Darkest Talisman - A solo/coop Variant

By elem3ntary, in Talisman Home Brews

Darkest Talisman: Solitaire and Coop Version

Redesign by L. Foster

[Though the rule set to Darkest Talisman is long, it masques a fairly simple game to follow - especially if you are a Talisman veteran. I hope some of you try it an let me know how it worked.

Base overview: Your 3 characters begin in a village. Roads fan out from the village in many directions leading to destinations that provide aid (City, Chapel) or possess a treasure (Graveyard, the Ruins). It takes 6 days to travel the road, and each day you go through a different terrain, sometimes finding special locations such as Taverns. Each day you encounter a variable number of encounters and if you need to, you may turn back to the safety of your village. Once you are at your destination, you visit it. If it contains a treasure, you fight its Guardians. If you win, you loot the trove stashed there. If you lose, you flee, die, or try again. Upon your return to the village you heal your damaged Strength and Craft (which is lost - even below your starting totals - when defeated in battle), replenish Fate, and cash in your Trophies. You can put items and unneeded followers in storage - there are more stringent limits here - and head out to your next destination. Your long term goal is to travel the roads past the Sentinel, past the Portal of Power, to reach the Tower and gain the Crown. It isn't easy. Guardian Combats play much different here, and the penalty for losing is much more severe. Even victory over the smallest enemies is not guaranteed due to an open roll combat system. Still, your 3 heroes head out in their marching order and the will rely on each other's abilities to survive against all odds.]

Purpose: The purpose of this version is to allow Talisman to be played as a true solo or coop game, and to make each expansion’s theme take on a more prominent role.

Inspiration: I only recently stumbled upon Talisman, but I was immediately hooked. I purchased every expansion (minus the POD), sat down to play, and had a great time. When nobody was around, I tried it solo, but found the experience less interesting. As many say, much of the fun is in the game’s social interaction. Still, I wanted to play with my new game when time allowed. I just didn’t like using the basic Talisman rules when I was the only one roaming the board.

Around this time, I became aware of the game Thunderstone Advanced , a deckbuilding game. I liked how the game utilized a village for equipping the heroes of the game before they entered the dungeon, and how the heroes could be leveled.

Thunderstone Advanced reminded me of the video game Darkest Dungeon . This game also uses a village mechanic for equipping and healing characters, but it provides a vast pool of characters to draw your heroes from. You build these adventurers up by taking them into various dungeons, but they often suffer various afflictions from these actions and can be killed if things go wrong.

The final game consciously on my mind as I worked on this project was Dark Souls. From this game, I was hoping to replicate the tremendous sense of relief players feel when they finally defeat one of its many bosses. Nothing in the game can be taken for granted and preparation is mandatory for success.

Along with these games, I also wanted to bring back the individual flavor or ‘theme’ of each of the Talisman expansions. When playing with multiple expansions at once, Talisman can feel like a hodge-podge of ideas as the Adventure Deck can be too large to let any one idea take precedence.

It took deconstructing the game down to its base components (physical and procedural) before I saw a way it might be done.

Results: This version restructures Talisman from a ‘board’ game into a card game centering on a ‘character building’ campaign with the goal of powering up groups of characters in an attempt to reach the Crown of Command and SAVE THE LAND! (Yeah...story's been done to death but provides the reason to play.)

As a solo game, you control all three characters. If played as coop, each player controls one character and the decisions associated with him/her/it.

The Game:

Evil and chaos has fallen across the land of Talisman. Dragons, Giants, and Spirits roam the landscape. The roads are unsafe to travel as they’re filled with Strangers, monsters, and unusual events. There are no leaders to save the land, no heroes able to bring it back from the precipice. But there is an ancient legend, one that tells of an Artifact of great power, called the Crown of Command, that is miles away in a Great Tower, far down rutted roads crossing through inhospitable Terrain. A group of characters are now assembled at a tiny village and if they become strong enough, they will be able to reach the Tower and retrieve the Crown. Then they will be able to assert its power over Talisman and free the land from the Chaos that consumes it.

No Required Expansions: This game only requires the base/core Talisman set, but has been designed to allow inclusion of all other expansions (excepting Dragon, which I am still working on). The best Expansions to add initially are The Reaper and The City . Both diversify options in the game and are easily included.

Materials: The game does not use any of the boards. Instead it implements a new playing area designed around card placement and organization. The alternative ending cards are not used, though ones can be created if so desired. The game does utilize most of the other cards, characters, and rule-sets (with modifications for the adjustment to the new game-play.)

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A: Set up

[Notes in brackets and italics indicate major changes to the rules of Talisman.]

A1. [Establish your playing area.] This can either be done with a predesigned board or any flat space. (See photos for layout).

A1a. Set up a space for your village (space for three characters and their spells/followers/equipment/trophies).

A1b. Set up space for twelve adventure cards to be placed face-down. This is the “Draw Space” and each space here is a ‘Draw Spot’. Number Spots.

A1c. Set up 6 positions for the ‘Road Spaces’. Your characters will Travel along these. Label as needed (see rules section B3.)

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A1d. Set up places for “current” Adventure, Spell, Purchase, Alignment, and Quest decks along with Discard locations for Adventure and Spell Cards.

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A1f. Set up a space for the 3 figurines you will be using for your Characters. These will be used to represent your party’s Marching Order.

A1g. Set up location for Road Map/Special Location cards (See rules B3b, B3f, and section B4).

A2. Separate all Adventure and Spell cards into their original decks. Initially you will only need cards from the Core set, but any expansions you plan on using will also need to be separated into their own deck.

[Remove from the base Adventure Deck all magic items. Create a ‘Trove’ deck with these.]

A2a. Shuffle Adventure cards and place in playing area. Place ‘Trove’ deck face down in the Adventure discard space. You will only be accessing this once before each adventure.

A2b. Shuffle Spell cards and place in playing area.

A2c. Place the Alignment, (and Quests decks if various expansions are used).

A2d. Place Purchase deck. (Note: If using expansions, Cataclysm Purchase Cards are not to be combined with the Core set.)

A3. Shuffle all character cards and randomly choose three characters.

A3a. Put these character cards into the village.

A3b. Put [ Strength, Craft ], Fate, Life, and Gold tokens as indicated by character. à [ Note: Characters CAN lose Strength and Craft below their starting amount. Any action that lowers Strength or Craft removes the appropriate token. Characters with 0 Strength or 0 Craft do not suffer any special disability beyond the effects caused by a lowered Strength or Craft score .]

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A3c. Provide any starting equipment character card indicates. (i.e. Tavern Maid gets five potions. Merchant receives 5 gold.) Note: Starting equipment is only given the first time a character arrives in the village. It is not replenished except via in-game actions.

A3d. Set miniature figures for each character on board in spaces set for their Marching Order. This is the order the characters will encounter Actions on the Road the majority of the time. (Exceptions can happen, for example, when a character loses a turn.)

A4: Ending/Starting a Session:

A4a. The session ends when the game needs to be put away. This is best when the Characters are in the Village. When the game session ends, keep track of all the current attributes of each Character (Strength, Craft, Life, Fate, Gold), their items, spells, and followers. All cards except those affiliated with the Characters are shuffled into their respective decks.

A4b. When starting the next session, use notes to reequip each Character appropriately. Start in the Village in the Inner Region.

B. The Playing Space

B1. The Village

B1a. The village components are the same as on the original Board: Blacksmith, Healer, and Mystic. The rules are the same except for as follows.

B1b . [The Healer can also replenish STR or CR or 1 Fate for 1 gold each as needed.]

B1c. [The Mystic can only be visited after the party returns from an adventure and can only be visited once per village visit.]

B1d. [Characters may ‘Store’ items, gold, and trophies they don’t want to take on the adventure in the Village. These may only be retrieved by the Character who stored them. Place any ‘stored’ items under the character card. These are considered ‘Out of Play’ until retrieved. Stored items are discarded if that character dies. Stored Talisman are not discarded. These may be retrieved by the returning characters. ]

B1e. The village is the central focus point of the game. All adventures will originate in a village (Note: there is another village on the far side of the Sentinel – see rule B1f. From the village there are Roads leading to many destinations. (See rule section B3.)

B2. Regions

B2a. Darkest Talisman is divided up into three Regions : Inner, Outer, and the Tower. (The Woodlands, The Highland, the City, and the Dungeon add additional Regions if used.)

B2b. The road to the Tower passes from the starting Village to the Sentinel (Inner Region), from the Sentinel to the Portal of Power (Outer Region), and from the Portal of Power to the Tower (The Tower).

B2c. The Sentinel and Portal of Power are considered to be in both Regions they straddle (as will any space straddling regions.)

B2d. The Inner Region includes the starting Village and all spaces within one Road travel distance. The main Road leads to the Sentinel.

B2e. The Outer Region includes a Village just beyond the Sentinel and all spaces within one Road travel distance from it.

B2f. The Tower includes all spaces beyond the Portal of Power.

B3. Roads and Destinations

B3a. All roads radiate out from villages and possess six spaces. Each space takes one day to travel. During that day various encounters take place.

B3b. In the Inner Region , the six Road Spaces always follow a specific order, and are labeled as: Field, Plains, Woods, Hills, Ruins . The 6th space is reserved for the party’s destination. A destination can have one of three goals: Aid, Trove, or Waypoint.

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B3c. Aid destinations include the City, the Tavern, and the Chapel. These do not possess a treasure to claim. They are used to fulfill other needs. (With expansions, the City space will lead into the City.)

B3d. Trove destinations include the Graveyard, the Crags, and the Forest. These roads lead to a treasure guarded by an unknown number of enemies.

(Note 1: With expansions, the Graveyard will lead to the Dungeon, the Crags will lead to the Highlands, and the Forest will lead to the Woodlands. Each of these spaces will become a Straddle point.)

B3e. Waypoint destinations are Straddle points between the Regions on the road to the Tower (or when using expansions, the transition from the Inner Region to the Woodlands, Highland, or Dungeon). Between the Inner Region and Outer Region, this Waypoint is guarded by the Sentinel. Waypoints do not possess a Trove.

B3f. In the Outer Region , the six spaces always follow a specific order, and are labeled as: Hills, Woods, Runes, Desert, Oasis . The 6th space is reserved for the party’s Destination.

B3g. Aid destinations in the Outer Region include the Castle, Temple, and the Warlock’s Cave. These do not possess a treasure to claim. They are used to fulfill other needs.

(With expansions, the Castle space will lead into the City.)

B3h. Trove destinations in the Outer Region include the Black Knight, Chasm, Cursed Glade and Hidden Valley. These roads lead to a treasure guarded by an unknown number of enemies.

(With expansions, the Black Knight will lead to the Dungeon, the Chasm will lead to the Highlands, and the Cursed Glade will lead to the Woodlands. Each of these spaces will become a Straddle point.)

B3i. Waypoint destinations are the Straddle points between Regions on the road to the Tower. In the Outer Region, this would be the Portal of Power.

B3j. The Tower region has only one road, and it leads straight to the Tower. The spaces always follow a specific order, and are labeled as: Plain of Peril, Crypt, Mines, Death, Werewolf’s Den, Vampire’ Tower, The Pits, Valley of Fire, and The Tower (the End Game).

B4 – Special Locations

B4a. It is possible to encounter special locations along the roadways. When this happens during movement (see rule C4a) a marker representing the special location is placed over the road space to be traveled.

B4b. Most of these special locations are similar to Destinations, except they don’t contain treasure, though you do follow the appropriate instructions related to the new space.

B4b. The special locations in the Inner Region include Ruins, the Graveyard, the Forest, Crags, a Tavern, and a Chapel. Some have slight wording changes from the Core set.

B4c. The special locations in the Outer Region include the Black Knight, a Chasm, the Cursed Glade, Hidden Valley, the Temple, and the Castle. Note: The Warlock’s Cave will never accidently. It is only found as an Aid Destination. (See Rule C3b-d.)

B4d. The Tower Region does not have special locations.

B5 – The Storm River

B5a The Storm River is a barrier between the Inner Region and the Outer Region. The only access to this land is the Bridge guarded by the Sentinel, various Adventure Cards, Space Effects, and Rafts. (see Rule Set C5.)

C: Gameplay

C1. Overview

C1a. The game is made up of two courses of action.

a) Utilizing a Village

b) Going on an Adventure.

C1b. (Death) A Character is removed from the game if killed. Remove the Character Card from the Village along with stored items (see rule C2d). Follow rules for dropped items (Rule C4b). This space is now open until the surviving characters return to the village.

C1c. Randomly draw another Character from the Character Cards for each empty space in the Village when the party returns. Set up cards as normal. (Rule set A3.)

C2. Actions in a Village.

C2a. Most Actions in a village are listed in Rules Section B1 (Blacksmith, Mystic, Healer, Storage). Two more are added here:

C2b. Trading in Trophies. [Trophies cannot be traded in during an adventure to improve Strength or Craft. They can only be traded in at a Village.] (Note: The City Expansion allows additional actions.)

C2c. Equipping: Characters may equip their possessions before going on an adventure.

(a) Characters may only have one mount (either from the stable, purchase deck, or adventure deck) and two followers at a time. Extras brought from an adventure can be housed (stored) at a village for later use. (Note: Ownership of pets in the city expansion is limited to one as well.) Character rules for armor and weapons apply (may use only one except where noted.)

(b) Characters may carry four items and [five trinkets.]. A mount that increases carrying capacity allows unlimited trinket capacity.

(c) On the road, Characters may drop an object or abandon a follower before picking up another. See Rules C4b regarding picking up items in spaces.

(d) [Bags of Gold count as an object and not as gold while carried. At any time, a Bag of Gold may be traded for its value in Gold. Bags of Gold cannot be targeted by effects that target Gold.]

C2d NOTES: Storage:

(a) Characters may store items in the Village at any time they are in that Village.

(b) Items can only be accessed in the Village they were stored. Items stored in the initial village cannot be accessed in the Village by the Sentinel and vise versa.

C2e. Trading: Nothing can be traded, swapped, or given between characters unless a Spell, Adventure card, Character ability, or other in-game effect allows this.

C3. Going on an Adventure – Order of Actions

C3a. The game follows a set order of actions for going on an Adventure.

(a) Set Destination and establish the Trove if Destination possesses one.

(b) Prepare reference lists for Special Locations that can be found on a Region’s Roads.

(c) Equip for Adventure.

(d) Set Marching Order. Marching Order can only be changed before encountering the next Road Space. It cannot be changed between Encountering Draw Spots.

(e) Travel along the road spaces and resolve Adventure Cards along the way.

(f) If arriving at Aid Destination, perform actions as allowed then Travel back to Village, reencountering cards left behind during the trip to the Aid Destination by using appropriate Travel rules.

(g) If arriving at Trove Destination, resolve conditions on Destination Card. (For example – for Forest Destination àRoll d6 and follow instructions.)

(h) After resolving effects of Trove Destination – Fight Trove Guardians in Guardian Combat. (See Combat Rule Set C8 for Guardian Combat.)

(i) If successful, loot the Trove and travel back to Village along the Road.

(j) If unsuccessful, refight Guardians or Turn Back and travel to Village.

(k) On return to Village, reencounter cards left behind during trip to Destination using appropriate rules.

C3b Setting Destinations

a) If going to an Aid Destination. Place marker (such as a Terrain card) on the 6th road space.

b) If going to a Trove Destination, randomly pick one of the destinations and place a marker for it on the 6th road space.

c) If going to a Trove Destination, randomly draw magic items from the Trove deck (see rule A2) and roll a d6 for the amount of gold. Without looking at them, place these face down under the Trove Destination Card. This is the reward for defeating the guardians that lurk there.

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d) The Warlock’s Cave is located in the Outer Region. It is considered an Aid Destination. If Traveling there, mark the 6th Road Space as the Cave then leave the Village adjacent to the Sentinel and travel the Outer Region Road Spaces to reach the Warlock’s Cave.

C3c Equip Characters and Set Marching Order. Place figures on play space in that order.

C3d. Any effect that limits movement to one space to any member of the party, prevents the party from changing their Marching Order until that effect is ended.

C4. Travel

C4a Process for Travel.

a) Characters do not roll for movement. Characters move one space at a time on the road. On the first Road Space, place a token to represent where the Characters are currently on their trip. Outside the first Village, this will be the Fields Space. Every time the Characters advance to a new Road Space, move the token to the appropriate space.

b) Upon encountering a new Road Space (starting with the Fields space), roll a 6 sided dice for every card you would have drawn in the original game. (Example. Draw 1 Card now should read: Roll 1d6 and blindly draw that many Adventure Cards. In the picture below, a 4 was rolled.)

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c) If the die roll produces a 1, then a Special Location is encountered. Roll a 1d6 to see which Special Location is revealed. Specific Locations can only be encountered once along the Road and cannot replicate the Destination. If repeated, reroll d6. Resolve the effects of the card.

d) In the Inner Region – the Special Locations found on a d6 are (1) Ruins; (2) Graveyard; (3) Forest; (4) Crags; (5) Tavern; (6) Chapel.

e) In the Outer Region – the Special Locations found on a d6 are (1) Black Knight; (2) Chasm; (3) Cursed Glade; (4) Hidden Valley; (5) Temple; (6) Castle.

f) If no Special Location is indicated, place the drawn Adventure cards face down in proper Draw Spots section of the playing area. (This would be the 12 spaces mention in Rule A1b.) These cards will be encountered the order they are turned over. See Rule Set C6.

g) Cards that do not get discarded (i.e. places, some strangers, undefeated enemies) remain on the board in their Draw Spot. (Some effects will add cards to the middle of this draw order, such as when Losing a Turn.)

h) After each card, the characters decide to either Move Forward or Turn Back. Characters cannot choose to encounter a Draw Spot multiple times during one visit (unless by a spell or ability that allows a Character to repeat a turn – and then only the character affected gains the ability to reencounter the ).

i) Turn Back – Once a group decides to Turn Back, they must Travel back to the village (or the City) they last left. Upon this reversal, the characters encounter the unresolved Cards still remaining along all the Road Spaces between them and the Village in reverse order.

j) Push Forward – The party continues with the Adventure Card on the next Draw Spot.

k) Once all the Adventure Cards for a Road Space are encountered, place surviving Adventure cards on that Road Space in order they were revealed (first encountered goes on bottom, last encountered goes on top.) They will be reencountered in this opposite order if the party either Turns Back later or returns from their Destination.

l) Reset Marching Order then move to next Road Space to be encountered.

m) Once the Characters have returned to a village or Travel into a new Region, the Adventure Cards on the Road are discarded and the discard pile is shuffled back into the main Adventure Deck.

C4b. Dropping Items.

a) Characters may drop items, gold, and abandon Followers - if allowed - at any time along the road.

b) All dropped/abandoned items fall onto the Draw Space or Special Location that the Characters last encountered, whichever is most recent.

c) When the unresolved Adventure Cards in the Draw Area are placed on the Road Space when the Characters move, all dropped/abandoned items remain in the position they were dropped in. (ie – A character abandons a Guide to acquire the Princess. The Guide is placed on the Draw Spot over any remaining cards there. The next Draw Spot holds a Witch that does not go away. When the party moves to the next Road Space and the cards from the just encountered Draw Spots are moved to the Road (Rule C4a-k), the Witch will be placed above the Guide as she was encountered last. Upon the Character’s return, the Witch will be now be encountered before the Guide because she had been encountered ‘farther’ along the way.)

d) Any dropped items this turn are considered ‘encountered’ by the party already and cannot be picked up by any other Character until that Draw Spot is revisited (ie When Characters either Turn Back, return from a Trove Destination, or choose to Teleport to that Road Space Again.)

e) When both dropped items and abandoned Followers are encountered on the same Draw Spot, the Followers are encountered first. Set by their Marching Order, each character may choose to take one Follower and one Item from the location if their inventory allows. This cycle continues until all eligible Followers and Items are taken, inventories are filled, or no Character wants anything that remains. Characters may still abandon Followers and Items here, but those are now considered Encountered and cannot be picked up as set by Rule C4b-d.

f) Anything dropped by a Character that dies is NOT considered encountered and may be picked up by Characters in that Draw Spot following the rule C4b-e

C4c. Teleport spells, Free Movement via Terrain (ie Woods and Elf ability) and Movement. Characters may use these moves to enter any legal ‘space’ in their current Region allowed by the method utilized. Teleport cannot be used to land on a specific Draw Spot, only a Road Space, which then must be encountered. Teleport actions always affect the entire party.

C4d. If the Characters Teleport or move to a Destination or Road Space off their current Road, all existing Adventure cards on the current road are discarded. The Spaces on the new Road will now need to be encountered and their instructions followed as normal. (i.e. The Characters loot a Trove and decide to Teleport to another Trove Destination Space on a Road not yet traveled. Place appropriate Destination Space on last Road Space. Upon arriving at the new Destination Space all its conditions must be met before the Trove’s Guardians are faced. Then the Characters would have to encounter the new Road Spaces on their way back to the Village, starting with the Destination Card.)

C4e. Teleporting (or similar magical means of travel) to a space on the same Road does not change the direction of travel (ie a party Teleports back 3 spaces to reencounter a Stranger Card. The party is not considered to have Turned Back and may continue moving in the same direction as before the Teleport happened.)

C4f. Forced Teleports to Preset Destinations (ie Imp).

a) If Teleported to Space already existing on the current Road, move to that Space and encounter it normally. (ie The Characters are on the Road with an Aid Destination of the Chapel. The Imp Teleports them to the Chapel. There is no change to the Road.)

b) If Teleported to Space not already existing on Road, discard all Adventure Cards on the Road Spaces. Place the targeted Special Location in the 6th Road Space (I use a Terrain card from an Expansion or a handwritten card) and move the Party’s Location Marker. If this Location could be chosen as an Aid Destination, encounter If this space and then travel to Village. If this Location could be chosen as a Trove Destination, the Characters may attempt to fight the Guardians of the Trove and loot the Trove. Draw the trove following the Rule C3c-b. Afterwards, travel to Village.

c) Note: Characters can be Teleported in special circumstances from the Inner Region to the Outer Region. Follow above rule C4f-b but the Village destination will be the one adjacent to the Sentinel.

C4g. As in Core Game, Characters do not encounter the Sentinel or Portal of Power when traveling back towards the Inner Region.

C5 Crossing between Regions

C5a. Characters can be teleported across the Storm River (see Rule B5) by various Card and Space powers.

C5b. Characters can challenge the Sentinel of the Bridge in Guardian Combat. (See Rule Set C8.) If successful, they arrive at the Village adjacent to the Sentinel. Failure forces the Characters to Turn Back unless the Characters have a method of repeating their turn. If they do, then they can challenge the Sentinel again.

C5c. Characters can build a raft to cross the river. Rafts are acquired or built by the same methods of the Core game. Any Destination Space in the Inner Region provides access to the Storm River.

C5d. Characters crossing the Storm River by a raft arrive in the Village adjacent to the Sentinel.

C5e. [Rafts count as two items and can be carried. They are not discarded after use.]

C5f. Quest rules: (See other expansions for altered rules.)

a) Visit the Warlock’s Cave as an Aid Destination or Teleport result.

b) Roll die to receive Quest.

c) Alter words for Warlock’s Cave Space for rolling die to receive quest: 1 or 2) Defeat an Enemy.

d) Quests that can be completed, must be completed.

e) When a Quest is completed, Teleport to the Warlock’s Cave immediately and receive a Talisman.

C6 – Encountering Adventure Cards

C6a. [Adventure Cards on Draw Spaces are encountered individually and not resolved by their Encounter Number.]

C6b. Characters encounter Adventure Cards in the sequence set by their position in the Marching Order. (Note – Characters will sometimes be forced to draw an extra Adventure Card. In this case, the order Characters are affected begins with the character who drew the card, continues to the end of the Marching Order, then affects those at the beginning of the Order as normal. This most often happens when a Character Loses a Turn.)

C6c. As soon as an Adventure Card’s conditions have been fulfilled, the card is discarded. Adventure Cards with conditions not fulfilled are left on that Draw Spot.

C6d. Losing a Turn. Whenever any character loses a turn, it will affect all the Characters. Immediately draw an Adventure Card for the Characters to Encounter.

a) If all Characters Lost Turn at the same time, draw only one Adventure Card and encounter it normally.

b) If a single Character loses a turn, draw the Card and start the encounter with that Character, then follow Marching Order to resolve. Rule C6b.

C6e. Events affect all characters simultaneously.

C6f. Places, Followers, Strangers, and Items are encountered by characters based on the Marching Order.

C6g. Enemies are encountered by Characters based on the Marching Order.

a) Enemies can be evaded: Evading rules apply to single characters unless otherwise noted.

b) Enemies can be affected by Spells.

c) Enemies can be affected by Character Abilities (such as the Minstrel’s Charm).

d) Enemies can be attacked. See rules for Combat (Rule Set C7).

C7 – Combat – ‘Combat’ is a generic term for fighting enemies. It includes both ‘battle’ (Strength based) and ‘psychic combat’ (Craft based) fighting. ‘Attack score’ is the number generated with dice, abilities, spells, items, attributes, etc. to resolve Combat.

C7a. The following rules are for normal Combat. Guardian Combat follows Rule Set C8.

C7b. Characters Combat Enemies individually except if allowed by Ability (such as the Chivalric Knight’s aid other ability from the Sacred Pool expansion).

C7c. Combat rules are followed as in the Core game except for one key change. [Combat uses an open rolling system. When a combatant rolls a 6 in combat, keep that number and roll the die again. Add the new number to the 6 and the relevant attribute score - Strength or Craft - for their Combat roll. This means no combat is an automatic success. Example. A Boar – Strength 1 faces a Character with Strength 7. The character rolls a 3. When added to the 7 Strength, the Character has a total Attack Score of 10. The Boar rolls a 6 and gets to roll again. This time it’s a 4. Adding the 1 from its Strength with the 6 and the 4, the Boar’s Attack Score is now an 11. The character loses.]

C7d. [Bows are considered to be a Weapon. Only one Bow may be used at a time.]

C7e. If a Character loses a combat, a life counter is removed.

a) If the combat was based on Strength, remove a Strength counter from the Character.

b) If the combat was Psychic Combat, removed a Craft counter from the Character.

c) Armor worn on the body (Armor, Shirt, etc) that prevents a loss of life prevents loss of Strength also.

d) Armor worn on the head (Helmet, Helm, etc) that prevents a loss of life prevents loss of Craft also.

e) Armor held with a hand (Shield, Aegis, etc) that prevents a loss of life prevents loss of either ability damage as well. This can only be used once per combat (see Guardian Combat). [A character cannot use a shield and wield two weapons. See Warrior Character.]

f) A Character who is killed drops all possessions onto that Draw Spot or Road Space (ie when a Character is killed by enemy spawned by a Terrain card such as a Spirit generated by the Crags.) Trophies are discarded.

g) If a Character defeats an enemy and is allowed to take a Trophy, place the Adventure Card of the defeated enemy face down under that Character’s spells. Trophies do not count as Items and cannot be transferred unless allowed by ability, spell, or other similar effect. The trophy is still considered to be ‘in play’ and can be affected by Adventure Cards actions, etc. (see Reaper Expansion). [Trophies can only be used to upgrade Strength or Craft in a Village. See rule C2b.]

C8 – Guardian Combat

C8a. Guardian Combat takes place with Trove Guardians, the Sentinel, and any other Enemy with an established location (such as those found in the Woodlands, Dungeon, and Highland expansions.) The Werewolf and Pitfiends from the Tower Region must also be faced in Guardian Combat.

C8b. If not fighting a Trove Guardian, then ignore to Guardian Combat rules for that scenario.

C8c. There is no evading during Guardian Combat.

C8d Establishing the Trove and its Guardians.

a) Roll 2d6

b) Draw and look at that many cards from the Adventure Deck.

c) Discard everything but Enemies and Objects.

d) Set Enemies down on the playing area. All enemies are considered Evil when accessing the Magic Item in the Trove. See step g).

e) Turn over Trove Cards.

f) Roll a d6 for the Trove's Gold. Set the Gold on the final Road Space.

g) [Equip an Enemy with the Magic Object uncovered in the Trove along with any objects drawn during Step b.]

h) Give Items that provide bonuses to Strength or Craft to Enemies with the highest score in that area. (Example: Give the weapon with the greatest bonus to Strength to the Enemy with the greatest Strength. Repeat similarly with Craft bonus items) If there is no Enemy with the needed attribute, give to the highest alternative score. (Example: Only Spirits are drawn as Guardians but one of the items in the Trove is a Sword. Equip the Spirit with the greatest Craft with the sword unless it already possesses a Weapon.) All unused weapons return to the Trove.

i) Give Armor and Shields to the highest Strength score Enemies first. Give Helmets to those with the highest Craft. After Combat, roll dice for killed Enemies as if they were Characters. With a successful roll, the Enemy is not killed and is considered at full Strength after combat.

j) [Any Magic Item from the Trove that would allow Spells to be drawn, give to Enemy with the best Craft and draw spells as indicated. Spells held by Enemies are considered to be ‘Scrolls’, a temporary item. Scrolls with effects that are ineffective in combat are not cast. (After successful combat, unused or dropped Scrolls may be picked up and converted to Spells for use by Characters as allowed by their Craft. Characters may not discard a Spell to gain one of the Scrolls. All unconverted Scrolls are discarded if not picked up by a Character.)]

k) If the Magic Item is unusable by the Enemy side due to restrictions, set it with the Gold.

l) Start Guardian Combat

C8e. Running Guardian Combat

a) In Guardian Combat, you add up separately the Strength and Craft for all members of each side of the Combat. If a combatant has numbers for both Strength and Craft, add those numbers to their side’s appropriate scores. (This allows Characters and Enemies to use both Strength and Craft in Guardian Battle).

b) Characters who can destroy spirits without fighting can only destroy one Spirit during Guardian Combat. They may destroy the one Spirit during this step of Guardian Combat.

c) Each side may cast spells at each other, one at a time, beginning with the Enemy. Resolve effects. (Note 1: Effects that blow items away – as Gust of Wind in the Reaper Expansion – will drop the item into the Trove making it unusable during combat.) Enemy spells target the strongest characters first (highest Strength or Craft score – whichever is used. (Note 2: Spells that summon creatures to fight in a Character’s place, actually create an Ally that adds its numbers to the group’s totals.)

d) Use items that produce damage prior to combat (such as the bow). Apply damage to opponent with highest Strength.

e) For steps b and c – keep notes on damaged Enemies and Characters before simultaneous combat (step e). The damage will last until the Guardian Combat ends. Any Enemy that is reduced to zero in the Attribute taking damage is defeated and discarded. It’s items return to the Trove and cannot be used by other Enemies. Characters taking damage greater than their Strength or Craft lose a life and relevant Attribute score as in normal Combat when defeated. If a character is killed, follow Rule C1b. All dead Enemies and Characters no longer may affect Guardian Combat. Do not forget have Enemies and Characters trigger Armor abilities if necessary.

f) From this point, Guardian Combat is considered simultaneous. A Participant who is killed during this step still applies its powers and abilities to the Combat. Follow all steps of f) through j) before removing any participants from battle. Characters do not officially remove any Life or Ability Tokens until after the battle is done. Do not remove defeated enemies until the battle is done.

g) Start with Strength: Characters may divide their combined Strength damage as they choose among their Enemies. If their combined Strength is greater than the Enemies’ total, all Strength based Enemies will be killed, even if they have a Craft score.

h) The Enemy side now utilizes its Strength. They will target Characters from the lowest Strength to the highest in order to inflict the most damage. (A Character’s Strength total considers Items, Followers, and Spells that are still in effect. Items such as bows and spells such as Fireball are considered expended and not counted) Characters whose Strength is surpassed lose a Life and a Strength token. [Any Strength in excess of the Character’s total score may then be reapplied against the Characters’ scores. It is possible to lose multiple lives in a Guardian Battle.]

i) Repeat with Craft: Follow the above steps f) and g). Switch the words Strength and Craft in these steps.

j) Guardian Combat Ends. Use Armor abilities as needed. [Shields may only be used once per Guardian Combat.] Remove dead Enemies. Remove Strength, Craft, and Life tokens as needed from Characters. Remove dead Characters and place their items in Trove.

k) If all the Enemies are not defeated, the Characters may immediately reinitiate a new Guardian Combat starting at Step a) or Turn Back. No side may pick up items dropped by dead members of their group.

l) If the Enemies are defeated, loot the Trove. Choose which Character receives which item. Split the gold evenly. Encounter all dropped items.

m) Omitted

C10 – Accessing the Tower Region and Winning The Game

C10a. The goal of this version of Talisman is to reach the Tower Region, climb the Tower, and acquire the Crown. The Road Spaces follow this order: The Portal of Power; the Plain of Peril; the Crypt; the Mines; Death; the Werewolf’s Den; the Vampire’s Tower; the Pits; the Valley of Power; and The Tower.

C10b. As this is designed for either solitaire play or coop, the Crown itself is the goal. It does not possess any specific power like in the Core game.

C10c. The path into the Tower Region moves through the Portal of Power.

C10d. Movement in the Tower Region is not compulsory. All Spaces from The Portal of Power to the Tower may be reencountered repeatedly by the Characters if they have the requirements to do so. Otherwise they must Move Ahead or Turn Back.

C10e. [Teleport Abilities in the Tower Region can only move you away from the Tower.]

C10f. The Portal of Power: To open and pass the Portal of Power, add up either each Characters’ Strength or Craft. Discard 1 Talisman to Roll 4d6. If the roll is equal to or less than your overall Strength or Craft, you breech the door. If the attempt ends in a failure, each character loses one point of the attribute used in the check.

C10g. Plain of Peril: Each Character needs to possess a Talisman in order to pass beyond this Space towards the Tower. If a Character is in this space without a Talisman, lose a life.

C10h. Crypt: Discard a Talisman. Roll 4d6. Add up the Characters’ Strength. Subtract this from the 4d6. Characters may sacrifice Strength. For each Strength sacrificed, subtract one from the roll. If the number from the roll is reduced to zero, move ahead to the Mines.

C10i. Mines: Discard a Talisman. Roll 4d6. Add up the Characters’ Craft. Subtract this from the 4d6. Characters may now sacrifice Craft. For each Craft sacrificed, subtract one from the roll. If the number from the roll is reduced to zero, move ahead to the Mines.

C10j. Dice with Death.

a) Roll 2d6 for Characters and 2d6 for Death.

b) If equal: Dice with Death again on the next turn.

c) If Character’s score is lower: Lose 1 life each and Dice with Death again on your next turn.

d) If your score is higher: you may move on your next turn.

e) Any Character may discard 1 Fate to add one to the their total.

C10k. Werewolf’s Den:

a) Create a Werewolf for each Character. Roll 2d6 for each to establish Strength.

b) Complete a Guardian Combat between the Werewolves and the Characters.

c) After unsuccessful Combat, Characters my Turn Back or reexperience the Space.

C10l. Vampire’s Tower:

a) Roll a d6 for each Character. 1-2) Lose 1 Life. 3-4) Lose 2 Life. 5-6) Lose 3 Life.

b) A Character may pay 1 Talisman to avoid rolling the d6.

c) A Character may sacrifice a Follower to prevent losing 1 life.

C10m. The Pits:

a) Roll d6 for each Character.

b) Fight that many Pit Fiends with Strength of 4 in Guardian Combat.

c) After unsuccessful Combat, Characters my Turn Back or reencounter the Pits.

C10n. The Valley of Fire:

a) Count the number of Talisman utilized and discarded by the Characters while in the Tower Region.

b) Roll one 6 sided die for each Talisman used in step a). Add totals.

c) Characters have a Guardian Combat a Spirit with Craft equal to the roll at b).

C10f. The Tower. The Power of the Crown overwhelms those who ascend the Tower. Each wants to be Lord over the Land. (Optional rule: If you want pure Coop until the end: End game with the survivors all reaching the Crown and the Land of Talisman freed from Evil.)

a) There Can Be Only One: Have final Combat between the Characters.

b) Based on Marching Order, starting with the Character in the lead, each Character, one at a time, will target and Combat other Character

c) All wording on cards allowing effects against other characters are now valid.

d) Resolve each Combat in turn. Repeat this order until only one Character survives.

e) The Survivor claims the Crown and dominion over the land.

D: Wording and Errata

A NOTE ON THE CHANGING OF THE WORDING ON CARDS:

Due to the structure of Darkest Talisman being changed with alternative rules, some of the original wording on Spell, Adventure, and Character cards needs adjustment as well. The main goal for these changes is to make all the characters, spells, and other card types playable without the need to remove them from the game.

Any cards omitted from the revised lists may be played as written.

Characters are always considered to be landing on each other’s space. (See Minstel, Sorceress)

D1 – General Changes in Rules

D1a. “When you attack a character or creature”: (See Assassin, Ghoul, Sorceress, Wizard.)

a) The relevant ability is only generated the Turn an Adventure Card with an enemy is turned over or drawn. It will not work on cards already encountered or Face Up.

b) This ability cannot be used in Guardian Combat.

c) For Characters who can choose to make an attack Psychic when attacking Characters: Change to: Character may use Craft instead of Strength when in battle with the enemy. (This is still limited by rule D1a-a).

D1b. See Rule A3c – Characters only receive the bonus equipment, followers, spells, and gold once when they first are drawn and arrive in the village.

D1c. See Rule – C3d – Any effect that limits movement to one space by any member of the party, prevents the party from changing their Marching Order until that effect is ended.

D1d. See Rule - Any time a Character Loses a Turn, draw an Adventure Card.

D2 – Characters

Assassin – If you succeed at assassination, you may not keep the defeated as a trophy.

Dwarf – Roll 1 less die when at the Portal of Power and at the Mines.

Ghoul – When you defeat an enemy, gain 1 life. This does not include Guardian Combat.

Sorceress – Instead of beguiling Characters, you beguile strangers for gold when encountered. All strangers are considered Neutral.

Thief – You may take one gold or Object from another character whenever they Roll a 1 for any reason.

Troll – Regeneration now occurs when the Troll is first in the Marching Order and a 6 is rolled.

D3 – Spells

D3a. Spells may only be cast if there is a valid target or effect that can be generated.

D3b. Spells are discarded between gaming sessions and an equal number redrawn by a Character when starting after a break in which the game area is newly set up.

D3c – The Cards

Destroy Magic – Until end of the Party Turn, counter all affects produced by Event, Stranger, Enemy, or Space cards.

Counterspell – Negate until end of the Party’s Turn the effect of any Event, Stranger, or Space card.

Divination – Cast to see next three unrevealed cards in the Draw Spots, the next three cards in the Adventure Deck, or the next three Spells.

Hex – Destroy all revealed enemies on any Road Space in your Region. Cannot be used on Guardians.

Immobility – Creature may not be attacked but can be evaded by all Characters until end of turn.

Random – Note: Loss of Strength or Craft can lower scores below starting numbers.

Temporal Warp – Allow the caster to reencounter a space 3 times in a row. (Such as the Fountain of Wisdom that bestows tokens to Craft.)

D4 – Adventure Cards

D4a – Unless Noted – All unmentioned abilities and affects remain unchanged.

Amulet – Magic Item – You cannot cast spells. No Events, Strangers, or Places will affect you. Any effect that effects the Party as a group, such as Teleport, still affects the bearer.

Ghost – Enemy * Spirit – Roll a d6. Place ghost as the first encounter on the Road Space that many Spaces from the start of the Road. (Example: On a roll of a 2, the Ghost is placed on the second Road Space. On a 6, it would be placed on the Destination Space. Encounter it before any other card on that space.)

Gnome – Follower – Add: Roll 1 less d6 at the Portal of Power.

Hermet – Stranger - Roll as Ghost.

Raiders – Event – Stash the gold at the Sentinel. Defeat the Sentinel to regain gold. The gold is removed from the game if the Characters visit any other Destination.

(END OF CORE GAME RULE SET)

(I will be adding revised rules for every expansion except Harbinger, Cataclysm, and Dragon.)

(Revised 2-20-17 to lower difficulty. Altering rules for Troves and Bags of Gold. Added more Magic Items to Trove and moved Bags of Gold to Adventure Deck. Bags of Gold are carried and do not count as Gold until the bearer converts the Bag.)

Edited by elem3ntary
Rules Revision

These are the rules for Darkest Talisman for each of the small box expansions. Most of the rules are the same or similar for each expansion which is why the list is so long. The Reaper is the best choice for adding first.

Reaper Expansion

E: New Rules

E1 – Placing Grim Reaper

E1a. When playing with the Reaper Expansion, place Grim Reaper figurine on the Playing Area near the Village to the side.

E1b. Remove Magic Items from Reaper Adventure Cards to form new Trove Deck.

E1c. Using New Quest Cards

a) Add the Quest Cards to the Playing Area. (If using Frostmarch, combine Quest cards from both Expansions.)

b) When encountering the Warlock’s Cave, draw Quest Card instead of rolling die.

c) Rules for Resolving Quests and Teleporting to Cave when Quest is completed are the same.

d) When arriving at Warlock’s Cave, receive Talisman as normal.

e) (If using Sacred Pool, Characters may draw Quest reward card instead of receiving Talisman.)

E2 – The Coming of the Grim Reaper

a) When a Character dies, Grim Reaper appears. Place Grim Reaper on the first road space.

b) Place Grim Reaper’s Information Card on the space vacated by the dead Character.

c) Replace Adventure Deck with the Adventure Deck from the Reaper Expansion. All draws until the Grim Reaper departs are now made from the new Deck.

d) Spells –Shuffle the two Decks (Core and Reaper) together along with everything from the Spell discard pile.

e) Each time a 1 is rolled for any reason, move Grim Reaper one more Road Space towards Characters’ location (ie rolls for Road Draws, Events, Regular and Guardian Combat, Spells, Places, etc.)

f) Move Grim Reaper even if a 1 was changed by Fate Counter use.

g) If Characters Teleport to another Road or Region, Grim Reaper appears on the first Road Space for that Road and moves as in step c).

h) Grim Reaper leaves play if all Surviving Characters have a chance to Pray (which can be done at different times) or return to a Village.

i) If the Grim Reaper reaches the Space occupied by the Characters, roll d6 for each Character and check results on Grim Reaper card. Grim Reaper then leaves play. (see change to Grim Reaper Card: If (5) is rolled by Grim Reaper: Teleport Grim Reaper back to his starting point on Road.)

j) The Grim Reaper Adventure Deck remains in play until each surviving character Prays. When this occurs, replace Reaper Adventure Deck with Core Adventure Deck.

k) Spell Cards: Keep Reaper Spells mixed in Core Deck. The Characters of the Village have gained new knowledge based on this event. They now have access to the new spells moving forward.

E3 – Death as a new Trove Destination.

a) The Graveyard is now a Trove Destination. You can choose to face the Grim Reaper as the final Guardian or Draw the Trove Guardians as in normal Trove Destinations.

b) Characters can choose to Travel the Road to the Graveyard.

c) Place a Graveyard marker on the final Road Space.

d) Set aside Core Adventure Deck and replace with Reaper Adventure Deck.

e) Follow rules from E2 – d for adding Reaper Spells.

f) Create a Trove by randomly picking three Magic Items from the Reaper Trove Deck and rolling d6 for Gold. Place this Trove face down under the Graveyard marker.

g) Follow the normal Road process to reach the Graveyard, encountering cards as normal.

h) If facing Grim Reaper: Upon resolving the Graveyard Special Location effects, each character rolls 1d6 and checks result on Grim Reaper card.

i) If facing Trove Guardians: Follow Rules C8d.

j) Grim Reaper does not allow Fate to dictate results. Fate Tokens cannot be used unless that Character is has the power to defeat Spirits (as the Priest).

k) Upon completing the encounter with the Grim Reaper or Guardians, divide up Trove as in the base rules. Replace the Reaper Adventure Deck with the Original Adventure Deck. Keep Spell Cards together.

l) The Graveyard cannot be faced again as a Trove Destination until the Characters return to the Village.

E4 – General Changes in Rules and Cards

E4a. Any effect that says “ move spaces clockwise ” means “move spaces towards destination” and any effect that says “move spaces counterclockwise” means “move spaces towards Village.” Affected cards will not enter the Village. If affected card lands on the Destination Space, encounter it before the Space. Each Card on a Road Space counts as one space.

E4b. Any effect that allow the Characters to roll 2 dice to move , instead allows them to Skip one Road Space. This effect must originate with the Character 1 st in the Marching Order. (For example, a Character with a Riding Horse can skip a Road Space if he leads the Marching Order.)

Characters:

Reminder – Starting Equipment is only received when the Character first joins the Village. See Knight and Merchant.

Dark Cultist : See Rule Set D1 regarding “when you attack”.

Knight – Change in last ability: Even when allowed by Spells or Events or Followers etc, Knight may not take or harm anything owned by Good Characters.

Merchant – Change in 3 rd ability: This may be done at the end of each move or turn.

Sage – Change in last ability: If Sage is first in the Marching Order, when you roll your die for movement . . .

E5 – Spell Revisions

E5a. Some spells may be useless except in Guardian Combat (such as Transmute or Reflection).

E5b. Some cards only affect the Grim Reaper. (such as Barrier, Slow Motion, or Misdirection).

Barrier – Place on any Road Space. Grim Reaper may not move past this card.

Gust of Wind – May be cast on Dropped Items that have been already been Encountered. Roll d6. Move Items that many spaces away from Characters. If Characters occupy the same Space or Spot as items, choose direction they blow. If blown onto Trove Destination Space, they are added to Trove. If blown into Village, they stop on the first Road Space. They will be Encountered before any other cards on the Space they land upon.

Misdirection – Force Grim Reaper to Turn Around. When the Grim Reaper reaches the end of the Road, it returns to its original direction of movement.

Resurrection – If cast upon Character at Death, Character is Resurrected with Strength, Craft, Life, Alignment, and Fate returned to original numbers. Items are not dropped by Character.

Sleep – As Immobility from Core Spell Deck.

Slow Motion – Death only moves on every other 1 rolled.

Speed – Skip all remaining cards in Draw Spots for this Road Space and skip next Road Space as well.

Transference – “Switch places with any other face up Enemy in your Region.”

Water Walking – Works for all Characters.

E6 – Adventure Cards

Magic Items:

Fiend Slayer – Follower - Alter words: “encounter a space (including a Draw Spot) or loses a turn, draw from the Adventure Deck 1 more card than normal.”

Flying Carpet – Magic Item - When used by a character in the front of the Marching Order and a 6 is rolled for Encounter Cards on a Road Space, teleport to any other space in this Region.

Hearth Rune – Magic Item - “may teleport to your starting Village. Discard Hearth Rune.”

Rod of Ruin – Magic Item - Alter words: “Causes enemy of your choice before combat to lose 2 Strength or Craft . . .” Can only used before bearer’s combat. Any enemy killed by Rod before Combat cannot be taken as a Trophy.

Adventure Deck Cards:

Arena – Place – Alter words : May summon 1 Enemy in this region to fight . . ."

Cerebus – Enemy * Monster – Alter Words: “Place Cerberus on Destination Card. Destination Card cannot be Encountered while Cerberus is in play. Cerberus cannot be evaded. Face Cerberus in Guardian Combat.”

Dryad – Stranger – If Forest is not on this road, See rule C4d about teleporting to another road.

Gathering, The – Add to words “Resolve as Guardian Combat.”

Golden Statue – Object – Alter words in 2 nd ability: “If you lose an attack against an Enemy, drop Golden Statue.”

Prophecy – Event – Alter words: “encounters a space (including a Draw Spot) or loses a turn, draw from the Adventure Deck 1 more card than normal.”

Leper – Stranger – See rule E4a about moving cards.

Patrol – Event – Move back one Road Space and encounter that space normally.

Riding Horse – Follower – See Rule E4b regarding Movement.

Werewolf – Event – As written. See Rule Set F if using Blood Moon expansion. Begin by rolling on the Werewolf Chart on the Werewolf Card for each Character. The Blood Moon Adventure Deck now takes the place of the Core Adventure Deck. Whenever the Core Adventure Deck is to be used, use the Blood Moon Adventure Deck instead. See Blood Moon Expansion Rules Set F for additional rules.

Whirlwind – Event – See rule E4a for clockwise movement rules.

E7 – Quest Cards

Take One Life from Another Character – Any spell, ability or similar power that allows one Character to take a life from another character is allowed while this Quest is active. (In Blood Moon, defeating another Character when in Werewolf form fulfills this Quest.)

Blood Moon Expansion

F: New Rules

F1 – Place Werewolf Figure –

F1a. When playing with the Blood Moon Expansion, place Werewolf figurine on the Playing Area near the Village to the side.

F1b. Remove Magic Items from Blood Moon Adventure Cards to form new Trove Deck.

F2 – The Coming of the Werewolf

F2a. Whenever a Character is injured by a Wolf and not killed when the Blood Moon Expansion is available but not in use, roll on Werewolf Card. Cards with this ability are the Wolf (Core), Pack of Wolves (Reaper), Winter Wolf and Pack of Wolves (Frostmarch), Big Bad Wolf (The Woodlands).

a) If a 1 is rolled (even if changed with a Fate Token) the Blood Moon Rises.

b) Place Day/Night Card on Board on Day.

c) Place Werewolf Card in play area.

d) Characters turning into a Werewolf gain a Lycanthrope Card. (See Rule for attacking other characters)

e) Replace Core Adventure Deck with Blood Moon Adventure Deck. Anytime the Core Adventure Deck is to be used, use Blood Moon Adventure Deck instead.

f) Shuffle Blood Moon Spells into Spell Deck.

F3 – Day/Night Cycle and Lunar Events follow rules as normal (see Card Changes)

F4 – Lycanthropy can be cured by

a) Any appropriate effect on a Blood Moon Adventure Deck card.

b) Visiting either the Temple or Chapel and sacrificing a Talisman.

F5 – When all Characters are cured of Lycanthropy:

a) Remove Day/Night Cycle Card, Werewolf Card, and Werewolf Figure.

b) Replace Blood Moon Deck with Core Adventure Deck.

c) Spells stay in Spell Deck.

F6 – The Roving Werewolf

F6a. When die/dice are rolled for Adventure Cards on a newly encountered Road Place and a 1 is rolled, place the Werewolf figurine on the first Road Space. (By the original Village, this would be on the Fields Terrain.)

F6b. Each time a 1 is rolled for any reason, move the Werewolf one Road Space closer to the Characters.

F6c. If the Werewolf lands on the Characters, the first Character rolls on the Werewolf chart.

a) If the roll is a 1 or 2, follow the directions. The Werewolf then leaves the playing area.

b) On any other number, follow the directions then have the next Character in the Marching Order roll on the Werewolf Chart as step a).

F7 – Werewolf Characters and the Party

F7a. As shown by the Lycanthrope Card, Werewolf Characters could attack others in their party. At night, when an Lunar Event or Event card is drawn, the party encounters the Event as normal, but then roll a d6 for the Werewolf. If the roll is a 1, the Werewolf attacks the Character in the front of the Marching Order. If the Werewolf wins, the defeated Character rolls on the Werewolf chart and loses a life.

F8 – Werewolf Den as a new Trove Destination.

a) The ‘Werewolf’s Den’ is now a Trove Destination. (Considered to be in the Crags.)

b) Characters can choose to Travel the Road to the Crags.

c) Place a Crags marker on the final Road Space.

d) Set aside Core Adventure Deck and replace with Blood Moon Adventure Deck. Set out Day/Night Card.

e) Follow rules from F2 – d for adding Blood Moon Spells.

f) Create a Trove from randomly picking three Magic Items from the Blood Moon Trove Deck and adding d6 pieces of Gold. Place this Trove face down under the Crags marker.

g) Follow the normal Road process to reach the Crags, encountering cards as normal.

h) Face Trove Guardians: Follow Rules C8d. Add Werewolf figure with Strength of 8 (as on Werewolf Card). Werewolf cannot be equipped with Items.

i) Any Character assigned damage from Werewolf rolls on Werewolf Chart. If the Character turns into a Werewolf, follow Rule Set E2a for when a character turns into a Werewolf.

j) Upon completing the encounter with the Guardians of the Trove, divide up Trove as in the base rules. Replace the Blood Moon Adventure Deck with the Original Adventure Deck. Keep Spell Cards together.

k) The Werewolf Den cannot be faced again as a Trove Destination until the Characters return to the Village.

F9 – General Changes in Rules and Cards

Werewolf Card – 5) The Werewolf moves to the next player in the Marching Order.

Characters

Doomsayer – 3 rd ability – This ability only activates if Doomsayer is first in the Marching Order or is forced to draw an Adventure Card.

Grave Robber – 1 st ability - This ability only activates if Grave Robber is first in the Marching Order or is forced to draw an Adventure Card.

Vampire Hunter – 1 st Ability - This ability only activates if Vampire Hunter is first in the Marching Order or is forced to draw an Adventure Card.

Spells

Curse of the Werewolf – Alter words: Cast on one Werewolf Character, Character loses Werewolf status.

Feral Hunger – Alter wording: Cast on a Character prior to Combat, the Character’s combat roll is automatically a 6. No other effect.

Haunting Poltergeist – Alter words: Cast on Werewolf. Werewolf moves only at night when a 1 is rolled.

Adventure Cards

Magic Items:

Living Doll Magic Object - When encountered a Trove, the character who Draws it when the Trove is divided follows instruction on card. A Character cannot chose to avoid the sharing of the Trove.

Hungering Artefact Magic Object - Does not effect Destination Spaces.

Syphoning Sceptre Magic Object - Alter words: When you defeat an enemy . . .

Witch’s Broom Magic Object - Alter words: At night, you may skip up to six drawn Adventure Cards in a Road Space. If there are less than six cards, move to next Road Space.

Adventure Deck Cards

Black Cat – Follower – Add “You may discard the Cat if you roll a 1 for any reason.”

Bride, The – Follower – See rule D1a about “When you attack a character. . .”

Children of the Night – Lunar Event - This ability only activates with the first in the Marching order or a Character is forced to draw an Adventure Card.

Divine Retribution – Lunar Event – Instead of gaining another Turn, Character may bring one face up enemy to his Spot and Combat it. If the Character loses the Combat, Enemy returns to original spot.

Fire Salamander – Enemy * Animal – Ability does not affect Trove Destinations.

Fright Night – Lunar Event – Characters cannot Teleport or otherwise bypass face-up Enemies. They must land on the Space or Spot occupied by the first Enemy they would have moved over.

Guiding Light – Lunar Event – Characters may chose to reencounter a space rather than Moving Forward.

Headless Horseman – Enemy * Spirit – If the Headless Horseman card is not discarded after the Character’s Encounter with it, it moves with the Characters next turn. It will join with any Enemy revealed in the next Spot or Space for Combat. Otherwise Encounter the Horseman before any other type of Adventure Card revealed.

Keeper of the Vigil – Follower - This ability only activates when the Character is the first in the Marching order or is forced to draw an Adventure Card.

Lantern Sprite – Stranger – Alter words: “At the start of the next turn, that Character must Encounter the Drawn Adventure Card.”

Moon Mist – Lunar Event – Alter words: Change “rolls die for movement” to “rolls die for combat” with the lowest number used for combat.

Morning Song – Lunar Event – Only applies to first Character in Marching Order with face-up Adventure Cards.

Night of the Pumpkin King – Lunar Event – All Fields Spaces now are considered Roll 3d6 for Adventure Cards on that Space.

Scarecrow – Enemy * Construct – Place Scarecrow in Fields Road Space in this Region. If there are no Fields Space, Characters Encounter the Scarecrow immediately.

Tricks and Treats – Object – Character may use at any time to take an object of choice from any Character. Discard Tricks or Treats afterward.

Wall of Fire – Place – 1st effect changes to “Werewolf and Werewolf Characters may not pass a Wall of Fire.”

Witchfinder – Follower - This ability only activates when the Character is the first in the Marching order or is forced to draw an Adventure Card.

The Frostmarch Expansion

G: New Rules

G1 - Remove Magic Items from Frostmarch Adventure Deck to form new Trove Deck.

G2 - Using New Quest Cards

a) Add the Quest Cards to the Playing Area. (If using The Reaper, combine Quest cards from both Expansions.)

b) When encountering the Warlock’s Cave, draw Quest Card instead of rolling die.

c) Rules for Resolving Quests and Teleporting to Cave when Quest is completed are the same.

d) When Teleporting to Warlock’s Cave upon Quest completion, receive Talisman as normal.

e) (If using Sacred Pool, Characters may draw Quest reward card instead of receiving Talisman.)

G3 – The Frostmarch as a new Trove Destination.

a) The ‘Frostmarch is now a Trove Destination beyond the Chapel. It is considered to be a new Region (with the Sacred Pool if used) with all Travel limitations in place for crossing Regions.

b) Characters can choose to Travel the Road to the Chapel. There is a Road beyond it that leads to the Frostmarch. The Chapel straddles the two Regions.

c) When at the Chapel, encounter it, then if the Characters decide to Travel to the Frostmarch, discard all cards along the Road. Place Characters in first Road Space (Fields) and place a Frostmarch marker on the final Road Space.

d) Set aside Core Adventure Deck and replace with Frostmarch Adventure Deck.

e) Shuffle Frostmarch Spells into Spell Deck.

f) Create a Trove from randomly picking three Magic Items from the Frostmarch Trove Deck along with d6 gold. Place this Trove face down under the Frostmarch marker.

g) Follow the normal Road process to reach the Frostmarch, encountering cards as normal.

h) Face Trove Guardians: Follow Rules C8d.

i) Upon completing the encounter with the Guardians of the Trove, divide up Trove as in the base rules.

j) When the Characters return back to the Chapel, replace the Frostmarch Adventure Deck with the Original Adventure Deck. Keep Spell Cards together.

G4 – General Changes to Rules and Cards

Characters –

Leprechaun – Revise 4 th ability: Only usable when the Leprechaun is first in Marching Order and rolls a 6 when determining how many Adventure Cards on a Road Space.

Necromancer – See Rule D1 regarding “When you attack…”

Spells –

Black Ice – Cast on one Road Space. Bypass this Space and all Adventure Cards on it.

Hydra Spell – For any spell just cast on an Enemy or Character, duplicate on another Enemy or Character of choice.

Time Steal – Allows Caster to steal another Character’s Encounter with a Space as his own (such as a beneficial Place or Stranger, etc.) This could lead to him acting out of the Marching Order. The Character losing the Encounter is not considered to have Missed a Turn.

Vortex – Targets all Characters

Adventure Cards

Magic Items –

Frostbite – In Battle, the Enemy cannot roll again on a 6.

Horn of Summoning – Can only be used when Character is 1 st in Marching Order. Can only be used when a Road Space is first reached.

Ice Fang - In Psychic Battle, the Enemy cannot roll again on a 6.

Winged Boots - Can only be used when Character is 1 st in Marching Order. When a 6 is rolled for the Adventure Cards on a Road Space, Characters may cross the Storm River.

Adventure Deck Cards –

Howl of the Wendigo – Event – Each Character rolls a d6 to find out who is they attack in the Marching Order. On a 1, 2, or 3, attack the other Character who is nearest the front. On a 4, 5, or 6, attack the other Character who is nearest the back. Resolve each Combat by Marching Order. Attacking character chooses whether the Combat uses Strength or Craft. Resolve one Combat at a time. Penalties for losing a battle are unchanged. Winners must take a life as a reward.

Pack of Wolves – Enemy * Animal - If using Blood Moon, see Rule F2a.

Talismonger – Stranger – On 2 or a 3, Characters may lose Strength and Craft below starting amounts.

Winter Wolf – Enemy * Animal – If using Blood Moon, see Rule F2a.

Quest Cards –

Lose One Craft – Your Craft may be reduced below your Craft Value

Lose One Strength – Your Strength may be reduced below your Strength Value

Lose Two Turns – Immediately Draw one Adventure Card and Encounter it. Repeat 1 time.

The Sacred Pool Expansion

H: New Rules – Prepping

H1 - Remove Magic Items from Sacred Pool Adventure Deck to form new Trove Deck.

H2 – Place the Stables Cards on the Playing Area. This are accessed as original rules.

H3 - Using New Quest Rewards Cards

a) Place Quest Rewards Cards next to the Warlock’s Cave Quest cards.

b) When Quests are resolved, choose to take a Talisman or draw a Quest Reward Card instead.

H4 - The Sacred Pool as a new Trove Destination.

a) The Sacred Pool is now a Trove Destination beyond the Chapel. It is considered to be in the same Region as the Frostmarch with all Travel limitations in place for crossing Regions.

b) Characters can choose to Travel the Road to the Chapel. There is a Road beyond it that leads to the Frostmarch. The Chapel straddles the two Regions.

c) When at the Chapel, encounter it, then if the Characters decide to Travel to the Sacred Pool, discard all cards along the Road. Place Characters in first Road Space (Fields) and place a Sacred Pool marker on the final Road Space.

d) Set aside Core Adventure Deck and replace with Sacred Pool Adventure Deck.

e) Shuffle Sacred Pool Spells into Spell Deck.

f) Create a Trove from randomly picking three Magic Item from the Sacred Pool Trove Deck along with d6 gold pieces. Place this Trove face down under the Sacred Grove marker.

g) Follow the normal Road process to reach the Sacred Grove, encountering cards as normal.

h) Face Trove Guardians: Follow Rules C8d.

i) Upon completing the encounter with the Guardians of the Trove, divide up Trove as in the base rules.

j) When the Characters return back to the Chapel, replace the Sacred Grove Adventure Deck with the Original Adventure Deck. Keep Spell Cards together.

H5 – General Changes to Rules and Cards

Characters –

Chivalric Knight – 2 nd Ability – This may only be used with a Character ahead of the Chivalric Knight in the Marching Order. If the battle is successful [due to the addition of the Knight’s Strength] the Chivalric Knight receives one Quest Reward Card. If the battle is lost, Chivalric Knight receives the same penalty as the Character helped (usually lose 1 Life and 1 Strength). If the Chivalric Knight aids another, he may not encounter that enemy later the same turn at his place in the Marching Order. This ability is unusable in Guardian Combat.

Spells –

Feeble Mind – Craft may be lowered below Character’s Craft Value.

Stasis – Exchange the Adventure Card just revealed but not encountered with the top card of the Adventure Deck. Encounter it instead.

Adventure Cards - Magic Items

Baleful Eye – Magic Item – Can be used to discard one Enemy from Guardian Combat during Spell Casting Stage.

Shield of Defiance – Magic Item – Change words from “whenever a Character attacks you” to “when an Enemy attacks you.” This ability only works when your party encounters face up Enemies. Not usable in Guardian Combat.

Adventure Deck Cards

Defender of Faith – Follower – Ignore 2 nd ability.

Fortune’s Fool – Event – Alter words: Change “For 2 rounds” to “For the rest of the Draw Spots on this Road Space . . .”

Gilded Compass – Object – Once along a Road, between the Village and a Destination Space, reroll die for number of Adventure Cards to be Encountered on a Road Space.

Kraven – Follower – 1 st ability is usable when Character is 1 st in Marching Order or Forced to draw an Adventure Card.

Oathsword Guide – Follower – Characters may bypass one Road Space during Travel to the Destination Space and one Road Space during return to Village. The space must be skipped before Encountering any Adventure Cards on it.

Oathsworn Oracle – Follower - 1 st ability is usable when Character is 1 st in Marching Order or Forced to draw an Adventure Card.

Rumour of Riches – Event – Alter words: Change “rolls a 1 for his move” to “rolls a 1 for any reason”

Spiteful Imp – Event – Teleport Enemy with highest ability score (Strength or Craft) to this space and is Encountered immediately.

Quest Reward Cards:

Chant of Wisdom – Gain 1 Craft. Discard Reward Card Immediately.

Dream Prize – Alter words to “Keep until victorious in a Guardian Combat at a Trove Destination. Look through Trove Deck for that Location. Choose one Magic Item as your reward. Discard Reward Card immediately.”

Good Luck Knot – Gain 1 Fate. Discard Reward Card immediately.

Lightning Trap – Alter words to “Place three counters on this card. Character may choose to take another turn after finishing his turn. Remove 1 token when this happens. Discard after 3 rd token is removed.”

Magic Door, The – Discard Immediately to Teleport to anywhere in the Inner or Outer Region.

Might of Giants – Gain 1 Strength. Discard Reward Card immediately.

Stable Cards

Riding Horse – Follower – If owned by the 1 st Character in the Marching Order, Characters may skip every even Road Space except the Destination Space.

Take One Life from Another Character – Any spell, ability or similar power that allows one Character to take a life from another character is allowed while this Quest is active. (In Blood Moon, defeating another Character when in Werewolf form fulfills this Quest.)

The Firelands Expansion

I: New Rules – Prepping

I1 - Remove Magic Items from Firelands Adventure Deck to form new Trove Deck.

I2 – Burn

I2a. Follow Burn rules established in Firelands Expansion except for the following exceptions.

I2b. Burned cards are permanently removed from game until the Crown of Command is reached or all Characters from all sources have been killed. They are not reshuffled into any deck the normally would be returned to.

I2c. Once the Firelands Expansion is implemented, Burn effects may occur in any Region from items, spells, or other sources.

I3 – Fireland Tokens

I2a. Fireland Tokens work as explained in the Firelands rules.

I2b. Fireland Tokens are placed either on Special Location (ie Chapel, Forest etc) Road Spaces or one Draw Spots. Each time a Character Encounters that Road Space from another Space, lose 1 life.

12c. Fireland Tokens exist as long as that Region is in play. (For example, a Fireland token placed on the Road Space ‘Fields’ remains until the Road is no longer Traveled and changes. A Fireland Token on a Straddling Space exists until the Characters take a different Road to a new Destination Space and that former Destination Space with the Fireland Token is no longer part of their Travel path.)

I4 – Terrain Cards

I4a – Terrain Cards follow rules established in the Firelands Expansion with the following exceptions. Terrain cards can only be placed on Road Spaces, not Draw Spots.

I4b – If a Terrain Card is placed on a Road Space that already has Adventure Cards on it, discard all Adventure Cards on that Space. Redraw new cards based on the new Terrain Card.

I4c – Terrain Cards exist as long as that Road is in play. (For example, a Terrain Card for Forest is placed on the Road Space ‘Fields’. It remains until the Road is no longer Traveled and changes. A Terrain Card placed on a Straddling Space exists until the Characters take a different Road to a new Destination Space and that former Straddling Space with the changed Terrain is no longer part of their Travel path.)

I5 - The Firelands as a new Trove Destination.

a) The Firelands is now a Trove Destination in the Outer Region beyond the Sentinel. Characters must pass the Storm River to access the Village beyond the Sentinel.

b) Characters can choose to Travel the outer Road from the Village to the Firelands which should be placed as a Destination in the 6 th Road Space.

c) When the Characters choose to Travel to the Firelands, set aside Core Adventure Deck and replace with Firelands Adventure Deck.

d) Shuffle Firelands Spells into Spell Deck. (Note: This will permanently add Burn effects to the game as the Spells are not removed once added.)

e) Create a Trove from randomly picking three Magic Items from the Firelands Trove Deck along with d6 gold pieces. Place this Trove face down under the Firelands marker.

f) Follow the normal Road process to reach the Firelands, encountering cards as normal.

g) Face Trove Guardians: Follow Rules C8d. The Efrit should make this be a much harder Guardian Combat than with the other small expansion.

h) Upon completing the encounter with the Guardians of the Trove, divide up Trove as in the base rules.

i) When the Characters return back to the Outer Village, replace the Firelands Adventure Deck with the Original Adventure Deck. Keep Spell Cards together.

I6 – General Changes to Rules and Cards

Spells

Crack the Earth – Add words: Discard any Enemies on that Space with Strength or Craft of 1.

Evil Eye – Alter words: Cast on enemy. Enemy is unable to use special abilities for 1 Battle or Psychic Combat.

Suleiman’s Command – Alter words: Change (not in the Inner Region) to ‘on a Road Space that you are Traveling upon.’

Adventure Deck – Magic Items

Firelands Scourge – Magic Item – Once per Village visit, the Character may choose to Burn one trophy.

Magic Map – Magic Item – Alter words: “When there is no more Fate on this card, discard it.”

Orb of Flames – Magic Item – This ability only works if the Character is first in the Marching Order or is forced to draw an Adventure Card.

Shamshir of Khamsin – Magic Item – Immediately after winning a Battle outside the Tower Region, the Character with the Shamshir takes the 1 st spot in the Marching Order and move ahead 1 spot.

Suleiman’s Seal – Magic Item – Alter words: If you do, place this on the Chapel or Temple space.

Adventure Deck Cards –

Bound Ifrit – Follower – Alter words: “After you do, discard the card.”

Camel – Object – This is considered a Mount and is affected by anything that alters or removes a Mount.

Mirage – Event – Roll d6. Move that many Road Spaces towards the Village. Encounter the Road Space you landed on.

Ifrit Sultan – Enemy * Elemental – Every time the Characters move to a new Draw Spot, Road Space, or lose a turn, follow instructions on the card. The Fire Tokens are placed on the Road Space with the Ifrit Sultan. Removed as card instructions.

Ifrit Sultana – Enemy * Elemental - Every time the Characters move to a new Draw Spot, Road Space, or lose a turn, follow instructions on the card.

Royal Masons – Follower – Alter words: “At the end of your turn, before you move to a new Road Space, you may. . . “ and “There can only be one Graveyard and one Chapel along the Road at one time.”

Taleweaver – Follower – Alter words: Draw 3 cards from any Adventure Deck included in the game. Place them facedown on Taleweaver. At any time, the Character may chose to encounter one card from the Taleweaver. Discard once all cards are off the Taleweaver.

Revised 2-20-17 to alter rules to match changes to Base Rules in 1st post.

Edited by elem3ntary
Revised Rules

Here are the rules for The City, The Highlands, The Dungeon, and The Woodlands.

It's taken me three weeks to write this whole revised Talisman project up, so I am taking a break from it.

Please note that The Harbinger Expansion comes into play if you have an entire party killed. If the Omen cards run out, then bring on the Cataclysm. I have not written the rules for those two yet, as I'm kind of burnt out and I want to see how this version plays.

Thank you for reading this far (if you have) and I hope some of you try this. It makes for a very different game.

Please let me know your questions or concerns.

The City Expansion

J: New Rules

J1 – The City Region

J1a. The Aid Destination in the Inner Region is still called the City and possesses its original options when Encountered.

J1b. The City Expansion is known as the City Market . It comprises the City Region that extends from the Original City Destination down the City Road to the City Market.

J1c. The City Market includes a Jail Space . Characters cannot access the Jail Space directly. Rules for the Jail Space are the same as in the original game except Characters who escape are placed on the City Destination Space at the start of the City Road.

J2 – Preparations

J2a. Shuffle and set aside the various purchasable cards from the City Expansion: Armoury, Pet, Magic Emporium, Potion, and Stables Cards. These will be available for purchase in the Inner City.

J2b. Shuffle the Wanted Posters and set them aside. These are available at the City Destination Space

J2c. There is no Trove Deck for the City Region. The two Magic Items remain in the City Adventure Deck.

J3 – Travel to and in the City Market

J3a. To reach the larger City, Characters need to Travel from the Village along the Inner Region Road Spaces to the Aid Destination of the City. Characters Encounter these spaces as normal. The City Destination Space has the same abilities as the City Space from the original board game and is now considered a Straddling Space. It also hosts the Wanted Posters. (See Rule Set J4)

J3b. Once the Characters decided to Travel to the City Market, discard all cards on the Inner Region Road Spaces, remove the Core Adventure Deck, and replace it with the City Adventure Deck. Until the Characters leave the City Region, all Adventure Cards will be drawn from this deck.

J3c. Draw 1 Wanted Poster and put it face up on the City Space.

J3d. To reach the Inner City Market, Characters must travel the City Road . The City Road uses the following Road Spaces in order: Alley (roll d6); Lane (roll d6); Street (roll d6); Avenue (roll d6); City Square (roll 2d6). Roll for Adventure Cards as indicated.

J3e. If a 1 is rolled for the Adventure Cards on the City Road, a Special Location is indicated. Roll a d6. The results for the Location are as follows:

1) Academy (Shop) – Discard 7 points of Trophies to gain your choice of 1 Strength or 1 Craft.

2) Wharf – On the next turn, move to either the City, the Village, the Chapel, the Tavern, the Graveyard, or the Forest. (Follow rules for leaving a Region.0

3) Sorcerer (Shop) – Either discard any number of Spells you have and gain 1 gold for each, or buy Spells for 2 gold each, if your Craft allows.

4) Rogue’s Guild – Visit the Rogue Chaplain or Guildmaster. a) Rogue Chaplain: If you are good or evil, become neutral. If you are neutral, become good or evil. Guilmaster: roll d6. On 1-4) Nothing. On 5) Gain 1 gold. On 6) Gain 2 gold.

5) Soothsayer – Replenish your Fate up to Fate Value at a cost of 1 Gold each.

6) High Temple : Roll Dice to Pray. Pay 1, 2, or 3 gold then roll 1 die for each gold you paid. 1-3) Lose all your gold. 4-6) Move to the Temple 7-9) Roll 1 die to accept a Quest at the Warlock’s Cave 10-12) Gain 1 Strength or 1 Craft 13-15) Gain 1 Strength or 1 Craft 16-18) Gain a Talisman.

7) Note: Any of these Special Locations can become an Aid Destination. Follow a new City Road as described in Rule J3c and place the desired Location in the 6 th Road Space.

J3f. The 6 th Road Space is the City Market.

a) In the City Market are Shops that you are able to purchase Objects, Mounts, and Magic Items from. These include the Armoury, Menagerie, Magic Emporium, Apothecary, and Stables .

b) Characters Encounter each Shop one at a time. Each time the Characters move from one Shop to another Shop, draw 1 City Adventure Card and Encounter it before entering the new Shop. These Cards are discarded afterwards, even if the effect says otherwise.

c) The Characters must return to the City along the City Road before taking the Road back to the Village.

d) Some Cards will have altered words.

e) Shop prices are the same as in the original game.

f) Four Trinkets count as 1 object for carrying.

J4 – Wanted Posters

J4a. Wanted Posters are found at the City, the Straddle Point between the Inner Region and the City Region. Place the Wanted Poster Deck face down. Turn over the top card and place it on top.

J4b. Wanted Posters reward Characters with Gold using the same system as the original rules.

J4c. Wanted Posters can be Cashed In 2 ways.

a) The top face down Wanted Poster may be purchased at the City for 1 GP. No Character may own more than 1 Poster at 1 Time. The Character may Cash In this Bounty at any Village or the City (but not the Market). Discard the Wanted Poster when Cashed In.

b) The Characters may Cash In Trophies with the current revealed Wanted Poster. If done this way, pay out Gold per rules, discard the old Wanted Poster, and draw a new one to be displayed.

J4d. Wanted Posters, Character Bounties, and Bounty Fights

a) Characters who have purchased a Character Wanted Poster may discard it and redraw a new Wanted Poster at the City Location at a cost of 1 gold. This can only be done once per visit to the City Region.

b) Characters can donate 1 gold to discard a revealed Character Wanted Poster at the City Location and reveal a new Poster.

c) Characters are allowed to target other Characters when they possess the appropriate Character Wanted Poster. This is a Bounty Fight . No good character may initiate a Bounty Fight.

d) Characters may battle after all cards on a Space are Encountered.

e) Character may initiate a Bounty Fight on the City Location if the revealed Wanted Poster is for a Character.

f) All effects on Cards that involve Battle or Psychic Combat between Characters or can target Characters revert to original wording when this occurs. This change lasts until Bounty Fight is resolved.

g) When a Character is defeated during a Bounty Fight, the only thing that the Character loses is a Life.

h) The victor does not gain anything except the ability to Cash In the Life total of the Character defeated. Place a stacked pile of Life Tokens on the Bounty Poster to represent the amount of gold to be earned when the Poster is cashed in.

i) Characters must always fight to the best of their ability. No Character may withhold spells or items that would assist them during Bounty Fights.

J5 – General Changes to Rules and Cards

Characters –

Bounty Hunter – Take 1 trophy from any Character you defeat.

Cat Burglar – (1) Alter Words: When you Return to a Road Space previously Encountered and you are 1 st in the Marching Order, you may Encounter the Revealed Adventure Cards in any order that you wish. Any unencountered cards still on the Road Space are Encountered last. (2)Alter words: You may only Burgle each shop once per visit to the City Market or any other similar Location that allows Purchases. If the Score (see card) is higher than Your Craft, move to the Jail.

Spy – Alter Words: For one Road Space you may Shadow another Character. This allows you to avoid Encountering all Draw Spots or the Special Location on that Road Space. If the Character the Spy is Shadowing is killed, the Spy must Encounter the effect that killed the Character as well as the remaining Cards on that Road Space. This allows the Spy to Encounter the current Space and Pick Up any items dropped by the dead Character.

Tavern Maid – Alter Words from “if you move to a space that has a character” to “every time you encounter a Stranger, you may Pour Them a Drink instead of Encountering their effects.” Roll d6 on the Chart on the Character Card. Alter the working to the following:

1) “Generous Tip” Gain 1 Gold.

2) “Another Round” Gain 1 Gold and roll again on Chart

3) “Drinking Games” Party loses turn.

4) “One Too Many” Stranger leaves immediately. Discard Stranger.

5) “Hearty Brew” Gain 1 Life

6) “One for the Road” Gain 1 Random Potion Card

Tinkerer – Alter words: Change from “When you encounter a space” to “When you are first in the Marching Order or Lose a Turn, you may discard the Adventure Card you draw by discarding an Automated Follower. Draw another Card and Encounter it.” This does not work on face-up Adventure Cards.

Adventure Deck – (Don’t remove Magic Items from City Adventure Deck.)

Air Elemental – Enemy * Elemental – If a Character is defeated, in addition to losing 1 Life and 1 Strength, move back to the City Location Space straddling the Inner Region and the City Region.

Assassin – Stranger - Pay 3 gold to discard any face up Enemy with a Strength or Craft of 3 or less.

Corrupt Sheriff – Event – Each Character may chose to pay 2 Gold. If paid, that Character cannot be thrown in Jail while in the City region. Once the Character leaves the City Region, this immunity is lost.

Crowded Streets – Event – For two turns, whenever you Encounter a new Draw Spot or Special Location, draw an extra 3 City Adventure Cards in addition to any already there.

Drunkern Revelry – Event – All characters roll 1d6. If any roll a 1, go to jail.

Festival – Event – While in the City Region, characters cannot change Marching Order.

Haggler – Follower – You may trade with a character you chose by exchanging 1 object of yours for 1 object of his, then discard this card.

Jailer – Follower – Ignore 1 st ability.

Lost – Event – Miss 1 turn then teleport to any Shop in the City or your chosen Aid Destination.

Panhandler – Follower – Alter words to “If you Encounter a Stranger, gain 1 gold.”

Pied Piper – Stranger – Alter words: All revealed enemies within to Draw Spots move to this Spot. The Characters Encounter them in a Guardian Battle.

Rune Gate – Place – You may Teleport to any Village.

Travelling Bazaar – Event – Alter words to “Take all other cards on City Road Spaces, shuffle them, and place the cards facedown to create the Travelling Bazaar Deck . When you switch the City Adventure Deck with the Core Adventure Deck, draw from the Travelling Bazaar Deck until empty or the Characters switch to another Adventure Deck.

Water Elemental – Enemy * Elemental – If you are defeated, discard 1 follower.

Wizard’s Chess – Place – Alter words: Change “You may challenge 1 character to a Psychic Battle. Winner gains 1 Craft. Loser loses 1 Craft. When this Battle is resolved, discard Wizard’s Chess.”

Urchin – Follower – If you are 1 st in the Marching Order, your party may skip a Road Space before rolling for its Adventure Cards. If you chose to do this, you must Encounter the Road Space and its Draw Spots after it.

Shop Cards:

Stables:

Riding Horse – See Rule E4b regarding Movement.

Magic Emporium Cards:

Crystal Sceptre – Magic Object – See Rule D1a for restrictions.

Menagerie

Fex – Follower – Usable only when you are 1 st in the Marching Order or losing a turn.

Hopper – Follower – Whenever you land on a Place, you may choose to not Encounter it.

Stinker – Follower – Instead of Encountering an Enemy, you may move it one Draw Spot away in either direction. You may do this only one per Road Space.

Stompy – Follower – Once a Road Space, you may discard 1 face-up Adventure card on your Draw Spot before Encountering it.

Terrance – Follower – You may choose to Encounter 1 Draw Spot per Road Space two consecutive turns.

Wart – Follower – After resolving a Combat with an Enemy, if that Enemy rolled a 1 during Combat, it turns into a Toad for 3 turns.

Whiskers – Follower – Ability usable only if Character is 1 st in Marching Order or Loses a Turn.

Apothecary Cards

Flight Potion – Magic Object – Usable only before movement.

Vial of Poison – Magic Object – Discard Potion to lower Enemy’s Strength or Craft by 1.

The Highland Expansion

K: New Rules

K1 - Remove Magic Items and Objects from Highland Adventure Deck to form new Trove Deck.

K2 – Relic Cards

K2a – Relic Cards are part of the Highland Trove Deck

K3 - The Highland as a new Trove Destination.

a) The Highland is now a Trove Destination beyond the Crags. It is considered to be in its own Highland Region.

b) Characters can choose to Travel the Inner Region Road to the Crags. There is a Road, called the Highland Path , beyond the Crags that leads to the Highland. The Crags straddles the two Regions.

c) When at the Crags, encounter it as a Destination Space, then if the Characters decide to Travel to the Highland, discard all cards along the Inner Region Road. Place Characters in first Road Space (see rule set K5) and place a Highland marker on the final Road Space.

d) Set aside Core Adventure Deck and replace with Highland Adventure Deck.

e) Shuffle Highland Spells into Spell Deck.

f) Create a Trove from blindly picking one Relic, and two Magic Items from the Highland Trove Deck along with 6 Objects and 6 Gold. Place this Trove face down under the Highland marker.

K5 – The Highland Road

K5a. To reach the Highland Trove, Characters must travel the Highland Path. The Highland Path uses the following Road Spaces in order: Hills (roll d6); Cliff (roll d6); Precipice (roll 1d6); Ravine (roll 2d6); Canyon (roll 3d6). Roll for Adventure Cards as indicated. The last Road Space is the Eyrie . Beyond it is the Trove.

K5b. If a 1 is rolled for the Adventure Cards on the Highland Path, a Special Location is indicated. Roll a d6. The results for the Location are as follows:

1) Cross the Ridgeway – Roll d6 per Character. (1) Pay all Gold or Fight Mauraders with Strength 6. (2-3) Rock slide; Character loses 1 Life. (4-5) Safe. (6) Find 1 Gold.

2) Ruined Mine – Roll d6 per Character. (1) Attacked by a Cave Troll with Strength 6. (2) Attacked by a Wraith with Craft 5. (3) Lost and Lose Turn (4) Gain 1 gold. (5) Gain 2 gold. (6) Gain 3 gold.

3) Glacier – Roll 6d6. If the score is higher than all Characters’ combined Strength and Craft, move back to Crags. If the score is less than combined score, move to next Road Space.

4) Mountain Pass – Draw 1d6 Adventure Cards. After last Card is Encountered, roll 1d6. (1-3) No way across. Encounter this space again (ie Encounter Drawn Adventure Cards again). Then Reroll. (4-5) Move to Next Road Space. (6) Encounter Lost City as the next Road Space. [Immediately Roll 2d6 per Character: Follow Instructions on Lost City Space in Highland Board].

5) Waterfall – Each Character chooses: Heal 1 Life, Replenish 1 Fate, or Gain 1 Spell if Craft allows.

6) Cross the Ice Bridge – Roll 1d6 per Character. Subtract the number of Followers, including Pets and Mounts. If the score is zero or less, the bridge gives way and the Character dies. You may abandon any Followers before rolling.

K6 – The Highland Trove and the Eagle King

g) Establish Highland Trove Guardians. Roll 2d6 and Follow Rules C8d. Add the Eagle King with Strength 8 and Craft 8.

h) Follow Guardian Battle Rules C8e.

i) Upon completing the encounter with the Guardians of the Trove, divide up Trove as in the base rules.

j) When the Characters return back to the Crags, replace the Highland Adventure Deck with the Original Adventure Deck. Keep Spell Cards with Spell Deck.

k) Add the 12 Highland Adventure Cards into the Core Adventure Deck.

K7 – General Changes to Rules and Cards

Characters

Highlander – Alter words for 2 nd ability. Whenever you land on the Hills, you may roll an extra d6 and add that many Adventure Cards to the Draw Spots for that Road Space.

Rogue – 1 st Ability – Roll d6 before Guardian Combat and treat damage like a bow, except don’t pay 1 gold. 2 nd ability – Whenever you Encounter an Adventure Card that sells items, gain 1 Gold.

Vampiress – 1 st ability – See rule D1a. Alter 3 rd Ability – Once a Road Space, you may drain the Lifeforce of any Character’s Follower. If done, heal 1 Life and discard Follower.

Spells

Eyes of the Hawk – Roll a d6 when on a Road Space with Adventure Cards. You may pass over the amount of Adventure Cards on that Space equal to the die roll.

Lightning Bolt – Alter words: Change to “on any enemy”. Enemy cannot roll a die in Battle or Psychic Combat.

Relic Cards

Dreadwing – Follower – Roll 2d6 before moving to a new Road Space. If doubles are rolled, Teleport to any space in the same Region.

Adventure Cards – Magic Items

Dragon’s Teeth – Magic Object – Add: If used in Guardian Combat, roll die at same time as Bows and treat damage the same way.

Flight Potion – Magic Object – Discard Potion to Move to any Space in Region.

Ice Sceptre – Magic Object – Subtract 1 from an Enemy’s Strength or Craft before Combat.

Lightning Hammer – Magic Object – Add: In Guardian Combat add 3 to Strength

Adventure Cards – Objects

Walking Stick – Object – If you are 1 st in the Marching Order, after placing Adventure Cards in the Draw Spots but before Encountering them, you may remove the last Card from the Draw Spots and discard it.

Adventure Cards – Highland Deck

Earth Elemental – Enemy * Elemental – “dragged down to the Crags.”

Eyrie Vanguard – Event – Change to “Draw 3 Highland Adventure Cards. Fight all revealed enemies in Guardian Combat.”

Gong of War – Place – Alter words: “Summon 1 face-up enemy”

Icy Path – Place – See Rule E4a.

Magpie – Follower – You may Encounter Objects on your Space or Spot even if dropped this round.

Rock Face – Place – Roll 6d6. If the score is less than the combined total of all Character’s Strength and Craft you climb the Rock Face. Otherwise each Character loses 1 life or 1 follower. The Characters cannot move forward until Rock Face is climbed.

Rune Gate – Place – You may Teleport to any Village.

Sage Owl – Stranger – Reveal all Adventure Cards on the current Road Place in all Draw Spots.

Trailblazer – Follower – You may choose not to role dice on any Place and bypass the Card. If a Character’s results affects the group, you are affected.

Treasure Hunter – Follower – Change 1 st ability to - You may Encounter any items Dropped during the current turn on a Road Space, Special Location, or Draw Spot.

Vagabond – Follower – Whenever you roll a 1 for any reason other than Combat, discard 1 object. You may pay him 2 gold to leave to the discard pile.

Adventure Cards for Main Deck

Earth Elemental – Enemy * Elemental – “If defeated, move Characters to Crags”

Magic Portal – Event – Add up Characters’ total Craft. Roll 6d6. If the score is equal to or less than the party’s Craft, you may avoid the portal. If it is higher, you are teleported to the Lost City in the Highlands as the 6 th Road Space on the Highland Path.

Mountain Trail – Place – Alter words to “You may move to the Crags next turn.”

Landslide – Event – Move Characters to the Crags.

Roc – Enemy * Animal – If Character is Defeated, move party to a new Destination Space of Crags.

Rune Gate – Place – You may Teleport to any Village.

The Dungeon Expansion

L: New Rules

L1 - Remove Magic Items from Dungeon Adventure Deck to form new Trove Deck.

L2 – Treasure Cards

L2a – Treasure Cards are part of the Dungeon Trove Deck

L3 - The Dungeon as a new Trove Destination.

l) The Dungeon is now a Trove Destination beyond (under) the Ruins. It is considered to be in its own Dungeon Region .

m) Characters can choose to Travel the Inner Region Road to the Ruins. There is a Road, called the Dark Road , beyond (under) the Ruins that leads to the Dungeon. The Ruins straddles the two Regions.

n) When at the Ruins, encounter it as a Destination Space, then if the Characters decide to Travel to the Dungeon, discard all cards along the Inner Region Road. Place Characters in first Road Space (see rule set L5) and place a Dungeon marker on the final Road Space.

o) Set aside Core Adventure Deck and replace with Dungeon Adventure Deck.

p) Shuffle Dungeon Spells into Spell Deck.

q) Create a Trove from blindly drawing one Treasure Card and two Magic Items from the Dungeon Trove Deck. Add d6 Gold to this. Place this Trove face down under the Dungeon marker.

L5 – The Dark Road

L5a. To reach the Dungeon Trove, Characters must travel the Dark Road. The Dark Road uses the following Road Spaces in order: Dungeon Entrance (roll d6); Corridor (roll d6); Tunnel (roll 1d6); Cavern (roll 2d6); Vault (roll 3d6). Roll for Adventure Cards as indicated. The last Road Space is the Treasure Chamber . Beyond it is the Trove.

L5b. If a 1 is rolled for the Adventure Cards on the Dark Road, a Special Location is indicated. Roll a d6. The results for the Location are as follows:

1) Library – “Open a Tome” Roll d6. 1-2) Have a good read. 3-4) Secret Passage: Skip Next Road Space. 5-6) Gain 1 Spell

2) Guard Room – Each Character pays 2 Gold or battles Guard with 5 Strength. A Guard only attacks the Character who generates it.

3) Cell – Lose 1 Follower. You may take a Follower who is in the cell. (Characters later in the Marching Order may take Followers left in the cell during that turn by other Characters.)

4) Kitchen – Each Character may roll d6. 1) Poison! Lose 1 Life 2-3) Tastes Great! 4-5) Heal 1 Life 6) Heal 2 Life

5) Torture Chamber – Each Character pays 1 Gold or loses 1 Strength or 1 Craft.

6) Summoning Circle – Summon Nearest Enemy to this Space. Encounter it by Marching Order. If there are no Enemies, draw Adventure Cards until 1 appears and Encounter it as previously indicated. Discard all non-enemy cards drawn.

L6 – The Dungeon Trove and the Lord of Darkness

a) Establish Dungeon Trove Guardians. Roll 2d6 and Follow Rules C8d. Add the Lord of Darkness with Strength 12 and Craft 12.

b) Follow Guardian Battle Rules C8e.

c) Upon completing the encounter with the Guardians of the Trove, divide up Trove as in the base rules.

d) When the Characters return back to the Ruins, replace the Dungeon Adventure Deck with the Original Adventure Deck. Keep Spell Cards with Spell Deck.

e) Add the 10 Highland Adventure Cards into the Core Adventure Deck.

L7 - General Changes to Rules and Cards

Characters

Amazon – Replace 1 st Ability: When 1 st in Marching Order, the Adventure Cards on the next two Draw Spots are turned over. Encounter them in the order desired. This ability can be used along the entire Draw Spot space. You cannot skip Cards when using this ability, only rearrange them. 2 nd ability does not work in Guardian Combat

Philosopher –2 nd ability – Only functions when Philosopher is 1 st in Marching Order.

Swashbuckler – 1 st ability – If you are First in Marching Order, if you win a battle, all Characters may skip the next Draw Spot. 2 nd Ability – When 1 st in Marching Order, when Encountering a Fields Terrain, you may roll 2d6 for the number of Adventure Cards. If there already are Adventure Cards there, you may roll d6 to add more Cards.

Spells

Weakness – Alter words: Strength may be lowered than Strength Value.

Treasure Cards

Cloak of Feathers – Magic Object – Alter words – 1 st Ability: “pay a fate to reroll the die for a Place Adventure Card . . . 2 nd ability: Usable only if 1 st in Marching Order.

Clockwork Owl – Magic Object – All Adventure Cards in Draw Spaces are Revealed (Face up) when 1 st in Marching Order. If the Character loses possession of the Clockwork Owl, all Adventure Cards in Region are turned Face Down.

Orb of Prophesy – Magic Object – Add words to beginning of ability: “Whenever 1 st in Marching Order or you Lose a Turn . . .”

Wand of Dragonfire – Magic Object – Acts like Bow in Guardian Combat without Gold payment.

Adventure Cards – Magic Items

Amulet – Magic Object – Only usable when 1 st in Marching Order. 1 st ability: Used when a 1 is rolled for number of Adventure Cards and a Special Location is Revealed. Reroll before rolling for what Special Location is Encountered. 2 nd ability: Used when the Maximum number of Adventure Cards are rolled for a Road Space.

Goblin Slayer – Magic Object – The add 3 Strength may be used in Guardian Combat if Trove Guardians include a goblin or hobgoblin.

Adventure Cards – Dungeon Deck

Bligh Haunt – Enemy * Spirit – Roll d6 to see which Road Space it appears on. If it appears on the Road Space with the Characters, Encounter immediately.

Holy Avenger – Follower – Alter words: 2 nd ability: Whenever you attack an Enemy that has defeated another Character, add 3 to your attack roll.

Hunchback – Follower – Usable only if 1 st in Marching Order. You may skip any Special Location that appears on a Road Space.

Lone Dwarf – Event – Alter words 5) Move two Road Spaces towards Destination. 6) As follower, add two to Strength in Treasure Chamber.

Miser Dragon – Enemy * Dragon – Add words: If killed in Treasure Chamber add gold to Trove.

Rune Gate – Place – You may Teleport to any Village.

Secret Passage – Place – Alter words: Roll d6. If the Special Location is already on a Road Space, you may move Characters there and encounter it normally. If the Special Location is not on a Road Space, alter the next Road Space to be Encountered to the result of the roll. Discard any Adventure Cards on that changed Road Space before placing Location Marker.

Sliding Walls – Event – Roll for each Character.

Spirit of Vengeance – Enemy * Spirit – Alter words: Remove attacking other Character. Add “You cannot evade or avoid battle or Psychic Combat with any Enemy. You cannot choose to use a special ability or Spell to defeat or destroy an Enemy. You may discard Spirit of Vengeance once you defeat an Enemy with which you could have avoided combat, evaded, or defeated with Spell or Ability.”

Torch – Object – If 1 st in Marching Order, Reveal the Adventure Card in the next Draw Spot before Encountering it.

Trap Door – Event - Move your Character to the Ruins.

Wise Man – Follower – 2 nd Ability – Discard The Wise Man if you lose a Psychic Battle with an Enemy.

Adventure Cards for Main Deck

Burrow Worm – Enemy * Animal – “If Character is defeated, move Characters to Ruins”

Dungeon Door – Place – Characters may move to the Ruins next turn.

Rune Gate – Place – You may Teleport to any Village.

Trap Door – Move your Character to the Ruins.

The Woodland Expansion

M: New Rules

M1. Remove Magic Items from Woodland Adventure Deck to form new Trove Deck.

M2. Light and Dark Fate

M2a. Light and Dark Fate act as in the original Woodland rules.

M2b. When a Character enters the Woodland beyond the Straddling Point, each accumulated Light Fate of the Character may be designated as either Light or Dark. This designation carries over if the Character leaves the Woodland Region.

M2c. Any Fate gained in the Woodland may be assigned as either Light or Dark if not already designated by the Effect producing the gain. Once the Character leaves the Woodland Region, only Light Fate may be gained unless the Character possesses some means to gain Dark Fate.

M3 – Fatebound

M3a. Fatebound effects are the same as in the original Woodland rules unless altered specifically on a Card.

M4 – Path and Destiny Cards

M4a. When Characters enter the Woodland, each one Draws a Path Card. When Characters leave a Region, they discard any Path Cards they possess.

M4b. Path Cards are resolved at the Meeting with Destiny Space. See Rule M6d.

M4c. Destinies are only given when the Path Cards specifically indicates one is gained when resolved.

M4d. Destiny Cards follow the Woodland original rules unless otherwise noted.

M4e. Destiny Cards are kept by Characters even when they leave the Woodland Region.

M4f. [Destiny Cards are discarded when a Character Dies.]

M6 – Mab’s Lair in The Woodland: a new Trove Destination.

a) The Woodland is now a Trove Destination beyond the Forest. It is considered to be in its own Woodland Region .

b) Characters can choose to Travel the Inner Region Road to the Woodland. There is a Road, called the Faerie Path , running into the Forest Region that leads to Mab’s Lair, where the Trove is located. The Forest straddles the two Regions.

c) When at the Forest, encounter it as a Destination Space, then if the Characters decide to Travel to Mab’s Lair, discard all cards along the Inner Region Road. Place Characters in first Road Space (see rule set M6) and place a Woodland marker on the final Road Space.

d) Set aside Core Adventure Deck and replace with Woodland Adventure Deck.

e) Shuffle Woodland Spells into Spell Deck.

f) Create a Trove from blindly drawing three Magic Items from the Woodland Trove Deck and adding d6 in Gold. Place this Trove face down under the Dungeon marker.

M7 – The Faerie Path

M7a. To reach the Woodland Trove, Characters must travel the Faerie Path. The Faerie Path uses the following Road Spaces in order: Woods (roll d6); Glade (roll d6); Bog (roll 1d6); Thicket (roll 2d6); Dense Forest (roll 3d6). Roll for Adventure Cards as indicated. The last Road Space is the Mab’s Lair . Beyond this Space is where Characters have their Meeting with Destiny.

M7b. If a 1 is rolled for the Adventure Cards on the Faerie Path, a Special Location is indicated. Roll a d6. The results for the Location are as follows:

1) Faerie Ring –Roll d6 for each Character. 1) Cursed: lose all fate 2) Enchanted: Lose 1 Turn (Immediately Draw Adventure Card) 3) Attacked: Lose 1 Life 4) Welcomed: Heal 1 Life 5) Blessed: Gain Fate 6) Favoured: Draw 1 Spell.

2) Swampland – Roll d6 for Party. 1-3) Trapped in Swamp – Draw Adventure Card then Encounter Swampland again. 4-6) Move to next Road Space.

3) Blasted Heath – Roll 1d6 for the number of Adventure Cards on Space. You cannot spend Fate while in the Blasted Heath.

4) Crossroads – Roll 6d6 for the Characters. If the Score is less than the combined total of Strength and Craft in the Party, Characters Travel to next Road Space. If the total is greater than the Party’s combined Total, all Characters discard their Path and draw a new one.

5) Faerie Village – Roll 1d6 for the number of Adventure Cards on Space. All Characters gain 1 Fate.

6) Mystic Glen – “Explore the Glen” - Roll 2d6. Find the difference between the two rolls for the number of Adventure Cards on Space. If you Roll Doubles, then once all the Cards are Encountered, the Mystic Glen transforms. Roll a d6 for Woodland Special Locations (Rule Mb5) for the Special Location it Transforms into. If the Mystic Glen appears again, keep all Adventure Cards on the Space and reencounter them. If any other Special Location appears, discard all Adventure Cards that were on the Mystic Glen.

M8 – Mab’s Lair, the Woodland Trove, and the Meeting with Destiny.

a) Establish Woodland Trove Guardians. Roll 2d6 and Follow Rules C8d. Add Queen Mab with Strength 10 and Craft 10.

b) Follow Guardian Battle Rules C8e.

c) Upon completing the encounter with the Guardians of the Trove, divide up Trove as in the base rules.

d) Once the Trove has been divided up, the Characters may decide to Meet with Destiny. This happens in Mab’s Lair and only if a Character wants to complete his Path. Characters use the Marching Order to designate who goes first. Follow the instructions on the Path Cards. Destiny Effects are only Encountered by the Character bearing the Path Card. Ignore any Teleport or Move effect indicated after resolving Path. Characters must Travel back to the Forest unless they have other modes of Travel. After resolving the Path, discard the Path Card.

e) When the Characters return back to the Forest, replace the Woodland Adventure Deck with the Original Adventure Deck. Keep Spell Cards with Spell Deck.

f) Add the 10 Woodland Adventure Cards into the Core Adventure Deck.

M9 - General Changes to Rules and Cards

Characters

Ancient Oak – Growth Token follow original Woodland rules with the added: Whenever the Ancient Oak loses a Life and either a Strength or Craft point from Combat, remove one Growth token of the appropriate type instead. If the Oak does not have the appropriate type, remove any Growth Token. If there are no Growth Tokens, follow the normal rules for being defeated and losing Life and Strength or Craft.

Leywalker – 2 nd ability – Whenever you defeat a Spirit in Psychic Combat, you may place a Portal Token on that Road Space from your Character Card. 3 rd ability – If you are 1 st in the Marching Order, you may Teleport to any Portal Token on the Road. Return the Portal Token to the Character Card.

Scout – 2 nd Ability – Only occurs if leading Marching Order or Loses a Turn and Draws a Card.

Spider Queen – Keep 1 st ability (Spider Tokens). Change all other abilities: The Spider Queen may place a Spider Token from its Character Card on any Enemy it Encounters but does not defeat. Whenever that Enemy rolls a d6, turn the Spider Token to the Crawler side. Whenever that Enemy makes a roll, the Spider Queen may add or subtract 1 from that roll to a minimum of 1. When this happens, return the Spider Token back to the Character Card. Enemies may hold more than one Spider Token. Spider Tokens may be deposited during Guardian Battle. Whenever the Enemy with the Spider Token is discarded or leaves play, return the Spider Token to the Spider Queen.

Adventure Cards – Magic Items

Oberon’s Bow – Magic Object – Darkbound: After moving, if first in the Marching Order, aim at 1 Face Up Enemy within 4 Draw Spots (you cannot target Enemy in other Road Spaces). Roll a d6. If the result is greater than the Enemy’s Strength, discard the Enemy. It can’t be taken as a trophy.

Adventure Deck Cards

Baba Yaga’ Hut – Follower – If 1 st in Marching Order, allows the Characters to evade any Enemy with a Strength of 4 or less.

Big Bad Wolf – Enemy * Animal – (If Bloodmoon Expansion is used.) If a Character engages in Combat with the Big Bad Wolf, and the Wolf is not killed, roll on the Werewolf Chart. Follow Rule Set F2 for Blood Moon Expansion.

Kelpie – Follower – Darkbound Ability – If First in Marching Order, you may skip one Draw Spot per Road Space

Lucky Coin – Object – Change Words for 1 st ability: Discard Lucky Coin to reroll die. You may choose which roll you accept.

Rune Gate – Place – You may Teleport to any Village.

Shaefoal – Enemy * Animal – If you are defeated, you must Turn Back to the village. If you are Traveling towards a village, move two Road Spaces backwards.

Thieving Pixies – Enemy * Fae – Alter words: If you are defeated by the Pixies, discard one object you possess.

Titania’s Gate – Place – Darkbound: Characters move one spot up in the Marching Order. The 1 st spot moves to the 3 rd spot.

Toad King – Stranger – Alter words: to “hops 1 space towards the Forest.”

Tranquil Glade – Place – Add: Draw an Adventure Card is this ability is used.

Undine – Follower – Darkbound – Usable if 1 st in Marching Order. Any Teleport effect that would move the characters to a Space on the other side of the Storm River may be cancelled by the Undine.

Webspinner Spider – Enemy * Animal – Change words: “Characters may not progress in their Travel direction until the Webspinner is defeated or discarded. Characters must reencounter this Space they fail to remove the Spider.”

Path Cards

Clear Path – Travel Effect - You may skip one Road Space per Road after rolling for number of Adventure Cards. You must be 1 st in the Marching Order to use.

Path of Respite – Travel Effect – Note: Draw 1 Encounter Card when Losing a Turn. Destiny Effect – Change “Lose all your lives but 1 and gain a Destiny. Teleport to the Village.” (If other Characters still need to resolve their path, the Teleport happens after this is done.)

Dangerous Path – Destiny Effect – Along with gaining a Destiny, gain a Quest Reward as well.

Path of Folly – Travel Effect – This will affect number of Adventure Cards drawn when 1 st in the Marching Order and Encountering new Road Space.

Path of Fortune – Travel Effect – You receive 1 gold whenever a 4, 5, or 6 is rolled for the numbers of Adventure Cards on a Road Space. You must be 1 st in the Marching Order to use.

Path of the Determined – Travel Effect: You may not change your position in the Marching Order.

Destiny Cards

The Dreaded – Change last ability to “Spend 1 Dark Fate to lower Enemy’s attack roll by 1 before it is rolled.”

The Vagabond – Whenever a Special Location is rolled for with a 1, Replenish 1 Dark Fate. Whenever a Character is rolling for the number of Adventure Cards on a Road Space, you may spend 1 Dark Fate and choose the result.

The Void – Change last ability to “Negate a Special Ability of an Enemy by Spending 1 Dark Fate.” (ie. Breath Weapon, Regeneration, etc.)

Adventure Cards for Main Deck

Faerie Gate – Place – Darkbound Effect – Change to Teleport to the Aid Destination that will most help the next Character in the Marching Order. This could be a place to heal, to pray, to eliminate a Follower, etc. Which ever is the action most in need by the next Character.

(Edited 2-20-17 for same revisions as first two posts. Also fixed some Rule Lettering mistakes.)

Edited by elem3ntary
Revised Rules and fixed Rule Lettering Mistakes