Talisman Quests: The Rainforest (fan expansion for Talisman)
Talisman Quests: The Rainforest (fan expansion for Talisman) Rulebook
Table of Contents
Table of Contents
Equipment
Rainforest Playing Board. The board depicts the Rainforest, an uncivilized region where primitive tribes and the ruins of once mighty kingdoms remain hidden among the trees. Each Space has its title and Encounter Instructions printed on the Edge.
60 Quests Cards. These detail the various Events, Enemies, Strangers, Followers, Magic Objects, Objects and Places that will be Encountered in various spaces of the Rainforest Board.
30 Curses Cards. These detail the various curses the gods may inflict on you when you disturb them. Being whimsical beings of immense power, curses vary from minor inconveniences to major divine punishment.
2 Character Cards & 2 Playing Piece Cards. The Character Cards detail two new Characters and their Special Abilities. The Playing Piece Cards bear illustrations of the Character they represent on each side. The Playing Piece Cards will slot into the plastic bases found in 2nd edition Talisman. Alternative Playing Piece or base may be needed if you only have the 4th edition set.
24 Purchase Cards. These detail Objects that players may obtain by means other than the Adventure Cards.
4 Special Cards. Two large Legend cards, One large Retreat card and one Stalked card for marking who the Gibbering Horror is hunting.
Setting Up
Setup the game as normal.
Mix in the two new characters into the character deck.
Play Talisman as normal until the Magic Stream or Fountain of Wisdom card is drawn from the Adventure Deck, discard that card and take the appropriate Legend Card.. Before continuing the turn, place the Rainforest Playing Board and the Retreat Card near the Talisman board within reach of most if not all players.
Shuffle the Quests Cards and the Curses Cards and place them face down near the Rainforest Playing Board. Place the Purchase cards with the other Talisman purchase cards.
When the Magic Stream card is drawn, place 4 Strength on the Magic Stream space on the Rainforest Playing Board. The character does not gain a Strength point, but instead takes the special "Legend of the Magic Fountain" card.
When the Fountain of Wisdom card is drawn, place 4 Craft on the Fountain of Wisdom space on the Rainforest Playing Board. The character does not gain a Craft point, but instead takes the special "Legend of the Fountain of Wisdom" card.
Quest Rules
Discovering the Path
The Rainforest Playing Board represents a new region in Talisman that can be found by finding the right path thru the woods.
The Rainforest cannot be entered until either the Magic Stream or Fountain of Wisdom adventure card is drawn. When either of these cards is drawn, the Rainforest Playing Board is set up.
This represents the characters hearing the tales involving the two legendary places and sparking interest in the quests as well as clues to where they may be located (somewhere in the Rainforest).
Any character that starts their turn in a Woods space in the Outer Realm of the main board may move to The Hidden Path space on the Rainforest Board instead of rolling for movement. They immediately follow the instructions on that space.
Movement in the Rainforest
The Rainforest is designed to allow choices on which way to go. This represents the multiple paths that may lead to the same goal.
The Rainforest board is designed with 4 paths. 2 parallel paths that lead from the Hidden Path to the Crossroads, 1 that leads from the Crossroads to The Horse Clans and 1 that leads from the Crossroads to the Logging Camp.
Unlike the main Talisman Board, characters can only move forward starting from the Hidden Path and eventually ending at either The Horse Clans or Logging Camp.
Characters must stop at The Horse Clans or Logging Camp even if they have movement left.
If a character is prevented from moving forward due to a Flooded Stream, you must move your character to the Retreat Card. On your next turn you may roll 1 Die to find out where you retreat to.
Searching. A character my slow their movement to increase their odds of landing on a certain spot (usually the Magic Stream or Fountain of Wisdom. In order to Search, the player must announce whether he is going to subtract 1 or 2 from his movement die roll. If the total is 1 or greater then the character can move forward that amount. If the total is less than 1, then the character has become lost and must retreat. Move your character to the Retreat Card.
Encounters in the Rainforest
Encounters in the Rainforest are dealt with in the precisely the same way as encounters on the main board.
Leaving the Rainforest
There are just two ways to leave the Rainforest.
When a character reaches The Horse Clans or the Logging Camp, you must follow the instructions there.
As per rule 2:4, if a character is prevented from moving forward due to a Flooded Stream, the character must move to the Retreat Card. On their next turn you may roll 1 Die to find out where you retreat to per the Retreat Card.
Curses
Beware offending the whimsical elder gods of Talisman.
The Rainforest has a special deck of Curses that reflect afflictions that can be cast on characters by angry gods. Whenever instructed, just take the Curse Card. Most effects last until they are lifted by following the instructions of the cards.
Curses are divine in nature and therefore can reduce Strength and Craft below their starting quota.. But they do not affect Strength and Craft counters earned.
Spells in the Rainforest
The Destruction, Divination spell may be used on Quests Cards.
The Hex spell may be used on the Rainforest Spaces.
Otherwise, the Dungeon counts as a Region for the purposes of casting spells.
Alternative Rainforest Rules
With the agreement of all players, any or all of the following rules may be added or substituted for those normally governing the Rainforest.
Curse Tag. Besides lifting a curse, a character can get rid of a curse by encountering another character. Win or lose, a curse card is passed from the attacker to the defender.
Battle Alternative. The attacker must win the combat and give the curse to the defender instead of the normal options.
Stalker Alternative/Addition. The players can agree to have rules of 7:1 also apply to the Stalked card allowing characters to have the Gibbering Horror chase someone else.
The Forest Is Always Open. Instead of waiting for the Magic Stream or Fountain of Wisdom to be drawn, set up the Rainforest at the beginning of the game. Characters can go there thru normal rules but the Magic Stream and Fountain of Wisdom only get counters when those cards are drawn.
Quick Start, the Magic Stream and the Fountain of Wisdom start the game with 4 counters of the appropriate type. The Magic Stream and Fountain of Wisdom may either be discarded before the game or count as refill cards. If used as refills, when drawn bring the total of units on the proper space back up to 4.
Blue Light Special, the Rainforest is available right from the start of the game. The Magic Stream and The Fountain of Wisdom do not get counters. Instead anyone going there can automatically take 1 of the appropriate counters from the bank until they run dry. The Magic Stream and Fountain of Wisdom run dry when their Adventure Card is drawn.
The Unstoppable Horror. The Gibbering Horror cannot be killed. If it is loses in Psychic Combat, it is placed back on the Crossroads space to start stalking again. If it takes a life from the character with the Stalked Card, move the Gibbering Horror back to the Crossroads and the character who was just killed may give the Stalked Card to any opponent.
For 2nd and 4th Edition
I tried to design this for both 2nd and 4th edition. To do this, I could not add any Adventure Cards since they do not match in style. Solved this by using the common cards as triggers; The Fountain of Wisdom & the Magic Stream.
Rules Printing Tip
The essential rules are just page 1 & 2 of this document. You can print just these pages to play.
Card Text
Card text is reproduced from the document's card inventory. Each card is listed under its deck with its type in brackets, followed by its printed text.
Quests Deck
Forest Fire (Event) x1 A forest fire rages through the rain forest. Roll 1 Die for each card in the rain forest: 1-2) Discard the card as it burns in the fire. 3-6) Safe.
Jungle Fever (Event) x1 -1 to Strength/Craft. Immediately lose a life. Until you heal a life, you suffer a -1 to your Strength and Craft. Keep this card as a reminder until you are healed.
Flooded Stream (Event) x2 Do Not Pass. Heavy rains have swollen this small stream into a raging river. Place this card on any Wooded Stream space. No character may land on or pass over this space while the flood remains.
Dry Weather (Event) x1 The rainy season has ended and the waters return to their natural banks. Remove all Flooded Stream cards from the Rain Forest.
Spectal Guide (Event) x1 A ghostly apparition appears and beckons you to follow. If you choose to do so, roll 1 Die: 1-2) Your lost for 1 turn. 3-4) Move 2 spaces in any directions. 5-6) Move to any space in the Rain Forest.
Poison Dart Frog (Enemy: Animal) x2 Strength 1. The Poison Dart Frog is know for the deadly poison secreted from its body. After combat, roll 1 Die: 1) POISONED, lose 1 Life. 2-3) Sickened, lost 1 Turn. 4-6) You are Safe. It will remain here until killed.
Anaconda (Enemy: Animal) x1 Strength 3+. Once entangled with the Anaconda, few can escape its grasp. If the Anaconda survives combat it has you entangled. Add 1 Strength counter to this card and you must fight it again next turn. It will remain here until killed.
Jaguar (Enemy: Animal) x2 Strength 4. The Jaguar is known to stalk its prey waiting for the right moment to strike. When a character moves over this space, move this card 1 space closer to that character. It will continued to stalk the regions until killed.
Forest Dragon (Enemy: Dragon) x2 Strength 8. Forest Dragons are extremely territorial but are also curious about magic. You may drop one Magic Object to distract the dragon and evade combat. It will remain here until it is killed.
Skeletal Warrior (Enemy: Monster) x2 Strength 3. An ancient warrior doomed to unlife rises from the ground. It will remain here until it is killed.
Cannibals (Enemy: Monster) x2 Strength 4. A hungry party of cannibals hunts this area. You may give them 1 follower to avoid combat. If you discard a follower and are GOOD, you become NEUTRAL. They will continue to hunt here until killed.
Ahuizotl (Enemy: Monster) x1 Strength 5. The dreaded Ahuizotl is seeking the unwary. It will remain here until it is killed.
Restless Soul (Enemy: Spirit) x2 Craft 2. The fading soul of a sacrificial victim haunts this area, It will remain here until killed.
Spirit Warrior (Enemy: Spirit) x2 Craft 4. An undead warrior from a civilization long gone protects this area. It will remain here until killed.
Smoke Jaguar (Enemy: Spirit) x1 Craft 5. Legends says that when an old Jaguar's body is killed, its soul can possess its own shadow and continue hunting in spirit. The Smoke Jaguar remains here until it is killed.
Gibbering Horror (Enemy: Spirit) x1 Craft 11. Those who disturb this horror seldom live long. Place the horror on the Crossroads space and take the Stalked card. The horror will continue to follow that character until killed.
Headhunter (Stranger) x1 A successful headhunter has decided to retire in this spot. He will sell you a Shrunken Head from the purchase deck for 2 Gold. The headhunter will remain here for the remainder of the game.
Shaman (Stranger) x1 The shaman is willing to speak to the spirits of your future for 1 Gold. If you accept his offer, roll 1 Die: 1-3) Death, lose 1 life. 4) Health, gain 2 Life. 5) Wisdom, gain 1 Craft. 6) Might, gain 1 Strength. The shaman will then wander to the discard pile.
Conquistador (Stranger) x1 A mighty conquistador asks you to join them in their conquest. If you accept, lose 1 Turn and roll 1 Die: 1) Lose 1 Life. 2-3) Nothing. 4-5) Gain 2 Gold. 6) Gain 4 Gold and draw a Curse card. The Conquistador will remain here till the end of the game.
Mother Nature (Stranger) x1 If you are NEUTRAL, Mother nature gives you a boon for keeping to the balance of nature. Roll 1 Die: 1) Gain 1 Life. 2) Gain 2 Lives. 3) Gain 1 Gold. 4) Gain 1 Spell. 5) Gain 1 Craft. 6) Move to any space in the Rain Forest. She then wanders to the discard pile.
Cartographer (Stranger) x1 An lady explorer and map maker has decided to stay here and rest till the end of the game. Anyone encountering the cartographer may buy a Cartographers map from the purchase deck for 2 Gold.
Explorer (Follower) x2 You encounter a lone explorer who wishes to act as a guide. While the explorer is your follower you may subtract 1 from your movement total.
Questing Warrior (Follower) x1 +2 in Combat. A warrior seeks the advice of a Mystic. While he is your follower, he will add 2 to your Strength in combat. If you pass over or land on the Village, the warrior goes to the Mystic and is discarded.
Mournful Shade (Follower) x1 +2 in Psychic Combat. A mournful shade asks you to find him a peaceful resting place on holy ground. While he is your follower, he will add 2 to your Craft in combat. If you pass over or land on the Chapel, discard the Shade to his final rest.
Herbalist (Follower) x1 A Herbalist seeks knowledge of rare herbs found in the woods away from the rain forest. While the Herbalist is your follower, you may take 1 Healing Herb from the purchase deck anytime you end your turn on a Woods space.
Missionary (Follower) x1 A Missionary asks your help in laying evil spirits to rest. He offers to pray for you when confronting spirits. You may roll 1 Die before fighting a spirit: 1-2) No effect. 3-4) Move the spirit 1 space in any direction. 5-6) Discard the restless spirit.
Lodestone (Object: Magic) x2 Cannot be dropped. You must take the Lodestone if you have room in your inventory. You can only drop the Lodestone by visiting the Alchemist in the City who will change the stone into 1 Gold.
Obsidian Dagger (Object: Magic) x1 Discard Follower for Life. No GOOD character can take the Obsidian Dagger. While you have the dagger you may sacrifice 1 Follower to gain 1 Life. Change your alignment to EVIL if you do this.
Feathered Mask (Object: Magic) x1 This mystical mask glows faintly with power. You may choose to lose 1 Turn in prayer and roll 1 Die: 1-3) Ignored. 4-5) Gain 1 Spell if you do not already possess one. 6) Gain 1 Spell.
Missionary's Cross (Object: Magic) x1 "...and the lion will lay down with the sheep." You may roll 1 Die before fighting any animal: If the roll is higher than the animal's strength, it falls asleep and you may evade this combat.
Feathered Boots (Object: Magic) x2 Water Walking. The feathers on these boots never get wet. You may invoke their magic once to walk across a Flooded Stream space or the River as if they were not there. Discard the boots after they are used.
Healing Herbs (Object) x3 Heal 1 Life. The proper mixture of rare herbs can bind almost any wounds. Discard herbs to heal 1 life.
Spirit Bow (Object) x2 +2 in Psychic Combat. The horse clans use special bow that effects only spirits. You may use the bow in Psychic Combat to add 2 to your Craft for the duration of the fight. Discard after use as you use your last arrow.
Shrunken Head (Object) x2 You may throw a shrunken head at any enemy. Roll 1 Die and if it is higher than your enemy's Strength or Craft it runs in away in fear. Move the enemy 2 spaces away in any direction. Discard head after use.
Blessed Arrows (Object) x2 Spare arrows are always a good idea. When using the Spirit Bow, you may discard the Blessed Arrows card instead.
Riding Horse (Object) x1 +1 Movement. You may add 1 to your movement total. If you do, you cannot use any follower for the remainder of your turn as your followers run to catch up to you.
Spiked Boots (Object) x2 Lumber jacks and warriors both know the better part of valor. When in the Woods, you may roll 1 Die before entering Combat, but not Psychic Combat: 1-2) You quickly climb a tree and evade combat. 3-6) You must fight as normal.
Sacrificial Altar (Place) x1 A stained altar is all that remains of an evil cult. If EVIL, you may roll 1 Die for each follower you sacrifice on the altar: 1-2) Altar breaks, discard Altar and draw 1 Curse card. 3-4) Gain 2 Gold. 5) Gain 1 Spell. 6) Gain 1 Strength. The altar will remain here till it breaks.
Mystical Monastery (Place) x1 The monks offer to teach you balance. You may immediately become Neutral. If you are already Neutral, you may roll 1 Die: 1-2) Lose 1 Turn. 3-4) Gain 1 Spell. 5) Gain 2 Spells. 6) Gain 1 Craft. The monastery remains here till the end of the game.
Tainted Earth (Place) x1 The unspeakable evil that has been done on this site has left its mark. Any character landing in this space must immediately draw a curse card. This taint will stay here until the end of the game.
Sacred Well (Place) x1 You come across an sacred wishing well. You may toss 1 Gold into the well to ask for a boon and roll 1 Die: 1-2) The well is tainted, draw 1 Curse card. 3) Ignored. 4) Gain 2 Gold. 5) Gain 1 Spell. 6) Gain 1 Strength. The well will remain here till the game ends.
Ancient Pyramid (Place) x1 You discover a pyramid hidden in this area. You may roll 1 Die to explore: 1) Draw 1 Curse card for trespassing. 2-3) Lost, lose 1 Turn. 4) Gain 1 Gold. 5) Gain 2 Gold. 6) Gain 4 Gold and draw 1 Curse card. The pyramid remains here till the end of the game.
Large Cards
Retreat! (Large card) x1 Do to unfortunate circumstances, your quest has come to an end. It is time to find your way out of the Rainforest to either begin your quest again or to forsake the Rainforest and focus on your ultimate goal.
On your next turn, roll 1 Die.
- You stumble into the Crags.
- You find your self in the Forest.
- The smell of fresh cooking leads you to the Tavern.
- A small road leads you to the Village.
- Around in circles, your back at the Hidden Path.
- You follow a short cut and find yourself at the Crossroads.
Rainforest Rules (Large card) x1 Characters can only move forward starting from the Hidden Path and eventually ending at either The Horse Clans or Logging Camp.
Characters must stop at The Horse Clans or Logging Camp even if they have movement left.
If a character is prevented from moving forward due to a Flooded Stream, you must move your character to the Retreat Card.
The Destruction, Divination spell may be used on Quests Cards.
The Hex spell may be used on the Rainforest Spaces.
Characters
Conquistador (Character) x1 Strength 3. Craft 3. Alignment: NEUTRAL. Start area: RUINS. Abilities:
- You may add 1 to your die toll in the Ancient Ruins or Ancient Pyramid.
- When you encounter a Cannibal, you attempt to convert them. Roll 1 Die: 1-2) The fanatically follow you. They become your follower until your next combat. In your next combat, they will fight in your place. If they lose the combat, you do not lose a life. Win or lose, the Cannibals are discarded. 3-4) They offer you a tribute of 1 Gold. 5-6) Fight as normal.
Cannibal Warrior (Character) x1 Strength 3. Craft 3. Alignment: EVIL. Start area: FOREST. Abilities:
- Any Cannibal you meet will become your follower if you discard a follower. When in combat, but not psychic combat, you may discard 1 follower to add the Cannibal's Strength to your attack.
- You may discard 1 follower to heal 1 life.
- You tribal upbringing prepares you against spiritual dangers. You may use your Strength instead of Craft when fighting Spirits.
- Magic is taboo, you never can have a Spell or Magic Object.
Purchase Deck
Blessed Arrows (Object) x3 Spare arrows are always a good idea. When using the Spirit Bow, you may discard the Blessed Arrows card instead.
Spirit Bow (Object) x3 +2 Craft in combat. The horse clans use special bow that effects only spirits. You may use the bow in Psychic Combat to add 2 to your Craft for the duration of the fight. Discard after use as you use your last arrow.
Riding Horse (Object) x3 +1 Movement. You may add 1 to your movement total. If you do, you cannot use any follower for the remainder of your turn as your followers run to catch up to you.
Spiked Boots (Object) x3 Lumber jacks and warriors both know the better part of valor. When in the Woods, you may roll 1 Die before entering Combat, but not Psychic Combat: 1-2) You quickly climb a tree and evade combat. 3-6) You must fight as normal.
Healing Herbs (Object) x3 +1 Life. The proper mixture of rare herbs can bind almost any wounds. Discard herbs to heal 1 life.
Portable Canoe (Object) x3 The portable canoe counts as 2 objects against your total objects carried. While you have the canoe, instead of moving you may move to the space immediately across the River or Flooded Stream.
Cartographer's Map (Object) x3 Re-roll Movement. This rough map may guide you in a difficult situation. Discard this card to re-roll your movement die.
Shrunken Head (Object) x3 You may throw a shrunken head at any enemy. Roll 1 Die and if it is higher than your enemy's Strength or Craft it runs in away in fear. Move the enemy 2 spaces away in any direction. Discard head after use.
Curses Deck
Lesser Weakness (Curse) x2 Strength -1. Your Strength total is reduced by 1 until the curse is lifted. To lift the curse you must discard 1 Gold at: the Chapel if GOOD, the Tavern if NEUTRAL, the Graveyard if EVIL.
Greater Weakness (Curse) x1 Strength -2. Your Strength total is reduced by 2 until the curse is lifted. To lift the curse you must discard 2 Gold at: the Chapel if GOOD, the Tavern if NEUTRAL, the Graveyard if EVIL.
Lesser Amnesia (Curse) x2 Craft -1. Your Craft total is reduced by 1 until the curse is lifted. To lift the curse you must discard 1 Gold at: the Chapel if GOOD, the Tavern if NEUTRAL, the Graveyard if EVIL.
Greater Amnesia (Curse) x1 Craft -2. Your Craft total is reduced by 2 until the curse is lifted. To lift the curse you must discard 2 Gold at: the Chapel if GOOD, the Tavern if NEUTRAL, the Graveyard if EVIL.
Lesser Frailty (Curse) x2 Max Life = 3. You cannot have more than 3 Lives until the curse is lifted. To lift the curse, you must visit: the Chapel if GOOD, the Tavern if NEUTRAL, the Graveyard if EVIL.
Greater Frailty (Curse) x1 Max Life = 2. You cannot have more than 2 Lives until the curse is lifted. To lift the curse, you must visit: the Chapel if GOOD, the Tavern if NEUTRAL, the Graveyard if EVIL.
Irritating Rash (Curse) x2 -1 in Combat. You must subtract 1 from your total in combat and psychic combat until the curse is lifted. To lift the curse, you must visit the Mystic in the Village.
Blistering Boils (Curse) x1 -2 in Combat. You must subtract 1 from your total in combat and psychic combat until the curse is lifted. To lift the curse, you must visit the Mystic in the Village.
Charity (Curse) x1 Give 1 Gold. If another Character ends their movement on your space, you must give them 1 Gold. The curse can be lifted if you visit the Chapel.
Poverty (Curse) x1 Give 1 Object. If another Character ends their movement on your space, you must give them 1 Object of their choice. The curse can be lifted if you visit the Chapel.
Fool's Gold (Curse) x1 Discard all Gold. The gods have changed your gold to worthless stone. Discard all of your gold and then discard this curse.
Humility (Curse) x1 Discard all Objects. The gods punish you with the need to shed all your worldly gods. Discard all of your objects and then discard this curse.
Shunned (Curse) x1 Discard all Followers. Your followers are offended by your actions. Discard all of your followers and then discard this curse.
Mercy (Curse) x3 No effect. The gods decide to show mercy on your pitiful soul.
Wrath of God (Curse) x2 Lose 1 Life and 1 Turn. You suffer a long and excruciating death. Lose 1 Life and 1 Turn and then discard this card.
Final Judgement (Curse) x1 Lose 1 Die of Lives. The gods have chosen for you to suffer beyond one mortal. They heal you back to 4 lives and then make you suffer until you lose 1 Die worth.
Reincarnation (Curse) x2 Change Characters. The gods reshape your body and soul. Discard your current Character card and draw a new one randomly from those remaining. You get to keep all counters, gold, objects and followers. Discard this curse.
Haunted (Curse) x2 No Followers. A ghost follows you everywhere and chases away any who would follow you. You may not have any followers until the curse is lifted by crossing over the River or Flooded Stream.
Tar Baby (Curse) x2 Cannot be dropped. Your skin excretes a sticky black ooze. You may never drop any object in your possession until you visit the Alchemist in the City. His potions will cause the curse to be lifted.
Monkey's Paw (Curse) x2 +2 in Combat. The Monkey's Paw will add 2 to your total in combat and psychic combat. If you lose a life in combat or psychic combat, you lose all lives. The Monkey's Paw can only be discarded by visiting the Mystic in the Village.
Special Stalked Card
Stalked (Stalked card) x1 Horror Follows. You have accidentally awakened a horror beyond comprehension. The Gibbering Horror will move 2 spaces towards immediately after you finish moving. If you are killed by the horror, you may pass the Stalked card to any player.