TALISMAN ADAPTED CARDS
from 2nd ed. to 3rd ed.
These adventure deck cards were made by other Carsten Both for the 2nd edition Talsiman game. I have adapted them for the third
edition game, and changed the layout.
note:
All Adapted Cards in 300dpi resolution can be downloaded here as a
zipfile (605 kB) .
Events
-
Wild Growth : The wild vegetation has taken
over this place. From now on this place is abandoned and trated as
Woods. Roll a dice to find out which place: 1: Tavern. 2: Ruins. 3:
Temple. 4: Chapel. 5: Graveyard. 6: One place card.
If there is no place card in play, roll again.
-
Early Frost : The winter is near and there
was frost during the night. All Plant Monsters, Followers, Objects,
Events and Places will wither and go to the discard pile.
Monsters and Spirits





- Choking Vines : Strength 2. A choking vine has slung
itself around your neck. If you roll below your strength you can
fight it normally, otherwise you first lose 1 life.
- Vampire Roses: Strength 3. A bush of white roses slings
itself around your arm. Your blood is turning its colour red. If you
lose a battle against the Roses, they will double their strength.
- Needleman : Strength 4. A needleman from the Haunted forest
is raining his needles on you.
- Shadow Blossom : Strength 5. You have stepped below a giant
shadow blossom. Every armour or weapon you use against it will be
destryed by its acid. They are however effective.
- Afterwards put the used weapons and armour to the discard pile.
- Brovist : Craft ? An old stinky mushroom is distributing
his spores just as you pass by. Fight your own craft, otherwise you
get hallucinations and lose 1 life.
This includes bonusses from followers and objects.
- Dead Treant : Craft 6. Dead scarred wood and rotten
branches. the dead tree next to you lives! It is haunted with the
spirit of a dead elf.
Items
- Magic branch : If you put the magic branch down, it will
become an almost impenetrable hedge. Every player coming to this
place must leave one object here. They remain here untill the hedge
is destroyed.
Places, Strangers and Followers





- Myconid : A fungusman lives at a clearing and invites you
to his home. Roll a dice: 1 an object is rotting away. 2-3 go to a
woods place. 4. go to a cavern place. 5 gain one craft. 6 gain one
spell.
- The rotted object is put into the discard pile. If you do not
have a cavern, then go to the crags.
- Kings Gardener : Next to a greenhouse lives the Kings
gardener. he has dedicated his live to study plants and will buy
every Plant Object or Monster for 3 gold.
This works only if you have plant or monster object in play.
- Castle Garden : You are facing the garden of an abandoned
castle. If you want, you can enter the garden. Roll a die: 1:
Attacked by a water spirit of craft 5. 2: Attacked by a needleman of
strength 3. 3: Lost for 1 turn. 4: Find 2 Gold. 5: Find a sword. 6:
Find 1 spell.
- Forester : The forester knows all plants of the woods.
Whenever you are in the woods, he will find some healing herbs
on a roll of 5 or 6. If he finds some, you will heal 1 life.
- You can not be healed above your starting amount of lives.
- Young Ent: A young ent decides to follow you. he can order
all Plant Monsters to fight one battle for you. However you can have
only one Plant following you at a time.
- You do not gain experience for the plant monster who fight for
you.
- Dryad : Unknowingly you have entered the woods of a dryad.
She instantly binds you with her magic to stay with her for one
turn. But after your stay you have gained much knowledge and 1 craft.
After you leave the dryad she dissipates to the discard pile.
Last updated 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.