Talisman - The Adventure
It is suggested that Mules be restricted to carrying eight objects. This introduces a balance to the new cards. Mark the Mules accordingly.
These cards are optional and should only be introduced into the game if all the players agree to their use.
Shuffle the six cards and pick one randomly; without looking at the card chosen place it facedown on the Crown of Command space at the center of the board. The first player to reach the space reveals the card when they cross from the Valley of Fire, and should then refer to the appropriate rule section below.
CROWN OF COMMAND
If alone, you must cast 1 Command Spell per Turn. Roll 1 die. If a 4-6, victim must admit defeat or lose 1 Life. 1-3 means no effect.
DEMON LORD
The Crown of Command has been destroyed by a huge and malevolent Demon Lord. You must defeat this Spirit in Psychic Combat to win the game. The Demon Lord has a Craft of 12 and 4 Lives. To defeat him you must take all of his Lives. You may choose to flee from the Demon Lord at any time in which case you return to the Plain of Peril and the Demon Lord regains all his Lives. While you are fighting the Demon Lord, an impenetrable mystic barrier prevents any other players from entering the Valley of Fire. If you are killed, the Demon Lord regains his Lives and awaits the next challenger.
PANDORA’S BOX
The Crown of Command has been replaced by a large magic chest. If you are alone, you may open the chest and use its power to defeat your rivals. Each turn the chest will give you Spells and Adventure cards to attack your opponents. Roll one die for the number of Spells you pick up each turn and one die for the number of Adventure cards you pick up each turn.
You must use these on the turn that you collect them. They may be used against any of the other players. You win the game when all of your opponents have been killed.
BELT OF HERCULES
The Crown of Command has been replaced by a magic belt. If you are alone, you may don the belt. Only one player can wear the belt at any time.
Upon donning the Belt, the Character is transformed into a superhumanly strong Character with the power of Teleportation. While wearing the belt, you have a Strength of 12 and 5 Lives. You must move to a space occupied by another Character and challenge them to a duel. Any Character who is killed loses the game. If the Character wearing the belt is killed, it transports itself back to the Crown of Command space.
HORRIBLE BLACK VOID!
The first player to cross the Bridge of Fire is sucked into a seething mass of darkness and annihilated along with all their Followers, Objects, etc. They have lost the game!
After one player has been destroyed the Horrible Black Void moves to the discard pile and a new End card is placed on the Crown of Command.
(Editor’s Note: If the Timescape is being used, a Character falling through the Horrible Black Void is transported to the Warp Gate space rather than being destroyed.)
THE DRAGON KING
Roll one die:
1: The Dragon King thanks you kindly for the meal, eats one of your followers and throws you into the Plain of Peril. Try again!
2: You must fight the King’s three younger brothers in normal Combat; each one is a Strength 9 Dragon and you must fight each in turn. If you lose you are thrown in the Plain of Peril. Try again!
3: You must defeat the King himself to win the game. He has a Strength of 12, a Craft of 12, and 5 Lives. You must fight a normal Combat and a Psychic Combat against him at the same time. If you lose all your Lives, he has eaten you and all your Followers, etc. You lose this game!
4: The King decides he really likes you and promptly flies off to eat your opponents at your request. Each of the other players must fight the King or be eaten. He will only attack one player at a time and always gets his Lives regenerated between Combats. If any player kills the Dragon King, they win the game. If all of the other players are killed, the player on the throne wins.
5: The Dragon King is soundly asleep atop his mountainous piles of treasure. Roll under your Craft to assassinate the King and win the game. If you fail your roll, the King awakes and eats one of your Followers, throwing you into the Plain of Peril.
6: You are in luck, the Dragon King is out to lunch! You take possession of all his treasures and magic and win the game!
The inclusion of Henchmen in your game is optional. They should only be included if all players agree to their use.
Before the game starts, the players must decide how many Henchmen are permitted to each player. The players may decide not to include Henchmen or to permit only one per player. We recommend that players do not play with more than one Henchman each.
Players choose or draw Characters as normal, and then randomly draw additional Characters from the remaining Character cards for use as Henchmen. We suggest that players not choose Henchmen Characters as this would give them an unfair advantage. Players whose main Characters are not allowed Followers cannot have Henchmen.
Henchmen are used in a number of ways:
Henchmen cannot themselves possess any Gold, Objects or Followers and they cannot increase their Strength, Craft or Lives. They can therefore never have more than 4 Lives. They are considered as Followers wherever the rules specify such. If they are killed, they are out of the game and may not be replaced.
This rule is optional, and may only be used if all players agree to it before the start of the game. Use only one of the Talisman cards, instead of all four. In addition, any player whose Character is killed immediately loses the game. The Chaos Bloodbath Option makes for a short but very, very bloody game.
Any player who visits the Tavern and loses at gambling but does not have any Gold must lose a Life instead.
A Character must choose to encounter either one Character of their choice who is in that space, or in the space itself, or to fire their Bow (if they possess one) at a Character who is in range.