tm11 firelands rules eng

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1 Welcome Danger, battle, glory, and wealth! Welcome to the magical realm of Talisman. The Firelands expansion for Talisman: The Magical Quest Game features new characters to quest with, Adventure cards to explore, and Spells to command. This rulesheet explains how to use the new components provided by The Firelands to enhance your Talisman experience. Components Below is a list of all the components you will find in your copy of The Firelands expansion: This Rulesheet 81 Adventure Cards 19 Spell Cards 19 Terrain Cards 3 Alternative Ending Cards 4 Character Cards 4 Plastic Character Figures 34 Fireland Tokens Component Overview Below is a brief description of every game component. Adventure Cards This deck of 81 cards contains the many creatures, events, and items that characters can discover on their quest. Spell Cards This deck of 19 cards provides a variety of new Spells that may be cast during the game. Terrain Cards Players use this deck of 19 cards to change one space into another type of space. Alternative Ending Cards The three Alternative Ending Cards included in this expansion replace the base game’s victory conditions, offering players new ways to win the game. Character Cards The four character cards each detail a different character and his special abilities. Character Figures Each character card corresponds to a plastic figure that represents that character on the game board. Fireland Tokens These tokens represent areas of Ifrit influence that are dangerous to even the most stoic adventurer. The Firelands Symbol Cards in this expansion are marked with an Ifrit flame symbol so you can distinguish them from the cards in the base game. While this alternative ending is in play, the amount of fireland tokens in the game is not limited. If all the fireland tokens are taken, use other tokens or counters to represent additional fireland tokens. When revealed, each character, starting with the character to your left and proceeding clockwise, must teleport to any space in the Outer or Middle Region that does not contain a character. Then, each character must place 1 fireland token on each space adjacent to him. Characters cannot leave the Outer and Middle Regions for the rest of the game. At the start of each character’s turn, he must place 1 fireland token on his space. Spaces can contain multiple fireland tokens. If a character ends his turn in a space with a fireland token, he must lose 1 life for each fireland token on his space, instead of losing just 1 life. The last character alive wins the game! Spreading Flames While this alternative ending is in play, the amount of fate in the game is not limited. If all the fate tokens provide by the game are taken, use other tokens or counters to represent additional fate. Whenever a character defeats an Enemy or character in battle or psychic combat, he gains 1 fate, in addition to any other rewards. Whenever a character loses a battle or psychic combat, he loses 1 fate, in addition to any other penalties. If a character would replenish fate, and is already at or above his maximum fate, he gains 1 fate instead. The first character to reach the Crown of Command with 13 or more fate wins the game! A Hero Rises When revealed, place a fireland token on your character sheet. This is the Crown of Flame. Then, each character in the Inner Region, starting with the character to your left and proceeding clockwise, must teleport to any space in the Outer or Middle Region not containing a character. Characters cannot enter the Inner Region for the rest of the game. When the character with the Crown of Flame enters a space with another character he may end his movement and give the Crown of Flame to another character in his space. At the start of his turn the character with the Crown of Flame must lose 1 life and burn 1 Follower, 1 Object, and 1 Spell, if able. When a character with the Crown of Flame dies, he must pass it to the character to his left. The last character alive wins the game! Crown of Flame Objects Followers Gold Special Abilities Craft:3 Strength:4 Life:4 Fate:2 Start: Ruins Alignment: Evil When you encounter a Follower you may immediately conscript it. Take that Follower as a conscriptedFollower, even if you normally could not take it. Ignore all the card text on your conscripted Followers and instead treat them as if they said “Add 1 to your Strength during battle.” When you defeat another character in battle you may take one of his Followers as a conscriptedFollower, in addition to the normal reward. When you would lose a life you may discard one of your conscripted Followers to prevent the lose of that life. Warlord Objects Followers Gold Special Abilities Craft:2 Strength:3 Life:4 Fate:4 Start: Oasis Alignment: Good You begin the game with a Sword and a Water Bottle from the Purchase deck. One Weapon you are carrying does not count towards your carrying capacity. You may use two Weaponsat the same time in battle. When you defeat an Enemy in battle and take it as a trophy, you may immediately move a number of spaces equal to the defeated Enemy’s Strength. You then encounter the space you land on. Dervish Objects Followers Gold Special Abilities Craft:4 Strength:2 Life:4 Fate:4 Start: City Alignment: Neutral You begin the game with 2 Spells. At the start of your turn, you may discard 1 of your Spells to gain 1 fate. When your turn ends, you may spend 1 fate to draw 1 Spell, if your Craft allows. Whenever another character casts a Spell on you, your space, or one of your cards, you may either gain 1 fate or spend 2 fate to bindthat Spell. If you bind the Spell it has no effect and you may immediately cast it on a new target, ignoring Region and timing restrictions. If you do not use the Spell, it is discarded. Jin Blooded ®

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TM11 Firelands Rules Eng

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  • 1WelcomeDanger, battle, glory, and wealth! Welcome to the magical realm of Talisman.

    The Firelands expansion for Talisman: The Magical Quest Game features new characters to quest with, Adventure cards to explore, and Spells to command. This rulesheet explains how to use the new components provided by The Firelands to enhance your Talisman experience.

    ComponentsBelow is a list of all the components you will find in your copy of The Firelands expansion:

    This Rulesheet

    81 Adventure Cards

    19 Spell Cards

    19 Terrain Cards

    3 Alternative Ending Cards

    4 Character Cards

    4 Plastic Character Figures

    34 Fireland Tokens

    Component OverviewBelow is a brief description of every game component.

    Adventure CardsThis deck of 81 cards contains the many creatures, events, and items that characters can discover on their quest.

    Spell CardsThis deck of 19 cards provides a variety of new Spells that may be cast during the game.

    Terrain CardsPlayers use this deck of 19 cards to change one space into another type of space.

    Alternative Ending Cards The three Alternative Ending Cards included in this expansion replace the base games victory conditions, offering players new ways to win the game.

    Character Cards The four character cards each detail a different character and his special abilities.

    Character Figures Each character card corresponds to a plastic figure that represents that character on the game board.

    Fireland TokensThese tokens represent areas of Ifrit influence that are dangerous to even the most stoic adventurer.

    The Firelands Symbol

    Cards in this expansion are marked with an Ifrit flame symbol so you can distinguish them from the cards in the base game.

    While this alternative ending is in play, the

    amount of fireland tokens in the game is not

    limited. If all the fireland tokens are taken, use

    other tokens or counters to represent additional

    fireland tokens. When revealed, each character, starting

    with the character to your left and proceeding

    clockwise, must teleport to any space in the

    Outer or Middle Region that does not contain

    a character. Then, each character must place 1

    fireland token on each space adjacent to him.

    Characters cannot leave the Outer and

    Middle Regions for the rest of the game.

    At the start of each characters turn, he must

    place 1 fireland token on his space.

    Spaces can contain multiple fireland tokens.

    If a character ends his turn in a space with a

    fireland token, he must lose 1 life for each fireland

    token on his space, instead of losing just 1 life.

    The last character alive wins the game!

    Spreading FlamesWhile this alternative ending is in play, the amount of fate in the game is not limited. If all

    the fate tokens provide by the game are taken,

    use other tokens or counters to represent

    additional fate.

    Whenever a character defeats an Enemy

    or character in battle or psychic combat, he

    gains 1 fate, in addition to any other rewards. Whenever a character loses a battle or

    psychic combat, he loses 1 fate, in addition to

    any other penalties. If a character would replenish fate, and

    is already at or above his maximum fate, he

    gains 1 fate instead. The first character to reach the Crown of

    Command with 13 or more fate wins the game!

    A Hero Rises When r

    evealed, place a

    fireland token

    on your characte

    r sheet. This is the

    Crown

    of Flame. Then, e

    ach character in

    the Inner

    Region, starting

    with the characte

    r to your left

    and proceeding c

    lockwise, must te

    leport to

    any space in the

    Outer or Middle R

    egion not

    containing a cha

    racter. Characters

    cannot enter

    the Inner Region

    for the rest of th

    e game.

    When the char

    acter with the Cro

    wn of

    Flame enters a sp

    ace with another

    character he

    may end his mov

    ement and give th

    e Crown of

    Flame to another

    character in his s

    pace.

    At the start of h

    is turn the charac

    ter with

    the Crown of Flam

    e must lose 1 life

    and burn

    1 Follower, 1 Obj

    ect, and 1 Spell, i

    f able.

    When a characte

    r with the Crown

    of Flame

    dies, he must pa

    ss it to the chara

    cter to his left.

    The last charact

    er alive wins the g

    ame!

    Crown of Flame

    Objects

    Followers

    Gol

    d

    Special Abilities

    Craft: 3

    Strength: 4

    Life

    : 4

    Fate

    : 2

    Start: Ruins Alignment: Evil

    When you encounter a Follower you

    may immediately conscript it. Take that

    Follower as a conscripted Follower, even

    if you normally could not take it. Ignore

    all the card text on your conscripted

    Followers and instead treat them as if

    they said Add 1 to your Strength during

    battle. When you defeat another character in

    battle you may take one of his Followers

    as a conscripted Follower, in addition to

    the normal reward. When you would lose a life you may

    discard one of your conscripted Followers

    to prevent the lose of that life.

    Warlord

    Objects

    Followers

    Gol

    d

    Special Abilities

    Craft: 2

    Strength: 3

    Life

    : 4

    Fate

    : 4

    Start: Oasis Alignment: Good

    You begin the game with a Sword and a

    Water Bottle from the Purchase deck. One Weapon you are carrying does not

    count towards your carrying capacity.You may use two Weapons at the same

    time in battle.

    When you defeat an Enemy in battle and

    take it as a trophy, you may immediately

    move a number of spaces equal to the defeated Enemys Strength. You then encounter the space you land on.

    Dervish

    Objects

    Followers

    Gol

    d

    Special Abilities

    Craft: 4

    Strength: 2

    Life

    : 4

    Fate

    : 4

    Start: City Alig

    nment: Neutral

    You begin the ga

    me with 2 Spells

    .

    At the start of yo

    ur turn, you may

    discard

    1 of your Spells t

    o gain 1 fate.

    When your turn e

    nds, you may spe

    nd 1

    fate to draw 1 Sp

    ell, if your Craft al

    lows.

    Whenever anothe

    r character casts

    a Spell

    on you, your spa

    ce, or one of your

    cards,

    you may either g

    ain 1 fate or spen

    d 2 fate

    to bind that Spel

    l. If you bind the

    Spell it

    has no effect and

    you may immed

    iately

    cast it on a new ta

    rget, ignoring Re

    gion

    and timing restri

    ctions. If you do

    not use

    the Spell, it is dis

    carded.

    Jin Blooded

  • 2Expansion RulesWhen playing with The Firelands expansion, players are required to use the new Adventure Cards, Spell Cards, fireland tokens, and Terrain Cards. The Adventure Cards and Spell Cards work like those in the base game and should be shuffled into their respective decks. The new character cards, character figures, and Alternative Ending Cards can be played either with this expansion or independently. This rulesheet explains how to use the new components to enhance your Talisman experience.

    Strength/CraftMany of the Enemies in The Firelands possess a Strength/Craft value. If a character encounters these Enemies, he can choose to fight all these Enemies in either battle or in psychic combat. Characters may exchange trophies with a Strength/Craft value for either Strength counters or Craft counters.

    BurnBurn is a new effect that represents the complete incineration of part of the Talisman world. If a player is instructed to burn a card, he removes it from the game and places it in the game box. That card is a Burnt card; game effects do not interact with burnt cards unless specifically stated.

    FireproofSome cards are immune to the ravages of flame and cannot become burnt cards. These cards possess the fireproof symbol. Cards with the fireproof symbol are not affected by burn effects.

    If an effect causes a player to burn a card, he cannot choose a card that has the fireproof symbol. If all cards have a fireproof symbol, then nothing happens.

    If an effect causes a player to burn a number of cards from a deck, he reveals that many cards from the top of the deck, sets aside all cards with the fireproof symbol, and burns all the remaining cards. Then, he shuffles all the cards he set aside and places them back on top of the deck.

    Fireland TokensFireland tokens represent the destructive influence of the Ifrit, who bring flame and death wherever they march. If a character ends his turn in a space with a fireland token, he must lose 1 life.

    Each space can have only one fireland token on it at any time. If a space already has one fireland token on it, players cannot place fireland tokens on that space.

    Players cannot place fireland tokens in the Inner Region.

    Terrain CardsUnder the influence of the Ifrit, the land irrevocably shifts and changes. Certain game effects instruct players to place a Terrain Card on a space on the game board. While a Terrain Card is on a space, the text and name of that space is ignored and the text and name of the Terrain Card is used instead. If an effect refers to a space that is no longer on the board because that space contains a Terrain Card, that effect is ignored. For example, if the Temple space contains a Ruins Terrain Card and a 6 is rolled at the Tavern, the effect of moving to the Temple is ignored. Terrain Cards can only be removed by effects that specifically remove Terrain Cards.

    Players cannot place Terrain Cards on spaces in the Inner Region. If an effect instructs a player to place a Terrain Card where he cannot, he ignores that effect.

    If an effect causes a player to place a Terrain Card on a space and there are no cards of the required type left in the Terrain deck, he must choose a Terrain Card on the board of that type and move it to that space. If a player places a Terrain Card on a space that already contains a Terrain Card, he removes the original Terrain Card from that space and returns it to the Terrain deck.

    If a player places a new character on the game board, he ignores any Terrain Cards when placing that character.

    Terrain Cards and MovementIf the Sentinel space contains a Terrain Card, characters may cross freely from the Outer Region to the Middle Region; they do not have to defeat the Sentinel. Likewise, if the Portal of Power space contains a Terrain Card, characters may cross freely from the Middle Region to the Inner Region; they do not have to pick or force the lock, nor are they stopped by the Warlock if they have an uncompleted warlock quest.

    Terrain Cards and Other ExpansionsWhen using an expansion board, if a Terrain Card is on a space that allows movement between boards, characters can still move to and from the expansion board following the normal movement rules of that expansion.

    When using The Firelands with The City expansion, Terrain Cards cannot be placed on the Jail or Town Square spaces of The City expansion board.

    If a Terrain Card is placed on the last space of an expansion board, such as the Treasure Chamber from The Dungeon expansion, a character must end his movement when entering that space, then encounter the Terrain Card instead of that space.

    Strength/Craft ValueStrength/Craft: 3

    When you encounter the Ifrit Invader, place 1 fireland

    token on your space and burn the top 3 cards of the Adventure deck. He will remain here until killed.

    Enemy - Elemental

    Ifrit Invader

    1

    Fireproof Symbol Fireproof Symbol

    in Text

    Fireland Token

    Terrain Card

    2

  • 3Noble Ifrit CardsSome Enemy Adventure Cards included in The Firelands expansion have ongoing effects that are in play until the Enemy is defeated. These Noble Ifrit cards are identified by their distinctive colour.

    TrinketsSome Objects feature the Trinket keyword printed above the cards special ability. Trinkets are treated like normal Objects, except they do not count toward a characters carrying limit.

    Trinkets may be ditched, discarded, stolen, or sold like normal Objects.

    Alternative Ending CardsThe inclusion of Alternative Ending Cards is optional, and players should agree whether or not to use them before starting the game. The Alternative Ending Cards included in The Firelands expansion are usable with Alternative Ending Cards from other expansions.

    Setup Setup for Alternative Ending Cards is determined by which of the two game variants players decide to use. Players can start the game with the card either revealed or hidden.

    Revealed Variant The revealed variant has a greater impact on characters during the course of the game and offers players more strategy.

    If players use the revealed variant, remove all Alternative Ending Cards that have a hidden icon (shown at right) in their upper-left corner and return them to the game box.

    Then, shuffle the remaining Alternative Ending Cards, draw one Alternative Ending Card from the top of the deck, and place it faceup on the Crown of Command at the centre of the game board.

    Hidden Variant The hidden variant adds mystery to the Talisman experience by preventing players from knowing the dangers that await them at the Crown of Command.

    If players use the hidden variant, remove all Alternative Ending Cards that have a revealed icon (shown at right) in their upper-left corner and return them to the game box.

    Then, shuffle the remaining Alternative Ending Cards at the start of the game, draw one card at random, and place it facedown on the Crown of Command at the centre of the game board.

    Encountering Alternative Endings Alternative Ending Cards replace the base games victory conditions, offering players new ways to win the game. When using the Alternative Ending Cards, characters on the Crown of Command must encounter the Alternative Ending Card and follow the rules printed on the card; they cannot cast the Command Spell or encounter other characters on the Crown of Command unless the Alternative Ending Card specifically states otherwise.

    All other rules regarding the Inner Region still apply when playing with Alternative Ending Cards:

    None of the creatures in the Inner Region (nor any of the Alternative Ending Cards) can be affected by any Spell. They also cannot be evaded.

    Characters on the Crown of Command cannot move and must remain on that space unless the Alternative Ending Card specifically states otherwise.

    After any character reaches the Crown of Command, any character who is killed automatically loses the game.

    Alternative Ending Cards often affect only characters on the Crown of Command. However, instructions that have a star icon at the start of their text affect all characters, no matter what Region they are in, including characters on the Crown of Command.

    Noble Ifrit

    Trinket Keyword

    TrinketAutomatically defeat a

    Spirit or Elemental in your space. Then place this card on the Temple space. If you cannot, discard it instead.

    You cannot take this card from the Temple

    unless you pay 1 Fate.

    Magic Object

    Suleimans Seal

    5

    Hidden Icon

    Revealed Icon

    Star Icon

  • 4CreditsExpansion Design and Development: Samuel W. Bailey

    Talisman Revised 4th Edition Design: Bob Harris and John Goodenough

    Producer: Christopher Hosch

    Editing: Brendan Weiskotten and David Hansen

    Graphic Design: Evan Simonet

    Cover Art: Ralph Horsley

    Interior Art: Aaron Acevedo, Aaron Anderson, Andrius Anezin, John Ariosa, Erfian Asafat, Bruno Balixa, Dimitri Bielak, Nora Brisotti, Mark Bulahao, Felicia Cano, JB Casacop, Trudi Castle, Jacqui Davis, Sara K. Diesel, Jon Hrubesch, Nicholas Kay, Kristin Kest, Dan Masso, Joyce Maureira, John Moriarty, Juan Martinez Pinilla, Jorge Carrero Roig, J. Edwin Stevens, and Frank Walls

    Managing Art Director: Andrew Navaro

    Art Direction: John Taillon

    Playtesters: Julija Alegra, Jonathan Bove, Marcin Nemomon Chrostowski, Nathan Hajek, Nick Lavely, Andrea Lawrence, Matt Lawrence, Jon New, Bryan ODaly, Katrina Ostrander, Mateusz Pindara, Diana Martnez, Rienk Postma, Derrick Prichard, Abe Abey Baby Sanderson, Ian Schiffman, Aaron Sheppard, Nikki Valens, Miranda Tanushi, Zach Tewalthomas, Paolo Tosolini, and Ewelina Zajkowska

    FFG Licensing & Development Coordinator: Deb Freytag

    Production Manager: Eric Knight

    Production Coordinator: Megan Duehn

    Executive Game Designer: Corey Konieczka

    Executive Producer: Michael Hurley

    Publisher: Christian T. Petersen

    The designer would like to thank Nick Sirocco for first introducing him to Talisman way back in the day.

    Games WorkshopLicensing Manager: Graeme Nicoll

    Head of Licensing: Jon Gillard

    Games Workshops Business and Legal Advisor: Andy Jones

    Head of Intellectual Property: Alan Merrett

    Games Workshop Limited 2013. Talisman Games Workshop Limited 1983, 1985, 1994, 2007, 2014. Games Workshop, Talisman, The Firelands, the foregoing marks respective logos and all associated marks, logos, characters, products and illustrations from the Talisman game are either or TM, and/or Games Workshop Limited 1983-2014, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing, Inc. Fantasy Flight Supply is a trademark of Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners. Fantasy Flight Games is located at 1995 West County Road B2, Roseville, Minnesota, 55113, USA, and can be reached by telephone at 651-639-1905. Retain this information for your records. Actual components may vary from those shown. Made in China. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF PERSONS 13 YEARS OF AGE OR YOUNGER.

    For additional material, support, and information, please visit us on the web:

    www.FantasyFlightGames.com