Then, place the Potion, Magic Emporium, Armoury, Pet, and Stables decks facedown beside their corresponding spaces on the City board.ġ3. If using the City expansion: Shuffle the Potion and Pet decks. The Talisman and Purchase Cards are placed facedown beside the board.ġ2. The Spell Cards are shuffled and placed facedown beside the board. The various Region decks are shuffled and placed facedown beside the board. If using the Woodland expansion: Draw three Path Cards and place them faceup next to the Woodland entrance.ĩ. If using the City expansion: Draw three Wanted Poster cards and place them faceup on the City Gate space.Ĩ. If using the Blood Moon expansion: Place the Time Card next to the game board with the Day side showing faceup.ħ. The stack is then placed next to the Harbinger sheet.Ħ. Then use them to make a faceup stack, starting with the 7th Omen at the bottom, then the 6th Omen, 5th Omen, etc., with the Prophecy card on the top. Collect all eight Omen cards belonging to the selected Omen set. Use 1-4 from left to right, rerolling 5 and 6. If using the Harbinger expansion: Lay out the four stacks of Omen cards and roll a die to select which stack will be used. Facedown if Hidden, faceup if Revealed.ĥ. Draw one Ending card and place it on the Crown of Command space. After rolling, remove the unused Hidden or Revealed Ending cards from the Ending deck and shuffle the deck. Roll a die to determine if the ending will be Revealed or Hidden. If using NPCs: At the start of the game, place the Harbinger figure on the Harbinger sheet, the Werewolf figure on the Forest space, and the Grim Reaper figure on the Portal of Power space.Ĥ. Randomly choose if the Dragon board will be used if the Dragon expansion is being used, and which side if so.ģ. The board is unfolded and placed in the center of the playing area. The other characters not chosen are returned to the box and maybe available if a character is killed.Ģ. (Alternative rule: If all players agree, players who want more selection may be dealt three character cards each, and then choose which one of those three characters they wish play. One player takes the character cards, shuffles them, and deals one, facedown, to each player. The seekers’ bones lie bleached and broken upon the Plain of Peril or else cast idly aside to be gnawed by wild beasts and monsters.ġ. So far no one has proven worthy of the challenge. To this very day, the ancient legend draws gallant heroes to the troubled land – each seeking the Crown of Command and the kingship of the realm of Talisman. Hundreds of years have passed, and the realm, long ungoverned and unprotected, has grown ever more dangerous, becoming infested by monsters and troubled by innumerable evils. Once he had done so, he perished, proclaiming with his dying breath that only a champion with the strength, wisdom, and courage to take his crown would rule in his stead. He resolved to hide his crown in the most perilous part of the most dangerous region in his realm, setting around it such fearsome guardians as his most powerful spells were able to command. For many centuries the wizard reigned supreme until, after a long life spent amongst his books and spells, he sensed his days were drawing to an end. Our story begins with a mighty wizard, now long dead, who once ruled over the land of Talisman using the power of a magical crown, forged in the Valley of Fire by spirits cruelly enslaved to arcane magic.
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