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Talisman - The Dungeon Expansion

About The Surviving the Dungeon will be a simple task for him. These cards will trigger new Events, Enemies, Strangers, Objects, Followers and Places

When playing as the Philosopher: You begin the game with one Spell. The expansion adds a new board piece to the main Talisman board, taking you into the dark depths below the land of Talisman. “The ancient door crumbles to splinters… Your cleated boot kicks away rotting wood and your sword clears thick cobwebs from your path. Darkness never dies… even if the Lord is defeated he will recover his body and be ready to take on his next challenger.Dungeon CardsDungeon Cards are similar to Adventure Cards but can only be encountered when in the Dungeon Region. AmazonA strong willed and determined warrior with no fear for what the Dungeon may hold. After rolling the die when you visit the Tavern, you may add 1 to the score. If the Lord of Darkness is defeated the character may look through the Treasure cards and choose their reward. Whenever you draw a Spell you do not wish to keep, you may discard it and draw another to replace it, which you must keep. SwashbucklerConfident in his swordsmanship, encountering other characters or multiple Enemies is a welcome challenge to the Swashbuckler. The Dungeon board is accessed at the Ruins space on the main board. If you are defeated or have a stand-off in battle you may ignore the result and immediately fight that battle again. To leave the Dungeon Region, characters must reach the Treasure Chamber or move backwards through the board and exit at the Ruins space.Treasure Chamber SpaceThe Treasure Chamber space is the last space in the Dungeon. You may use all, some or none of your followers, adding 1 Strength per Follower. It contains vast riches and magical artefacts, but it’s also the lair of the most powerful creature in the Dungeon… the Lord of Darkness. Whenever you land on the Fields, you may draw two Adventure Cards, instead of one, but you must encounter both cards. When playing as the Gypsy: You begin the game with one Spell. If you’re defeated you may kill one of your Followers may be killed instead in addition to the normal reward.GypsyBorn with the gift of magic, the Gypsy’s mysterious fortune-telling abilities help her avoid potentially deadly events. Stubborn in her ways, she’ll fight an opponent until they are truly defeated. Whenever you discard a Spell, it is placed at the bottom of the discard pile. This knowledge allows them to assess situations and look to make the best of them. These cards will trigger new Events, Enemies, Strangers, Objects, Followers and Places. When playing as the Swashbuckler: When you win a battle during your turn, you may take an extra turn. PhilosopherUsing their extensive knowledge and philosophical mind, the Philosopher is able to make good judgement on the Creatures, Enemies, Object and more that they encounter on their travels. She appreciates what others do not and can learn spells she’s cast aside after only one use. You must accept the result of the second battle.GladiatorThe Gladiator is a natural-born leader. Whenever an Event is drawn, you may use your power of foretelling and choose to be unaffected by the Event, all other characters are affected as normal. Winner Takes AllWearing the Crown isn’t everything, winning with a horde of treasure and gold is. 128 Dungeon Cards 20 Spell Cards 10 Adventure Cards 10 Treasur Fight your way through the Dungeon, kill the Lord of Darkness before anyone else and win. When playing as the Amazon: You may roll two dice for your movement and choose one of the results to use for your move. Whenever you land on a faceup Adventure Cards, you may discard one card of your choice that you do not wish to encounter and draw another to replace it, which you must encounter. Followers will fight with him in a bid to help him rise to his true glory. Surviving the Dungeon will be a simple task for him. If a character is defeated they must emerge from the Dungeon with no reward despite their efforts. If there is a card already on the Fields when you land there, you may draw a second card, but you must encounter both cards. When playing as the Gladiator: You begin the game with a Helmet. Your torch throws darting shadows on damp stone walls… and the Dungeon lies revealed!” Discover the Dungeon Region, one of the four Kingdoms surrounding the land of Talisman. You may only do this once per turn. Once in the Dungeon Region your character must follow the normal rules of moving with their die roll, however the board has a set path which they must follow. Whenever you use Armour and roll a die to prevent the loss of life you may add 1 to score. Any effects, special abilities, Objects or Spells used or cast in the first battle remain in effect for the second battle. Whenever you acquire a Follower, they become trained to fight with you during your battle. When a character reaches the Treasure Chamber they must encounter the Lord of Darkness. Whenever another character places a Spell on the discard pile, you may take it and add it to your own Spells, if your Craft allows.

Talisman - The Dungeon Expansion

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Talisman - The Dungeon Expansion
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