How to play talisman board game




















They sound like they would be highly beneficial to someone who has repeatedly gotten insurmountably behind often a fate worse than death in this gamers opinion due to a poor dice showing and just the wrong time. So assuming that's the main difference between editions I'll make my other comments, but please accept the disclaimer there may be other variances that invalidate my claims. I like Talisman, but I don't love it. I would play it again, and might even do so this weekend, but it is not a game that after I don't play for a while I miss unlike Risk , puerto rico, pirate's cove, or even shadow's over camelot.

Rather it's a game that I tend to enjoy ok when I'm playing but forget about when I stop. The only con I want to add to Josh's review that I found is the stat's, as I remember them are not balanced. Unless this changed also in the revised version this I think is one of the things that causes me not to love it because the more you play it the more I end up taking the same strategy and the more I get the impression that each character is not just as good and only requires a different strategy something I think Runebound does a better job of.

But it's been a while, if others of you have not found this to be the case maybe I should play it again or find someone with revised 4th. Have other people found this to be true as well? And just as an FYI, I believe that Fantasy Flight has made an adapter kit that "converts" 4th Edition to Revised 4th Edition, which is required if you consider using the thousands of expansions that Fantasy Flight has been releasing.

I agree - I like this game, but don't totally love it. On the opposite hand, though, my wife really enjoys Talisman, so this is a good game that I can play with her during the evenings. I'm not a big Talisman fan. A little too much luck, a little too much screwage especially when you invest so much to get what you've got. If an effect causes a player to place a Terrain card on a space and there are no cards of the required type left in the Terrain deck, he must choose a Terrain card of that type on the board and move it to that space.

If a player places a Terrain card on a space that already contains a Terrain card, he removes the original Terrain card from that space and returns it to the Terrain deck.

If a player places a new character on the game board, he ignores any Terrain cards when placing that character. If the Sentinel space contains a Terrain card, characters may cross freely from the Outer Region to the Middle Region; they do not have to defeat the Sentinel.

Likewise, if the Portal of Power space contains a Terrain card, characters may cross freely from the Middle Region to the Inner Region; they do not have to pick or force the lock, nor are they stopped by the Warlock if they have an uncompleted warlock quest. Some game effects will instruct players to place a random Terrain card. When this occurs, the player shuffles the Terrain deck, draws the top card, and places it as directed by the effect. If there are no cards remaining in the Terrain deck when a player is instructed to place a random Terrain card, he instead takes the terrain card closest to his character and moves it to his space.

If two or more Terrain cards are equally close, he chooses which one to move. When using an expansion board, if a Terrain card is on a space that allows movement between boards, characters can still move to and from the expansion board following the normal movement rules of that expansion.

The Werewolf Card lists the rules for how the Werewolf figure prowls around the game board and interacts with characters that it lands on. At the start of the game, place the Werewolf figure on the Forest space and place the Werewolf Card faceup next to the game board. If the Werewolf figure reaches the last space on an expansion board, such as the Treasure Chamber in the Dungeon Region, it must immediately move to any space in any Region except the Inner Region and end its movement in that space.

The player moving the Werewolf figure chooses which space it moves to. Whenever the Werewolf figure ends its movement on a space containing one or more characters, the player who moved the Werewolf figure must choose one character on that space.

The chosen character then rolls one die and consults the chart on the Werewolf Card to determine what happens. Whenever a character encounters the Werewolf figure or fights a character who has become a lycanthrope, he risks inheriting its curse and becoming a lycanthrope himself.

Some of the Adventure Cards may also result in a character becoming a lycanthrope. When a character becomes a lycanthrope, he must take a Lycanthrope Card and place it faceup next to his character card.

If a character is instructed to become a lycanthrope and he already has a Lycanthrope Card, the effect is ignored: the character does not take an additional Lycanthrope Card.

In the digital version, characters who are lycanthropes have claw marks across their character's image on the left of the screen. The instructions on a Lycanthrope Card are only followed when it is Night; however, the character is still considered a lycanthrope even during the Day. This distinction is important because some encounters affect characters differently if they are a lycanthrope.

If a character is turned into a Toad, he must discard his Lycanthrope Card. He then takes a Lycanthrope Card as normal. When this happens, the player must complete his turn as normal, but then must roll the die again and move the Grim Reaper according to the normal rules for moving a character, with the following exceptions:.

Whenever the Grim Reaper lands on a space containing one or more characters at the end of his movement, the player who moved the Reaper must choose a character on that space for the Reaper to visit. The player controlling that character then rolls one die and consults the chart on the Grim Reaper card to determine what happens to his character.

If a player forgets to move the Grim Reaper or the Werewolf and the next player starts his turn, there is no opportunity to backtrack. Each Region is sub-divided into spaces , and each space has its title and encounter instructions printed along its edge. 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, Middle and Expansion Regions. To move in the Outer, Middle and Expansion 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 counterclock-wise at his discretion.

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.

Each Region is connected to the main Talisman board at a specific main board space. A character may enter these Regions simply by moving directly from the connected space on the main board to the Region Entrance space, if his movement die roll provides him with sufficient movement. Entering these Regions through the connected spaces is optional. Characters may choose not to enter, and may travel around the Outer Region instead. Movement in the Highland, Woodland, and Dungeon follows the normal movement rules: Characters roll one die and move the indicated number of spaces.

Each space on the these boards is marked with an arrow. These arrows point in the direction characters need to move in order to reach the end. Characters may choose to move against the arrows if they wish. However, doing so takes them farther away from the ultimate prize, and closer to the Entrance.

Note that characters must move either directly with or directly against the arrows when in these regions. In the City, Characters cannot move against an arrow on a street space unless an ability or effect forces them to do so. Characters may enter a shop from the adjacent street space for one point of movement.

Characters may enter a shop as long as they have sufficient movement to enter the shop; any remaining points of movement are lost. If a character begins his turn in a shop, he cannot re-enter that shop during that turn. However, the character may enter any other shop if he has sufficient movement.

After 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 Outer, Middle and Expansion Regions. Characters 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, or a Dragon Scale.

An encounter with another character always takes one of two forms. 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 Spaces. Characters 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 that Regions 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. 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. Characters must follow the instructions on the space if their player chooses to encounter the space instead of encountering another character. Any Stranger or Place there must be visited and any gold, Objects, and Followers may be taken. A character encounters an Enemy - a Monster, Dragon, Animal, or any creature whose Strength is given;.

A character decides to attack another character, unless a special ability allows him to attack by psychic combat instead. Battles against creatures are resolved in the following steps:. If not, then a battle takes place. Cast Spells Any Spells that the player wishes to cast must be cast before the attack roll is made. Character Attack Roll The character rolls one die, the result of which is considered the attack roll.

The character may now pay one fate to reroll his attack roll if he wishes. If the attack scores are equal the result is a stand-off.

In a stand-off, neither side is harmed characters do not lose a life and creatures are not killed and that turn immediately ends. If 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.

Battles Between Two Characters Battles 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. Both characters have the opportunity to cast Spells before the dice can be rolled. 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. The character with the higher attack score wins the battle. 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.

The turn then ends. The Wizard also has one Strength counter, two Craft counters, and three fate. The Wizard could choose to evade the Giant by casting his Invisibility Spell but he decides to attack the Giant instead. Since the Giant has a Strength value, the Wizard must fight him with a battle as opposed to psychic combat.

Since the Wizard is in battle, his Sword adds an additional point of Strength for a total of 9 Strength 5 from Psionic Blast, 2 from his Strength value, 1 from his Strength counter, and 1 from the Sword.

After their attack rolls, both the Giant and the Wizard have the same attack score of 12, which would result in a stand-off. Now the Wizard has an attack score of 14 and the Giant has an attack score of A character is attacked by an Enemy - Spirit or by any creature whose Craft is given.

A character whose special ability permits him to attack another character by psychic combat elects to do so. Craft is substituted for Strength. 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.

Gold 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. Payments for any purchases or services that are not made to another character are paid into the gold stockpile. Any gold received from any source other than another character is taken from the gold stockpile. If a character is required to lose gold and he does not have any, then there is no effect.

Both Objects and Magic Objects are classed as Objects. During the game, characters usually acquire Objects as the result of encounters. Any Objects characters have are placed below their character card and must be kept faceup. No character may have more than four Objects unless he has a Mule, Horse and Cart, etc. Any character acquiring more than four Objects must decide which to keep.

A character may have four normal Objects in addition to any number of Trinkets. Trinkets may be ditched, discarded, stolen, or sold like normal Objects. Some Objects and Followers have been twisted and tainted by dark powers and have the Cursed keyword. Cursed Objects and Followers must be taken by a character encountering them even if the character is at his Object Carrying Limit and cannot be ditched. When a character has more Objects than his Carrying limit, and must decide which Objects to keep, a character must choose to keep as many Cursed Objects as possible.

A character can only choose not to keep a Cursed Object if he has more Cursed Objects than his Carrying limit. Cursed Objects and Followers may be discarded, stolen, and sold as normal. A character may only use one Weapon during an attack.

A character may only use one Armour during an attack. During the game, characters usually acquire Followers as the result of encounters. All Followers accompanying a character are kept below the character card and must be kept faceup. Any Followers that are killed e. In 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.

All 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. When this deck is exhausted, all of the discarded Spell Cards are shuffled and placed facedown to form a new Spell deck.

The effect of each Spell, and when it can be cast, are detailed on the individual Spell Cards. This allows him three Spells, which he has acquired. His Craft drops to 5. He is now only allowed two Spells, so he must immediately discard one. 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. 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! Castings 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.

She may therefore move to either the Runes or the Oasis. There is a Dragon faceup on the Runes where the instructions are to draw one card, so the Dragon will count as the card to be drawn. On the Oasis, she sees a Hex Spell cast earlier by another character. This will also cause her to lose a life, but since the instructions there are to draw two cards, the Hex spell will only count as one of them and she will have the opportunity to draw one Adventure Card to make up the total of two to be drawn.

She decides to move to the Oasis, loses a life because of the Hex Spell, and draws an Adventure Card. It turns out to be another Dragon, which attacks her. Not her lucky day at all! A character gains one Strength counter for every seven points of Strength marked on the trophies he turns in. Enemy cards thus exchanged are then placed on the Adventure Card discard pile.

Excess Strength points of the trophies above a multiple of seven are lost. Strength counters may also be gained as a result of encounters. A 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. Characters 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.

Anything that attacks a character. Any character attempting to attack or use a special ability. Creatures that appear as a result of an Event, Place, or Stranger card e. When a character changes alignment, an Alignment Card is taken and placed beside the character card with the appropriate card faceup to show the characters new alignment.

When a character reverts to his original alignment, as it is printed on the character card, the Alignment Card is discarded. These actions occur automatically in the digital game and a character's alignment is shown as a card in their inventory. No character, including the Druid, may change Alignment more than once in any turn. If a character who changes alignment has any cards not permitted by a new alignment such as the Holy Grail or Runesword , those cards must immediately be ditched in the space he occupies.

In 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. 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.

If 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. He also uses a card that allows him to add 2 to his movement roll for a total of 6. All resources are limited to the number of components provided with the game. For example, if all Strength counters are in use, no additional Strength can be gained until some of those counters have been returned to the Strength counter stockpile.

If a character is able to trade five 1—point counters for the corresponding one 5—point counter, he must do so. This section covers rules that may occur as a result of encounters or moving between different Regions. When the character reverts back to his original form, remove the Toad Card and exchange the Toad figure for his character figure at the end of his third turn.

A 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. A Toad cannot hold objects, gold, or have followers. Drop these on the space when turned into a Toad. If a player encounters an object or follower while he is a Toad, it must be dropped on his space.

A character retains his trophies and can still gain trophies while a Toad. However, any Strength or Craft gained through trophies while the character is a Toad are lost when the character reverts to his original form so it is usually a bad idea to trade in trophies while a Toad. A Toad does not roll the die for movement, but must move only one space per turn. They simply cannot be used until the character reverts back to his original form. Thus, any lives lost or gained by the Toad affect the status of the original character.

Similarly, any fate lost or gained by the Toad affect the status of the original character. Toads may use fate as normal. 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 for example, as a result of the Random Spell , the character remains a Toad for three more turns starting from the second transformation. Characters are considered to have anything in their possession, such as Objects, gold, fate, Followers, and Spells.

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.

However, the Monk may not have the Runesword, because that card states that no good character may have it. A Monk encountering a Runesword must leave it faceup in his space. Characters are not permitted to take cards that they may not have.

For example, if a character may not have Followers, he may not take one by casting the Mesmerism Spell on another character. A 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. Whenever a character is given or buys a Talisman or Purchase Card, the appropriate Talisman or Purchase Card should be taken from their respective decks.

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. There are two ways characters can acquire Talismans. First, they can be gained as encounters drawn from the Adventure decks. If a character chooses to accept a quest, that player chooses freely one of the available Warlock Quest Cards from among those available in the Warlock Quest Card deck. Once the quest is complete, the card is removed from the game.

Therefore, each Warlock Quest Card may only be completed once per game. If a character with a Warlock Quest Card is killed, return the card to the deck. A character may not go on more than one quest at a time. 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 player may then draw the top card from the deck of Quest Reward cards, or gain a Talisman from the Talisman deck if available. When a character gains a Quest Reward, the card is placed faceup in his play area. Some Quest Rewards give characters a bonus and then are immediately discarded, while other Quest Rewards allow characters to keep the card until they choose to use its bonus. The effects of this bonus are described on the Quest Reward Card.

When a Quest Reward is discarded, the card is removed from the game. Therefore, each Quest Reward Card may only be gained once per game. Quest Rewards are not considered Objects, Spells, or Followers.

If a character is killed, he must discard all of his Quest Rewards. Characters may gain any number of Quest Rewards during the game. Resolving Cards Without an Ecounter Number.

Cards that are placed on spaces and do not have an encounter number such as the Hex Spell must be resolved before the character encounters any other character, cards, or the instructions on the space itself. It's not as fun as playing with your mates but it's a pretty good substitute Astra View Profile View Posts. In my opinion it depends on how much expansions you use.

I really don't have much experience on Talisman except for the digital version, which I'm new at. But lesson learned, I probably won't be playing this at night. Especially with all the ragequits. Last edited by Hot Soup! Originally posted by Phulesdorp :. Well, crud. This expansion comes with some really cool characters though. The Swashbuckler is my favorite of them all. When I played him for the first time, I was skeptical, but really enjoyed him very early on.

The boss battle at the end of this corner piece to the board is challenging and offers really good rewards at the end and will teleport you basically to the end game stage so this path could be an alternative route to victory.

This expansion was the first expansion that was for me a must buy, which is crazy since this is only number 6 on the list. But for good reason. These expansions are all really well thought out and unique and the large expansions come with so much cool stuff. Woodlands was the last corner piece to grace the Talisman 4th edition game. This expansion was all themed at creating a use of light and dark fate and how fate and destiny plays a role in the game.

The destiny cards are epic and very powerful and are achieved by navigating through this region of the board. The challenge is getting to the end of this region as monitoring fate is really important in this expansion. The characters in this set are fantastic, they all have very unique abilities that most come with tokens that need to be used for things such as teleportation. My favorite character in this set is the Spider Queen, she can place webs on the board that stops opponent characters from advancing when they land on them or herself.

Woodlands can be a confusing set as the rules are more intense on this set then anything we have discussed so far, but the depth that it provides and the power at the end along with the fantastic characters make this an awesome set. This was a tough one to place down this low on the list. The mechanics and the characters are really good for this set.

The Harbinger is all about the end of the world and working to stop it from occurring. IT comes with a character mechanic similar to the Reaper and the Werewolf with a miniature that actually traverses the board along with any of the players.

The set comes with terrain cards just like in the Firelands that was discussed before. There are also omen cards that will be run through during the course of the game. When an event type card is played, the Harbinger will land on the space where the player character how caused the effect is.

Now throughout the rest of the game, when a player lands on the harbinger, they roll for this character similar to the reaper. If players are in the same region as where the character lands, they instead of drawing from the adventure cards, they draw the harbinger cards, which are rather unforgiving.

Overall this is a cool standalone but really complicates things to the game and is not particularly new player friendly. If this integrated with larger amounts of players. This set is bonkers. Replacing the entire regular board, but still requiring the base set for adventure cards and other pieces that are needed to play the base game.

This is the freshed and most advanced way to play Talisman, containing everything from terrain altering cards to the center of the board now being iced over.

This set has so many different mechanics that I recommend that when playing it for the first time, to limit the other expansions being used. With that being said, this set is crazy in the changing effects of the board and the spaces not being what any Talisman player is familiar with.

I rank it so high on the list because this set really changes play style and how each space is approached. The city expansion is the highest rated large expansion to the game due to everything that it provides.

Take a deep breath cause there are a lot of things here. Contract cards can be picked up and players get rewarded when accomplishing them like warlock quests but with gold. There are many shops that are specific in nature that players can frequent to get specific items such as weapons, potions, or even pets and horses.

The characters that come with this set are all fantastic, the Tavern maid, the merchant are my personal favorites from the set. My players spend A LOT of time here, and for good reason.



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