 +------------------------------------+
 | T A L I S M A N / D I A B L O  I I |
 | FOR:  2ND  EDITION  TALISMAN  TMQG |
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 |   D U A N E   R .  H A U T   I I   |
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GETTING TO THE DIABLO BOARD:
----------------------------
THE MAIN WAY TO THE DIABLO BOARD IS THROUGH THE 'MAUSOLEUM' ADVENTURE
CARD. THIS REQUIRES THAT YOU ROLL TWO DICE AND SCORE LESS THAN YOUR
STRENGTH SCORE. YOU MAY ALSO ENTER THROUGH THE GRAVEYARD ON THE MAIN
BOARD. WHEN LANDING ON THE GRAVEYARD, YOU MAY ATTEMPT TO SEARCH FOR AN
ENTRANCE. ROLL TWO DICE. IF YOU SCORE LESS THAN YOUR CRAFT SCORE, YOU
MAY MOVE TO THE DIABLO BOARD. IF YOU FAIL, YOU MUST THEN ENCOUNTER THE
GRAVEYARD SPACE.

DRAWING CARDS:
--------------
WHILE ON THE DIABLO BOARD, ANY TIME A SPACE REQUIRES YOU TO DRAW ANY
CARDS, YOU DO SO REGARDLESS OF HOW MANY CARDS MAY CURRENTLY BE ON THE
SPACE. YOU MUST THEN ENCOUNTER ALL THE CARDS. IF YOU ENCOUNTER MULTIPLE
ENEMIES, YOU FIGHT THEM ONE AT A TIME UNTIL YOU HAVE FOUGHT ONE COMBAT
AGAINST EACH ONE OR DIE TRYING. ANY SPELLS, OBJECTS, ETC. WHICH EFFECT
ONE COMBAT; STAY IN EFFECT UNTIL THE END OF ALL COMBATS AGAINST THE
MULTIPLE ENEMIES. THERE IS NO LIMIT TO THE NUMBER OF CARDS WHICH MAY BE
ON ANY GIVEN SPACE.

MOVING ON THE DIABLO BOARD:
---------------------------
THE DARK CORRIDORS AND ROOMS OF THE DIABLO BOARD MAKE IT REAL EASY TO
BECOME LOST AND CIRCLE BACK TO THE ROOM WHERE YOU HAD JUST COME FROM.
MOVEMENT ON THE DIABLO BOARD, IS NOTHING LIKE STANDARD MOVEMENT. AFTER
MOVING TO THE ENTRANCE SPACE, YOUR TURN ENDS. ON YOUR NEXT TURN, MOVE
INTO THE ROOM MARKED WITH THE NUMBER 1; DRAW ONE CARD. ON EACH TURN
FOLLOWING THIS ONE, WHEN YOU BEGIN YOUR TURN, ROLL ONE DIE AND MOVE
TO THE BOARD SPACE WITH THAT NUMBER ON IT. IF YOU ARE ON THE SPACE
NUMBERED 6 WHEN YOU BEGIN YOUR TURN, ROLL THE DIE AS USUAL BUT REFER TO
THE TABLE ON THAT SPACE TO SEE WHERE YOU EXIT ONTO THE MAIN BOARD TO.
THERE IS NO WAY OUT OF THE DIABLO BOARD EXCEPT BY GOING THROUGH ROOM 6.
THE ONLY OTHER SPECIAL SPACE ON THE BOARD IS THE ROOM NUMBERED 4. IF
YOU LAND ON THIS SPACE YOU MAY PRAY AT THE ALTAR THERE AND IMMEDIATELY
HEAL BACK TO YOUR STARTING QUOTA OF LIVES.

THE DIABLO DECK:
----------------
   ENEMY CARDS:
   ------------
   ENEMIES ARE SPECIAL TO THE DIABLO EXPANSION SET AND ARE MAKED AS
   'ENEMY-DIABLO'. THESE ENEMIES DO NOT HAVE STANDARD STRENGTH OR CRAFT
   SCORES AS ANY OTHER ENEMIES BUT INSTEAD HAVE A COMBAT SCORE. THIS
   REPRESENTS A COMBINATION OF THE ENEMY'S STRENGTH AND CRAFT; AS THE
   DIABLO ENEMIES ARE TYPICALLY UNDEAD OR SPIRIT TYPES BUT WITH A SOLID
   PHYSICAL FORM WITH ENORMOUS STRENGTH. WHEN FIGHTING THESE CREATURES,
   A CHARACTER USES BOTH HIS STRENGTH AND CRAFT SCORES ADDED TOGETHER
   PLUS ANY BONUSES FROM OBJECTS OR FOLLOWERS TO ARRIVE AT HIS BASE
   COMBAT SCORE. BOTH THE ENEMY AND CHARACTER THEN ROLL ONE DIE AND ADD
   IT TO THESE SCORES. COMBAT IS RESOLVED AS NORMAL THEN WITH THE
   WINNER BEING THE ONE WITH THE HIGHEST SCORE. DIABLO ENEMIES MAY NOT
   BE KEPT TO INCREASE A CHARACTER'S STRENGTH.

   ARTIFACT CARDS:
   ---------------
   ARTIFACTS ARE ALSO NEW TO THE DIABLO EXPANSION AND ARE MARKED AS
   'OBJECT-ARTIFACT'. THESE OBJECTS HAVE A LINE OF TEXT WHICH STATES
   HOW MANY ARTIFACT POWERS THE OBJECT HOLDS. WHEN DRAWING AN ARTIFACT,
   A PLAYER DRAWS THAT NUMBER OF ARTIFACT POWER CARDS FROM THE ARTIFACT 
   POWERS DECK AND PLACES THOSE CARDS WITH THE ARTIFACT. THESE POWERS
   CAN BE USED AS IF THEY WERE SPECIAL ABILITIES OF THE CHARACTER. IF
   AN ARTIFACT IS DROPPED AT ANY TIME, IT'S ARTIFACT POWERS CARDS ARE
   PLACED WITH THE ARTIFACT.

THE ARTIFACT POWERS DECK:
-------------------------
THIS DECK CONTAINS AN ASSORTMENT OF POWERS WHICH CAN BE FOUND IN
ARTIFACT OBJECTS. THESE POWERS ARE DESCRIBED ON THE CARDS AND MOST
SIMPLY AFFECT COMBAT SCORES OR STRENGTH AND CRAFT SCORES. SOME ALLOW
FOR EXTRAORDINARY ABILITIES. ONCE POWER CARDS ARE DRAWN FOR AN ARTIFACT
THEY MAY NEVER CHANGE.

IF AN ARTIFACT POWER STATES THAT A POWER IS ONLY AVAILIABLE WHEN USED
IN COMBAT, THEN THAT ITEM - A WEAPON OR NOT - MUST BE USED AS A WEAPON
IN THE COMBAT WHERE YOU INTEND TO GAIN THE BONUS. THIS USUALLY MEANS
THAT YOU MAY HAVE TO GIVE UP USING YOUR WEAPON TO ATTACK WITH A GEM IN
YOUR HAND AND GAIN NO WEAPON BONUSES.

MANA:
-----
IN THIS EXPANSION, THE NEW CHARACTERS HAVE SOME RATHER NASTY SPECIAL
ABILTIES. EACH ABILITY HAS A MANA COST WHICH IS LISTED IN BRACKETS
AFTER THE NAME OF THE SPECIAL ABILITY. WHEN A PLAYER DECIDES TO USE
ONE OF THESE POWERS, HE MUST FIRST REMOVE THE MANA COST FROM HIS MANA
POOL. IF A CHARACTER DOES NOT HAVE ENOUGH MANA TOKENS, HE MAY NOT USE
THAT ABILITY.

CHARACTERS BEGIN THE GAME WITH THE MAXIMUM MANA TOKENS ALLOWED FROM THE
TABLE BELOW. THEY ARE PLACED IN THE MANA CIRCLE ON THE CHARACTER CARDS.
AFTER USING MANA, THE CHARACTER RECOVERS ONE MANA POINT EACH TURN AT
THE BEGINNING OF THE CHARACTER'S TURN. A CHARACTER MAY NEVER HAVE MORE
MANA TOKENS THAN THE TABLE BELOW SHOWS AT ANY TIME. WHEN A CHARACTER
RECOVERS THEIR MAXIMUM TOKENS, HE CAN NOT RECOVER MORE UNLESS HIS
STRENGTH OR CRAFT CHANGES TO ALLOW FOR MORE. IF A CHARACTER'S STRENGTH
OR CRAFT SCORE ARE DECREASED AND THIS WOULD RESULT IN A CHANGE IN THE
MAXIMUM MANA TOKENS ALLOWED, THE CHARACTER MUST DISCARD ENOUGH TOKENS
TO REACH THIS NEW LIMIT. THE MAXIMUM MANA TOKENS ANY CHARACTER MAY EVER
HAVE IS THREE.

	MAXIMUM MANA TOKENS
	=====================
	     CRA
	STR  1  2  3  4  5  6+
	 1   0  0  0  1  1  2
	 2   0  0  1  1  2  2
	 3   0  1  1  2  2  3
	 4   1  1  2  2  3  3
	 5   1  2  2  3  3  3
	 6+  2  2  3  3  3  3

COMBAT BETWEEN CHARACTERS:
--------------------------
CHARACTERS MAY CHOOSE TO ENCOUNTER AND ATTACK EACH OTHER. THEY CONDUCT
COMBAT BETWEEN THEMSELVES ONLY AFTER THEY HAVE ENCOUNTERED ALL OF THE
CARDS ON THE SPACE; AT THE END OF THEIR TURN.

USING THE DIABLO EXPANSION AS A STAND ALONE MINI-GAME:
------------------------------------------------------
PLAYERS CHOOSE OR DRAW JUST THE DIABLO CHARACTERS AND PLACE THEIR
TOKENS AT THE ENTRANCE SPACE. THE GAME PLAYS FOLLOWING ALL THE NORMAL
RULES EXCEPT THAT THE OBJECT OF THE GAME IS TO DESTROY DIABLO HIMSELF
AND WHEN MOVING FROM THE ROOM NUMBERED 6, INSTEAD OF LEAVING THE BOARD,
MOVE TO THE ROOM NUMBER ROLLED JUST AS IF YOU WERE LEAVING ANY OF THE
OTHER ROOMS. THE CHARACTER WHO DEFEATS DIABLO, IS THE WINNER. IF ALL
THE CHARACTERS ARE KILLED, DIABLO IS THE WINNER AND HE CLAIMS ALL OF
THE CHARACTERS' SOULS.