middle Region, and the Inner Region). Each Region is sub-divided into spaces. Characters move around the spaces in the Region they are in and can cross between Regions as a result of encounters or card abilities.
Movement in the Outer and Middle RegionsTo move in the Outer and Middle Regions, the player rolls one die to determine how many spaces his character must move. (Certain Spells, special abilities, and other events may enable a character to move without rolling the die. These instances are detailed on the relevant cards.) The character then moves the full count of the die roll, either clockwise or counterclockwise at his discretion. Direction may not be reversed during a move except when passing between the Outer and Middle Regions (see "The Sentinel Space"). A character must always move, even if he starts the turn in a space with an Adventure Card or another character. The space where a character lands is the space where he ends his movement or the space to which he is moved to as the result of an encounter or effect.
EncountersAfter a character has finished his movement, he must either encounter the space he lands in or a character in that space. Characters can encounter a wide variety of monsters and personalities. Sometimes the encounters are friendly and aid the character with gifts. Other times the encounters are hostile and attack the character, or even turn him into a slimy Toad!
Characters only have encounters during their own turn, unless specifically instructed otherwise.
Encounters in the Middle and Outer RegionsCharacters can only have encounters in the space where they land. They may never encounter anything in the space where they start their move.
A character must choose to encounter either one character of his choice who is in the space where he lands, or the space itself.
Encountering Another CharacterAn encounter with another character always takes one of two forms. The character whose turn it is may either attack (see "Battles Between Two Characters") or use his special ability on the other character. If a character kills another character during the encounter, he may take any Objects, Followers, and gold from the killed character to add to his own. Any Objects, Followers, and gold not taken are left on the space.
If a player chooses to encounter a character instead of encountering a space, his character may not visit any Stranger or Place there, nor may any Objects, Followers, and gold be taken from the space.
Encountering a Space – Draw Cards SpacesCharacters must always follow the instructions on the space where they land if their player chooses to encounter the space instead of encountering another character. If a space instructs a player to draw cards, the cards to be drawn are always Adventure Cards, drawn from the top of the Adventure deck. If there are already any cards of any type on the space (such as Adventure, Purchase, or Spell Cards), then only enough cards to 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 of a tie, the character encounters Adventure Cards in the order they were drawn.
After any Enemies in the space are killed (see "Resolving Battles vs. Creatures") or evaded (see "Evading"), any Stranger or Place there must be visited and any gold, Objects, and Followers may be taken.
If a character ditches Followers or Objects onto a draw cards space (see "Ditching Followers and Objects"), he may only draw enough cards to make up the given number that may be drawn. For example, a character ends his move on a Draw 1 Card space and then ditches one of his Objects. He does not draw any cards now since there is already a card on his space.
A character may ditch Followers or Objects on a space to avoid drawing more cards, but he may not take them back during the same turn. Therefore, any Followers and Objects that are left on the space become available for other characters to take if they land on that space.
Example of an EncounterThe Dwarf lands on the Hidden Valley and is instructed to draw three Adventure Cards. He draws the Imp (Event), a Bear (Enemy), and a Bag of Gold (Object). The Imp has the lowest encounter number so it must be tackled first. The Dwarf rolls a “4.” The Imp has therefore 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 faceup in the Hidden Valley and will constitute two of the three cards for that space. The Dwarf, however, continues his turn with a new encounter in the Ruins.
Encountering a Space – Other SpacesCharacters must follow the instructions on the space if their player chooses to encounter the space instead of encountering another character. However, before they do, any Enemies in the space must first be killed (see "Resolving Battles vs. Creatures") or evaded (see "Evading"). Any Stranger or Place there must then 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 creature whose Strength is given, and a psychic combat occurs when a character is attacked by a creature whose Craft is given. If a player decides to attack another character, they must fight a battle unless the attacker has a special ability that lets him use psychic combat instead.
BattlesBattles occur when:
1. A character encounters an Enemy – a Monster, Dragon, Animal, or any creature whose Strength is given;
2. A character decides to attack another character, unless a special ability allows him to attack by psychic combat instead.
Resolving Battles vs. CreaturesBattles against creatures are resolved in the following steps:
The character first declares whether he is evading or not (see "Evading"). If not, then a battle takes place.
2. Cast Spells
Any Spells that the player wishes to cast must be cast before the attack roll is made. Any effects or abilities that affect a character’s Strength or Craft must be implemented before the attack roll is made.
3. Character Attack Roll
The character rolls one die, the result of which is considered the attack roll. The character’s attack score is the attack roll plus the character’s Strength, plus any other modifiers that may apply. Remember that only one Weapon may be used at a time (see "'Weapon' and 'Armour' keywords").
4. Creature Attack Roll
5. Compare Attack Scores
The total of the creature’s attack roll and Strength is the creature’s attack score. If the character’s attack score is higher, the creature is killed. If the creature’s attack score is higher, the character is defeated and loses one life (use of an Object, Spell, or special ability may prevent this). If the attack scores are equal the result is a stand-off. If the character is defeated or the battle ends in a stand-off, the character’s turn then immediately ends.
Stand-offIn a stand-off, neither side is harmed (characters do not lose a life and creatures are not killed) and that turn immediately ends. On the character’s next turn, the character leaves that space without again encountering whatever he fought, unless indicated otherwise.
More Than One EnemyIf there is more than one Enemy that attacks by Strength on a space and they have the same encounter number, they fight as one during the battle, adding their Strength together with just one attack roll to make a single, combined attack score.
Creatures and EnemiesSome cards and special abilities refer to creatures and Enemies.
An “Enemy” is any Adventure Card with the word “Enemy” in the card type box.
A “creature” is any encounter that attacks with Strength or Craft.
This may include Enemy cards and also Events, Strangers,Places, Spells, and board spaces.
Battles Between Two CharactersBattles between two characters are resolved in the following steps:
The character being attacked first has the opportunity to evade. If he chooses not to, or is not successful, then battle takes place.
2. Cast Spells
Both characters have the opportunity to cast Spells before the dice can be rolled. Any effects or abilities that affect a character’s Strength or Craft must be implemented before the attack roll is made.
3. Determine Attack Rolls
Both characters then roll a die to determine their attack roll. Once both attack rolls have been made, the attacking character must choose first whether to pay fate to reroll. Once he has chosen, the defending character has the same option. No matter what the defender chooses, though, an attacking player who decided not to spend fate when he had the opportunity may not change his mind after the defender has made his own choice.
4. Compare Attack Scores
Once the option to spend fate has been addressed, the attacking character’s attack score is determined as in battles against creatures and Enemies. The defender’s attack score is determined the same way as the attacker’s score. The character with the higher attack score wins the battle. If the scores are equal, the result is a stand-off (see "Stand-off").
5. Claim Reward
The winner may either force the loser to lose one life (which may be saved by use of an Object or Spell), or may take one Object or one gold from the loser to add to his own. If the winner kills the loser by forcing him to lose his last remaining life, the winner may take any Objects, Followers, and gold from the loser to add to his own. Any Objects, Followers, and gold not taken are left on the space. The turn then ends.
Psychic CombatPsychic Combat occurs when:
1. A character is attacked by an Enemy – Spirit or by any creature whose Craft is given.
2. A character whose special ability permits him to attack another character by psychic combat elects to do so.
Resolving Psychic CombatPsychic combat is resolved in exactly the same manner as battles (see "Battles"), except:
1. Craft is substituted for Strength.
2. No Object can prevent the loss of a life.
| This section covers more detailed rules regarding characters, including how they gain wealth and Followers, cast Spells, increase Strength and Craft, avoid creatures, and change alignment.|
ObjectsBoth Objects and Magic Objects are classed as Objects. During the game, characters usually acquire Objects as the result of encounters.
Object Carrying LimitsNo character may have more than four Objects unless he has a Mule. Any character acquiring more than four Objects must decide which to keep. The remainder are immediately placed faceup on the character’s space.
Example of Carrying Too Much
“Weapon” and “Armour” keywordsSome Objects that increase a character’s fighting ability have the keyword Weapon next to the text for the card’s ability. A character may only use one Weapon during an attack.
Some Objects that prevent the loss of life when a character is defeated have the keyword Armour next to the text for the card’s ability. A character may only use one Armour during an attack.
FollowersDuring the game, characters usually acquire Followers as the result of encounters. A character may have any number of Followers.
Losing a FollowerAny Followers that are killed (e.g., in the Chasm or the Vampire’s Tower) are returned to the Adventure Card deck.
SpellsIn the magical land of Talisman, anyone can cast Spells as long as he has enough Craft. Some characters start the game with one or more Spells, and new Spells can be found by any character as he travels around the board.
Gaining SpellsAll characters may acquire and cast Spells, if their Craft is sufficient to permit this. Only those characters whose special abilities allow them to start the game with Spells do so. Otherwise, Spells are usually acquired as the result of encounters. Spells gained are taken from the top of the Spell deck.
The effect of each Spell, and when it can be cast, are detailed on the individual Spell Cards. The number of Spells that any character can have at one time is limited by the character’s Craft as follows:
|Maximum Number of Spells||0||0||1||2||2||3|
Example of Spell Limit
| A Wizard with a Craft value of 5 has Solomon’s Crown (a Magic Object which adds 2 to his Craft), so his Craft is effectively 7. This allows him three Spells, which he has acquired. He lands on the Cursed Glade, where he cannot count Craft gained from Magic Objects. His Craft Drops to 5. He is now only allowed two Spells, so he must immediately discard one.|
As soon as he leaves the Cursed Glade, he can count the Craft for Solomon’s Crown again and may once more have three Spells, if he can acquire another.
If at any time a character has more Spells than his Craft allows, surplus Spells must immediately be placed on the Spell Card discard pile; they cannot be cast. The character’s player chooses which Spells to discard. Spells cannot be discarded unless the character has more Spells than his Craft permits, however. The only other way to get rid of a Spell is to cast it!
Casting SpellsCasting Spells is always optional. Players may keep Spells for as many turns as they like before they choose to cast them. A Spell can only be cast as stated on the Spell Card. Once a spell is cast and its effect has ended, it is placed on the Spell Card discard pile.
Spells affecting characters affect them wherever they are on the board, no matter which Region. Spells affecting creatures, however, cannot affect creatures encountered in the Inner Region.
The maximum number of Spells a character may cast during his turn is equal to the number of Spells he had at the start of that turn. A character may only cast one Spell during another character’s turn. This does not apply to the Command Spell, however (see "The Crown of Command").
TrophiesWhen a character kills an Enemy, he may take it as a trophy. A character may exchange trophies at the end of his turn to gain additional Strength and Craft counters.
Gaining StrengthA character gains one Strength counter for every seven points of Strength marked on the trophies he turns in. Excess Strength points of the trophies above a multiple of seven are lost.
Strength counters may also be gained as a result of encounters.
Gaining CraftA character gains one Craft counter for every seven points of Craft marked on the trophies he turns in by discarding them to the Adventure Card discard pile. Excess Craft points turned in above a multiple of seven are lost.
Craft counters may also be gained as a result of encounters.
EvadingCharacters sometimes have the option to evade creatures and other characters, such as by casting an Immobility or Invisibility Spell. The evading character cannot then affect or be affected by the character or creature in any way.
Only other characters can be evaded in the Inner Region; creatures from board spaces there cannot be evaded.
Encounters that may be evaded are:
1. Anything that attacks a character.
2. Any character attempting to attack or use a special ability.
3. Creatures that appear as a result of an Event, Place, or Stranger card (e.g., the Dragon from the Cave Adventure Card).
AlignmentA character’s alignment shows his personality. A good character is polite and law-abiding, an evil character is a black-hearted villain, and a neutral character falls somewhere between these two extremes. Alignment may change during the game as the result of encounters or by the use of a special ability.
Changing AlignmentNo character, including the Druid, may change Alignment more than once in any turn.
If 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 space he occupies.
Golden RulesThe following rules are Talisman’s “Golden Rules,” which supersede all others.
Special Ability vs. RulesIn any instance where a special ability or effect is at a variance with the basic rules, the special ability or effect always overrides the rules.
Can vs. CannotIn any instance where a card’s effect indicates that a character cannot perform an action or use an ability (such as casting a Spell or using an Object), the character cannot do so. In other words, the forbidding effects of cards override other abilities and effects. For example, if a card indicates that no Weapons can be used when fighting a certain creature, the Warrior may not use any Weapons, despite his ability that allows him to use two Weapons at the same time.
Natural vs. Modified RollIf an effect or special ability refers to a die result, only the number appearing on the die is considered, not the modified result obtained by adding bonuses or subtracting penalties. For example, the Troll’s special ability allows him to regenerate whenever he rolls a “6” for his move. During the Troll’s turn, he rolls a “4” for his move. He also uses a card that allows him to add 2 to his movement roll for a total of 6. However, the Troll may not regenerate this turn since the actual die result is a “4” instead of a “6.”
Other RulesThis section covers rules that may occur as a result of encounters or moving between different Regions.
ToadsA Toad has Strength 1 and Craft 1, which are not modified by Strength and Craft counters accumulated prior to transformation. Although a Toad can gain and lose Strength and Craft, these modifications disappear when the Toad turns back into the original character. At that point, the character’s pre transformation Strength and Craft counters are once again used and resume their effects.
A Toad does not roll the die for movement, but must move only one space per turn.
Toads can neither gain nor cast Spells, but a character’s Spell Cards are not lost upon transformation into a Toad. They simply cannot be used until the character reverts back to his original form.
A Toad’s lives are those of the original character. Thus, any lives lost or gained by the Toad affect the status of the original character.
Toads have encounters when landing on a space like any other character. A Toad has no special abilities. Those of the original character cannot be used while the character is a Toad.
If a character is already a Toad and is turned into a Toad again, the character remains a Toad for three more turns starting from the second transformation.
Losing A TurnAny instructions that result in the loss of a turn by the character encountering them ends the character’s turn immediately. This counts as a missed turn for that character if there are other cards to be encountered; otherwise, he misses his next turn instead.
Having and Using CardsCharacters are considered to have anything in their possession, such as Objects, gold, fate, Followers, and Spells.
When a character implements the ability of a card’s text box, he is considered to be using the card. Using cards is optional, and a character may always choose when to use a card he has. For example, the Cross allows a character to automatically destroy Spirits without resorting to psychic combat. The character may choose not to use the Cross and may attack a given Spirit instead.
Characters may have cards that they are not permitted to use, unless a given card specifically states otherwise.
Ditching Followers and ObjectsA character may ditch any of his Followers or Objects at any time by leaving them faceup in the space he occupies. If a character ditches any Followers or Objects, he cannot take them back during the same turn.
Talisman and Purchase CardsWhenever a character is given or buys a Talisman or Purchase Card, the appropriate Talisman or Purchase Card should be taken.
Talisman and Purchase Cards are treated in all respects like Adventure Cards, except that instead of being placed on a discard pile when not needed, they are instead returned to their appropriate deck and are available to other characters once more. Should there be no Talisman or Purchase Cards left of a particular item, then that item is not available at that time.
Talisman and Purchase Cards may be ditched, like other Follower and Object Cards.
Gaining TalismansThere are two ways characters can acquire Talismans. First, they can be gained as encounters drawn from the Adventure deck. Second, they can be acquired by undertaking a quest assigned at the Warlock’s Cave.
Warlock’s CaveA character who lands on the Warlock’s Cave may choose to accept a quest, or not, as he wishes. If a character chooses to accept a quest, he must roll randomly to determine what it will be, as instructed on the space.
A character may not go on more than one quest at a time. If a character has already completed a quest and lands on the Warlock’s Cave again, he may choose to go on another quest but must roll a die to randomly determine which quest he is assigned as normal.
A character must attempt to complete his quest immediately if he is able to do so. In addition, the Warlock will prevent any character who has accepted a quest from opening the Portal of Power until he has first completed his quest.
The Outer and Middle Regions
Crossing Between the Outer and Middle RegionsThe Storm River, which separates the Outer Region from the Middle Region, can be crossed by using the bridge that connects the Sentinel space (in the Outer Region) to the Hills space opposite (in the Middle Region).
The Storm River can also be crossed using a Raft, or as the result of an encounter.
The Sentinel SpaceA character may cross the Sentinel Bridge in either direction if the die roll for his move is sufficient to carry him across it and into the Region on the opposite side.
The Sentinel attacks a character every time he attempts to cross the Sentinel bridge from the Outer Region to enter the Middle Region.
A character defeating or evading the Sentinel must continue his move by entering the Middle Region and continuing to move in either direction to the full value of his movement roll. A character defeated by the Sentinel loses one life (which may be saved by use of an Object or Spell), and his turn ends immediately in the Sentinel space. A character in a stand-off with the Sentinel does not lose a life, but his turn still ends immediately in the Sentinel space.
The Sentinel does not attack characters passing through the Sentinel space while moving in the Outer Region, characters crossing back from the Middle Region to the Outer Region, or characters that end their movement on the Sentinel space.
When crossing from one Region to another, a character may change the direction of his move upon entering the new Region.
RaftsAny character wishing to cross the Storm River using a Raft must either build one or acquire one as the result of an encounter.
Any character in a Woods or Forest space at the start of his turn who has an Axe may declare that he is building a Raft for that move.
Any character acquiring a Raft may cross the river at the start of his next turn. The character may cross the river to any space of his choice directly opposite the one he is in. This is his move for that turn; he does not roll the die to determine his movement.
A Raft can never be left behind or taken along to be used on a future turn.
The Middle and Inner Regions
Crossing Between the Middle and Inner RegionsThe Portal of Power connects the Portal of Power space to the Plain of Peril space.
The Portal of PowerThe Inner Region can only be entered by passing through the Portal of Power, which must be opened before it can be traversed. A character can only try to open the Portal if his move is sufficient to carry him beyond it. A character must attempt to open the Portal each time he passes through it; previous passage is no guarantee of future passage.
A character attempting to open the Portal follows the instructions on the Portal of Power space. If successful, the character’s turn ends on the Plain of Peril. If unsuccessful, the character’s turn ends immediately on the Portal of Power space.
A character wishing to pass through the Portal of Power from the Inner Region to the Middle Region does not need to open it. He simply moves from the Plain of Peril to the Portal of Power space. Doing so counts as his entire move for that turn.
Movement in the Inner RegionThe die is not rolled for 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 before a character can move on toward the Crown of Command.
Turning BackA character in the Inner Region may decide at any time to turn back and move back towards the Plain of Peril. A character who has turned back still only moves one space per turn, but ignores the instructions on all of the spaces on his return to the Plain of Peril. Once a character has declared his intention to turn back, he cannot change his mind and he must go all the way back to the Plain of Peril. Once there, however, the character is free to do whatever he likes, including heading back toward the Crown of Command or leaving the Inner Region through the Portal of Power.
Encounters In the Inner RegionA character does not draw Adventure Cards in the Inner Region. Instead, the encounter is detailed in the instructions for the space. The instructions must be followed, unless the character is turning back.
None of the creatures in the Inner Region can be affected by any Spell, nor may they be evaded.
Encountering a Character in the Inner RegionIn the Inner Region, a character may only encounter another character on the Plain of Peril, the Valley of Fire, and the Crown of Command.
Encounters with other characters on the Plain of Peril and the Valley of Fire are treated exactly as encounters between characters in the Outer and Middle Regions.
Encounters with other characters on the Crown of Command are also treated as encounters in the Outer and Inner Regions, except characters must encounter each other.
Encountering a Space in the Inner RegionThe following is additional explanation about many of the spaces in the Inner region.
The Crypt is in ruins and a character needs Strength to shift the rubble to discover the various exit tunnels. A character must roll three dice upon entering the space and the results are totaled. The character’s Strength is subtracted from this total and the result indicates where the character will emerge from the Crypt. The character is immediately moved to the indicated space. This counts as the character’s move. A character who emerges on the Crypt itself may move away on their next turn.
Craft is needed to find the route through the labyrinthine Mines. The instructions are as those for the Crypt (see above) except that the character’s Craft (instead of Strength) is subtracted from the total of the die rolls.
Werewolf DenTwo dice are rolled for the Werewolf’s Strength each time a character lands on the space. This is the Werewolf that attacks that character until he escapes.
Example: The Dwarf lands on the Werewolf Den and rolls two dice to determine the Werewolf’s Strength. He rolls a “3” and a “5” which brings the Werewolf’s Strength to 8. The Dwarf then battles the Werewolf. The Werewolf rolls a “5”, which brings the Werewolf’s attack score to 13 (8 Strength plus an attack roll of “5”). The Dwarf rolls for battle and gets an attack score of 10 which means he is defeated and loses a life. On the Dwarf’s next turn, he decides to attack the Werewolf again instead of turning back.
The Werewolf battles with the same Strength of 8 but this time gets a “1” for his attack roll, which brings the Werewolf’s attack score to 9 (8 Strength plus an attack roll of “1”). If the Dwarf can get an attack score of 10 or more he will defeat the Werewolf and may move on next turn.
A die is rolled each time a character lands on the Pits space. This is the number of Pit Fiends that attack the character. The character fights the Pit Fiends one at a time, in succession, until the character is either defeated or defeats all of the Pit Fiends, whereupon that turn ends. If a character is defeated, he must then continue to fight the remaining Pit Fiends next turn or turn back. A character can move on the turn following that in which the last of the character’s allotted Pit Fiends was defeated.
The Crown of Command
The last space on the board is the Crown of Command. It can only be reached from the Valley of Fire space, which can only be entered by characters that have a Talisman. If a character does not have a Talisman, then he must turn back.
When a character is on the Crown of Command space, a character does not move but remains there instead. Characters on the Crown of Command cannot turn back.
If there is already another character on the Crown of Command space when a character lands on it, the character there must be encountered. Once two (or more) characters are on the Crown, those characters’ turns consist only of encountering one of the other characters. A character who is alone on the Crown of Command space on his turn must cast one Command Spell at all other characters. To do so, the caster rolls one die. If a “1,” “2,” or “3” is rolled, the Spell has no effect. On a “4,” “5,” or “6,” all of the other characters lose one life. If a character is killed by the Command Spell, that player loses the game and may not start another character.
Once any character has reached the Crown of Command, any character that gets killed is out of the game. Note that this rule stays in effect for the rest of the game, even if a character leaves the Crown of Command.