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The gates of Hell have been
flung open, releasing many
horrors into the world. Draw
3 Harbinger cards and add
them to this space. Then
discard this card.
Event
Gates of Hell
1
The gates of Hell have been
flung open, releasing many
horrors into the world. Draw
3 Harbinger cards and add
them to this space. Then
Gates of Hell
1
The heavens open before you,
revealing what is yet to come.
Look at the top 4 cards of the
Harbinger deck and place them
on top of any Adventure
deck in any order. Then
discard this card.
Event
Revelations
The heavens open before you,
revealing what is yet to come.
Look at the top 4 cards of the
Harbinger deck and place them
on top of any Adventure
deck in any order. Then
discard this card.
Rivers and springs shall grow
foul and bitter, making sick
all who drink from them.
Each character loses 1 life.
Then discard the top Omen
along with this card.
Event
The Third Sign
1
Rivers and springs shall grow
foul and bitter, making sick
all who drink from them.
Each character loses 1 life.
Then discard the top Omen
along with this card.
Event
The Third Sign
Spell
Cast on yourself at any time
during your turn to look at
the top 4 cards of any deck
and then put them back on
top of that deck in any order.
Augury
Cast on yourself at any time
during your turn to look at
the top 4 cards of any deck
and then put them back on
top of that deck in any order.
Augury
during your turn to look at
the top 4 cards of any deck
Spell
Cast on a character who has
just completed his move.
Choose a space in that
character’s Region and move
all Terrain and Adventure
cards from the chosen space
to that character’s space.
Terra Shift
Spell
Cast on a character who has
just completed his move.
Choose a space in that
character’s Region and move
all Terrain and Adventure
cards from the chosen space
to that character’s space.
Terra Shift
Spell
Cast on a character who has
just completed his move.
Choose a space in that
character’s Region and move
all Terrain and Adventure
cards from the chosen space
to that character’s space.
Terra Shift
to that character’s space.
Spell
Cast on yourself at the start of
your turn. Discard 1 of your
Magic Objects or Followers to
either heal all of your lives
or replenish all of your fate.
Sacred Offering
Spell
Cast on yourself at the start of
your turn. Discard 1 of your
Magic Objects or Followers to
either heal all of your lives
or replenish all of your fate.
Sacred Offering
Chasm
Brave the Chasm
Roll one die for yourself, and one for each of your Followers.
If a 1 or 2 is rolled for yourself, lose 1 life. If a 1 or 2
is rolled for a Follower, it is killed.
Brave the Chasm
Roll one die for yourself, and one for each of your Followers.
If a 1 or 2 is rolled for yourself, lose 1 life. If a 1 or 2
is rolled for a Follower, it is killed.
Brave the Chasm
Roll one die for yourself, and one for each of your Followers.
If a 1 or 2 is rolled for yourself, lose 1 life. If a 1 or 2
Bog
D®aw 1 Ca®d
Draw one card even if there are already any cards in
this space. Subtract 1 from each of your die rolls
while on this space, to a minimum of 1.
Draw one card even if there are already any cards in
this space. Subtract 1 from each of your die rolls
while on this space, to a minimum of 1.
Rise of the Dead
The First Omen
Restless Dead
Dark spirits grow in strength and the walking
dead cackle in the face of those who once
vanquished them with ease.
Spirits and Undead add 1 to their attack rolls.
Increase the value of each Spirit
and Undead trophy by 1.
Rise of the Dead
The First Omen
Restless Dead
Dark spirits grow in strength and the walking
dead cackle in the face of those who once
vanquished them with ease.
Spirits and Undead add 1 to their attack rolls.
Increase the value of each Spirit
and Undead trophy by 1.
vanquished them with ease.
Spirits and Undead add 1 to their attack rolls.
Increase the value of each Spirit
and Undead trophy by 1.
The Prophecy
Rise of the Dead
The Rise of the Dead
I see darkness. Death is all around me. I see the
light of life extinguished, one flickering flame
at a time. I see the gates of oblivion open and
release the tormented souls of the damned. The
living will surrender unto death and
only the dead will rule.
The Prophecy
Rise of the Dead
The Rise of the Dead
I see darkness. Death is all around me. I see the
light of life extinguished, one flickering flame
at a time. I see the gates of oblivion open and
release the tormented souls of the damned. The
living will surrender unto death and
The Prophecy
Rise of the Dead
The Rise of the Dead
®
32 OMEN CARDS 10 TERRAIN CARDS
3 CHARACTER FIGURES &
1 HARBINGER FIGURE 1 HARBINGER SHEET
75 HARBINGER CARDS 10 SPELL CARDS
3 CHARACTER CARDS 2 ALTERNATIVE ENDING CARDS
In order to use this Alternative Ending, you must
be playing with the rest of the Harbinger expansion.
At the start of the game set aside the
following Harbinger cards: The Beast, the
Horseman of War, the Horseman of Disease, the
Horseman of Famine, the Horseman of Death, the
Herald of Disease, the Herald of War, the Herald
of Famine, and the Herald of Death.
Place The Beast on the Crown of Command. Then
shuffle the remaining cards together and place
a random card faceup on each of the following
spaces: the City, the Village, the Graveyard, the
Chapel, the Warlocks Cave, the Temple, the
Castle and the Portal of Power.
A character on the Crown of Command must ght
The Beast in either battle or psychic combat. If
a character is defeated by The Beast, he must
discard the top Omen instead of losing a life.
If a character kills The Beast, he wins the game!
End of Days
In order to use this Alternative Ending, you must
be playing with the rest of the Harbinger expansion.
At the start of the game set aside the
following Harbinger cards: The Beast, the
Horseman of War, the Horseman of Disease, the
Horseman of Famine, the Horseman of Death, the
Herald of Disease, the Herald of War, the Herald
of Famine, and the Herald of Death.
Place The Beast on the Crown of Command. Then
shufe the remaining cards together and place
a random card faceup on each of the following
spaces: the City, the Village, the Graveyard, the
Chapel, the Warlocks Cave, the Temple, the
Castle and the Portal of Power.
A character on the Crown of Command must ght
The Beast in either battle or psychic combat. If
a character is defeated by The Beast, he must
discard the top Omen instead of losing a life.
If a character kills The Beast, he wins the game!
After a character not in the Inner Region draws
an Event, move the Harbinger to his space.
Whenever the top Omen is discarded, move the
Harbinger to this card after the next Omen in
the stack is resolved. Whenever a character in
the same Region as the Harbinger is instructed
by a board space to draw cards, he must draw
Harbinger cards instead.
Harbinger Chart:
When you land on a space with the Harbinger,
instead of encountering your space or a character
in your space, you must encounter the Harbinger
by moving him to any other space not in the
Inner Region and then rolling 1 die:
1) The end is nigh! Discard the top Omen.
2) Doom will find you! Draw 3 Harbinger cards
and add them to your space. Then encounter
your space.
3) There is no escape! Place 1 Harbinger card
on top of each Adventure deck.
4) You are the destined ones! Each character
gains 1 fate.
5) Time is running out! You may take another
turn after this one.
6) There is still hope! Choose 1 Omen in the
discard pile and place it on top of the Omen
stack.
Harbinger
After a character not in the Inner Region draws
an Event, move the Harbinger to his space.
Whenever the top Omen is discarded, move the
Harbinger to this card after the next Omen in
the stack is resolved. Whenever a character in
the same Region as the Harbinger is instructed
by a board space to draw cards, he must draw
Harbinger cards instead.
Harbinger Chart:
When you land on a space with the Harbinger,
instead of encountering your space or a character
in your space, you must encounter the Harbinger
by moving him to any other space not in the
Inner Region and then rolling 1 die:
The end is nigh!
Doom will find you!
and add them to your space. Then encounter
your space.
There is no escape!
on top of each Adventure deck.
4)
You are the destined ones!
gains 1 fate.
5)
turn after this one.
6)
There is still hope!
discard pile and place it on top of the Omen
stack.
Objects Followers
Gold
Life:5
Special Abilities
Fate:2
Craft:2
Start: Graveyard Alignment: Evil
Strength:
*
You are always evil. If any effect
would change your alignment to
neutral, ignore it. If any effect would
change your alignment to good, ignore
it and lose 1 life.
Your Strength value is equal to your
current life.
Whenever you defeat an Enemy in
battle, you may heal 1 life.
At the start of your turn, you may
ravage 1 Stranger or Place in your
space. If you do, discard that card
and heal 1 life.
Possessed
Followers
Start: Graveyard
You are always evil. If any effect
would change your alignment to
neutral, ignore it. If any effect would
Possessed
Objects Followers
Life:4 Gold
Special Abilities
Fate:4
Craft: *
Start: Chapel Alignment: Good
Strength:4
You are always good. If any effect
would change your alignment to
neutral, ignore it. If any effect would
change your alignment to evil, ignore it
and lose 1 life.
Your Craft value is equal to your
current fate.
After you roll the die to pray, you may
ignore the result and replenish 1 fate
instead.
Whenever you gain 1 or more lives, you
may gain 1 fate. Whenever you heal
1 or more lives, you may replenish 1 fate.
When you attack an evil or neutral
character, you may choose to make the
attack psychic combat. You may not do
this when you are attacked by another
character. If you win, you must take
1 fate from the loser, instead of the
normal reward.
Celestial
Followers
Life:
4 Gold
Special Abilities
Fate:
4
Start: Chapel
Alignment: Good
You are always good. If any effect
would change your alignment to
neutral, ignore it. If any effect would
change your alignment to evil, ignore it
and lose 1 life.
Your Craft value is equal to your
current fate.
After you roll the die to pray, you may
ignore the result and replenish 1 fate
instead.
Whenever you gain 1 or more lives, you
may gain 1 fate. Whenever you heal
1 or more lives, you may replenish 1 fate.
When you attack an evil or neutral
character, you may choose to make the
attack psychic combat. You may not do
this when you are attacked by another
character. If you win, you must take
1 fate from the loser, instead of the
normal reward.
Celestial
Celestial
Welcome
Danger, battle, glory, and wealth! Welcome to the magical
realm of Talisman.
The Harbinger expansion for Talisman: The Magical
Quest Game features new characters to quest with, a
unique deck of cards to explore, and Spells to command.
This rulesheet explains how to use the new components
provided in The Harbinger.
Components
Expansion Rules
This rulesheet explains how to use the new components to
enhance your Talisman experience.
The Harbinger Symbol
Cards in this expansion are marked with a
Harbinger Raven symbol to distinguish
them from the cards in the base game.
Strength/Craft
Some of the Enemies in The Harbinger 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.
The Harbinger
The Harbinger is the bearer of an ancient prophecy who has
arrived to foretell the end of the world.
At the start of the game, place the Harbinger figure on the
Harbinger sheet. After a character (not in the Inner Region)
draws an Event, move the Harbinger to that character’s space.
Whenever a character in the same Region as the Harbinger
is instructed by a board space to draw cards, he must draw
Harbinger cards instead.
Whenever the top Omen is discarded, move the Harbinger
figure to the Harbinger sheet after the next Omen in the stack
is resolved.
A character landing on the same space as the Harbinger must
encounter the Harbinger by rolling on his chart instead of
encountering the space or another character on the space.
Harbinger Cards
Harbinger cards do not count as Adventure
cards while being drawn and cannot be
affected by the Orb of Knowledge, the
Prophetess’ ability, or similar effects.
Once a Harbinger card has been placed
faceup on a space, it is treated as an
Adventure card.
Enemies from the Harbinger deck must be
taken as trophies when defeated in battle
or psychic combat.
Strength/Craft
Value
S
TRENGTH
/C
TRENGTH/CTRENGTH
RAFT
: 9
If you do not defeat the
Horseman of War, each
character without a Talisman
Enemy - Demon
Strength/Craft
Harbinger Card
Note that due to packaging/shipping the
figures are placed underneath the box insert.
1


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