Talisman (Revised 4th Edition): The Dungeon Expansion
Talisman (Revised 4th Edition): The Dungeon Expansion Rulebook
Table of Contents
Table of Contents
Object of the Game
The object of the game remains the same as the Talisman Revised 4th Edition base game. Characters must reach the Crown of Command in the centre of the board and then, by casting Command Spells, force the other characters out of the game. However, the Dungeon Region offers a new way to reach the Crown of Command via the Treasure Chamber space (see "Treasure Chamber" below).
The Dungeon Icon
Cards in The Dungeon expansion are marked with an expansion symbol to differentiate them from the cards in the base game.
Additionally, some of the new Adventure Cards are only used if the Dungeon board is being used. In addition to the expansion symbol, these cards are marked with a Dungeon icon, which appears next to the card's title. If the Dungeon board is being used, players encounter these cards as normal. If the Dungeon board is not being used (see "Setup" and "Using Only Portions of The Dungeon" below), cards marked with a Dungeon icon next to their title are discarded when drawn, and a replacement card is drawn from the top of the Adventure deck. (Alternately, all cards with a Dungeon icon can be removed from the Adventure deck before the game begins if the Dungeon board is not being used.)
Expansion Overview
Surrounding the land of Talisman are four great kingdoms known as Regions. Each Region offers great opportunities, as well as terrible dangers, for adventurers brave enough to enter them. This expansion allows you to enter one of these extraordinary areas – the Dungeon Region ruled by the dreaded Lord of Darkness.
Components
The Dungeon expansion includes the following components:
- This Rulebook
- 1 Dungeon Board
- 128 Dungeon Cards
- 20 Spell Cards
- 10 Adventure Cards
- 10 Treasure Cards
- 5 Character Cards
- 5 Plastic Character Figures
Component Overview
Below is a brief description of each game component.
Dungeon Board
The Dungeon board (referred to as a "Region") depicts the domain and lair of the Lord of Darkness. The Dungeon Region holds many dangers, but also offers great riches and powerful Treasures to those characters bold enough to enter.
Dungeon Cards
There are 128 Dungeon Cards, featuring new Events, Enemies, Strangers, Objects, Followers, and Places. Dungeon Cards are similar to the Adventure Cards in the base game, but are encountered by characters exploring the Dungeon Region.
Adventure Cards
The 10 new Adventure Cards feature new Events, Enemies, and Places. Most of the Adventure Cards work exactly like those in the base game. Adventure Cards with a Dungeon icon next to their title are only used if the Dungeon board is being used (see "The Dungeon Icon" above).
Spell Cards
There are 20 new Spell Cards, detailing Spells characters may cast during the game. These Spell Cards work exactly like those in the base game.
Treasure Cards
The 10 Treasure Cards are Magic Objects characters may obtain by killing the Lord of Darkness in the Dungeon's Treasure Chamber (see "Fighting the Lord of Darkness" below).
Character Cards
The five new Character Cards work exactly like those in the base game, and offer players an even larger selection of heroes to play.
Character Figures
Each of the new heroes has a plastic figure used to represent that character on the board.
Setup
When playing with The Dungeon expansion, add the following steps to the base game's setup:
- Shuffle the new Character, Adventure, and Spell Cards into their respective decks.
- Take the new Dungeon board and place it next to the main Talisman board as shown in the diagram in the source rulebook (page 4). Shuffle the Dungeon deck and place it next to the Dungeon board.
- Leave the new Treasure Cards in the game box until they are needed.
Using Only Portions of The Dungeon
While The Dungeon expansion is intended to be used as a whole, players are welcome to play Talisman using only some of the elements of the expansion. Specifically, the new Character and Spell Cards may be used without including the new Dungeon, Treasure, and Adventure Cards or the Dungeon board.
Drawing Cards in the Dungeon
When characters in the Dungeon Region are instructed to draw cards, they always draw Dungeon Cards rather than Adventure Cards. This is true even when, for example, cards and special abilities specifically instruct the player to draw one or more "Adventure Cards."
Movement in the Dungeon
Movement in the Dungeon follows the normal movement rules; characters roll one die and move the indicated number of spaces.
Each space on the Dungeon board is marked with an arrow. These arrows point in the direction characters should move in order to reach the Treasure Chamber. Characters may choose to move against the arrows if they wish. However, doing so takes them farther away from the ultimate prize, and closer to the Dungeon Entrance.
Note that characters must move either directly with or directly against the arrows when in the Dungeon. The Dungeon map is a linear path, and characters may not move in other directions, such as across a Dungeon space's text box. For example, a character could not move directly from the Library space to the Hall of Darkness space.
The diagram in the source rulebook (page 4) illustrates the path characters should follow through the Dungeon to reach the Treasure Chamber. The red arrow highlights the path leading to the Treasure Chamber.
Expansion Rules
When playing Talisman with The Dungeon expansion, the basic rules of playing Talisman are unchanged, and the game is still won by reaching the Crown of Command and eliminating all other players. The only new rules needed are for entering and exploring the Dungeon Region. These are found below.
Entering the Dungeon
The Dungeon is connected to the main Talisman board at the main board's Ruins space. A character may enter the Dungeon Region simply by moving directly from the Ruins space on the main board to the Dungeon Entrance space, if his movement die roll provides him with sufficient movement.
Entering the Dungeon through the Ruins space is optional. Characters may choose not to enter the Dungeon, and travel around the Outer Region instead.
While characters travel around the main Talisman board, they may also discover Adventure Cards that allow them to enter the Dungeon Region. Rules for entering the Dungeon by means other than through the Ruins space are detailed on the specific Adventure Cards providing these means.
Example of Entering the Dungeon: The Gypsy begins her turn on the Tavern and rolls a "5" for her move. She decides to move clockwise to the Ruins and explore the Dungeon, by moving to the Dungeon Entrance.
The Gypsy then continues her move in the Dungeon, and finally lands on the Tunnel.
Leaving the Dungeon
Some Dungeon encounters grant characters the opportunity to exit the Dungeon and return to the main game board. Other than these encounters, the only ways to leave the Dungeon are to reach the Treasure Chamber (see "Treasure Chamber" below) or to exit to the Ruins via the Dungeon Entrance space. When exiting via the Dungeon Entrance, a character with sufficient movement to continue past the Ruins must choose between continuing his movement clockwise or counterclockwise in the Outer Region.
Example of Moving in the Dungeon: The Gypsy begins her turn on the Tunnel and rolls a "4" for her move. She decides to follow the direction of the arrows and lands on the Guard Room.
Example of Leaving the Dungeon: The Gypsy begins her turn on the Tunnel and rolls a "4" for her move. She decides to leave the Dungeon by moving against the direction of the arrows. The Gypsy exits the Dungeon via the Ruins and continues her move on the main game board.
The Gypsy decides to continue her move counterclockwise in the Outer Region, finally landing on the Fields.
Alternatively, the Gypsy could have decided to continue her move clockwise in the Outer Region, finally landing on the Plains.
Treasure Chamber
The Treasure Chamber is the last space in the Dungeon. It contains vast riches and magical artefacts, but it is also the lair of the most powerful creature in the Dungeon – the Lord of Darkness. When a character reaches the Treasure Chamber, he must end his move there, even if he has more movement available.
When a character ends his move in the Treasure Chamber, he must fight the Lord of Darkness. If he defeats the Lord of Darkness, he may claim treasure from the demon's horde. Finally, whether the character defeats or was defeated by the Lord of Darkness, the character emerges from the Treasure Chamber. Each of these steps is described in detail in the sections that follow.
Fighting the Lord of Darkness
A character fighting the Lord of Darkness may choose to battle or wage psychic combat against him. The Lord of Darkness has Strength 12 and Craft 12.
Fighting the Lord of Darkness is conducted according to the normal rules governing attacks, save that the Lord of Darkness cannot be evaded, and only characters may attack the Lord of Darkness; Followers, Spells, or Objects cannot fight in a character's place.
If a character is defeated, he must lose one life as normal (use of an Object, Spell, or special ability that would prevent life loss may prevent this as normal).
Players should record or remember the attack scores of both the character and the Lord of Darkness. They will be needed when determining where the character emerges after leaving the Treasure Chamber.
Example of Fighting the Lord of Darkness: The Gypsy begins her turn on the Summoning Circle and rolls a "6" for her move. She moves to the Treasure Chamber and must end her move there, even though her movement roll was more than the two spaces between her and the Treasure Chamber.
The Gypsy chooses to fight the Lord of Darkness in psychic combat instead of battle. She has a total of 13 Craft in psychic combat and rolls a "3" for her attack roll. This brings her attack score to 16. The Lord of Darkness rolls an attack roll of "2," bringing his attack score to 14. Since the Gypsy's attack score is higher, she kills the Lord of Darkness and chooses one Treasure Card from the Treasure deck as a reward. If her attack score had been equal to or less than the Lord of Darkness's attack score, she would not have killed him or received a Treasure Card.
The Gypsy determines where she emerges on the board when leaving the Treasure Chamber by subtracting the Lord of Darkness's attack score of 14 from her own attack score of 16, which corresponds to the "2" result on the Treasure Chamber space. She immediately moves to the Chasm and encounters that space.
Darkness Never Dies
When the Lord of Darkness is killed his corporeal form is broken, but his spirit remains just as potent as before. The Lord of Darkness will recover and reform his body, and he will fight any character that encounters him in later turns with full Strength and Craft. Later encounters follow all the rules for encountering the Lord of Darkness.
Claiming Treasure
Characters who kill the Lord of Darkness may look through the Treasure deck and choose one Treasure Card from it as a reward. If the Treasure deck has been depleted, however, no reward is available and a character will receive nothing.
If a character emerges from the Dungeon, and later returns and kills the Lord of Darkness again, he may choose another Treasure Card as a reward, if one is available.
Only characters who kill the Lord of Darkness may claim Treasure Cards. Characters who attack the Lord of Darkness and are defeated, or have a stand-off, instead emerge from the Treasure Chamber without any reward for their efforts.
Emerge From the Treasure Chamber
After a character kills the Lord of Darkness, has a stand-off, or is defeated, he must leave the Treasure Chamber and determine where he emerges on the board.
To determine where the character emerges, subtract the Lord of Darkness's attack score from the character's attack score and consult the chart on the Treasure Chamber space. The greater a character's attack score, the closer he emerges to the Inner Region. If a character's attack score beats the Lord of Darkness's score by eight or more, he emerges directly on the Crown of Command! If the Lord of Darkness's attack score is greater than the character's attack score, the character must use the "0" result on the Treasure Chamber's chart.
Characters that emerge on the Crown of Command do not need to have a Talisman to enter the space.
If a character kills the Lord of Darkness without resolving an attack (such as by casting the Finger of Death Spell), the character must use the "0" result on the Treasure Chamber's chart.
Other Rules
This section clarifies rules regarding new cards, special abilities, and space instructions for the Dungeon Region.
Moving Forward
Some cards or spaces in the Dungeon instruct a character to move forward a number of spaces. If a character is instructed to move forward, he must move the indicated number of spaces in the direction indicated by the arrow on each space.
Example of Moving Forward: The Gladiator begins his turn on the Hall of Darkness. Instead of moving normally, he must roll one die to determine where he lands.
He rolls a "4" result, which instructs him to move forward one space. The Gladiator therefore lands on the Tunnel.
Moving Back
Some cards or spaces in the Dungeon instruct a character to move back a number of spaces. If a character is instructed to move back, he must move the indicated number of spaces against the direction indicated by the arrow on each space.
Example of Moving Back: The Gladiator begins his turn on the Hall of Darkness. Instead of moving normally, he must roll one die to determine where he lands.
He rolls a "3" result, which instructs him to move back one space. The Gladiator therefore lands on the Vault.
Moving Clockwise or Counterclockwise
If a character or card is instructed to move clockwise, it must move following the direction indicated by the arrows on each space.
If a character or card is instructed to move counterclockwise, it must move against the direction indicated by the arrows on each space.
Moving After Defeat
If a character is defeated and is instructed to land on a space, the character must move to that space and immediately end his turn. A defeated character may not encounter the space he lands on, nor may he encounter a character on that space.
Treasure Cards
Treasure Cards are treated in all respects like Adventure Cards once they are in a character's possession, except that if they must be discarded, they are removed from the game instead of being placed in the discard pile. Such cards do not return to the Treasure deck and they are not available to characters who later kill the Lord of Darkness.
Treasure Cards may be ditched, discarded, stolen, or sold like other Objects.
Special Abilities Involving Adventure Cards in the Dungeon Region
Special abilities and effects that apply to Adventure Cards behave differently when characters are in the Dungeon Region rather than the Outer, Middle, or Inner Regions. When used within the Dungeon Region, these special abilities and effects apply to cards from the Dungeon deck instead.
For example, the Prophetess's special ability states that whenever she draws Adventure Cards, she may discard one card of her choice and draw one more card to replace it. While the Prophetess is in the Outer, Middle, or Inner Region, her ability applies to cards from the Adventure deck. However, while she is in the Dungeon Region her ability applies to cards from the Dungeon deck instead.
Alternative Rules
These are rules that players can include to add new experiences to the game. If players want to use any of the rules discussed here, they should make sure that everyone understands and agrees to the rules before the game begins.
Winner Takes All
This alternative rule replaces the regular victory condition. Instead of winning the game by reaching the Crown of Command, the first player to kill the Lord of Darkness wins!
Short Dungeon Game
This is an option allowing players to play a short game solely within the Dungeon. The main board and Adventure Cards are not used. All characters are set up in the same manner as in the base game, but begin together at the Dungeon Entrance.
Characters cannot encounter each other on the Dungeon Entrance. Play follows the base game and expansion's rules, however the first character to reach the Treasure Chamber and defeat the Lord of Darkness wins the game. If a character does not defeat the Lord of Darkness, he suffers the normal penalties for losing the attack. He then remains on the Treasure Chamber and continues to encounter the Lord of Darkness until he succeeds or is killed.
Fight or Flight
Playing with this alternative rule imposes stricter movement rules in the Dungeon. Movement in the Dungeon follows the normal rules; characters roll one die and move the indicated number of spaces. However, characters must move in the direction of the arrows listed on each space. Characters may only move against the direction of an arrow under the following circumstances:
- The character is instructed to do so by the rules on a card or space.
- When a character is fleeing the Dungeon (see below).
Fleeing the Dungeon
A character may declare that he is fleeing the Dungeon at the start of his turn, before he moves. When a character is fleeing, he must move against the direction of the arrows listed on each space until he exits the Dungeon via the Dungeon Entrance. Once a character has declared his intention to flee, he cannot change his mind and must continue moving toward the Dungeon Entrance until he leaves the Dungeon region and reaches the main board. A character does not have to stop moving when he moves back to the main board, and must move the full number of spaces indicated by his movement roll as normal.
Random Treasures
If a character kills the Lord of Darkness and gains a Treasure Card, he must draw one card from the Treasure deck randomly instead of choosing which Treasure Card he receives.
Character Lore
Who dares seek the rewards of the Dungeon?
Behold those would tempt fate and risk all for such a prize. Look into their hearts, and learn the true nature of these brave adventurers!
Gladiator: A merciless and highly skilled combatant who lives only to prove that he is the mightiest fighter in the world.
Amazon: A fierce and proud member of a sisterhood of warlike women, hesitant to trust outsiders and willing to do anything for the good of her clan.
Swashbuckler: An adventurous, care-free daredevil who never backs down from a challenge or a chance to rescue a maiden.
Gypsy: A kind-hearted wanderer who lives outside the law and roams the land telling fortunes and peddling her magics.
Philosopher: An aloof and insightful scholar who shapes the ideas of those around him with his keenly honed intellect.