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Ted Flaherty, Summer 2002

1. Character cards are initially picked two at a time for each player. Each player then rolls a die, the highest first chooses one of his two character options to play, proceeding clockwise for all players. This is also the order of movement for the game. (HR)

2. The Knight Templar card says he can reroll any roll after praying, this can only be done at the Chapel. (HR)

3. Omit the unbalancing Chaos Warrior from character selection. (HR)

1. In every situation, the word battle equals only strength battles, and psychic combat is craft battles. This means armor, shield, and helmets only protect in strength battles. (PR)

2. You can only use one weapon (sword, ax, etc.) in battle. (PR)

3. If you encounter more than one monster in the same order (ie. Most strength monsters are encounter order 2 and craft order 3), they fight as one opponent, adding their scores together and rolling a single die. (PR)

1. Counterspell blocks all spell cast by any “player,” not just characters, meaning any spells cast by other players’ followers like the Genie can also be blocked. (PR)

2. The Barrier spell prevents movement beyond it, meaning characters may move up to the edge of the barrier, but then must move the rest of their movement in the reverse direction--they cannot cease movement before the barrier as in the City rooms. (HR)

3. Spells can only be cast in the situations listed on the spell card (i.e. at the start of the turn, before combat, when you land on an opponent’s square, etc.). They cannot simply be “blown” or discarded to get rid of them, as stated in the rules. (PR)

4. You may not pick up a new spell if you are already at your limit determined by craft (craft 3, one spell, craft 4-5 two spells, craft 6+ three spells). (PR)

5. All “spell refill effects” like the Wizard and High Mage ability refill spells only at the end of the player’s turn (when he usually cannot immediately cast again). Otherwise, certain combos like the High Mage with Wizard would allow limitless casting (HR).

Dragon Tower:
1. In addition to using the new Dragon Tower, the old Dragon Tower cards (with the 1/3 chance to lose followers and items) are still in effect when you enter the Dragon King space, to retain a final element of uncertainty and difficulty to the game. (HR)

2. Nothing in the game can let you teleport into the Dragon Tower, but the Teleport spell will work once within the Tower realm. (PR)

1. Lives can never go beyond the starting total, 4. (PR)

2. You may keep the City title cards (High Mage, Master Thief, Sheriff and King’s Champion) until another character wins that title--there is no other way to lose the titles. (PR)


New Talisman White Dwarf Characters
We haven’t used these yet, but a series of new Talisman characters was introduced in White Dwarf magazine, no. 177, 179, and 186. All characters start with 1 Gold, 4 Lives, and 0 EP. Stats and special abilities follow (subsequently found internet scans, see right):

Dragon Rider: S=3, C=3, Good, City Gates
1. Take a broadsword, helmet and armour from the purchase deck at the start of the game.
2. If you defeat a Dragon in combat you may enslave it and take it as a follower. As long as it is your follower you may add 3 to your dice score in combat, and may roll two dice for movement and use the one with the highest score. You may never have more than one enslaved Dragon at a time. *

Necromancer: S=2, C=4, Evil, Graveyard
1. You begin the game with one spell.
2. When you defeat a monster or spirit, you may raise it from the dead. Take any experience points as normal. The monster then becomes your follower and adds its strength or craft to yours in the next battle or psychic combat that you fight, after which it crumbles to dust and you must discard it. You may not have more than one raised follower at a time.

Thief: S=3, C=3, Neutral, City Gates
1. You may attempt to steal from any player that you encounter instead of fighting them. Roll a die. If the score is lower than or equal to your Craft then you succeed in stealing one object or 1 gold (you choose which). If you fail then nothing happens.
2. You may attempt to steal an item whenever you land on a space where anything is for sale. Shuffle the Purchase Cards and take a card: if it is for sale in the space you may keep it, if it is not for sale, return the card and your turn ends.

Wardancer: S=3, C=3, Good, Forest
1. Take a broadsword from the purchase card deck at the start of the game.
2. When you are in battle you may decide to charge before you roll the dice. This adds two to your score, but you miss your next turn while you catch your breath.
3. You may never wear armour or a helmet. You must leave these cards in the space where you encounter them.
4. You may use a shield, and are allowed to add one to your score when you roll to see if the shield saves you from losing a life.

Dark Elf: S=3, C=3, Evil, Ruins
1. Take a broadsword and shield from the purchase card deck at the start of the game.
2. You do not lose a life in the Desert.
3. At the end of your turn you may sell any of your followers into slavery. Discard the follower and roll a dice: 1-3 = Gain one gold; 4-5 = Gain two gold; 6 = Gain three gold.

Ogre: S=6 [yes six!], C=1, Neutral, Crags
1. You need not roll the dice in the Crags unless you wish to. If you choose to roll you must accept the result.
2. You are not affected by the Siren.

Swordsman: S=3, C=3, Neutral, Tavern
1. Take a broadsword from the purchase card deck at the start of the game.
2. You may disarm a character in battle. The character must drop one object of your choice before the battle is resolved. Neither of you may take the object when you leave the space.
3. You may parry when you are in battle. You must declare this before any dice are rolled, and may add two to your score. However, if you win the combat counts as drawn.

Vampire: S=4, C=3, Evil, Graveyard
1. Whenever you defeat another player in battle or psychic combat and take one of their lives, you may add it to your own.
2. Whenever you defeat a monster you may raise it from the dead. Take any experience points as normal. The monster becomes your follower and adds its strength or craft to yours for one battle or psychic combat, after which it disintegrates and you must discard it. You may only have one raised moster at a time.
3. You may drain the life-force of your followers. To do this, discard the follower and add one to your lives.

House Rules Format: Some of the rules listed are repeated from the published rules because they are obscure and often overlooked, listed as (PR), while others listed are house rules (HR) we introduced to improve the game.




Talisman Contents


"New" White Dwarf Characters (from internet scans)

Dark Elf


Dragon Rider













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