1: Guard Room 2: Treasure Chamber 3: Graveyard 4: Cursed Glade 5: Desert nearest the Warlock's Cave 6: Plain of Peril | ||
1: The Cell 2: The Chamber of Darkness 3: The Forest 4: The Ruins 5: The Desert next to the Temple 6: The Chasm | ||
1) He teleports to a random space in this region. 2) Lightning Bolt: You miss this and your next turn. 3) Invisibility: You may not fight the Wizard. 4) Psionic Blast: The Wizard fights with a Strength of 7. 5) Curse: You automatically roll a 1 for the Combat. 6) Weakness: Your base Strength is returned to its original value for this turn. | ||
1-2: gain a Life. 3-4: gain a Craft. 5-6: gain a Strength. After a blessing, the priest will go to (roll 1 die): 1: The discard pile. 2: The Castle. 3: The Temple. 4: The Chapel. 5: The City. 6: The Village. | ||
1: You must take a quest, as if you had landed on the Warlock's Cave. When you complete it, you get a wish. You may not enter the Crown of Command space with an unfinished quest. 2-3: Take the top 20 cards of the Adventure deck. You may view but not reorder them. Whenever you would draw from the Adventure deck, draw from those cards, instead. 4: Look at the top 10 Adventure cards. 5-6: Gain 1 Craft. Ignore the 2-3 result, above, if you already hold Adventure cards. | ||
1: Speaks rubbish: lose 1 turn. 2-6: Foretells future: look at a number of Adventure Cards equal to your roll from the top of the deck. After you have viewed them, mix them and put them on the deck. The Wise Sage remains here for the rest of the game. | ||
1: Dungeon. 2-3: Middle. 4-6: Outer. Place 5 gold upside-down on the space. Only the Pirate or the owner of the Treasure Map may claim it. | ||
1: Add 1 to your Strength. 2: If you roll a 6, you automatically win (unless your opponent has successfully used poison). If you win this way, your opponent loses two Lives which may not be protected with any kind of Armor. | ||
1: You automatically defeat 1 Spirit in Psychic Combat. 2: You may remove any and all diseases, unwanted Followers, and unwanted Spells from your Character. | ||
1: You may add 1 to your Craft. 2: You alignment becomes Evil. (It stays evil even after you have lost the necklace.) 3: So long as you possess this item, you alignment cannot change from Evil. | ||
1: Your Craft is increased by 2. 2: Your Spell capacity is increased by 1. 3: Your Strength is reduced by 1 (but not below starting level). | ||
1: Your Strength is increased by 2. 2: Your Craft is reduced by 1 (but not below starting level). 3: Your Spell capacity is reduced by 2. | ||
1: Add 2 to your Strength for the duration of any Combat in which you use it. 2: Add 2 to your Craft for the duration of any Psychic Combat in which you use it. | ||
1: Your starting quota of Lives is increased by one. 2: At the Kitchen, you automatically heal 2 Lives instead of rolling. | ||
1: He will carry 5 Objects for you. 2: You may add 1 to your roll at the Tavern. | ||
1-4: Nothing. 5: Draw a Spell. 6: Heal to starting quota. 7: Gain a Life. 8: Gain a Craft. 9: Gain a Strength. 10: You may add 1 to any future prayers (at any location). This addition is cumulative with any similar bonuses. 12: Add 1 to your starting quota of Lives. 13: You become High Priest (take the card). (See the section on Lindsey Dubb's New Characters for a description of the High Priest.) 14: Gain 2 Strength. | ||
1: Market closed: discard this card. 2: You can't find the item. 3: You pay for the item, but do not receive it. 4-6: You get the item at half price. | ||
1: Game begins -- go to your starting space. 2: Boy, this game is long -- lose 2 turns. 3: Stay up too late -- lose 1 Life. 4: Your move -- take an extra turn. 5: Swipe a card -- take a Doughnuts card. 6: You win the game! -- gain 1 Craft and discard the Game (this card, that is). | 1: Wrong turn -- go to the Vault. 2: Wrong turn -- go to the Crags. 3-4: Gain 1 Gold. 5-6: Roll 1 die and take that many Gold. | |
1: Become Evil. 2: Go to the Graveyard. 3: A (randomly chosen) Follower is eaten (discarded). 4: Attacked by a ghost (Craft 4). 5: Gain 1 Craft. 6: Take a random magic card. | 1: Purchase a Henchman not of the opposite alignment for Gold equal to that Henchman's Craft. Replace that Character card with a new one. Pay the Henchman 1 Gold each time they are used. or: 2: Stay the night: Pay 1 Gold, miss a turn, and be healed to your starting quota of Lives. [Henchmen must be paid as described above, and have only one Life. Otherwise, the rules for Henchmen are on the Talisman: The Adventure rules sheet.] | |
1-3: Gain a Spell. 4-6: Gain a Craft. | 1: All players' Spells. 2: Top 5 Spell cards. 3: Top 5 Dungeon cards. 4: Top 10 Adventure cards. 5: Bottom 20 Adventure cards. 6: Yourself; lose 1 turn and return to your starting alignment. | |
1: City 2: Oasis 3: Chasm 4: Vault 5: Treasure Chamber 6: Plain of Peril While here, you may buy either: A Spell: Top discard for 3 Gold, or pick one Spell from the top (price^2) cards in the deck. A magic item: Pay the price listed on the magic card. | ||
Doughnuts: 2 Spell: 2 Candlestick: 2 Water Bottle: 1 Sword: 2 Shield: 3 Information (see the top card of any deck): 1 Directions (take an extra turn now) are free with any purchase. | Mule: 3 Gold Horse: 4 Gold Warhorse: 6 Gold Horse and Cart: 6 Gold | |