Talisman: The Magical Quest Game – 5th Edition
Talisman: The Magical Quest Game – 5th Edition Rulebook
Table of Contents
Table of Contents
Components
- 1 Gameboard
- 12 Character Figures
- 3 Six-Sided Dice
- 12 Character Cards
- 100 Adventure Cards
- 18 Purchase Cards
- 24 Spell Cards
- 4 Talisman Cards
- 1 Toad Card and 6 Toad Tokens
- 38 Fate Tokens
- 30 Gold Coins
- 12 Alignment Tokens (Good, Neutral, Evil)
- 114 Counters: 38 red Strength counters (6 large, 32 small), 38 blue Craft counters (6 large, 32 small), 38 green Life counters (6 large, 32 small)
For all attributes, each large counter is worth 5 points and each small counter is worth 1 point. If all counters of one type are in use, no additional counters of that type can be gained by characters until some of those counters have been returned to their respective counter pile next to the board. If you're able to trade five 1-point counters for one 5-point counter, you must do so.
Toad Card
If you're transformed into a toad during the game, you'll place a toad token on your character card.
As a toad:
- You cannot benefit from or gain any additional strength and craft counters, though you keep the ones you had.
- You cannot benefit from, lose or gain objects or gold, though you keep the ones you had.
- You cannot gain followers, though you keep the ones you had.
- You cannot cast or gain spells, though you keep the ones you had.
- Movement: 1 space per turn. Life: retain your character's life. Strength: 1. Craft: 1. Fate: retain your character's Fate.
- At the end of your next turn, revert back to your original form minus any lives lost during your time as a toad.
What's Different About 5th Edition
5th edition gameplay changes are marked throughout the rulebook with the wheel icon.
How to Win
The first player to obtain a Talisman, reach the Crown of Command in the centre of the board and defeat the dragon wins the game.
Choose Your Character
Character cards are no longer randomly dealt to players. Instead, choose one player to pick their character first. They choose the first character from the deck of character cards, and, moving to the right, the rest of the players choose their characters. The last player to choose a character takes the first turn. Play then moves to the left.
Change Your Character's Alignment
Players may choose an alignment of good, neutral or evil for their character at the start of the game.
Carrying Limit and Talismans
Talismans do not count toward your carrying limit of four objects and cannot be intentionally dropped on the space you occupy. Each character can hold up to one Talisman.
Character Death
If you lose all of your lives and are defeated, place your figure on the Village space in the Outer Region. You'll keep all objects, magic objects, followers, spells, trophies, fate tokens and gold as well as any earned strength and craft counters. At the start of your next turn, you must spend your gold to purchase as many lives as you can afford up to your life value at the cost of 1 life per gold. If you have no gold, you gain 1 life. Then your turn ends.
Use Fate Tokens to Move
If you don't like your movement roll, you may pay 1 fate token. Instead of the original die number, you may instead move your character up to 6 spaces to land on a space unoccupied by another character.
Toad Transformations
If you're turned into a toad, your objects and gold transform with you! You retain all cards and strength and craft counters, but while in toad form, you cannot benefit from, lose, or gain objects or gold. You cannot gain new followers. At the end of your next turn, you revert to your original form.
Prepare for Your Adventure
Set Up the Play Area
- Place the gameboard in the centre of play.
- Place the following in separate piles next to the board, in reach of all players: Talisman cards, toad card, toad tokens, fate tokens, alignment tokens, strength counters, life counters, craft counters, gold.
- Place the three dice within reach of all players.
- Shuffle the red Adventure deck and place it facedown next to the board.
- Shuffle the purple Spell deck and place it facedown next to the Adventure deck.
- Place the gold Purchase deck facedown next to the Spell deck.
Set Up Your Character
- Randomly determine a player to go first. That player looks through the character deck and chooses one character card and its matching figure.
- The player to the right then chooses another character, and so on, until each player has a character card and matching figure in front of them.
- Place all unused character cards and figures back in the box.
- Take a look at your character card. Place your figure on the starting space shown on your card. Place your gold, fate tokens and life counters next to your character card: gold equal to the number on your character card, fate tokens equal to the fate number listed on your character card, and life counters equal to the life number listed on your character card.
- Your character starts with an alignment — good, neutral or evil — but you may choose to change that alignment before you start playing. If you choose a new alignment, take a token of your chosen alignment and place it on your character card.
- Some characters, such as the Prophetess, begin the game with a spell. Look at the special abilities on your character card. If you begin with a spell, draw a card from the purple Spell deck.
- As you play, you'll collect more gold, objects, fate tokens, life and followers, as well as strength and craft counters. Keep track of the things you collect by placing them next to your character card.
You won't begin the game with objects or followers, but you may place those you collect next to the designated spot on the character card.
Play!
How to Win
The first player to obtain a Talisman, reach the Crown of Command in the centre of the board and defeat the elder dragon wins.
Who Goes First?
The last player to choose their character goes first. Play moves to the left.
On Your Turn
- If you're in the Middle or Outer Regions, roll one die then move left or right the number of spaces you rolled. If you're in the Inner Region, move one space per turn. See Movement below.
- Encounter the space where you landed OR encounter a character on the space where you landed. Some encounters will be friendly, and some will be dangerous! See Encounters below.
Start Playing!
Look up information about board spaces, encounters and cards as you go. If you land on a space and you're not sure what to do, follow the Talisman Encounter Sequence on the back cover.
Meet the Characters
As you play the game, you'll see the word character come up often — character always refers to a player's chosen figure and character card.
- Assassin — The ruthless Assassin is paid to get the job done – and always delivers on her mark. Her morals may be dubious, but her precision is irreproachable.
- Elf — Worldly, dexterous and clever, the Elf draws upon a wellspring of experience. As the years trickle by, her love of adventure has yet to diminish.
- Dwarf — The Dwarf is a skilled artisan and hardy combatant. He's able to outmaneuver obstacles that require skill and wit.
- Ghoul — The Ghoul's duty is to the dead; he tends to the spirits passing into the netherworlds. His mysterious skills are well-suited to the task.
- Monk — Though he is one to readily accept change, the Monk is ever constant in his faith. His unshakeable nature aids him in battle.
- Thief — The Thief is no stranger to hunger and will do anything to survive – and thrive. He expertly skulks through the lands, pickpocketing anyone foolhardy enough to lose focus.
- Priest — The Priest is the tireless caretaker of the gods' homes: temples, chapels, shrines, and other hearts of worship. His divine magic is a gift from those he serves.
- Troll — The mighty Troll scoffs in the face of injury, capable of withstanding even the toughest of foes with brute strength.
- Prophetess — The Prophetess is blessed with the gift of precognition, allowing her to foresee and elude dangerous encounters on her journey.
- Warrior — The Warrior has trained from a young age to master many forms of combat and weaponry. She is a fearsome opponent who never backs down from a challenge of strength.
- Sorceress — The Sorceress was born with powerful magic running through her veins. She's a superb spell caster that relies on intuition and instinct as opposed to measured arcane studies.
- Wizard — The Wizard has pored through countless texts and tomes to hone his arcane skills. His relentless pursuit of knowledge has led him to a place among the most formidable magic users in the land.
Reading Character Cards
Your character card lists your character's attributes, each of which is described below in more detail. A character card shows: Alignment, Strength, Craft, Gold, Fate, Life, Special Abilities, Starting space, Objects, and Followers.
Alignment. Each character starts with a certain alignment — good, evil or neutral — that represents their ideals. A good character is polite and law-abiding, an evil character is a vile-hearted villain and a neutral character falls somewhere between the two extremes. Depending on your character's alignment, your interaction with objects, events and board spaces may change. When you choose your character at the start of the game, you can choose to change your alignment.
- If your alignment changes at any point, take an alignment token and place it on your character card with the appropriate side faceup. Discard the token if you revert to your original alignment.
- Your alignment cannot change more than once in a turn.
- If you ever have cards that your alignment forbids you to use, immediately drop those cards on your current board space.
Strength. Strength represents your character's might, stamina and fighting ability. You'll use it in battle and to overcome certain obstacles that may be encountered throughout the game.
- If you ever gain strength during gameplay, place the given amount of strength counters next to your character card.
- Some cards let you add strength during encounters. When you obtain a card like this, do not take a strength counter. The card itself represents the increase in strength.
- If you ever lose strength, discard counters as directed.
- Your strength can never drop below the number listed on your character card, also called your starting value.
Your total strength at any given time is the strength starting value on your character card + any strength counters you have + any strength gained from collected cards.
Craft. Craft represents your character's intelligence, wisdom, and magical ability. You'll use it in psychic combat and certain encounters throughout the game. Craft also determines how many spells you may have.
- If you ever gain craft during gameplay, place the given amount of craft counters next to your character card.
- Some cards let you add craft during encounters. When you obtain a card like this, do not take a craft counter. The card itself represents the increase in craft.
- If you ever lose craft, discard counters as directed.
- Your craft can never drop below the number listed on your character card, also called your starting value.
Your total craft at any given time is the craft starting value on your character card + any craft counters you have + any craft gained from collected cards.
Example — How to calculate a character's strength: The Warrior has a strength of 4, as shown on their character card. During the game, they've gained the following: 2 strength counters; the Magic Belt, which increases their strength by 1; the Unicorn, which increases their strength by 1; a sword, which increases their strength by 1 during battle. This character's total strength is 8. Their battle strength is 9. The different circumstances of an encounter can change how a character uses their strength. For example, if this Warrior landed on the Cursed Glade board space where strength from objects and magic objects do not count towards total strength, their strength for the encounter would be 7 (4 strength starting value, 2 strength counters, 1 from the Unicorn).
Life. Life represents your character's health. You'll start the game with the number of life counters listed on your character card.
- You can lose lives in battle, psychic combat and other dangers you may encounter. When you lose a life, remove a life counter from your character card.
- Different encounters throughout the game allow you to replenish lives by Healing — replenish life counters as instructed up to the starting life value shown on your character card — or Gaining — replenish life counters as instructed. You may exceed your starting life value when gaining lives. Follow the rules of the encounter to know whether to heal or gain lives.
- Lost all your lives? You've been defeated! Your turn immediately ends. Place your character on the Village space in the Outer Region. All objects, magic objects, followers, spells, trophies, gold, strength, craft counters and fate tokens stay with your character. At the start of your next turn, you must spend your gold to purchase as many lives as you can afford up to your starting life total at the cost of 1 gold per life counter. If you have no gold, take one life counter. Then your turn ends.
Fate. Fate measures your character's luck and fortune and is represented by fate tokens. You'll start the game with the number of fate tokens listed on your character card.
- Throughout the game, you may pay fate tokens to change your fortune. You may pay 1 fate token to reroll any one die, once per roll. You must keep the new roll. Note that you may not use a fate token to reroll a die that is not your own, for example, that of an enemy card or another character.
- After rolling your movement die, you may pay 1 fate token to ignore the roll result and instead move your figure up to six spaces in either direction to a space unoccupied by another character.
- You may be able to replenish fate throughout the game by visiting certain board spaces or drawing Adventure cards. You can gain more fate tokens than the value shown on your character card, but when you're instructed to replenish fate tokens, only replenish up to the value shown on your character card.
- If you run out of fate tokens, nothing bad happens. You're simply on your own!
Special Abilities
Your character has one or more special abilities, as listed on the character card.
- In any instance where an encounter's effects 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. For example, if a card indicates that no weapons may be used when fighting a certain creature, the Warrior may not use any weapons, despite their special ability that allows them to use two weapons at the same time.
- If an effect or special ability refers to a die result, consider only the number on the die, not the modified result obtained by adding bonuses or subtracting penalties. For example, the Troll's special ability allows them to heal whenever they roll a 6 for their movement. During the Troll's turn, they roll a 4 for their movement. They also use a card that allows them to add 2 to their movement roll, resulting in a total movement of 6. In this instance, the Troll does not heal since the die result is a 4, not a 6.
The gameboard is divided into three regions: the Outer Region, located on the outside edge of the board; the Middle Region, located between the Outer Region and the Inner Region, separated by the Storm River and the Plain of Peril respectively; and the Inner Region, located in the centre of the board.
Movement
If you're in the Middle or Outer Regions, roll one die, then move left or right the number of spaces you rolled. You must move, even if your character starts their turn in a space with an Adventure card or another character.
If you're in the Inner Region, move one space per turn.
Each region is divided into spaces, and each space lists its name and the encounter rules that occur there. On your turn, you'll move your figure around the spaces in whichever region you're in. You'll have the chance to cross between regions via encounters or cards.
Moving in the Outer and Middle Regions
You may never change direction during your movement unless you are passing between the Outer and Middle Regions.
Crossing Between the Outer and Middle Regions
The Outer and Middle regions are separated by the Storm River. You may cross the river by using the bridge that connects the Sentinel space in the Outer Region with the Hills space in the Middle Region, using a raft, or as the result of an encounter.
Crossing the Sentinel's Bridge
If your roll to move is enough for you to move across the bridge to the opposite region, you may do so.
- If you're moving from the Outer Region to the Middle Region, you must cross the bridge and face the Sentinel. See Encountering a Creature. You may challenge the Sentinel only if your movement is sufficient to carry you across the bridge into the Middle Region. If you simply land on the Sentinel space, you may not face the Sentinel.
- If you defeat or evade the Sentinel, move to the Hills space and complete your movement according to your roll, choosing whether you'll move left or right. If you are defeated, lose one life (or use an object or spell card to protect it). Your turn ends on the Sentinel space. If it's a tie, your turn ends, but you don't lose a life.
- The Sentinel does not attack characters passing through the Sentinel space while moving in the Outer Region or characters crossing back from the Middle Region to the Outer Region.
Example — Crossing the Sentinel's Bridge: The Sorceress is on the Graveyard and rolls a 6 for movement. They decide to move left to the Sentinel space to cross the bridge to the Middle Region. Upon reaching the Sentinel space, they accept the Sentinel's challenge and battle ensues. The Sorceress casts an Immobility spell on the Sentinel, allowing them to evade it instead of battling. The Sorceress now moves on to the Hills in the Middle Region and decides to continue their move to the right, landing on the Portal of Power.
Using a Raft
You may build or acquire a raft during an encounter.
To build a raft, if you are on a Woods or Forest space and you have an axe, you may declare at the start of your turn that you are building a raft instead of rolling and moving. Then, take a raft card from the Purchase deck if it's available.
If you acquire a raft, you may use it at the start of your next turn, moving across the river to any space opposite the one you're currently in. Then encounter that space or any characters on it. Do not roll and move that turn.
After you use a raft, or if you begin your turn with a raft and do not use it before your turn ends, you must place it in the respective discard pile. The raft counts toward your carrying limit. On your next turn, instead of taking your normal movement, you may instead cross the river to a space directly opposite the one you're on. Whether you cross or not, place this card in the discard pile — it cannot be carried with you.
Crossing Between the Middle and Inner Regions
The only way to enter the Inner Region is through the Portal of Power, which connects the Plain of Peril space in the Inner region with the Portal of Power space in the Middle Region.
To pass to the Inner Region, you must first open the Portal of Power. To do so, your movement roll must be enough to carry you beyond that space, and you must follow the encounter rules of that space.
If you're successful, move to the Plain of Peril space. Your turn ends.
If you're unsuccessful, stay on the Portal of Power space. Your turn ends.
- You must reopen the Portal each time you try to pass through it from the Middle Region.
- You do not need to open the Portal if you're moving from the Inner Region to the Middle Region. Simply move to the Portal of Power space. Then, your turn ends.
Moving in the Inner Region
When you reach the inner region, do not roll the die to move. Instead, you move one space per turn and must follow the encounter rules of each space as you move on toward the Crown of Command.
Turning Back
If you wish to cross from the Inner Region to the Middle Region, for example, in order to become more powerful, you may do so. Move, one space per turn, towards the Plain of Peril. Do not follow the rules of the spaces you land on.
- Once you begin to turn back, you may not change your mind and you must go all the way back to the Plain of Peril.
- Once you reach the Plain of Peril, you may cross over to the Portal of Power and end your turn or you may continue your journey in the Inner Region.
Encounters
You will typically have encounters only during your turn, unless specifically instructed otherwise. Encounters vary depending on which region of the board you are in.
Encounters in the Middle and Outer Regions
- After you move, you must always encounter the space where you land or a character on that space. You may not do both.
- You always encounter the space you land on after moving, never the space where you start your turn.
Encountering Another Character
When you encounter a character, you must:
- Attack and initiate a battle (measured by strength) or psychic combat (measured by craft),
- or use one of your special abilities against that character.
Attacking Another Character
- Announce whether you are initiating a battle (measured by strength) or psychic combat (measured by craft) if your character has a special ability that allows you to do so.
- If the attacked character wishes to try to evade and they have a method to do so, such as the Invisibility spell, they may use it. If the attacked character does not evade, the encounter continues!
- Cast spells! Starting with the attacker, each character may choose to cast any spells, for example, to increase their strength or craft.
- Roll to determine attack score.
- Each character rolls one die.
- The attacker may pay fate to reroll.
- The defender may pay fate to reroll.
- Determine your attack score: If you're engaged in battle, each character adds their roll to their strength, then adds any modifiers from any cards or abilities they have. Note that each character may use only one weapon at a time, save for the Warrior who has a special ability that lets them use one additional weapon. If you're engaged in psychic combat, each character adds their roll to their craft, then adds any modifiers from any cards or abilities they have.
- The character with the higher score wins!
- The winner claims a reward by forcing the losing character to lose one life or by taking one object or one gold from the losing character. If it was a battle of strength, the loser may use an object to prevent losing a life. Either way, the loser gains 1 fate token. If there is a tie, it's a standoff, and neither character is harmed. No one loses a life or gains a fate token.
- The attacking character's turn ends.
Encountering a Space
Is there a card on the space?
- You must defeat or evade any enemies on that space.
- You must encounter the space by visiting any stranger or place on that space. Follow the rules of the board space you landed on.
- You may take any gold, objects or followers on that space.
See the Talisman Encounter Sequence on the back cover to determine the order you encounter cards in!
Draw Card Spaces
If you land on a space with this icon, draw the number of cards shown from the Adventure deck and place them faceup on the space where you landed.
If there are already Adventure cards on that space, draw only enough new cards to reach the total listed on the space. For example, if the space calls for you to draw two cards, but there is already one card on the space, you'd draw one new card to bring the total to two cards.
If you draw more than one Adventure card, the cards must be dealt with in the order specified by their encounter number. Read and address the card with the lowest encounter number first, then the next lowest, and so on. In the case of a tie, read and address Adventure cards in the order in which they were drawn.
Exceptions to Drawing Cards
- Adventure cards with instructions that result in their being placed in a space other than the one where they were drawn must be dealt with first, before any other encounter, even if they have higher encounter numbers. When a card is placed in this way, it does not take effect on any character already on the space where it is placed.
- If a card that does not have an encounter number (such as the Hex spell) is placed on a space, it must be resolved before you encounter any other character, cards, or the instructions on the space itself.
- Dropping Cards: If a character drops followers or objects onto a space, they may only draw enough cards to make up the given number that may be drawn. For example, if a character ends their movement on the Fields space and then drops one of their objects, they do not draw any new cards since there is already a card on the space.
- A character may drop followers or objects on a space to avoid drawing more cards, but they may not take them back on the same turn. Therefore, any followers and objects left on the space become available for other characters to take if they land on that space.
Example — Drawing Cards: The Dwarf lands on the Hidden Valley and is instructed to draw 3 Adventure cards. They draw the Imp (event), a bear (enemy), and a bag of gold (object). The Imp has the lowest encounter number so it must be resolved first. The Dwarf rolls a 4, so the Imp teleports the Dwarf to the Ruins before they have a chance to fight the bear and take the gold. The bear and gold cards are left faceup on the Hidden Valley and will constitute two of the three cards for the next character to land there. The Dwarf, however, continues their turn with a new encounter in the Ruins.
Encountering the Warlock's Cave
If you land on the Warlock's Cave in the Middle Region, you may choose to accept a quest. Such quests are one way to acquire a Talisman!
To accept a quest:
- Roll one die.
- Follow the matching rules listed on the Warlock's Cave space.
- If you can complete your quest immediately, you must do so.
- You may not accept more than one quest at a time.
- If you have accepted a quest but not completed it and collect a Talisman through other means, your quest ends and you are not teleported to the Warlock's Cave space.
Encountering a Space in the Inner Region
- You must encounter a space you land on in the Inner Region by following the rules on that space unless you are turning back or encountering another character on the allowed spaces.
- You may never evade a creature in the Inner Region (only other characters). Spells have no effect on Inner Region creatures.
Encountering Another Character in the Inner Region
You may encounter a character only while on the Plain of Peril, Valley of Fire or Crown of Command spaces. Follow the rules of encountering other characters as described in Attacking Another Character above.
Inner Region Board Spaces
Crypt
- Roll three dice and total them.
- Subtract your strength from that total.
- Find the Crypt exit that matches that number, as listed on the space, and move there.
If your roll results in you staying on the Crypt space, you may move forward on your next turn.
Mines
- Roll three dice and total them.
- Subtract your craft from that total.
- Find the Mines exit that matches that number, as listed on the space, and move there.
If your roll results in you staying on the Mines space, you may move forward on your next turn.
Werewolf's Den
- Roll two dice and total them to determine the werewolf's strength.
- Fight the werewolf in a battle of strength until you've defeated it or are defeated yourself.
- If you are defeated, you lose one life and your turn ends. On your next turn, you must confront the werewolf again or turn back. If it's a tie, you don't lose a life but your turn ends. On your next turn, you must confront the werewolf again or turn back. If you defeat the werewolf, your turn ends. If you have a Talisman, you may move forward on your next turn. If you do not have a Talisman, you must turn back.
Pits
- Roll one die to determine the number of pitfiends that appear and attack you.
- Fight the fiends in a battle of strength one at a time until you've defeated all the fiends or are defeated yourself.
- If you are defeated, you lose one life and your turn ends. On your next turn, you must confront the remaining pitfiends again or turn back. If it's a tie, you don't lose a life but your turn ends. On your next turn, you must confront the pitfiends again or turn back. If you defeat the pitfiends, your turn ends. If you have a Talisman, you may move forward on your next turn. If you do not have a Talisman, you must turn back.
The Crown of Command
The final space of the Inner Region is the Crown of Command. The first player to reach the Crown of Command and defeat the elder dragon wins!
You can only reach the Crown of Command from the Valley of Fire space, which you can only enter if you have a Talisman. If you do not have a Talisman, you must turn back!
An elder dragon stalks around the Crown of Command, guarding it from those who seek its power. You must defeat the dragon in battle to obtain the crown. The dragon has a strength of 10 and a craft of 10. The prideful dragon allows its adversaries to choose the contest of their choice: battle or psychic combat. Remember, you can't use spells against creatures in the Inner Region — including the elder dragon.
If you are defeated, lose 1 life. On your next turn, you must confront the dragon again or turn back.
If it's a tie, don't lose a life but remain on this space. On your next turn, you must confront the dragon again or turn back.
If you defeat the dragon, you obtain the Crown and win the game!
Creatures
Throughout your journey, you may encounter creatures via board spaces and cards, ranging from monsters to dragons to animals. When you do, those creatures will attack you!
Encountering a Creature
- If you are in the Outer or Middle Regions, you may evade them by using the ability of a follower or the Invisibility spell, for example. If you do not evade, they attack!
- Cast spells if you wish.
- Roll to determine your attack score.
- Roll one die.
- If the creature's card lists a strength value, you're battling with strength! Add your roll to your strength, then add any modifers from any cards or abilities you have. Note that you may use only one weapon at a time, except in the case of the Warrior, who has a special ability. If the creature's card lists a craft value, you're engaging in psychic combat with craft! Add your roll to your craft, then add any modifiers from any cards or abilities you have.
- Roll to determine the creature's attack score.
- Another player rolls one die.
- Add that die roll to the creature's strength or craft to determine its attack score.
- You may pay 1 fate token to reroll the die to determine your attack score.
- Compare attack scores.
- If your attack score is higher, the creature is defeated. If it is an enemy card, you may collect it as a trophy.
- If the creature's score is higher, you are defeated. Lose one life. If you fought a battle of strength and you have an object, spell or special ability that lets you avoid losing one life, you may use it. If you fought in psychic combat, no object can prevent a loss of life. Then, your turn ends.
- If the attack scores are equal, it's a tie. No one is harmed. Your turn ends.
Example — Landing on the Werewolf's Den: The Dwarf lands on the Werewolf's Den and rolls two dice to determine the werewolf's strength. They roll 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 8, which means they're defeated and lose one life. On the Dwarf's next turn, they decide 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 its attack roll, which brings the werewolf's attack score to 9 (8 strength plus an attack roll of 1). The Dwarf rolls for battle and gets an attack score of 10, defeating the werewolf! The Dwarf moves to the next space on their next turn.
Creatures and Enemies
A creature refers to any encounter that attacks with strength or craft except for encounters with other characters. This includes enemy cards, but also board spaces and other types of cards.
The Sentinel is a creature, but so is the Mercenary. When a special ability or card refers to an enemy, it applies to only enemy cards — but if it refers to a creature, that includes all of the above!
Example — Encountering an Enemy: The Wizard has a sword in addition to the Invisibility and Psionic Might spells. They also have 1 strength counter, 2 craft counters, and 3 fate tokens. During the Wizard's turn, they land on the Fields space and draw an Adventure card, encountering a giant with strength 6. The Wizard could evade the giant by casting Invisibility but decides to attack instead. Since the enemy card lists a strength value the Wizard must fight with strength. The Wizard casts Psionic Might, which allows them to add their starting craft value of 5 to their strength of 3. Since the Wizard is in battle, their sword adds an additional point of strength, bringing their total strength to 9 (5 from Psionic Might, 2 from their strength value, 1 from their strength counter, and 1 from the sword). The giant rolls a 6 for their roll and the Wizard rolls a 3 for their roll. After their attack rolls, both the giant and the Wizard have the same attack score of 12, which would result in a tie. The Wizard decides to pay a fate token to reroll their attack roll, this time getting a roll result of 5. Now the Wizard has an attack score of 14 while the giant keeps its attack score of 12. Since the Wizard's attack score is higher, they defeat the giant and take the enemy card as a trophy. If after the reroll the Wizard's attack score had been lower than the giant's, the Wizard would have lost a life and their turn would have immediately ended.
Multiple Enemies
If there is more than one enemy that attacks by the same ability of strength or craft on a space and they have the same encounter number, they fight as one during the battle, adding their strength or craft together with just one attack roll to make a single, combined attack score.
Adventure Cards
The different types of Adventure cards and their effects are described below. Each card shows an encounter number, title, card type, and text.
Events
Follow the rules on the card. If the card says you lose a turn, your turn ends immediately. If you were meant to encounter additional cards, that counts as a lost turn. Otherwise, lose your next turn instead.
Enemy – Animal, Dragon or Monster
These enemies attack you in a battle of strength!
- If you kill any of these enemies, keep that card as a trophy. You can exchange those trophies for strength counters. You can redeem a number of strength marked on the trophies you turn in to gain a strength counter. The number required to turn in is equal to or exceeding your current strength score (including counters but excluding any points gained from cards). Strength counters may also be gained as a result of encounters.
- If you do not defeat the enemy, leave that card on that space.
Enemy – Spirit
These enemies attack you in psychic combat, using craft.
- If you kill any of these enemies, keep that card as a trophy. You can exchange those trophies for craft. You can redeem a number of craft marked on the trophies you turn in to gain a craft counter. The number required to turn in is equal to or exceeding your current craft score (including counters but excluding any points gained from cards). Craft counters may also be gained as a result of encounters.
- If you do not defeat the enemy, leave that card on that space.
Strangers
Follow the rules on the card. Strangers may have various effects on you, sometimes based on your character alignment.
Objects
Both objects and magic objects are classified as objects. During the game, characters acquire objects via encounters or through Purchase cards. Place any objects you have faceup next to your character card.
Below are some types of objects:
- Weapons: Objects that may increase your fighting ability. You may use only one weapon at a time, save for the Warrior who has a special ability that lets them use one additional weapon.
- Armour: Objects that may prevent the loss of life when you're defeated. You may use only one armor at a time.
Object Carrying Limit
You may never have more than four objects at one time, unless you have a Mule. If at any point you exceed your limit of four objects, you must immediately drop objects faceup on your current space until you have four.
- Gold is not considered an object and does not count toward your object carrying limit.
- A Talisman does not count toward your object carrying limit. Each character can hold up to one Talisman, and Talismans cannot be intentionally dropped on the board.
Dropping Cards
You may drop any of your followers or objects at any time on your turn by leaving them faceup in the space you occupy. If you discard any followers or objects, you cannot take them back during the same turn.
You may not intentionally drop a Talisman. Whenever you would receive a Talisman but already have one in your possession, leave it faceup on the space you occupy.
Followers
Followers are "helpers" who may provide assistance by lending their skills and abilities — not all followers are helpful, though, such as the Poltergeist. The Guide and the Gnome are examples of helpful followers, and there are several others.
- Keep any followers accompanying you faceup next to your character card.
- You may have any number of followers.
- Place any followers that are killed (e.g., in the Chasm) or that must be discarded in the Adventure card discard pile.
Places
Follow the rules on the card. Some places require you to roll a die to see what you encounter, while other places reward you each time you visit.
Purchase Cards. Purchase cards act like Adventure cards except that instead of placing them in a discard pile when you're finished using them, you must return them to their appropriate deck.
Possessing vs. Using Cards
You are considered to possess anything you pick up throughout the game, such as objects, gold, fate, followers and spells.
When you implement the ability of a card, you are considered to be using the card. Using cards is optional, and you may always choose when to use a card you possess. For example, the Holy Symbol allows you to automatically destroy spirits without resorting to psychic combat. You may choose not to use the Holy Symbol and may attack a given spirit instead.
- You may possess cards you are not permitted to use, unless a given card specifically states otherwise. For example, the Monk may not use weapons in battle but may possess the Holy Lance to sell to the Alchemist, deliver for a quest in the Warlock's Cave or simply to prevent another character from picking it up. However, the Monk, whose alignment is good, may not possess the Runesword because that card states that no character of good alignment may possess it. If the Monk encounters a Runesword, they must leave it faceup on its space.
- You may not take any cards that an effect dictates you may not possess. For example, if you are not allowed to gain followers due to having the Hag as a follower, you may not take on any new followers by casting the Mesmerism spell on another character.
Gaining and Casting Spells
In the magical land of Talisman, you can cast spells as long as you have enough craft. Some characters start the game with one or more spells, and new spells can be found as you travel around the board. When you cast a spell, follow the rules listed on the card.
Gaining Spells
All characters may acquire and cast spells if their craft is sufficient (see the chart below). Only those characters whose special abilities allow them to start the game with spells may do so. Otherwise, spells are typically acquired via encounters.
The number of spells you may have at one time is limited by your craft as follows:
| Total craft | Max. Number of Spells |
|---|---|
| 1 | 0 |
| 2 | 0 |
| 3 | 1 |
| 4 | 2 |
| 5 | 2 |
| 6+ | 3 |
- When you gain a spell, draw from the top of the Spell deck.
- When the Spell deck runs out, shuffle all discarded spell cards and place them facedown to form a new deck.
- You may look at your own spell cards at any time but keep your spell cards hidden from other players. The effects of each spell and when it can be cast are listed on individual spell cards.
- If at any point you have more spells than your craft allows, immediately discard spell cards of your choice into the spell card discard pile until you have the correct number of spells. You may not cast those spells as you discard them.
- You may not discard spells unless you have more than your craft permits. The only other way to get rid of a spell is to cast it!
Example — A Spell Limit: A Wizard with a craft value of 5 has the Crown of the Archmage (a magic object that adds 2 to craft), so their craft is effectively 7. This allows them three spells, which they've acquired. They land on the Cursed Glade, where craft gained from magic objects does not apply. Their craft drops to 5. The Wizard is now only allowed two spells and must immediately discard one spell (of their choice). As soon as they leave the Cursed Glade, they can use the Crown of the Archmage again and may once more have up to three spells so long as they can acquire another.
Example — Taking a Full Turn: The Sorceress is on the Temple and rolls a 2 for their move. They 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 and the Sorceress must encounter the dragon. The dragon has a strength of 7 and will get +2 on its attack roll because of the mystic Runes. Since the Sorceress's current strength is 3, they would certainly lose a life there. On the Oasis, the Sorceress sees a Hex spell cast earlier by another character. This will also cause them 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 the Sorceress will have the opportunity to draw one Adventure card to make up the total of two to be drawn. They decide to move to the Oasis, lose a life because of the Hex spell, and draw an Adventure card. It turns out to be another dragon, which attacks. Not the Sorceress's lucky day!
Casting Spells
- On any given turn, you may cast only as many spells as you started the turn with.
- You may cast only one spell during another player's turn.
- You may keep spells for as many turns as you'd like before casting them. You are never required to cast a spell; it is always optional.
- A spell that affects a character reaches them wherever they are on the board, in any region.
- No spells affect creatures in the Inner Region, such as the pitfiends of the Pit space.
- Once you cast a spell and its effect has ended, place it in the spell card discard pile.
Toads
You may be transformed into a toad by landing on a certain board space or drawing a certain card. As a toad, you will be weaker. Place a toad token on top of your character card. You'll remove that token when you turn back into your character.
If You Become a Toad:
- You may move only one space per turn and must follow the same rules of space and character encounters.
- You may not gain or cast spells (though you keep the spells you had before you became a toad).
- You may not use any of your character's special abilities.
- Your strength = 1
- Your craft = 1
- You may not use gained counters to add to your strength or craft.
- You may not lose, use or gain objects, gold or followers (though you keep the ones you had before you became a toad).
- You may not use or gain fate (though you keep the fate you had before you became a toad).
- You keep any trophies you have and can still earn trophies. Avoid trading in trophies, however: you must discard any strength or craft you gain as a toad after you turn back into your character.
- If you lose any lives as a toad, you do not get them back when you turn back into your character.
To become your character again: At the end of your next turn as a toad, you turn back into your character. Remove the toad token from your character card.
More About Toads
- More than one player may be a toad at a time.
- If you are already a toad and you land on a board space or draw a card that would turn you into a toad, simply remain a toad for the remaining duration.
Terms and Icons
Terms
Encounters. Some cards and special abilities refer to encounters. An encounter can include enemy cards, events, strangers, places, spells and board spaces.
Gold. Gold allows you to buy objects and pay for services. Your wealth is recorded by placing gold coins beside your character card. Any gold received from any source other than another character is taken from the gold stockpile. If you're ever required to lose gold and do not have any, nothing happens.
Icons
5th Edition Changes. The wheel icon appears throughout the rulebook to mark changes from Talisman 4th Edition.
Gameboard Icons. The +1, +2, +3 card icons appear on gameboard spaces to specify how many Adventure cards to draw. Die-face icons appear on gameboard spaces to specify how many dice to roll.
Golden Rules
If you're having trouble refereeing a Talisman game, look through the following rules. These rules supersede all others.
Special Ability vs. Rules. 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.
Can vs. Cannot. In 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 their ability that allows them to use two weapons at the same time.
Natural vs. Modified Roll. If an effect or special ability refers to a die result, only the number appearing on the die is considered (not the modified result from adding bonuses or subtracting penalties).
Limited Resources. All resources are limited to the number of components included in the game. If all strength counters are in use, no additional strength can be gained until some of those counters have been returned to the counter stockpile. If you're able to trade five 1-point counters for one 5-point counter, you must do so.
Alternate Rules
Race to Win
Use this alternate rule to speed up gameplay. The first character to reach the Crown of Command space wins the game!
Dire Toad
Use this alternate rule to make the toad transformation more challenging. When you're transformed into a toad, instead of being transformed for one turn, you're stuck as a toad for three turns! Place the toad token on your character card as usual to mark your transformation, then remove it when you return to your original form.
As a toad, you have: Strength: 1. Craft: 1. Movement: 1 space per turn. Life: Retain your character's life. Fate: Retain your character's fate.
When you become a toad, drop all of your objects, followers and gold onto the space where you transformed. You cannot add your additional strength and craft counters to your attack score. You cannot cast or gain spells, though you may keep the ones you had.
When you return to normal, your character will be as before, minus any objects, followers, gold, fate and lives lost while a toad.
Character Selection
- Use this alternate rule to randomize character selection at the start of the game. At the start of the game, shuffle the character cards and deal one to each player.
- Use this alternate rule to strike a balance between player choice and randomization. At the start of the game, shuffle the character cards and deal two to each player. Each player selects one and returns the rest to the box.
Fatality
Use this alternate rule to make character death more challenging.
If you lose all your lives, you are defeated! Drop all objects, magic objects, followers and gold in your possession on the space you occupy. Return all your fate tokens and strength and craft counters to the stockpile next to the board. Discard all trophies and spell cards to the appropriate discard piles. Remove your character figure from the board and place it in the box along with your character card. Your turn is over.
At the start of your next turn, you may randomly draw a character card from the cards not in play. Follow the steps to Set Up Your Character.
Note that players may select new characters after being defeated only if no character has reached the Crown of Command during the game. If you're defeated after a character has reached the Crown of Command, you're out of the game.
Talisman Encounter Sequence
Follow this sequence on your turn:
- If you wish to cast any spells that must be cast before moving, do so now.
- Move. See Movement.
- Are there any other characters on the space?
- Yes: Decide whether to encounter one of them or not.
- If you choose not to encounter a character, proceed to "Encounter the space" (step 4).
- If you choose to encounter a character, decide which character you wish to encounter and engage them in battle or psychic combat (if your special ability allows for psychic combat) or use your special ability.
- Battle or psychic combat: Follow the rules for battle or psychic combat (see Attacking Another Character). If a character is killed by another character during the encounter, they gain 1 fate token and immediately follow the rules of character death (see Character Death).
- Special ability: Use the special ability as stated on the character card. If a character is killed by another character during the encounter, they gain 1 fate token and immediately follow the rules of character death (see Character Death).
- After resolving the encounter, the turn ends.
- No: Proceed to "Encounter the space."
- Yes: Decide whether to encounter one of them or not.
- Encounter the space. Is it a Draw Card(s) space?
- Yes: Draw cards as specified. If there are already any faceup cards there, draw only enough Adventure cards to make up the specified number. Resolve the card encounter, following the rules in Encounters.
- Does the encounter result in you missing a turn? If yes, your turn ends. If no, check: if there were any enemies, did you defeat or evade them all? If no, your turn ends. If yes, check whether the encounter resulted in you being moved to a different space.
- No: Are there any faceup cards on the space?
- Yes: Resolve the card encounter, following the rules in Encounters. Does the encounter result in you missing a turn? If yes, your turn ends. If no, check: if there were any enemies, did you defeat or evade them all? If no, your turn ends. If yes, check whether the encounter resulted in you being moved to a different space.
- No: Check whether the encounter resulted in you being moved to a different space.
- Yes: Draw cards as specified. If there are already any faceup cards there, draw only enough Adventure cards to make up the specified number. Resolve the card encounter, following the rules in Encounters.
- Did the encounter result in you being moved to a different space?
- Yes: Move to the new space and return to step 3 ("Are there any other characters on the space?").
- No: Follow the instructions on the space, then take any objects, magic objects, followers and/or gold on the space.
- Did the encounter result in you being moved to a different space?
- Yes: Move to the new space and return to step 3.
- No: Your turn ends.