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The Jewel in the Crown

Expansion for Talisman (1983)

The Jewel in the Crown Rulebook

Table of Contents

Table of Contents

  • Character
    • Samurai
  • Events
    • Curfew
    • Closed Shop
  • Spells
    • Bolster
    • Transmute
    • Bladesharp
    • Resurrection
    • Enrich

Character

Samurai

Alignment: NEUTRAL. Start: VILLAGE.

Special Abilities

1: Instead of moving, you may fire your bow at a Character or face up Enemy card up to 3 spaces away in the same Region (not the Inner Region). The shot is resolved as Combat. If you lose, the shot missed. If you win, an Enemy is discarded (you cannot keep it towards Strength) or, if a Character, they must lose a Life.

2: You may use Karate when you attack (but not when you are attacked by) a Character. When you do so, you use your Craft against their Strength in Combat. If you win, the victim is Stunned and can cast no Spells until they have missed their next Turn. You may take no other reward.

Events

Curfew

Event.

The military impose a curfew. All 'Place' Adventure Cards are closed for three Turns and cannot be visited by anyone landing on them or drawing one during that period. They still count as one of the Adventure cards for the space.

Closed Shop

Event.

Business is bad. All face up 'Stranger' Adventure Cards decide to move on to the discard pile.

Spells

Bolster

Spell.

Cast this Spell as Combat is about to take place. It may be cast on yourself, another player or an Enemy. When cast it increases the target's Strength by the roll of one die for the duration of that Combat only.

Transmute

Spell.

Cast this Spell as required. It must be cast at another player. It transmutes all their metal non-magical Swords, Axes, Armour, Shields, Helmets and Gold into wood rendering them useless. They must dump them on the discard pile.

Bladesharp

Spell.

Cast this Spell on any Weapon as Combat is about to start. For the duration of that one Combat only, the Weapon will give an additional 2 to Strength.

Resurrection

Spell.

Cast this Spell as required. When cast, it permits you to take a defeated Enemy card held by another player towards gaining Strength. The resurrected Enemy will add its Strength to yours for one Combat after which you must discard it.

Enrich

Spell.

Cast this Spell as required. When you cast it, roll 1 die and take that number of bags of Gold from the stockpile.