NEW TALISMAN ADVENTURE CARDS
For the 3rd edition board game.
note:
All Adventure Cards in 300dpi resolution can be downloaded here as a zipfile.
(936 kB)
Events
Monsters and Spirits
-
Bats : Strength 2.
- Bellyhead : Strength 3
- Killer Bee :Strength 3. Roll a die. if it is even,
the poison of the killer bee does 1 more damage.
- Rustmonster: Strength 6. If the rustmonster wins, he
will turn 1 object into rust instead of taking a life.
The object is worthless and put in the discard
pile. You may choose which object is turned to rust.
- Shrieker: Strength 1. If you defeat the shrieker by
less than 3 points, another shrieker appears next turn.
- Torturer : Strength 4. If the torturer winns the
battle, he tortures you untill your next turn. Then you must fight
him again.
You can only leave this place if you have
defeated the Torturer or have died.
- Champion : Strength +1. The mighty champion
challenges you to fight. His strength is 1 higher than yours (including
items).
If you have a strength 5 and a sword which adds 3
and a ring which adds 1 in battle, the strength of the champion will
be 10 (5+3+1+1).If you defeat the champion you gain your strength +1
experience (in the example you gain 10 experience. Extra bonusses of
spells are not counted towards the strength of the champion.
- Djinn : Craft 7. The fearfull Djinn can not be
harmed by magical objects and spells.
Objects that give a bonus to your craft may not
be used.
Items
-
Scythe : While you have the scythe you
may add one to your score in psychic combat in which you use it.
However if you roll a '1'on the dice in combat the scythe breaks and
you must discard this card.
-
Lance: While you have the lance you may add one to
your score in battle, or two if you have a horse. However if you
roll a '1'on the dice in battle the lance breaks and you must
discard this card.
-
Parsley ; With parsley in your ears you are not
affected by the siren.
You do not lose a turn with the siren.
-
Poison: You can use poison to add one to your weapon
in battle in which you use it. The poison is enough for three uses.
Discard the poison bottle after it is emptied.
Only evil and neutral characters may use the
poison bottle.
- Rod of cancelation: The rod will cancel one (magic)
object of a person into the discard pile. It then vanishes itself.
Do do not have to use the rod in the turn you
find it. You may save it to use later.
Spells
- Duplication : You may cast this spell at any time
during your turn. It duplicates any other object from another plaer
including its power. You can use the duplicated object during your
turn after which it vanishes.
You may use this spell to duplicate a talisman.
- Summon Monster :With this spell you
may summon a monster. Find a monster in the adventure deck and place
it somewhere on the board. Reshuffle the adventure deck.
You may use this spell only in your turn.
- Summon Spirit : With this spell you may
summon a spirit. Find a spirit in the adventure deck and place it
somewhere on the board. Reshuffle the adventure deck.
You may use this spell only in your turn.
Places and Strangers
- Beggar : The irritating Beggar begs all your gold
away. he will keep following you untillyou reached the city gates,
after which he vanishes to the discard pile.
- Charlatan : The charming charlatan lures one of your
followers away to the dicard pile.
You may choose which follower you discard,
even if it is the hag, poltergeist or beggar.
- Pocket Dragon : If you bring the pocket dragon to
the sorcerer, he will give you your full complement of spells as
reward.
When you have brought the pocket dragon to the
sorcerer, the dragon vanishes to the discard pile
- Pool of sin: Place 12 experience points on
the pool of sin. The experienced ladies will teach anyone landing
here 3 experience, untill the pool is emptied, afterwards it
vanishes to the discard pile.
- Magic Stew : If you eat from the magic stew roll a
die for the result: 1-2 : Gain 1 life. 3-4: Gain 1 spell. 5 : Fart
loudly. One follower runs away in disgust. 6 : Turn into a toad for
3 turns.
The hag, poltergeist and beggar are not impressed
by your farts. They stay!
Purchase Cards
- Blowpipe: While you have the blowpipe you may
add one to your score in battle in which you use it. However if you
roll a '1' on the dice in combat you swallow the blowpipe dart and
lose a life.
- Scythe : While you have the scythe you may add one
to your score in psychic combat in which you use it. However if you
roll a '1'on the dice in combat the scythe breaks and you must
discard this card.
- Lance: While you have the lance you may add one to
your score in battle, or two if you have a horse. However if you
roll a '1'on the dice in battle the lance breaks and you must
discard this card.
The Purchase cards can be bought at the city gates or at
the armourer in the city. The prices of the items are shown below.
| Item |
Price |
| Blowpipe |
2 gold |
| Scythe |
3 gold |
| Lance |
3 gold |
This page was last updated on august 2002. Talisman: the magical quest game is a Registered Trademark of Games Work Shop. Original
Talisman material Copyright 2002 by GWS. All Rights Reserved. Used without permission. Any use of GWS copyrighted material or trademarks in this file should not be viewed as a
challenge to those copyrights or trademarks.