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Subject: Talispedia attempt rss

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Marek Čtrnáct
Czech Republic
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This is a puny attempt to make sense in Talisman rulings and archive them in one place. For some time, I was making a text document detailing all Talisman cards and spaces. Please feel free to correct my rules interpretations.

We'll start with Adventure cards

Adventure Cards: Main deck of Talisman. Adventure Cards are drawn when encountering spaces in the Outer and Middle Regions on the main board.
List of Adventure Cards from the base Talisman game (104): Alchemist, Amulet, Angel, Ape, Armour, Axe, Bag of Gold (×8), Bandit (×2), Bear, Blizzard, Book of Spells, Cave [T], Cross, Cursed by a Hag, Demon, Devil, Dragon (×3), Enchanter, Evil Darkness, Fairy, Fountain of Wisdom, Ghost (×2), Giant, Gnome, Goblin (×2), Guide (×2), Healer, Helmet, Hermit, Hobgoblin (×2), Holy Grail, Holy Lance, Imp, Lemure (×2), Lion, Mage, Magic Belt, Magic Portal, Magic Stream, Magical Vortex, Maiden, Market, Market Day, Marsh, Maze, Mephistopheles, Mercenary, Mule, Ogre (×2), Orb of Knowledge, Pestilence, Phantom, Pixie, Poltergeist, Pool of Life, Potion of Strength, Prince, Princess, Raft, Raiders, Ring, Runesword, Serpent, Shadow (×2), Shield, Shrine, Siren, Solomon's Crown, Sorcerer, Spectre, Storm, Sword (×2), Talisman (×2), Two Bags of Gold (×3), Unicorn, Wand, Water Bottle, Wild Boar (×2), Witch, Wolf, Wraith (×2)
List of Adventure Cards from the Reaper expansion (90): Academy, Arena, Armour, Astral Conjunction, Axe, Bane Sword, Banshee, Black Unicorn, Carnival, Casket, Cave Troll, Cerberus, Chimera, Closed Shop, Colossus, Concealed Pouch, Crone, Crypt Keeper, Curfew, Demigod, Druid Staff, Dryad, Earthquake, Ekor, Elixir of Destiny, Elixir of Might, Elixir of Wisdom, Familiar, Fate Stealer, Fiend Slayer, Flying Carpet, Fool's Gold, Gargoyle, Genie, Giant Spider, Goblin Trapsmith, Golden Statue, Haunt, Hearth Rune, Hippogriff, Homunculus, Horse Thief, Horse and Cart (×2), Hydra, Idol, Jester, Leper, Lesser Demon, Lord of the Pit, Magician, Mammoth, Map, Miser Dragon, Mummy, Nightmare [R], Orb of Destiny, Outlaw, Pack of Wolves, Pathfinder, Patrol, Pool of Fortune, Prophesy, Psychic Crystal, Raging Bull, Riding Horse (×2), Rod of Ruin, Sabertooth Tiger, Shovel, Skull Wand, St. Josephine, Staff of Mastery, Stone Golem, Storm Caller, Succubus, Sword of Light, Talisman, The Boatman, The Gathering, Tomb, Trapper, Two Bags of Gold (×3), Warhorse, Werewolf, Wheel of Fate, Whirlwind, Wight
List of Adventure Cards from the Dungeon expansion (10): Burrow Worm, Dark Denizens (×2), Dungeon Door (×2), Rune Gate (×3), Trap Door (×2)
List of Adventure Cards from the Frostmarch expansion (84): Altar, Ancient Artifact, Apparition (×2), Arcane Archive (×2), Astrolabe, Bag of Carrying, Bag of Gold (×5), Barrow Wight, Basilisk, Book of Wizardry, Celestial Bauble, Centaur, Chalice of Shadow, Champion, Chill Wraith (×2), Chillbane, Cryomancer, Divine Protection, Dwarf Smith, Eastern Dragon, False Grail, Fate Bound, Frost Drake, Frost Giant, Frostbite, Glory Seeker (×2), Goblin Sapper, Griffon, Helm of Warding, Herbalist, Hieromartyr, Horn of Summoning, Howl of the Wendigo, Ice Bear, Ice Elemental, Ice Fang, Ice Queen's Palace, Icecap Elk, Lake of Visions (×2), Lich, Lore Master, Lucky Charm (×2), Medusa, Mirror Shield, Mystic Portal, Pack of Wolves, Pedlar (×2), Pegasus, Planeswalker, Poisoned Dagger, Porter (×2), Ragnarok, Rimespawn, Royal Decree, Shiver Nymph, Sky Screecher, Snow Goblin (×2), Snowdrifts, Talismonger, Transmutor, Treasure Chest [F] (×2), Treasure Map [F] (×2), Trickster, Two Bags of Gold (×2), Winged Boots, Winter Wolf, Yeti, Ymir's Glow
List of Adventure Cards from the Highland expansion (12): Earth Elemental, Eyrie Vanguard (×2), Landslide (×2), Magical Gateway, Mountain Trail (×2), Roc (×2), Rune Gate (×2)
List of Adventure Cards from the Sacred Pool expansion (72): Angel of Mercy, Augur, Avatar of Justice, Baleful Eye, Cathedral, Dark Fey, Dark Theurgist, Deathstalker, Defender of Justice, Discordant Dirge, Ebony Sentinel, Equinox, Fallen Angel, False Prophet, Fel Steed, Firemane, Fortune's Fool, Gilded Compass, Glittering Gorge, Glorious Hymn, Grace Hearted, Guardian Angel, Hate Monger, Heavenly Host, Holy Relic, Horse Thief, Infernal Legion, Ivory Sentinel, Kraven, Lawbringer, Livery Stable (×4), Madcap (×2), Mendicant, Necropolis, Oathsworn Guide, Oathsworn Oracle, Pantheon (×2), Pit Fiend, Portent (×2), Profane Relic, Redeemer, Reliquary, Renegade, Ritual Master, Rumour of Riches (×2), Shadowsoul, Shield of Defiance, Spiteful Imp, Staff of Balance, Swamp Siren, Sword of Truth, Theurgist of Light, Treasure Chest [SP] (×2), Treasure Map [SP] (×2), Vindicator, Warlock's Apprentice (×2), Wrathborn Acolyte, Wrathborn Knight, Wrathborn Wand, Wrathborn Warrior, Wrathborn Witch, Wretched
List of Adventure Cards from the Blood Moon expansion (111): Aegis of Daylight, All Hallow's Eve, Balefire Dragon, Black Cat, Blinding Radiance, Boneyard, Book of the Dead, Cairn Caretaker, Cauldron Crone, Champion of Light, Children of the Night, City of Shadows, Corpse Collector, Crawling Hand (×2), Crypt Wyvern, Dawn Bringer, Deranged Alchemist, Direwolf (×3), Disciple of Darkness, Divine Retribution, Doomsword, Duskwood Wraith (×2), Eventide Invoker, Fallen Adventurer, Fire Giant, Fire Salamander, Flesh Golem, Fortune Teller, Fright Night, Ghostwood Ent, Ghostwood Wand, Growing Suspicions, Guiding Light, Gypsy Caravan, Hammer of Light, Harvest Horror (×3), Haunted Hamlet, Headless Horseman, Herald of the Dawn, Holy Day, Holy Water, Hungering Artifact, Keeper of the Vigil (×2), Laboratory, Lantern Sprite, Living Doll, Lost Soul, Luminous Blessing, Lunar Witch (×2), Lurking Horror, Midnight Howl, Mischievous Devil, Moon Mist, Morning Song, Mummy, Mummy King, Night Carriage, Night Gaunt, Night Stalker, Night of the Pumpkin King, Nightshroud, Peasant Mob, Pharaoh's Crown, Pit Fiend Shirker, Prayer Book, Raging Volcano, Red Riding Hood, Restless Dead, Sacred Ground, Scarecrow, Self-Portrait, Sepulchre Spectre (×2), Shadow Dagger, Sun Shield, Swamp Creature, Syphoning Spectre, The Bride, The Phantom, Torchbearer, Treasure Trove (×2), Tricks and Treats (×2), Triumphant Daybreak, Twilight Forest, Umbral Drake, Vampire Bats, Vampire Prince, Vampiric Thirst, Wall of Fire, Witch Finder, Witch's Broom, Witching Hour, Wolf Slayer, Wolfen (×2), Wolfsbane (×2), Wolfwood, Wooden Stake (×2), Zombie Dragon

Events:
Discussion: Staying on spaces.
In rare cases, Event card can stay on its space unencountered (for example if you draw two Events and the first one will end your turn or move you elsewhere).
Discussion: Time Card.
Drawing one or more Events will result in flipping the Time Card. This will always happen exactly once, except in cases where all drawn Events are Lunar Events that want to flip the Time Card to side it already shows.
Discussion: Long-term Events.
Most Events resolve immediately, but some of them have long-term effects. These long-term Events in the Adventure deck are: Blizzard, Dark Denizens, Divine Protection, Fortune's Fool, Howl of the Wendigo, Prophesy, Rumour of Riches and The Boatman
Long-term Event stays on the space where it was encountered and counts towards number of cards on that space, however, it cannot be encountered again by any character.
Most Long-term Events stay for two rounds and disappear after the turn of character who originally encountered them (even if that turn is missed). Some (like Howl of the Wendigo) have specific conditions for ending.

Angel [T]
If you are of good alignment, you gain one life. If you are evil, you lose one life. There is no effect if you are neutral. The Angel then departs to the discard pile.

Angel of Mercy [SP]
You may heal life up to your life value. The Angel of Mercy then ascends to the discard pile.

Astral Conjunction [R]
The stars are aligned and magic flows strongly through the land. Each character, starting with you, may gain 1 Spell if his Craft allows. The Astral Conjunction then passes to the discard pile.

Avatar of Justice [SP]
If you are of neutral alignment, gain 1 Strength. If you are good or evil, she instead converts you to neutral. She then departs to the discard pile.

Blizzard [T]
Winter has come with a vengeance and a Blizzard envelops the land. For two rounds, all characters, no matter what Region they are in, may only move one space per turn. The Blizzard then abates to the discard pile.

Book of Spells [T]
You have found the fabled Book of Spells. You gain your full complement of Spells, according to your current Craft. The Book then vanishes to the discard pile.

Closed Shop [R]
Business is bad. All faceup Places on the board close up shop and pack off to the discard pile.

Curfew [R]
The military imposes a Curfew across the land. All faceup Strangers on the board move on to the discard pile.

Dark Denizens !Du [Du ×2]
For 2 rounds following this turn, whenever a character is instructed to draw Adventure Cards, he must draw Dungeon Cards instead. The Dark Denizens then retreat to the discard pile.

Devil [T]
You are visited by a Devil. If you are of evil alignment, you gain 1 life. If you are good, you lose 1 life. There is no effect if you are neutral. The Devil then departs to the discard pile.

Discordant Dirge [SP]
Take all Enemies in the discard pile, shuffle them, and place them back on top of the Adventure deck. The Dirge then fades to the discard pile.

Divine Protection [F]
For the next 2 rounds (including this turn), characters do not lose life if creatures defeat them in battle or psychic combat.

Earthquake [R]
An Earthquake shocks the land. Roll 1 die for each faceup Adventure Card in this Region. On a roll of 1, 2, or 3, the Adventure Card tumbles down to the discard pile. The Earthquake then dissipates to the discard pile.
Discussion: Almost any card counts as "Adventure Card" for Earthquake purpose, no matter what deck it actually comes from. The only cards that are immune are Spells cast on spaces.

Equinox [SP]
All characters except those of neutral alignment must miss one turn. The Equinox then passes to the discard pile.

Evil Darkness [T]
An evil Darkness from the nether worlds sweeps the land. All characters except those of evil alignment muss miss one turn. The Darkness then vanishes to the discard pile.

Eyrie Vanguard !H [H ×2]
Take the top 3 cards from the Highland deck without looking at them or changing their order, and place them on top of the Adventure deck. Then discard this card.
Discussion: Take care not to mix up Adventure and Highland decks if they both show the same back!

Fallen Angel [SP]
You must discard all of your fate. If you have none, you lose 2 lives instead. The Fallen Angel then descends to the discard pile.

Fate Bound [F]
The Norns have determined the destiny of each character. All characters, no matter what Region they are in, must discard all of their fate.

Fool's Gold [R]
All of your gold is Fool's Gold and is completely worthless. Discard all of your gold immediately, along with this card.

Fortune's Fool [SP]
For 2 rounds (including this turn), characters cannot replenish fate, gain fate or pay fate to reroll dice. Then discard this card.

Glorious Hymn [SP]
A heavenly song fills the land. All characters except those of good alignment must miss one turn. The Hymn then fades to the discard pile.

Growing Suspicions [BM]
Each character must roll 1 die and subtract 1 from his score for each Lycanthrope character in play (to a minimum of 1):
1) Lose 2 lives
2-3) Lose 1 life
4-5) Miss 1 turn
6) No effect
Then discard this card.

Hate Monger [SP]
Roll 1 die for each of your Followers. The one with the highest roll (reroll any ties) immediately attacks you with a Craft of 3. Whether or not you win the psychic combat, your Follower is then discarded along with this card.
Discussion: If you are attacked by an Enemy turned Follower, no text on that Enemy applies, you can even fight Strength-based Enemy with Craft.

Horse Thief [R][SP]
A Horse Thief is roaming the land. If you have a Horse and Cart, Mule, Riding Horse, or Warhorse, they must be discarded along with this card.

Howl of the Wendigo [F]
All characters, no matter what Region they are in, must attack a character they land on. If a character defeats another character, he must choose to take a life as his reward. Once this happens, the Howl then echoes to the discard pile.
Discussion: Howl of the Wendigo prevents characters like Thief from using special abilities on other characters but characters that can attack in psychic combat can still choose to do so. Howl of the Wendigo ends once a character chooses to take a life, even if this does not actually happen thanks to Armour roll or similar.
Unknown: If a character lands on space that contains both another character and Dragon King's scale, which of the two enforced encounters has priority?

Imp [T]
You meet a mischievous Imp. Roll 1 die to determine where he teleports you:
1) Crags 4) Ruins
2) Forest 5) Hidden Valley
3) Tavern 6) Cursed Glade
The Imp then teleports himself off to the discard pile.

Landslide !H [H ×2]
Move your character to the Highland Entrance or to any faceup Mountain Trail. The Landslide then rolls off to the discard pile.

Magical Gateway !H [H]
You stumble across a magical portal. Roll 2 dice. If the score is equal to or less then your Craft, you may avoid the portal. If it is higher, you are teleported to the Lost City. The Magic Gateway then vanishes to the discard pile.

Magical Vortex [T]
A Magical Vortex absorbs all Spells from every character. Each character's Spells and the Magical Vortex must be placed immediately on their discard piles.

Market Day [T]
It's Market Day across the land. Clockwise starting with yourself, all characters may immediately buy available Objects at these prices:
Sword 1G Shield 2G
Helmet 1G Water bottle 1G
Mule 2G Raft 3G
Market Day then packs off to the discard pile.

Mephistopheles [T]
You have been encountered by Mephistopheles on a mission to this land. If you are evil, gain 1 Craft. If you are good or neutral, he converts you to evil. He then returns to his own dark kingdom – place him on the discard pile.

Patrol [R]
A Patrol of soldiers is trying to maintain law and order in this area. They immediately move you back to your starting space and then march off to the discard pile.
Discussion: Spy needs to remember where he actually started the game in case he encounters Patrol.

Portent [SP ×2]
All characters, no matter what Region they are in, may accept a Warlock Quest. The Portent then vanishes to the discard pile.

Prophesy [R]
For 2 rounds (including this turn), whenever any character encounters a space with instructions to draw 1 or more Adventure Cards, he must draw 1 more Adventure Card then required. After 2 rounds, the Prophesy is fulfilled and transcends to the discard pile.

Ragnarok [F]
The final destiny of the gods has arrived! Discard all faceup Enemies, Places, and Strangers in all Regions.

Raiders [T]
A band of Raiders attacks you and steals all your gold. They immediately stash the gold at the Oasis (place the gold there) and retreat to their hide-out. Place the Raiders on the discard pile.

Restless Dead [BM]
Take all trophies from all characters and shuffle them. Starting with your space and continuing clockwise, place 1 Enemy faceup in each space until all of the cards have been placed. Then discard this card.

Rumour of Riches [SP ×2]
Roll 1 die and place that much gold on this card when revealed. Whenever a character in this Region rolls a 1 for his move, he may take 1 gold from this card. The Rumour passes to the discard pile when all of the gold has been taken from this card.

Siren [T]
A Siren's song can be heard throughout the Region. All characters in this Region must miss their next turn. The Siren's song then fades to the discard pile.

Snowdrifts [F]
All characters in this Region must roll 1 die. If the result is higher than your Craft, lose 1 life and miss your next turn. The Snowdrifts then melt away to the discard pile.
Discussion: This card is worded oddly, but I believe that each character separately rolls to lose 1 life and miss a turn -- though it COULD be taken as that the character who encounters it loses 1 life and misses a turn per each character who rolls over his Craft, but that seems crazy.

Spiteful Imp [SP]
Choose another character in any Region and teleport to that character's space. You must then encounter that character; you cannot choose to encounter the space instead. The Imp then teleports himself off to the discard pile.
Discussion: It's not clear what to do if you choose to teleport into Inner Region, on a space that doesn't normally allow encounters. Spiteful Imp allows upsets by sending you directly to Crown of Command if someone else is already there.
However, Spiteful Imp has most likely priority over encountering the scale of Dragon King.

Storm [T]
A Storm sweeps through this Region. All the characters in this Region must miss 1 turn. The Storm then abates to the discard pile.

The Boatman [R]
The Boatman offers to ferry you across the Storm River on your next turn if you pay 1 gold. This works exactly like a Raft. The Boatman then drifts off to the discard pile.
Discussion: If The Boatman is hired, it should stay on the space until the character uses him. Saying "exactly like a Raft" presumably includes that the character is not locked into his choice and can choose to move normally even if he pays The Boatman, if something sufficiently game-changing happens.

The Gathering [R]
All faceup Spirits in this Region are moved to this space. The Gathering then fades away to the discard pile.

Trap Door !Du [Du ×2]
Move your character to the Dungeon Entrance or any faceup Dungeon Door. The Trap Door is then discarded.

Werewolf [R]
One of your Followers is a Werewolf. Roll 1 die for each Follower; the one with the highest roll is the beast (reroll any ties). He immediately attacks you with a Strength of 3. Whether or not you defeat the Werewolf, your Follower is then discarded along with this card.
Discussion: See Hate Monger

Whirlwind [R]
A Whirlwind whips up in this space. Roll 1 die for each Object you are carrying:
1-3) The Object blows to a space one die roll clockwise around the board.
4-6) You hold on to the Object.
The Whirlwind whisks off to the discard pile.

Ymir's Glow [F]
Starting with yourself, each character may gain his full complement of Spells, according to his current Craft. Ymir's Glow then darkens to the discard pile.

Lunar Events:
Discussion: All Lunar Events are long-term, however unlike regular Events they do not stay on board but are placed next to Time Card, making them immune to most forms of destruction or removal. If a Lunar Event would take effect with the wrong side of Time Card up (because it's flipped by another Event drawn at the same time), it is discarded without effect.

Aegis of Daylight [BM]
When revealed, flip the Time Card to Day.
Whenever a character is defeated by a creature, the attack is considered a stand-off instead.
Discard this card when Night falls.

All Hallow's Eve [BM]
When revealed, flip the Time Card to Night.
Whenever a character visits a Stranger or Place, he may gain 2 gold.
Discard this card when Day breaks.

Blinding Radiance [BM]
When revealed, flip the Time Card to Day.
Characters may evade Enemies instead of attacking them.
Discard this card when Night falls.

Children of the Night [BM]
When revealed, flip the Time Card to Night.
Whenever a character encounters a space with instructions to draw 1 or more Adventure Cards, he must draw 1 more card than required.
Discard this card when Day breaks.

Divine Retribution [BM]
When revealed, flip the Time Card to Day.
Whenever a character kills an Enemy during his turn, he may take an extra turn (each character may only do this once per round).
Discard this card when Night falls.

Fright Night [BM]
When revealed, flip the Time Card to Night.
Whenever a character moves into a space that has an Enemy, he must end his move there instead of moving the full distance as indicated by the die roll.
Discard this card when Day breaks.

Guiding Light [BM]
When revealed, flip the Time Card to Day.
Whenever a character rolls a die for his move, he may move any number of spaces up to his die roll, instead of moving the full distance as indicated by his die roll.
Discard this card when Night falls.

Holy Day [BM]
When revealed, flip the Time Card to Day.
After a character rolls the die when praying, he may add up to 3 to the score.
Discard this card when Night falls.

Luminous Blessing [BM]
When revealed, flip the Time Card to Day.
Whenever a character starts his turn, he may either heal 1 life or replenish 1 fate.
Discard this card when Night falls.

Midnight Howl [BM]
When revealed, flip the Time Card to Night.
Whenever a character is defeated by an Enemy in battle or psychic combat, in addition to losing 1 life, he must roll 1 die on the Werewolf's chart.
Discard this card when Day breaks.

Moon Mist [BM]
When revealed, flip the Time Card to Night.
Whenever a character rolls a die for his movement, he must roll an additional die and use the lowest result for his move.
Discard this card when Day breaks.
Discussion: Not clear how this combines with other movement-roll-affecting effects like Amazon.

Morning Song [BM]
When revealed, flip the Time Card to Day.
Whenever a character has just completed his move, he may discard any Adventure Cards of his choice on his space.
Discard this card when Night falls.

Night of the Pumpkin King [BM]
When revealed, flip the Time Card to Night.
All Fields spaces are considered to be "Draw 3 Cards" spaces. If there are already any cards in the Fields space, draw only enough to take the total to 3 cards.
Discard this card when Day breaks.

Triumphant Daybreak [BM]
When revealed, flip the Time Card to Day.
Whenever a character engages a creature in battle or psychic combat, he may add 2 to his attack score.
Discard this card when Night falls.

Vampiric Thirst [BM]
When revealed, flip the Time Card to Night.
Whenever a character kills an Enemy, he may gain 1 life.
Discard this card when Day breaks.

Witching Hour [BM]
When revealed, flip the Time Card to Night.
Whenever a character starts his turn, he may gain his full complement of Spells, according to his current Craft.
Discard this card when Day breaks.
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Marek Čtrnáct
Czech Republic
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Priority 1 – Constructs:

Ebony Sentinel [SP]
Craft: 6
The Sentinel cannot be evaded. Any good or neutral character who enters this space during his move must end his movement and encounter this space. It will remain here until it is killed.

Ivory Sentinel [SP]
Strength: 6
The Sentinel cannot be evaded. Any evil or neutral character who enters this space during his move must end his movement and encounter this space. It will remain here until it is killed.
Discussion: Encounter caused by being stopped by one of the Sentinels has presumably priority over other forced encounters like Dragon King's scale. Not entirely sure what happens if the space of Sentinel is the natural ending space for the character's movement.

Priority 1 – Dragons:

Eastern Dragon [F]
Strength: 6, Craft: 6
If your Strength is lower then your Craft, you must fight in battle. Otherwise you must fight in psychic combat. If you are defeated, in addition to losing 1 life, you must ditch 1 Magic Object at random. It will remain here until it is killed.

Priority 1 – Monsters:

Cerberus [R]
Strength: 7, Craft: 7
Place Cerberus on the Portal of Power. Players may not cross to the Plain of Peril while Cerberus is on the Portal of Power. Cerberus cannot be evaded. You must choose whether to attack Cerberus using Strength or Craft.
Discussion: Cerberus only blocks normal attempts to pass through Portal of Power, not if character moves to Plain of Peril in another way.

Lord of the Pit [R]
Strength: 8, Craft: 8
The ruler of the Pit Fiends has emerged from the Inner Region and claimed this area. If you kill the Lord of the Pit, you may teleport to the Plains of Peril. You must choose whether to attack the Lord of the Pit using Strength or Craft.

Priority 1 – Places:

Boneyard [BM]
The Boneyard will remain here for the rest of the game. Once per visit, if the top card on the Adventure discard pile is an Enemy, you must place it on this space.

Haunted Hamlet [BM]
The Hamlet will remain here for the rest of the game.
If you visit the Hamlet during the Day, it is treated as if you were visiting the Village.
If you visit the Hamlet during the Night, you must move 1 Spirit from any Region to this space.
Discussion: Haunted Hamlet visited during the Day will work for anything that normally requires Village. For example, you can get rid of Cursed by Hag by visiting the Mystic here.

Twilight Forest [BM]
If it is Day, flip the Time Card to Night; then discard this card.
If it is Night, roll 1 die and draw that number of Adventure Cards. Place 1 Adventure Card of your choice on this space and then discard the rest.

Wall of Fire [BM]
Any character who enters this space during his move must end his movement.
If you do not have a Talisman, lose 1 life. If you have a Talisman, gain 1 Strength and 1 Craft and then discard this card.

Priority 2 – Animals:

Ape [T]
Strength: 3
A savage Ape is terrorising this area. It will remain here until it is killed.

Bear [T]
Strength: 3
A ferocious Bear is running amok in this area. It will remain here until is killed.

Burrow Worm !Du [Du]
Strength: 4
A gruesome Burrow Worm erupts in this area. If you are defeated, in addition to losing 1 life, you fall into its burrow and land on the Dungeon Entrance. It will remain here until it is killed.

Direwolf [BM ×3]
Strength: 2
If you are defeated, in addition to losing 1 life, you become a Lycanthrope. It will remain here until it is killed.

Fire Salamander [BM]
Strength: 1
When revealed, discard all other cards in this Region. It will remain here until it is killed.
Unknown: Are cards drawn together with Fire Salamander discarded as well, including cards that would be resolved before it, like Events?

Firemane [SP]
Strength: 5
If you defeat the Firemane in battle, you may take a Riding Horse from the Stables deck instead of keeping Firemane as a trophy. It will remain here until it is killed.

Giant Spider [R]
Strength: 5
A horrific arachnid is terrorising the area. It will remain here until it is killed.

Ice Bear [F]
Strength: 2
A voracious Ice Bear is running amok in this area. It will remain here until it is killed.

Icecap Elk [F]
Strength: 1
A majestic Icecap Elk is grazing in this area. It will remain here until it is killed.

Lion [T]
Strength: 3
A Lion is preying on everything in this area. It will remain here until it is killed.

Mammoth [R]
Strength: 5
A giant Mammoth is defending its territory. It will remain here until it is killed.

Pack of Wolves [R][F]
Strength: 2
Roll 1 extra die for the Wolves' attack roll and use the highest result. It will remain here until it is killed.

Raging Bull [R]
Strength: 3
A mad Bull is loose in this area. It will remain here until it is killed.

Roc !H [H ×2]
Strength: 5
It will remain here until it is killed. If you are defeated, in addition to losing 1 life, the Roc drops you in the Mountain Pass.

Sabertooth Tiger [R]
Strength: 4
A mighty feline hunts in this area. It will remain here until it is killed.

Serpent [T]
Strength: 4
A Serpent has made its home in this area. It will remain here until it is killed.

Wild Boar [T ×2]
Strength: 1
There is a Wild Boar roaming this area. It will remain here until it is killed.

Winter Wolf [F]
Strength: 1
A lone Winter Wolf is hunting in this area. It will remain here until it is killed.

Wolf [T]
Strength: 2
A vicious Wolf now dwells in this area. It will remain here until it is killed.

Priority 2 – Constructs:

Flesh Golem [BM]
Strength: ?
The Golem's Strength is equal to the number of trophy points you have (to a minimum of 1). If you kill the Golem, gain 1 Strength, but you must discard him instead of taking him as a trophy. He will remain here until he is killed.

Herald of the Dawn [BM]
Strength: 6
When revealed, flip the Time Card to Day.
Good characters may automatically evade the Herald of the Dawn instead of attacking it. It will remain here until it is killed.

Scarecrow [BM]
Strength: 2
When revealed, place the Scarecrow in a Fields space of your choice in any Region. It will remain there until it is killed.

Priority 2 – Cultists:

Night Stalker [BM]
Strength: 5
If you are defeated during the Night, you do not lose a life. Instead, you must take the Night Stalker as a Follower with the following effect: You lose 1 life at the start of each of your turns. Discard the Night Stalker when Day breaks.
Discussion: If you take Night Stalker as your Follower in another way (for example by special ability of Dragon Priestess), its text won't apply - it won't take life from you and it won't be discarded when Day breaks.

Vindicator [SP]
Strength: ?
The Vindicator has a Strength of 3 if you are good, a Strength of 6 if you are neutral, or a Strength of 9 if you are evil. If you kill him, gain 1 Strength, but you must discard him instead of taking him as a trophy. He will remain here until he is killed.

Wrathborn Knight [SP]
Strength: 4
If the Wrathborn's attack roll is lower than its Strength, roll 1 die and add the result to its attack score. It will remain here until it is killed.

Wrathborn Warrior [SP]
Strength: 2
If the Wrathborn's attack roll is lower than its Strength, roll 1 die and add the result to its attack score. It will remain here until it is killed.

Priority 2 – Dragons:

Balefire Dragon [BM]
Strength: 7
Before you engage the Dragon in battle, it makes a breath attack: roll 1 die. If the result is equal to or higher than your Craft, you must discard all other cards in this Region. It will remain here until it is killed.

Dragon [T ×3]
Strength: 7
A fearsome Dragon is terrorising this area. It will remain here until it is killed.

Frost Drake [F]
Strength: 7
A formidable Frost Drake is raiding this area. It will remain here until it is killed.

Miser Dragon [R]
Strength: 8
You venture inside the den of a Miser Dragon and awaken the Beast! If you kill the Dragon, you loot his hoard: roll 1 die and gain that much gold. The Dragon will remain here until it is killed.

Umbral Drake [BM]
Strength: 6
You may evade the Dragon during the Day. It will remain here until it is killed.

Priority 2 – Monsters:

Bandit [T ×2]
Strength: 4
A Bandit is marauding in this area. He will not attack if you pay 1 gold. He will remain here until he is killed.
Discussion: Not being attacked by Bandit is not the same as evasion. It won't allow you to "pass" and encounter cards with higher numbers.

Basilisk [F]
Strength: 2
The Basilisk rolls 2 dice for its attack roll and uses the highest result. If it rolls doubles, you are killed. It will remain here until it is killed.

Cave Troll [R]
Strength: 6
A horrible Cave Troll is rampaging through this area. If you defeat the Cave Troll, roll 1 die. If you roll a 1 or 2, the foul thing regenerates and the attack counts as a stand-off. It will remain here until it is killed.

Chimera [R]
Strength: 3
A terrible Chimera is marauding around this area. It will remain here until it is killed.

Crawling Hand [BM ×2]
Strength: 1
If you do not kill the Crawling Hand, roll 1 die and move it that number of spaces clockwise.

Doppelganger [Pr]
Strength: ?
The Doppelganger always has the same total Strength as its opponent, including any bonuses. If you kill it, gain 1 Strength, but you must discard it instead of taking it as a trophy. It will remain here until it is killed.

Ekor [R]
Strength: 2
This cowardly creature will flee from anyone stronger than him. If your Strength is higher than 2, the Ekor will flee 1 space clockwise instead of fighting you. Otherwise it will remain here until killed.

Fire Giant [BM]
Strength: 8
If you do not kill the Fire Giant, roll 1 die and move him that number of spaces clockwise. For each space he moves onto, any characters there lose 1 life and any cards there are discarded.

Frost Giant [F]
Strength: 6
A titanic Frost Giant is lumbering around this area. He will remain here until he is killed.

Gargoyle [R]
Strength: 5
A Gargoyle is preying on everyone in this area. It will remain here until it is killed.

Giant [T]
Strength: 6
An immense Giant has set up residence in this area. He will remain here until he is killed.

Glory Seeker [F ×2]
Strength: 3
If you are defeated, in addition to losing 1 life, you must discard all of your quests. If you defeat the Glory Seeker, you may accept 1 Warlock Quest. He will remain here until he is killed.

Goblin [T ×2]
Strength: 2
A Goblin is laying waste to this area. It will remain here until it is killed.

Goblin Trapsmith [R]
Strength: 1
A Goblin Trapsmith uses his net to entangle his victims. You must roll 1 extra die for your attack roll and use the lowest result. It will remain here until it is killed.

Griffon [F]
Strength: 5
A Griffon is terrorising this space and will attack anyone who enters. It will remain here until it is killed.

Hippogriff [R]
Strength: 2
A hungry Hippogriff is hunting in this area. It will remain here until it is killed.

Hobgoblin [T ×2]
Strength: 3
A brutal Hobgoblin is stalking this area. It will remain here until it is killed.

Hydra [R]
Strength: 4
A voracious Hydra is devouring everything in this area. If you defeat the Hydra, roll 1 die. If you roll a 1 or 2, it regenerates and the attack counts as a stand-off. It will remain here until it is killed.

Infernal Legion [SP]
Strength: 10
Evil characters may automatically evade the Legion instead of attacking it. The Legion cannot be evaded by good characters. It will remain here until it is killed.

Lurking Horror [BM]
Strength: 3
If you attack the Lurking Horror during the Night, you cannot roll a die for your attack roll. It will remain here until it is killed.

Ogre [T ×2]
Strength: 5
An Ogre has decided this area is easy pickings. It will remain here until it is killed.

Pit Fiend [SP]
Strength: 4
A Pit Fiend has emerged from the Inner Region and is pillaging this area. It will remain here until it is killed.

Pit Fiend Shirker [BM]
Strength: 4
You may move the Shirker to any other space in this Region instead of attacking it.

Sky Screecher [F]
Strength: 2
If your attack roll is lower than your Craft, you are automatically defeated. It will remain here until it is killed.
Discussion: Yes, it's apparently more dangerous to stronger characters.

Snow Goblin [F ×2]
Strength: 1
A ravening Snow Goblin is laying waste to this area. It will remain here until it is killed.

Stone Golem [R]
Strength: 6
You may not use any Weapon during battle unless it is a Magic Object. It will remain here until it is killed.

Swamp Creature [BM]
Strength: 3
A creature from the swamp is menacing this area. It will remain here until it is killed.

Trapper [R]
Strength: 2
Roll 2 dice. If the result is equal to or less than your Craft, you may evade the Trapper. If it is higher, you must fight him, but you may not roll a die for your attack roll. He will remain here until he is killed.

Wolfen [BM ×2]
Strength: 3
If you are defeated, in addition to losing 1 life, you must roll 1 die on the Werewolf's chart. It will remain here until it is killed.

Wretched [SP]
Strength: 1
You may not pay fate to reroll dice during battle with the Wretched. It will remain here until it is killed.

Yeti [F]
Strength: 4
Before you engage the Yeti in battle you must roll 1 die. If the result is less than your Craft, you dodge the boulder it throws at you. If the result is equal or higher, lose 1 life. It will remain here until it is killed.
 
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Priority 3 – Cultists:

Cryomancer [F]
Craft: 3
If you are defeated, in addition to losing 1 life, you must miss your next turn. He will remain here until he is killed.

Eventide Invoker [BM]
Craft: 4
When revealed, flip the Time Card to Night. If you kill the Invoker, flip the Time Card to Day. He will remain here until he is killed.

Lunar Witch [BM ×2]
Craft: 3
If you kill the Witch during the Night, you may gain 1 Spell, if your Craft allows. She will remain here until she is killed.

Storm Caller [R]
Craft: 2
If you have any Armour you lose 1 life before fighting the Storm Caller. He will remain here until he is killed.

Wrathborn Acolyte [SP]
Craft: 2
If the Wrathborn's attack roll is lower than its Craft, roll 1 die and add the result to its attack score. It will remain here until it is killed.

Wrathborn Witch [SP]
Craft: 4
If the Wrathborn's attack roll is lower than its Craft, roll 1 die and add the result to its attack score. It will remain here until it is killed.

Priority 3 – Dragons:

Crypt Wyvern [BM]
Craft: 5
It will remain here until it is killed. If you are defeated, in addition to your losing 1 life, the Dragon drops you in the Graveyard.

Zombie Dragon [BM]
Craft: 8
A dreadful Zombie Dragon is terrorising this area. It will remain here until it is killed.

Priority 3 – Elementals:

Earth Elemental !H [H]
Craft: 5
It will remain here until it is killed. If you are defeated, in addition to losing 1 life, you are dragged down to the Highland Entrance.

Harvest Horror [BM ×3]
Craft: 1
A minion of the Pumpkin King has claimed this area for its master. It will remain here until it is killed.

Ice Elemental [F]
Craft: 7
A giant Ice Elemental is drifting through this area. It will remain here until it is killed.

Priority 3 – Spirits:

Apparition [F ×2]
Craft: 1
A spectral Apparition is haunting this area. It will remain here until it is killed.

Banshee [R]
Craft: 3
A Banshee is stalking this area. It will remain here until it is killed.

Barrow Wight [F]
Craft: 1
A Barrow Wight will attack anyone who trespasses in this area. It will remain here until it is killed.

Black Unicorn [R]
Craft: 7
If you defeat the Black Unicorn in psychic combat, you may keep it as a Follower instead of a trophy. While the Black Unicorn is your Follower, add 1 to your Strength and 1 to your Craft. It will remain here until it is defeated.
Discussion: Taking Black Unicorn as a Follower in any other way than written on the card won't give you the bonus.

Chill Wraith [F ×2]
Craft: 2
If you are defeated, in addition to losing 1 life, you must miss your next turn. It will remain here until it is killed.

Chillbane [F]
Craft: 6
A horrifying Chillbane is attacking everything in this area. It will remain here until it is killed.

Crone [R]
Craft: 1
A wicked Crone bewitches this area. If you are defeated in psychic combat, you do not lose 1 life. Instead, you are turned into a slimy little Toad for 3 turns. She will remain here until she is killed.

Crypt Keeper [R]
Craft: 5
If you kill the Crypt Keeper, you may search his tomb for treasure. Draw the top 5 Adventure Cards and take 1 Object of your choice. Discard the remaining cards. It will remain here until it is killed.

Dark Fey [SP]
Craft: 2
The Dark Fey rolls 2 dice for her attack roll and uses the highest result. If she rolls doubles, you are turned into a slimy little Toad for 3 turns. She will remain here until she is killed.

Demon [T]
Craft: 10
A Demon has appeared from the underworld to cause chaos in this area. It will remain here until it is killed.

Duskwood Wraith [BM ×2]
Craft: 2
If it is Night, add 1 to the Wraith's attack score. It will remain here until it is killed.

Fel Steed [SP]
Craft: 7
If you defeat the Fel Steed in psychic combat, you may take a Warhorse from the Stables deck instead of keeping the Steed as a trophy. It will remain here until it is defeated.

Ghost [T ×2]
Craft: 4
A Ghost materialises in (roll 1 die):
1) City 4) Chapel
2) Village 5) Castle
3) Graveyard 6) Temple
It now haunts this area and will remain until it is killed.

Haunt [R]
Craft: 2
If you do not defeat the Haunt, you must take it as a follower. While the Haunt is your Follower, your attack rolls are reduced by 1 (to a minimum of 1). Discard the Haunt if you visit the Chapel or the Graveyard.
Discussion: Taking Haunt as a Follower in any other way than written on the card won't reduce your rolls and you won't have to discard it.

Headless Horseman [BM]
Craft: 3
If you are defeated, the Horseman will move to your space at the end of your movement next turn.

Heavenly Host [SP]
Craft: 10
Good characters may automatically evade the Host instead of attacking it. The Host cannot be evaded by evil characters. It will remain here until it is killed.

Lemure [T ×2]
Craft: 1
This lowly creature from the Underworld pounces at you from the shadows. It will remain here until it is killed.

Lesser Demon [R]
Craft: 7
A minion of evil has been sent to prowl in this area. It will remain here until it is killed.

Lich [F]
Craft: 4
If you are defeated, in addition to losing 1 life, place 1 life counter on this card. If the Lich is defeated and has any life counters, it is not killed and it loses 1 life counter instead. It will remain here until it is killed.

Medusa [F]
Craft: 5
If you are defeated, you do not lose a life. Instead, you must miss your next 2 turns. It will remain here until it is killed.

Mummy [R][BM]
Craft: 2
A rotting Mummy roams this area in search of his tomb. If you are defeated and lose 1 life, your wounds become infected and you must lose 1 additional life. It will remain here until it is killed.
Discussion: If you avoid losing life, you won't lose the additional life.

Mummy King [BM]
Craft: 7
If you kill the Mummy King, you may look through the Adventure discard pile and take one Object of your choice. It will remain here until it is killed.

Night Gaunt [BM]
Craft: 6
If you kill the Night Gaunt during the Night, flip the Time Card to Day and gain 1 Craft. It will remain here until it is killed.

Nightmare [R]
Craft: ?
The Nightmare always has the same total Craft as its opponent, including any bonuses. If you kill it, gain 1 Craft, but you must discard it instead of taking it as a trophy. It will remain here until it is killed.

Rimespawn [F]
Craft: 1
A terrible Rimespawn is lurking in this area. It will remain here until it is killed.

Sepulchre Spectre [BM ×2]
Craft: 1
When revealed, move all Spirits in every Region to this space. It will remain here until it is killed.

Shadow [T ×2]
Craft: 2
A Shadow is lurking in the dark corners of this area. It will remain here until it is killed.

Shadowsoul [SP]
Craft: 1
You may not pay fate to reroll dice during psychic combat with the Shadowsoul. It will remain here until it is killed.

Shiver Nymph [F]
Craft: 2
A mischievous Shiver Nymph is frolicking in this area. If your Craft is higher than 2, the Shiver Nymph will flee 1 space clockwise instead of fighting you. Otherwise it will remain here until it is killed.

Spectre [T]
Craft: 3
A Spectre has appeared in this area. It will remain here until it is killed.

Succubus [R]
Craft: 3
If the Succubus defeats you in psychic combat, in addition to losing 1 life, you must also lose 1 Craft (if able). Then place 1 Craft counter on this card. Add 1 to the Succubus's Craft for each counter on this card. It will remain here until it is killed.
Discussion: Apparently, Succubus gains Craft even if the character was unable to lose Craft.

Swamp Siren [SP]
Craft: 3
If you are defeated, in addition to losing a life, you must encounter this space again instead of moving normally next turn. She will remain here until she is killed.

Trickster [F]
Craft: 2
If you are defeated, in addition to losing 1 life, you must ditch 1 Object at random. If you defeat the Trickster, you may take 1 Object of your choice from any character in the same Region. He will remain here until he is killed.

Vampire Bats [BM]
Craft: 2
A swarm of Vampire Bats swoops down upon you. If you defeat them, the attack counts as a stand-off unless your attack score wins by 2 or more points. The swarm will remain here until it is killed.

Vampire Prince [BM]
Craft: 9
An imperious Vampire Prince dominates this area. If you are defeated, in addition to your losing 1 life, he will kill 1 of your Followers at random. If you have none, you lose 1 additional life instead. He will remain here until he is killed.

Wight [R]
Craft: 4
You enter an ancient barrow and disrupt this creature's eternal rest. It will remain here until it is killed.

Wraith [T ×2]
Craft: 5
A Wraith is wreaking havoc in this area. It will remain until it is killed.
 
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Jon New
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I don't want to rain on your parade, but there is already a wiki for Talisman, with rulings appended to various pages.

http://www.talismanwiki.com

It has been in slumber for one expansion (real life issues), but if you are interested on helping out please send me a geekmail.

Jon
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DomaGB
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The Wikipedia is missing Doomsayer from the Blood Moon expansion. Been looking for a place to report this, now I have.
 
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Jon New
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It's actually missing a lot more than that from the expansion, but thanks. Work should be starting soon enough to bring it up to date.
 
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Marek Čtrnáct
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OK, I'll try the wiki then. The thing is that now that Talisman is getting a digital edition (I already finished my first game and it resulted in LOT of reported issues ) there will necessarily arise a "proper" way to resolve rules conflicts, and so they need to be brought to attention.
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Just found this one also:

http://talisman.wikidot.com/start
 
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