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Welcome
Darkness, danger, glory, magic and wealth! Welcome to the
magical realms of Talisman.
The Lost Realms expansion for Talisman: The Magical
Quest Game features new Realms to explore:
The Nether Realm features a new deck of Adventure cards
to explore called the Nether Deck as well as 3 new alternative
endings.
The Deep Realms offer the Wraith Lord’s Domain and the Rat
Queen’s Lair.
This rulesheet explains how to use the new components in
The Lost Realms to enhance your Talisman experience.
Components
Below is a list of all the components you will find in your
copy of the The Lost Realms expansion:
This Rulesheet
2 Realm Cards
20 Bridge Cards
20 Tunnel Cards
3 Alternative Ending Cards
36 Nether Cards
6 Coloured Base Rings
Component Overview
Below is a brief description of every game component.
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.
Nether Cards
This deck of 36 cards contains
the many deadly creatures and
encounters that characters can
discover in the Nether Realm.
Realm Cards
These two cards
feature new Realms
to explore: the Wraith
Lord’s Domain and
the Rat Queens Lair.
Adventurers may brave
the rickety bridge in
an attempt to cross
between the game
boards found in The
City and The Dungeon expansions. Heroes can also choose
to delve deep into the crypt of the Wraith Lord or the nest of
the Rat Queen.
Bridge Cards
This deck of 20 cards contains
the many creatures, events,
and items that characters can
discover when trying to cross
the bridge between The City
and The Dungeon.
Tunnel Cards
This deck of 20 cards contains
the many creatures, events,
and items that characters can
discover when they enter the
tunnels deep between The
City and The Dungeon.
Base Rings
There are 6 coloured base
rings included. You can
insert your character
figures into these rings
to make them easier to
identify during your game.
To remove your character
figure, carefully push the
base of the figure via the
hole in the base ring.
1
®
Draw 2 Cards
Draw 2 cards from the Bridge deck, even if there are already any
cards on this space. At the end of your turn, shuffle
all cards on this space into the Bridge deck.
Rat Run
Fight the Rat Queen
You must fight the verminous Rat Queen in
battle. She has a Strength of 3 and adds 1
for each Object on this space.
Rat’s Nest Search The Tunnels
Take the top 3 Tunnel cards and put them
in a stack in front of you. Encounter the
top card of your stack each turn until you
have no cards remaining.
Old Sewers
Rats add 1 to their Strength
Draw 2 Cards
Draw 2 cards from the Bridge deck, even if there are already any
cards on this space. At the end of your turn, shuffle
all cards on this space into the Bridge deck.
Spirits add 1 to their Craft
Skull Passage
Search The Tunnels
Take the top 3 Tunnel cards and put them
in a stack in front of you. Encounter the
top card of your stack each turn until you
have no cards remaining.
Catacombs
Fight the Wraith Lord
You must fight the Wraith Lord in psychic
combat. He has a Craft of 4 and adds 1 for
each Treasure card on this space.
Throne Room
At the start of the game, place this card at
the side of the board with the Nether deck.
Whenever a character has to draw
Adventure Cards, he may discard one card of
his choice that he does not wish to encounter
and draw a card from the Nether deck to
replace it, which he must encounter.
Once a defeated Enemy from the Nether
deck is exchanged or otherwise discarded, it
is not placed on the discard pile. Instead it is
placed facedown in the character’s play area.
The first character to reach the Crown of
Command with four defeated Enemies from the
Nether deck in his play area wins the game!
The Hunt
At the start of the game, place this card at
the side of the board with the Nether deck.
Whenever a character has to draw
Adventure Cards, he may discard one card of
his choice that he does not wish to encounter
and draw a card from the Nether deck to
Once a defeated Enemy from the Nether
is not placed on the discard pile. Instead it is
placed facedown in the character’s play area.
The first character to reach the Crown of
Command with four defeated Enemies from the
Nether deck in his play area wins the game!
To use this Alternative Ending, you must
use the Nether Deck.
At the start of the game, place one card from
the Nether deck facedown on each Inner Region
space, and two cards facedown on the Crown of
Command space.
A character entering the Inner Region decides
on a route through the Inner Region as normal,
but must encounter the cards on each space before
encountering the space.
If he fails to successfully encounter a card,
his turn ends immediately and he must encounter
the card again on his next turn unless he decides
to turn back.
A character that has turned back ignores any
Nether cards on his return to the Plain of Peril.
Once a card has been encountered successfully,
draw a replacement card from the Nether deck and
place it facedown on the space to be encountered by
the next character to land on that space.
The first character to survive The Gauntlet and
reach the Crown of Command wins the game!
The Gauntlet
To use this Alternative Ending, you must
At the start of the game, place one card from
the Nether deck facedown on each Inner Region
space, and two cards facedown on the Crown of
A character entering the Inner Region decides
on a route through the Inner Region as normal,
but must encounter the cards on each space before
If he fails to successfully encounter a card,
his turn ends immediately and he must encounter
the card again on his next turn unless he decides
A character that has turned back ignores any
Nether cards on his return to the Plain of Peril.
Once a card has been encountered successfully,
draw a replacement card from the Nether deck and
place it facedown on the space to be encountered by
The first character to survive The Gauntlet and
reach the Crown of Command wins the game!
To use this Alternative Ending, you must
At the start of the game, place one card from
the Nether deck facedown on each Inner Region
space, and two cards facedown on the Crown of
A character entering the Inner Region decides
on a route through the Inner Region as normal,
but must encounter the cards on each space before
If he fails to successfully encounter a card,
his turn ends immediately and he must encounter
the card again on his next turn unless he decides
A character that has turned back ignores any
Nether cards on his return to the Plain of Peril.
Once a card has been encountered successfully,
draw a replacement card from the Nether deck and
place it facedown on the space to be encountered by
The first character to survive The Gauntlet and
reach the Crown of Command wins the game!
To use this Alternative Ending, you must
use the Nether Deck.
Once a character reaches the Crown of Command,
characters cannot heal or gain life for the rest
of the game and t
he entrance is sealed; no other
characters may enter. Any character attempting to
enter the Crown of
Command is thrown onto the
Plain of Peril instead.
When a character reaches the crown of command,
he must take six cards from the Nether deck, plus
six cards for each other character in play, and place
them in a pile in front of him.
On each of his turns, he must take the top six
cards from this pile and use them, one at a time,
against any of the other characters, as if they had
just drawn the cards themselves.
If all of the other characters are killed, the character
on the Crown of Command wins the game!
If any of the other characters have survived when
the pile of cards is exhausted, the character on
the Crown of Command is killed and all surviving
characters share victory and win the game!
Pandora’s Box
reach the Crown of Command wins the game!
reach the Crown of Command wins the game!
To use this Alternative Ending, you must
Once a character reaches the Crown of Command,
characters cannot heal or gain life for the rest
he entrance is sealed; no other
characters may enter. Any character attempting to
Command is thrown onto the
When a character reaches the crown of command,
he must take six cards from the Nether deck, plus
six cards for each other character in play, and place
On each of his turns, he must take the top six
cards from this pile and use them, one at a time,
against any of the other characters, as if they had
If all of the other characters are killed, the character
on the Crown of Command wins the game!
If any of the other characters have survived when
the pile of cards is exhausted, the character on
the Crown of Command is killed and all surviving
characters share victory and win the game!
To use this Alternative Ending, you must
To use this Alternative Ending, you must
use the Nether Deck.
use the Nether Deck.
Once a character reaches the Crown of Command,
Once a character reaches the Crown of Command,
characters cannot heal or gain life for the rest
characters cannot heal or gain life for the rest
of the game and t
of the game and t
he entrance is sealed; no other
characters may enter. Any character attempting to
characters may enter. Any character attempting to
enter the Crown of
enter the Crown of
Command is thrown onto the
Plain of Peril instead.
Plain of Peril instead.
When a character reaches the crown of command,
When a character reaches the crown of command,
he must take six cards from the Nether deck, plus
he must take six cards from the Nether deck, plus
six cards for each other character in play, and place
six cards for each other character in play, and place
them in a pile in front of him.
them in a pile in front of him.
On each of his turns, he must take the top six
On each of his turns, he must take the top six
cards from this pile and use them, one at a time,
cards from this pile and use them, one at a time,
against any of the other characters, as if they had
against any of the other characters, as if they had
just drawn the cards themselves.
just drawn the cards themselves.
If all of the other characters are killed, the character
If all of the other characters are killed, the character
on the Crown of Command wins the game!
on the Crown of Command wins the game!
If any of the other characters have survived when
If any of the other characters have survived when
the pile of cards is exhausted, the character on
the pile of cards is exhausted, the character on
the Crown of Command is killed and all surviving
the Crown of Command is killed and all surviving
characters share victory and win the game!
characters share victory and win the game!
Pandora’s Box
Pandora’s Box
Jinx
Follower
You must take her as a
Follower. If you pay a fate
and reroll the same result,
you are killed! You may
discard the Jinx if you
visit the Soothsayer.
1
Jinx
You must take her as a
Follower. If you pay a fate
and reroll the same result,
you are killed! You may
discard the Jinx if you
visit the Soothsayer.
1
Falling Slab
Event
Trap
A huge piece of masonry
comes crashing down
from above. You must
kill 1 of your Followers at
random and lose 1 life.
1
Falling Slab
Event
Trap
A huge piece of masonry
comes crashing down
from above. You must
kill 1 of your Followers at
random and lose 1 life.
Turncoat
Event
One of your Followers has
decided that your quest
is far too dangerous and
that you are far too rich.
Ditch 1 random Follower
and 1 random Object.
1
This deck of 20 cards contains
and items that characters can
Tunnel Cards
Turncoat
Turncoat
Event
One of your Followers has
One of your Followers has
decided that your quest
is far too dangerous and
that you are far too rich.
Ditch 1 random Follower
and 1 random Object.
Turncoat
Turncoat
STRENGTH: ?
Roll 2 dice to determine the
total Strength of the Rat
Pack. If you kill them, gain
1 Strength, but you must
discard them instead of taking
them as a trophy. They will
remain here until killed.
Enemy - Animal
Rat Pack
2
: ?
: ?
Roll 2 dice to determine the
total Strength of the Rat
Pack. If you kill them, gain
1 Strength, but you must
discard them instead of taking
them as a trophy. They will
remain here until killed.
Enemy - Animal
Rat Pack
2
Trap
The statue blocks your way
and will only move aside if
you solve its riddle. Roll 2
dice. If the score is equal to or
less than your Craft, you solve
the riddle and discard this
card. If it is higher, you must
try again on your next turn
if you choose to press on.
Event
Sphinx of Khayu
1
Trap
The statue blocks your way
and will only move aside if
and will only move aside if
you solve its riddle. Roll 2
dice. If the score is equal to or
less than your Craft, you solve
the riddle and discard this
card. If it is higher, you must
try again on your next turn
if you choose to press on.
Event
Sphinx of Khayu
Sphinx of Khayu
Trap
A magic puzzle lock guards
the way. Roll 3 dice. If
each result is different, you
solve the puzzle; discard
this card. If you roll any
doubles, you lose 1 life and
must roll again. If you roll
triples, you are killed!
Event
Turing’s Enigma
1
Trap
A magic puzzle lock guards
the way. Roll 3 dice. If
the way. Roll 3 dice. If
each result is different, you
solve the puzzle; discard
this card. If you roll any
doubles, you lose 1 life and
must roll again. If you roll
triples, you are killed!
Event
Turing’s Enigma
Turing’s Enigma
1


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