reaper rules.pdf
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WARLOCK QUEST CARDS
The 12 Warlock Quest Cards represent the missions characters
must try to fulil when they visit the Warlock’s Cave space.
CHARACTER CARDS
The new character cards work exactly like those in the base
game, and offer players an even greater selection of heroes to
play.
WELCOME
Quests, battles, glory, and death! Welcome back to the magical
realm of
Talisman®
.
The Reaper
expansion for
Talisman: The Magical Quest
Game
features new treasures, events, monsters, quests, and
the dreaded Grim Reaper! This rulesheet explains how to use
all of these cards to enhance your
Talisman
experience.
CHARACTER FIGURES
Each of the new character cards corresponds to a plastic ig-
ure used to represent that character on the board.
COMPONENTS
Below is a list of all the components that you will ind in your
copy of
The Reaper
expansion:
GRIM REAPER CARD
AND FIGURE
These new components allow players to add the Grim Reaper
to the game, increasing danger, excitement, and player inter-
action. See “Grim Reaper,” below, for information about how
to use these components.
•
This Rulesheet
•
90 Adventure Cards
•
26 Spell Cards
SETUP
When playing with
The Reaper
expansion, include the fol-
lowing changes to the game setup:
•
12 Warlock Quest Cards
•
4 Character Cards
•
4 Plastic Character Figures
1.
Shufle the new character, Adventure, and Spell Cards into
their respective decks.
•
1 Grim Reaper Card
2.
If Using the Warlock Quest Cards Optional Rule:
Place
the Warlock Quest Cards facedown next to the game board.
•
1 Grim Reaper Figure
COMPONENT OVERVIEW
Below is a brief description of every game component.
3.
If Using the Grim Reaper Optional Rule:
Place the Grim
Reaper Card next to the game board and place the Grim
Reaper igure on the Portal of Power space.
THE REAPER SYMBOL
All of the cards in this expansion are marked with a skull
symbol, so that you can differentiate them from the cards
from the base game.
OPTIONAL RULES
The use of the Grim Reaper and Warlock Quest Cards are both
optional, and either can be used independently of the other.
Players should agree at the start of the game which features
they will use.
GRIM REAPER
Having Death himself prowling the realm of Talisman adds
an extra element of tension and fun to the game, but it can
cost characters dear! The Grim Reaper works in mysterious
ways and has no favourites, so his terrifying presence may
prove beneicial or deadly to those who meet him along their
way.
ADVENTURE AND SPELL CARDS
The new Adventure and Spell Cards work exactly like those
in the base game, and include additional Events, Enemies,
Strangers, Objects, Followers, and Places.
The Grim Reaper is not a character. Rather, he plays his own
game and all players may get a chance to interact with him,
as described below.
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CREDITS
Expansion Design and Development:
John Goodenough
Death does not move until a player rolls a “1” for his move.
When this happens, the player must complete his turn as
normal, but then must roll the die again and move the Grim
Reaper according to the normal rules for moving a character,
with the following exceptions:
Additional Development:
Alessio Cavatore and Mike Mason
•
Because it is dificult for both the Boatman and the Senti-
Editing:
Mark O’Connor, Sam Stewart, and Jeff Tidball
nel to refuse anything to the Reaper, he may freely cross
the Storm River at the Sentinel, or from the Temple to the
Tavern (or vice versa), at the cost of a single movement
point for either.
Graphic Design:
Andrew Navaro and WiL Springer
Cover Art:
Ralph Horsley
Internal Art:
Ryan Barger, Massimiliano Bertolini, Felicia
Cano, Julie Dillon, McLean Kendree, Federico Piatti, Frank
Walls, and Mark Winters
•
The Grim Reaper will not cross the Portal of Power, as he is
already present in the Inner Region.
If a player forgets to move the Grim Reaper and the next play-
er starts his turn, there is no opportunity to backtrack. The
chance has been missed and the Grim Reaper does not move.
Art Direction:
Zoë Robinson and Zoe Wedderburn
Flavour Text:
Daniel Lovat Clark
Whenever the Grim Reaper lands on a space containing one or
more characters at the end of his movement, the player who
moved the Reaper must choose a character on that space for
the Reaper to visit. The player who moved the Reaper must
then point at the chosen character and say – as eerily as pos-
sible – “You!” The player controlling that character then rolls
one die and consults the chart on the Grim Reaper card to
determine what happens to his character.
Lead Playtester:
Mike Zebrowski
Playtesters:
Dave Allen, Owen Barnes, Alessio Cavatore, Rik
Cooper, Kevin Crisalli, Daniel Clark, Elliott Eastoe, Andrea
Goodenough, Mal Green, Lissa Guillet, Nathan Johnson,
Morgan Maloney, Mike Mason, Cameron Mc Cartney, Ryan
McCullough, Jon New, Mark Raynor, Rick Rettinger, Richard
Tatge, Thorin Tatge, Jeff Tidball, and Barac Wiley
Characters who themselves land on the Grim Reaper’s space
do not encounter the Reaper, nor can the Reaper be affected
by any Spell, Adventure Card, or special ability.
Production Manager:
Gabe Laulunen
Executive Developer:
Jeff Tidball
WARLOCK QUEST CARDS
Warlock Quest Cards represent missions characters may take
on when they visit the Warlock’s Cave space.
Publisher:
Christian T. Petersen
Special Thanks:
Elliott Eastoe, Jon New, Richard Tatge, and
all at Talisman Island!
In the base game, players who travel to the Warlock’s Cave
space may roll a die to take on one of six available quests.
Players are only allowed to take on one quest at a time, and
must complete the quest’s objective as soon as possible.
For additional material, support, and information,
please visit us on the web:
www. FantasyFlightGames.com
GAMES WORKSHOP
Licensing Manager:
Owen Rees
The deck of Warlock Quest Cards not only includes the origi-
nal six quests from the Warlock’s Cave space, but also six new
quests, such as delivering a Spell or travelling to the City.
Licensing and Acquired Rights Manager:
Erik Mogensen
When playing with the Warlock Quest Cards, when a character
lands on the Warlock’s Cave space, that player
chooses freely
one of the available Warlock Quest Cards from among those
available in the Warlock Quest Card deck, instead of rolling
a die to determine which quest he is assigned. Once he has
chosen, he places the card faceup in his player area. Once the
quest is complete, the card is removed from the game. There-
fore, each Warlock Quest Card may only be completed once
per game. If a character with a Warlock Quest Card is killed,
return the card to the deck.
Head of Legal and Licensing:
Andy Jones
Intellectual Property Manager:
Alan Merrett
Talisman
© Games Workshop Limited 1983, 1985, 1994, 2007. This edition
© Games Workshop Limited 2008. Games Workshop,
Talisman
, the forego-
ing marks’ respective logos and all associated marks, logos, characters,
products and illustrations from the
Talisman
game are either ®, TM and/
or © Games Workshop Limited 1983-2008, variably registered in the UK
and other countries around the world. This edition published under license
to Fantasy Flight Publishing Inc. 2008. Fantasy Flight Games and the FFG
logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to
their respective owners.
All other rules governing Warlock Quest Cards continue to
apply when the Warlock Quest Cards are used: only one quest
can be accepted at a time, quests must be completed as soon
as possible, and so on.
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