dungeon_rules.pdf

(8876 KB) Pobierz
®
1355229466.039.png
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” on page 7).
THE LEGEND OF THE
LORD OF DARKNESS
Eons ago, a crafty wizard dared to pit his
arcane arts against the infernal powers of the
Lord of Darkness. The battle raged for days
until inally, to the demon overlord’s outrage
and horror, the wizard trapped him within his
own dungeon and stole his diabolical powers.
THE DUNGEON ICON
Cards in The Dungeon expansion are marked with an e x p a n -
s i o n s y m b o l to differentiate them from the cards in the base
game.
Using the power he had taken from the Lord
of Darkness, the wizard enslaved mysterious
spirits and compelled them to forge a magical
crown for him in the Valley of Fire. While he
wore this Crown of Command, no one dared
challenge the wizard’s absolute rule over the
land of Talisman.
Additionally, some of the new Adventure Cards are only used
if the Dungeon board is being used. In addition to the expan-
sion symbol, these cards are marked with a D u n g e o n i c o n ,
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” on page 4), 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 Adven-
ture 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.)
But that was centuries ago. Time inally
accomplished what no army could do, and laid
the wizard low. In his inal days, he hid the
Crown of Command in the most perilous part of
the most dangerous land in his realm. He set
around it the most fearsome guardians that his
most powerful spells were able to command, to
wait for the day when a champion with sufi-
cient strength, wisdom, and courage will take
his crown and rule in his stead.
But the Lord of Darkness still remains locked in
his dark prison, its murky precincts home to all
manner of loathsome and vicious creatures who
do his nefarious bidding. The demon’s undead
legions infest its depths, eager to devour the
hapless souls who wander or become trapped
there. The Goblin King and his thieving minions
also lurk in the subterranean maze, illing the
dark lord’s treasure room with untold wealth
and powerful artefacts. And everywhere tread
the evil one’s iron golems, destroying all who
cross their path.
DUNGEON
ICON
Dungeon Icon
EXPANSION OVERVIEW
Surrounding the land of Talisman are four great kingdoms
known as R e g i o n s . 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.
Expansion
Symbol
2
1355229466.040.png 1355229466.041.png 1355229466.042.png 1355229466.001.png 1355229466.002.png 1355229466.003.png 1355229466.004.png 1355229466.005.png 1355229466.006.png 1355229466.007.png 1355229466.008.png 1355229466.009.png 1355229466.010.png 1355229466.011.png 1355229466.012.png 1355229466.013.png 1355229466.014.png
COMPONENTS
The Dungeon expansion includes the following components:
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,” on page 2).
This Rulebook
1 Dungeon Board
128 Dungeon Cards
20 Spell Cards
10 Adventure Cards
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.
10 Treasure Cards
5 Character Cards
5 Plastic Character Figures
COMPONENT OVERVIEW
Below is a brief description of each game component.
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” on page 7).
DUNGEON BOARD
The Dungeon board (referred to as a “Region”)
depicts the domain and lair of the Lord of Dark-
ness. The Dungeon Region holds many
dangers, but also offers great riches
and powerful Treasures to those char-
acters bold enough to enter.
CHARACTER
CARDS
The ive new Character
Cards work exactly like
those in the base game,
and offer players an even
larger selection of heroes to play.
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 encoun-
tered by characters exploring
the Dungeon Region.
CHARACTER FIGURES
Each of the new heroes have a plastic igure used to represent
that character on the board.
3
1355229466.015.png 1355229466.016.png 1355229466.017.png 1355229466.018.png 1355229466.019.png 1355229466.020.png 1355229466.021.png 1355229466.022.png
SETUP
When playing with The Dungeon expansion, add the follow-
ing steps to the base game’s setup:
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. Speciically, the
new Character and Spell Cards may be used
without including the new Dungeon, Treasure,
and Adventure Cards or the Dungeon board.
1.
Shufle the new Character, Adventure, and Spell Cards into
their respective decks.
2.
Take the new Dungeon board and place it next to the main
Talisman board as shown in the diagram below. Shufle
the Dungeon deck and place it next to the Dungeon board.
3.
Leave the new Treasure Cards in the game box until they
are needed.
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 speciically 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.
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 elimi-
nating all other players. The only new rules needed are for
entering and exploring the Dungeon Region. These are found
below.
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.
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 suficient movement.
The diagram to the right
illustrates the path characters
should follow through the
Dungeon to reach the Trea-
sure Chamber. The red arrow
highlights the path leading to
the Treasure Chamber.
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
speciic Adventure Cards providing these means.
4
1355229466.023.png
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 inally lands on the Tunnel.
5
1355229466.024.png 1355229466.025.png 1355229466.026.png 1355229466.027.png 1355229466.028.png 1355229466.029.png 1355229466.030.png 1355229466.031.png 1355229466.032.png 1355229466.033.png 1355229466.034.png 1355229466.035.png 1355229466.036.png 1355229466.037.png 1355229466.038.png
Zgłoś jeśli naruszono regulamin