Long ago two tribes warred
in the land of the great sands. One was the mystical nomad led by the
law-fearing Prophets. The second claimed to be led by the natural gods of
creation. But time and sandstorms have a way of covering things up and both races
were lost. Today the Sultan, who claims lineage to the Pharaohs, and the
mysterious Sheik, who very few see and the people claim is the son of the
Prophets, rule the desert. But the land holds much more to those willing to
brave the water craved sands. Many claim that Magical Items simply lay in wait
for those willing to find and claim them. Others say that an even greater goal
lies within the Great Temple. No one has explored the depths of the temple and
come out alive, but legend says that the Pharaohs and the Prophet’s final
legacy remain hidden within. So grab your turban and camel, and brave the sands
of Desert Talisman!
Desert Talisman is a supplement to the game
of Talisman 2nd Edition. You need the original 2nd
Edition game and other supplements to use Desert Talisman.
List of Cards (Cards with a number in
parenthesis denotes the number of cards to include in a deck--a * denotes cards
with special ruling at the end of these rules):
Desert
Deck: Arabian Nights; Bag of Gems (4); Buzzards; Camel (2); Desert Thief;
Diamond; Elephant; Emerald; Escape Pod; Eye Of Isis; Giant Sandworm; Giant
Scorpion; Hawk; Heat Exhaustion (2); Jackal; Magic Lantern; Medallion *; Mummy
*; Mummy’s Tomb; Pillar of Fire; Pyramid *; River Nile; Roc; Ruby; Saber (2);
Sand Dragon; Sandstorm (2); Sandworms (2); Scimitar; Scorpions (2); Sheik;
Slave Train; Sphinx Statue; Storehouse; Sultan; The Scribe; Turban; Water Sack
(3); Well; Woman of Salt.
Adventure
Deck: Arc of the Covenant*; Camel (2); Coat of Many Colors*; Giant Killer*;
Gideon’s Horn*; Gopher Wood*; Holy Grail*; Jeweled Ephod*; Pot of Manna*;
Sacred Robe*; Samson’s Hair*; Sand Dunes * (4); Spear of Destiny*; Staff of the
Prophet*; Tablet of Commandment*; Water Sack (4).
Purchase
Deck: Camel (4); Saber (2); Water Sacks (6).
Spells:
Left for Dead (2); Open Sesame
Characters:
Amazon*; Ambassador; Pharaoh (3rd Level)*; Saracen*; Scout*;
Shepherd Boy; Zulu*.
The
following pre-existing cards fit the Desert theme and may be used in the Desert
deck by printing them out with Desert backs: Sphinx, Genie, and Solomon’s
Crown.
Setup:
The Desert Board needs to be placed in a convenient area of the table near the
Oasis of the Main Board and where all players can access it. Place the Desert
Cards near the Desert Board.
Region:
The Desert is considered to be outside in the Middle Region. All Events
affecting the Middle Region affects the Desert as well. This includes freak
Blizzards… Players inside the Temple however are not subject to such Events
similar to Dungeon rules.
There is a difference in phrasing between
board and spaces. Desert board refers to the separate board new with this
supplement. Desert spaces refer to the spaces on the original board entitled
‘Desert’. The original spaces keep their original text.
Movement: Movement is the same as the Main Board. To
access the Desert through normal play, Players must move to the Oasis on the
main board. The Oasis space is considered to be the same exact space as the
Desert Oasis. Players landing here may draw either an Adventure or Desert card
and on their next turn may begin movement on the other board. A Player must
land and end their turn on the Oasis space on either board to switch between
boards.
The Temple is similar to the Inner Region.
Only one space per turn is moved for Characters entering the Temple. If for
some reason a Player changes their mind and decides to leave the Temple they
must move one space backwards toward the Entrance. They do not have to
encounter the spaces when this is done. They must completely exit the Temple
before attempting to go in again—a Player may not re-change their mind midway
through retreat.
If your group uses the Crown of Command or
Dragon endings, the Temple may prove useless. A solution to this is that the
ability to bring in your choice of alternate endings may be a blessing to
another Player who does wish to use them. Also, if Alternative Endings are out
of the question, give the Character who attains this goal the permanent prize
of double Strength/Craft against the Dragon King, or double the power of the
Crown of Command. However, to fully enjoy Desert please consider using
Alternative Endings.
3rd Level Characters: This
expansion introduces another level to the Character growth concept. 2nd
Level represents an occupation or growth change in a Character’s life;
likewise, 3rd Levels are more of a state of being such as places of
deity or power. Players may possess both a 2nd and 3rd
Level persona. For example, it is possible to be an Elf High Mage who is
Pharaoh of the land.
IMPORTANT: Characters keep all Special
Abilities as given to them by the first two levels as well as the statistics of
Strength, Craft, Life, and Gold. Any changes to this rule will be explained on
the 3rd Level Character card itself.
Why would I want three levels? Well, for
one, they are extremely powerful allowing Players to wield spells and travel
rules far above other players. The clincher, though, is that all third level
Characters may enter the Crown of Command space and automatically win. They do
not face the ending (they have great contacts and hordes of minions not to
worry about such trivialities: “Guard, enter first for me? What? It was an
empty pit, well now try again”. You get the picture) and all other Players
immediately are subject to their new ruler.
Holy
Relic: These are extremely powerful items that both the powers of dark and
light crave to possess… or destroy. The Relics are considered Magic Objects for
cards that target Magic Objects but other Magic Objects can never been considered
Holy Relics. Most Relics start in the Adventure deck until drawn. Once drawn it
is then placed on the Desert board so that players may begin a crusade to
recover it. Any good alignment Character may return an object to the chapel or
cathedral for a blessing. When this is done, discard the Relic and retrieve the
reward listed on the card. Any evil alignment Character may do the same by
discarding the Relic at the graveyard. Neutral Characters may do either.
Although some Relics will not allow evil or neutral Characters to make use of
it or even carry it, some spells and events will cause a Relic to fall on the
cathedral, chapel, or graveyard. If this is the case, the player who’s turn the
movement happens on or the player casting the spell gains the reward for the
relic landing on the space if the Character’s alignment matches the space the
relic is at. In any case, whether the player is eligible to reap the rewards or
not, the relic is discarded.
Water Points: All Water Bottles (from the original game) must be
amended to read 1 Water Point. These can still be used to save a life in the
Desert but consider the Desert spaces of the Main Board to read Lose a Life or
1 Water Point. Water Sacks are available now, which contain 5 Water Points (See
Purchase Cards below). When a Player Purchases or receives a Water Sack, place
5 Water Points (use a die or pennies to mark this) on the card. Whenever a
Space or Card says you must lose Water Points subtract counters from your sack
equal to the points needed to be lost. Whenever a Sack or Bottle is used up,
they are discarded back to their respective piles. If a Water Point cannot be
met for lack of a Bottle or Sack, you must loose 1 Life or Follower. Remember
that Camels are well worth their weight in Water Sacks.
Purchase Cards: The Purchase Cards have
been amended to reflect the changes made in the Equestrian Expansion. All three
new Purchase cards are available in the City. The Camel can be bought at the
Stables, the Water Sack and Bottles may be purchased at the Apothecary, and the
Saber may be purchased at the Armoury.
SPECIAL
CARD RULES AND ERRATA:
Amazon, Saracen, Scout, Zulu: These are original Characters that fit the
mythos of Desert Talisman. They have been given updated text to highlight their
abilities within the Desert. These are purely optional.
Holy Grail: This is the same card from the original 2nd
Edition expansion with updated text.
Medallion and Gems: For the purposes of this game a ‘gem’ is defined as
any card with the word gem, crystal, or precious stone in the text or title of
the card. Use common sense if there is any question. The Bag of Gems counts
toward the entrance into the temple but obviously have no special power.
Placing a Bag of Gems into the Medallion give you double of nothing.
Mummy: Just a quick note for the purists—this supplement was originally
designed before the City expansion from Games Workshop was released. Some
players prefer to have only one card per card title to avoid confusion; if this
is an issue for your group, remove the Desert Mummy as opposed to the City
Mummy. The Desert is not lacking for Enemies.
Pharaoh: See the ruling for 3rd Level Characters above.
Pyramid: This card is inserted simply to give adherence to the Players
that use the pre-existing Pyramid expansion. Refer to documentation from this
expansion for movement and entrance rulings. If you do not use the Pyramid
expansion, disregard this card.
Raiders: If this original Adventure card is drawn as normal, any items
or gold left at the Oasis are available to Players moving on the Desert board.
Sand Dunes: Ideally there should be as many of these entrance cards in
your Adventure deck as there are Dungeon doorways. This will depend on your own
group’s assessment of the need to gain access to the Desert if getting to the
Middle region is difficult or easy—Also the size of your Adventure deck itself
will denote a need to even out the odds. Do not go below 3 or above 6.
In
closing, I would also recommend that players contact Sam Wallace concerning the
two flying carpet cards he has worked on. Either of these would make a fine
addition to the Desert deck, with Sam’s permission. I would also recommend
Carsten’s Desert cards that he has available in .pdf format. A number of his cards are presented with this expansion. These magnificent
cards not only add the precise feeling of mystique to the Desert mythos but
magnify the excitement level as well. I would suggest printing all of his cards
with Desert backings.
Desert
Talisman Expansion is a product of Petrie’s Inc. in association with HudGames.
Designed and written by Cameron R. Crawford and Christopher G. Guber. Original
art work by Cameron R. Crawford, Christopher Guber, Scot Guber, and Sam
Wallace. Special thanks to Bill Ingram, Jon New, Sam Wallace, Scott Hudson and Games Workshop.