Talisman Board
 Share
The version of the browser you are using is no longer supported. Please upgrade to a supported browser.Dismiss

 
View only
 
 
Still loading...
ABCDEFGHIJKLMNOPQRST
1
Village:
Visit the Blacksmith, Healer or Mystic.
Blacksmith (Purchase any, if available):
Helmet (2G), Sword (2G), Axe (3G), Shield (3G), Armour (4G).
Healer:
Heal up to your life value at the cost of one gold each.
Mystic (Roll 1 die):
1) Become evil. 2-3) Ignored. 4) Become Good. 5) Gain 1 Craft. 6) Gain 1 Spell.
Fields:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Graveyard:
Based on alignment.
Good:
Lose one life.
Neutral:
Replenish fate up to your fate value at the cost of one gold each.
Evil:
Either replenish fate up to your fate value for free, or pray by rolling one die.
1-4) Ignored. 5) Gain 1 fate. 6) Gain 1 Spell.
Woods:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Sentinel:
Draw 1 card.
Do not draw a card if there is already one in this space.
If you are crossing to the Middle Region, do not draw a card. Instead, you must first defeat the Sentinel with Strength 9. Do not fight the Sentinel when crossing from the Middle Region.
Hills:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Chapel:
Based on alignment.
Evil:
Lose one life.
Neutral:
Heal up to your life value at the cost of one gold each.
Good:
Either heal up to your life value for free, or pray by rolling one die.
1-4) Ignored. 5) Gain 1 life. 6) Gain 1 Spell.
2
Fields:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Portal of Power:
Draw 1 Card.
Do not draw a card if there is already one in this space.
If you are crossing to the Plain of Peril, do not draw a card. Instead, you must first use Craft to pick the lock or Strength to force it. Choose which ability you are using and roll two dice. If the total is equal or less then your chosen ability, move to the Plain of Peril. If it is higher, remain here and lose one from the ability.
Black Knight:
Suffer one penalty.
Either pay one gold (discard) or lose one life.
Hidden Valley:
Draw 3 Cards.
If there are already any cards in this space, draw only enough to take the total to three cards.
Hills:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Cursed Glade:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Strength and Craft derived from any Objects and Magic Objects do not count on this space, nor may you use Magic Objects or cast Spells.
Fields:
Draw 1 Card.
Do not draw a card if there is already one in this space.
3
Forest:
Roll 1 die.
1) Attacked by a brigand with Strength 4.
2-3) Lost; lose your next turn.
4-5) Safe.
6) A ranger guides you out; gain 1 Craft.
Castle:
Royal Doctor.
Heal up to your life value at the cost of one gold each. If you have the Prince or Princess, heal up to two lives for free.
Plain of Peril:
Stop here.
Move only one space per turn.
Mines:
Roll 3 dice.
Subtract your Craft form the total and move directly to:
0) Mines. 1) Plain of Peril. 2-3) Portal of Power. 4-5) Warlock's Cave. 6+) Tavern.
Vampire's Tower:
Suffer blood loss.
Roll one die to determine how many lives the Vampire takes. You may discard any number of Followers to avoid the loss of life. Each Follower you discard prevents the loss of one life.
1-2) Lose 1 life. 3-4) Lose 2 lives. 5-6) Lose 3 lives.
Runes:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Any creatures that you fight here adds 2 to their attack rolls.
Crags:
Roll 1 die.
1) Attacked by a spirit with Craft 4.
2-3) Lost; lose your next turn.
4-5) Safe.
6) A barbarian leads you out; gain 1 Strength.
4
Plains:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Runes:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Any creatures that you fight here adds 2 to their attack rolls.
Crypt:
Roll 3 dice.
Subtract your Strength form the total and move directly to:
0) Crypt. 1) Plain of Peril. 2-3) Portal of Power. 4-5) Warlock's Cave. 6+) City.
Crown of Command:
See the rules.
Pits:
Fight the Pitfiends.
Roll one die and fight that many Pitfiends with Strength 4 each one-by-one until either you are defeated or you defeat all of the Pitfiends. You may move on the turn after all Pitfiends are defeated.
Chasm:
Roll one die for yourself, and one for each of your Followers. If a 1 or 2 is rolled for yourself, lose 1 life. If a 1 or 2 is rolled for a Follower, it is killed.
Plains:
Draw 1 Card.
Do not draw a card if there is already one in this space.
5
Ruins:
Draw 2 Cards.
If there are already any cards in this space, draw only enough to take the total to two cards.
Woods:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Death:
Dice with Death.
Roll two dice for yourself and two dice for Death. If the scores are equal: Dice with Death on your next turn. If your score is lower: Lose one life and Dice with Death again on your next turn. If your score is higher: You may move on your next turn.
Werewolf's Den:
Fight the Werewolf:
Roll two dice for the Werewolf's Strength, then fight it. If you lose, lose one life and you fight the same Werewolf again on your next turn. You cannot move on until you have defeated the Wrewolf.
Valley of Fire:
You must have a Talisman to enter.
You can only enter if you have a Talisman. If you do not have one, you must turn back. The Crown of Command can only be reached from this space.
Runes:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Any creatures that you fight here adds 2 to their attack rolls.
Woods:
Draw 1 Card.
Do not draw a card if there is already one in this space.
6
Fields:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Temple:
Pray: Roll 2 dice.
2) Lose 2 lives. 3) Lose 1 life. 4) Lose 1 Follower. 5) Enslaved; stay here until you roll a 4, 5, or a 6 for your move. 6) Gain 1 Strength. 7) Gain 1 Craft. 8-9) Gain 1 Spell. 10) Gain a Talisman. 11) Gain 2 fate. 12) Gain 2 lives.
Desert:
Lose 1 life then draw 1 card.
Do not draw a card if there is already one in this space.
Oasis:
Draw 2 Cards.
If there are already any cards in this space, draw only enough to take the total to two cards.
Desert:
Lose 1 life then draw 1 card.
Do not draw a card if there is already one in this space.
Warlock's Cave:
You may roll 1 die to accept a quest.
1) Take 1 life from another character.
2) Kill 1 Enemy.
3) Deliver (discard) 1 Follower.
4) Deliver (discard) 1 Magic Object.
5) Deliver (discard) 3 Gold.
6) Deliver (discard) 2 Gold.
When you complete the quest, the Warlock immediatly teleports you back here and gives you a Talisman, if available, as your reward.
Fields:
Draw 1 Card.
Do not draw a card if there is already one in this space.
7
Tavern:
Roll 1 die.
1) Get drunk and collapse in a corner; miss 1 turn.
2) Get tipsy and fight a farmer with Strength 3.
3) Gamble and lose 1 gold.
4) Gamble and win 1 gold.
5) A wizard offers to teleport you to any other space in this Region as your next move.
6) A boatman offers to ferry you to the Temple as your next move.
Plains:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Woods:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Plains:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Hills:
Draw 1 Card.
Do not draw a card if there is already one in this space.
Fields:
Draw 1 Card.
Do not draw a card if there is already one in this space.
City:
Visit the Doctor, Alchemist or Enchantress.
Doctor:
Heal up to two lives at the cost of one gold each.
Alchemist:
Discard any number of Objects you have and gain one gold for each.
Enchantress (Roll 1 die):
1) Turn into a Toad. 2) Lose 1 Strength. 3) Lose 1 Craft. 4) Gain 1 Craft. 5) Gain 1 Strength. 6) Gain 1 Spell.
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Loading...
 
 
 
Sheet1
Sheet2
Sheet3
Sheet4