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Expansion Overview
The Cataclysm
The end of the world has come and gone, yet the lands of
Talisman still remain. The Cataclysm expansion features an
entirely new main board, full of fresh dangers and ancient
treasure, and is completely compatible with all previous
expansion content as well as the Highland, City, Dungeon,
and Woodland corner boards. Denizens both strange and
familiar populate the world, ready to help or hinder. Yet still
the Crown rests upon the tallest peak, an eternal beacon of
power to every hero.
It has been a generation since the earth
cracked open and the sky fell. The seas
rose up to swallow the land, and the land
crumbled down to cover the seas. It was the
end of the world, yet the world did not end.
While many perished in those times, some
survived and swore they would defy destiny and
save the world. Together, they broke through
the Portal of Power and battled across the
Plain of Peril. One of their number was lost
in the Crypts, and another fell to the dice of
Death. Those that remained slew the Werewolf
in his den and endured the burning flames of
the Valley of Fire with Talismans held high.
Object of the Game
The object of the game remains the same as the Talisman
Revised 4th Edition base game. Characters must reach
the Crown of Command in the centre of the board and then,
by casting Command Spells, force the other characters out of
the game.
When they reached the pinnacle of the world,
there on the pedestal stood the greatest
treasure in creation, the Crown of Command.
Greed and desire filled each and every one
of them as they looked upon the Crown and
the ascent became one of blood and death
as they fought each other for every step.
Only one survived to reach the top and
grasped the Crown with blood-stained hands.
As the Crown came to rest upon the hero’s
head, its true purpose was revealed.
Emerging from a shimmering portal between
worlds and aeons unknown strode the great
Wizard, forger of the Crown. With a single spell,
he banished the interloper to scapes beyond
time, and placed the Crown upon his own head.
His full power restored, the Wizard drove
back the forces of heaven and hell, stilled the
trembling earth, and patched the sky. The
seas receded and the land rose once more. The
world was still broken, but it had survived.
As the fires of the Inner Region cooled forever, he
placed the spent Crown back upon its pedestal as
a testament to all the heroes who had perished
in their quest to obtain it. It would also serve as
a continued beacon for all those who still wished
to claim the Crown of Command for their own.
With the Wizard’s true work done, he took one
last look over the realm he had ruled for centuries.
Content to see that it would survive for another
age, he vanished back through his portal, leaving
the denizens of the land to fend for themselves
once more.
2
™
Components
Farmer
Barmaid
Market
Tavern • Villa
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Black Knight
Lands of Wonder
Special Abilities
ties
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Streng
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Gold
When you visit the Castle, you may
heal up to your life value instead of
encountering the space normally.
Life:
Strength: 4
3
Fate:
When you land on a space with
another character, or another character
lands on your space, you may threaten
that character. If you do, he must either
pay you 1 gold or lose 1 life.
Fate: 2
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Shield from the Purchase deck.
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After a character encounters a space with
instructions to draw one or more Adventure Cards
and has drawn the required number of cards, he
draws one additional card and adds it to his space.
Once per turn, after a character encounters
an Enemy, Object, or Place, he may roll 2 dice. If
he gets equal to or under his Strength, he takes
that card and places it facedown in his play area
instead of keeping it, discarding it, or leaving it in
its space as normal.
Once per turn, after a character encounters an
Event, Stranger, or Follower, he may roll 2 dice.
If he gets equal to or under his Craft, he takes
that card and places it facedown in his play area
instead of keeping it, discarding it, or leaving it in
its space as normal.
The first character to reach the Crown of
Command with 12 or more facedown cards in his
play area wins the game!
ers
Follow
jects
Ob
5 Character Figures
5 Character Cards
3
4 Alternative Ending Cards
™
Setup
The Cataclysm Icon
When playing with The Cataclysm expansion, add the
following steps to the base game’s setup:
Cards in The Cataclysm
expansion are marked with an
Expansion Symbol to differentiate
them from the cards in the base game.
1. Replace Main Board: Replace the main board provided in
the base Talisman game with the new Cataclysm board.
2. Place Remnant Cards: Shuffle the
Remnant deck. Then, on each space with a
Remnant symbol, place one Remnant card
facedown for each Remnant symbol there.
Then return the Remnant deck to the box. Remnant Symbol
Using Only Portions
of this Expansion
3. Set Up Denizen Deck: Shuffle the Denizen deck and place
it facedown next to the board.
4. Set Up Talisman Deck: Shuffle the Talisman cards
together to form a Talisman deck and place it facedown
next to the board.
The Cataclysm expansion is intended to be
used as a whole. Players are welcome to play
Talisman using only some of the elements of the
expansion. Unless specified on the card, the new
Character and Alternative Ending Cards may be
used without including the other new cards or
the Cataclysm board.
5. Set Up Warlock Quest Deck: Shuffle the Warlock Quest
cards together to form a Warlock Quest deck and place it
facedown next to the board.
6. Set Up Alternative Ending: Place “The Eternal Crown”
Alternative Ending card on the Crown of Command.
Optionally, if players wish to use other Alternative
Ending cards, one player shuffles those cards, draws one
at random, and places it on the Crown of Command (see
“Alternative Ending Cards” on page 7).
After these steps have been completed, the game is ready
to begin!
3
4
1
5
2
2
2
If a character is on the Crown of Command and
there is another character present, he must
encounter the other character instead of casting
the Command Spell.
If a character is on the Crown of Command and
no other characters are present, he must cast the
Command Spell at the start of each of his turns by
rolling 1 die and consulting the chart below.
1) Lose 1 life.
2) All characters lose 1 life.
3-5) All other characters lose 1 life.
6) All other characters with the lowest
life are killed.
2
The Eternal Crown
2
2
2
6
2
2
2
2
4
™
A New World
Rolling on Denizen Spaces
Some spaces that once instructed players to roll dice (City,
Tavern, Chapel, etc.) now have players draw Denizens. If
a card instructs a player to roll one die and use the listed
results of another space, he instead chooses and visits a
Denizen on the named space. If there are no Denizens on
that space, then nothing happens. For example, if a character
encounters the Carnival and is instructed to roll one die
with the same results as the Tavern, he instead chooses one
Denizen at the Tavern and visits it.
The Cataclysm broke the world and left it in ruins for
centuries. But a new age is dawning–one in which
humankind will rebuild its civilisation and claim the wild
and dangerous reaches of the world once more. It is an age of
hope, of light, and of heroes.
The Cataclysm expansion includes a brand new board that
replaces the board provided in the base game. When using
this new board, players follow all the rules for the old board
provided in the base game rulebook, with the exceptions
detailed below.
Denizens
The Cataclysm killed many, and scattered
those who remained throughout the
lands. Now, they slowly return to places
of civilisation, offering their goods and
services to brave adventurers.
Remnant Cards
Buried and lost for hundreds of years,
ancient treasures, creatures, and places
lay scattered across the land of Talisman,
available to the first hero who digs deep
enough at the right location.
Barmaid
City • Tavern • Village
1) Get drunk and collapse in
a corner. Miss 1 turn.
2) Tip her. Lose 1 gold.
3) Have a good time!
4-5) Hearty meal. Gain 1 life.
6) Strange brews. Gain
1 Strength or 1 Craft.
At the start of the game, place one
Remnant card facedown on each space
with a Remnant symbol, except for the
Ruins, upon which two Remnant cards
are placed. A facedown Remnant card
does not count as an Adventure card
and does not count towards the number
of cards on a space.
After visiting the Barmaid,
you may spend 1 gold
to visit her again.
There are a number of spaces on
the Cataclysm board, along with the
“Settlement” Terrain card, that instruct
a character to draw a denizen. When a
character encounters any of these spaces,
he draws one Denizen card from the top
Denizen Card
of the Denizen deck and adds it to his
space. Then, he visits one Denizen on his space.
Lost Knowledge
Event
You discover an ancient
library, filled with the lore
of lost ages. Roll 1 die:
1) Lose 1 Craft.
2) Lose 1 turn.
3-4) Gain 1 Spell.
5-6) Gain 1 Craft.
1
Remnant Card
When a character lands on a space with a facedown Remnant
card, he flips it faceup before deciding to encounter the space
or a character on it. A faceup Remnant card counts as an
Adventure card for all abilities and effects.
When a character visits a Denizen, he resolves the text on the
card. If there is a numbered list without special instructions,
he rolls one die and resolves the effect listed next to the
result of his roll. If a character cannot resolve the text on the
Denizen he is visiting, nothing happens, though the Denizen
still counts as having been visited. For example, if a character
visits the Doctor and has no lives to heal or gold to pay the
Doctor, nothing happens.
When a Remnant card is discarded, it is placed in the
Adventure deck discard pile. If the Adventure deck discard pile
is shuffled back into the Adventure deck, any Remnant cards
in the discard pile are also shuffled into the deck. After the
game ends, return these cards to the Remnant deck.
Mixing Expansions
After a character visits a Denizen, that Denizen is discarded
unless the trait on its card matches the name of the space the
character is currently on. Denizens with the “Any” trait are
never discarded after being visited, and Denizens without
traits are always discarded after being visited.
Cards Remaining on Spaces
Adventure cards in The Cataclysm do not list the default
way that cards are removed from the board. Instead, cards are
removed from the board depending on their type, as follows:
Denizen cards do not count as Adventure cards, and do not
count towards the number of cards on a space. Denizens can
only be visited if a card or board space instructs a character
to do so.
• Event cards are discarded after they are encountered and
their effects are resolved.
If a character is instructed by a card or rule to visit a
specific person at a space (for example, the Hag requires
that character to visit the Village Mystic at the Village), that
character can instead visit the Denizen with the same name,
no matter the space that Denizen is on.
• Enemy cards stay on their space until defeated.
• Stranger cards stay on their space after being
encountered, unless otherwise stated.
• Object and Follower cards stay on their space until taken.
• Place cards stay on their space after being encountered,
unless otherwise stated.
5
™
The Inner Region
Other Rules
The Inner Region has been transformed by the Cataclysm,
and though its flames have been replaced by a chilling cold,
it proves no less dangerous to those who would explore its
icy wastes.
This section clarifies rules regarding new cards and special
abilities featured in The Cataclysm expansion.
Terrain Cards
All movement and encounter rules for the Inner Region
provided in the base game rulebook still apply when playing
with the Cataclysm board. Rules for spaces which have
changed are provided below.
In the aftermath of the great Cataclysm, much of civilisation
was destroyed and the land changed forever; now the world is
being rebuilt, and wild places can quickly become bastions of
civilisation.
Plain of Peril
Certain game effects instruct
Monastery
players to place a Terrain card on
a space of the game board. While
a Terrain card is on a space, the
text and name of that space is
Based on Alignment
If you are good, gain 1 fate. If you are evil, lose 1 life.
If you are neutral, you may pay 1 gold to gain 1 fate.
ignored and the text and name of
the Terrain card is used instead.
If an effect refers to a space that
Terrain Card
is no longer on the board because
that space contains a Terrain card, that effect is ignored. For
example, if the Portal of Power space contains a “Monastery”
Terrain card and a “3” is rolled at the Crypt, the effect of
moving to the Portal of Power is ignored. Terrain cards can only
be removed by effects that specifically remove Terrain cards.
A character must end his movement on the Plain of Peril.
During his turn, if there are any other characters on the Plain
of Peril, he cannot encounter the space, but must instead
attack one of the characters in battle. The winner must take
one life as his reward.
Lich
Where Death once stood a terrible Lich now dwells,
demanding the life essence of anyone attempting to pass.
A character here must roll one die and lose life equal to the
result. He may reduce the loss of life by one for each Follower
he chooses to discard.
Frozen Spire
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.
No one knows what became of the vampires that once lived
in the spire, but now their tower emanates an unnatural cold
that will freeze even the bravest hero. A character here must
roll one die and either lose life equal to the result or stay on
the space and encounter it again during his next turn.
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 of that type on the board 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.
Mutant’s Den
While the Werewolf has long departed its lair, another
dreadful monster now resides in this den. A character here
must fight the Mutant in battle. Three dice are rolled to
determine the Mutant’s Strength each time it is encountered.
A character cannot move on until he defeats the Mutant.
If a player places a new character on the game board, he
ignores any Terrain cards when placing that character.
Terrain Cards and Movement
Pits
If 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.
The Pits are now the home to a vicious Snowbeast that will
try to pull down and devour anyone who tries to cross over
the Pits. A character here must fight the Snowbeast in battle.
The Snowbeast’s Strength is equal to the Strength of the
character fighting it, including any bonuses. A character
cannot move on until he defeats the Snowbeast.
Terrain Cards and Denizens
Crown of Command
If a Terrain card is placed on a space with any Denizen cards,
then all Denizens on that space are discarded.
The Crown of Command’s use in stopping the Cataclysm has
left it forever altered; while it has grown more powerful, it has
also grown more dangerous and erratic.
If there are any Denizen cards on a space with a Terrain card
and the Terrain card is removed from that space, then all
Denizens on that space are discarded.
When using the Cataclysm board, the default victory condition
is listed on “The Eternal Crown” Alternative Ending card.
6
™
Terrain Cards and Other Expansions
Encountering Alternative Endings
When 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.
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.
When using The Cataclysm expansion with The City
expansion, Terrain cards cannot be placed on the “Jail” or
“Town Square” spaces of The City expansion board.
All other rules regarding the Inner Region still apply when
playing with Alternative Ending cards:
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 on that space.
• 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.
Alternative Ending Cards
The Alternative Ending cards included in The Cataclysm
expansion are usable with Alternative Ending cards from
other expansions.
• 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.
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
Trinkets
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.
Some Objects feature the “Trinket”
keyword printed above the card’s
special ability. Trinkets are treated
like normal Objects, except they
do not count toward a character’s
carrying limit.
Hidden Icon
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.
Trinkets may be ditched, discarded,
stolen, or sold like normal Objects.
Salvage
Star
Icon
Salvage
Object
Trinket
Object
You may discard this
Trinket
card when
you visit a
You may discard
this
card whenDenizen
you visit ato gain 1 gold.
Denizen to gain 1 gold.
5
Talisman Cards
Hidden Variant
When playing with the Cataclysm expansion, Talisman cards
are kept in a facedown deck. When a character is instructed to
gain a Talisman, he draws the top card of the Talisman deck
and gains it. When a Talisman card is discarded, it is placed
in the Talisman discard pile. If there are no cards remaining
in the Talisman deck, the Talisman discard pile is shuffled
and placed facedown to form a new Talisman deck.
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 upperleft corner and return them to the game box.
Revealed Icon
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.
7
5
™
Credits
Character Lore
Expansion Design and Development: Samuel W. Bailey
Talisman Revised 4th Edition Design: Bob Harris and John Goodenough
Producer: Derrick Fuchs
Editing & Proofreading: Paolo Tosolini, Sean O’Leary, and Adam Baker
Graphic Design: Evan Simonet
Cover Art: Ralph Horsley
Board Art: Mariusz Gandzel
Interior Art: Banu Andaru Adhimuka, Juan Miguel Lopez Barea, Juan Carlos
Barquet, Gabriela Birchal, Bon Bernardo, Yoann Boissonnet, Jim Brady, Ramon
Ignacio Bunge, Lars Bundvad, Joshua Cairós, Felicia Cano, JB Casacop, Chris
Casciano, Ryan Christensen, Ellis Clark, Benjamin Courneya, Marjorie Davis,
Marie DiLeva, Guillaume Ducos, Daniel Dulitzky, Andrew Gaia, Margaret Hardy,
Paul (Prof) Herbert, Sasha Jones, David Kegg, Kez Laczin, Dustin Lincoln, Joyce
Maureira, John Derek Murphy, Mary Jane Dizon Pajaron, Dylan Palmer, Grzegorz
Pedrycz, Frederic Pinson, Jake Probelski, Andrea Radeck, Kristel Raymundo,
Mushk Rizvi, Jasper Sandner, Elif Siebenspfeiffer, Lee Smith, Tim Terrenal, Cory
Trego-Erdner, Aleksander T. Tutaj, TeeJay Ralph Villahermos, SC Watson,
and Jimmy Zhang
Figure Design: Felicia Cano
Plastics Coordination: Niklas Norman
Plastics Management: Jason Beaudoin
Plastic Sculpting: Bhushan Arekar, Imran Khalique, Randall Smith,
and Luigi Terzi
Art Direction: John Taillon
Managing Art Director: Andy Christensen
Quality Assurance Coordinator: Zach Tewalthomas
Playtesters: Adam Baker, Anthony Bellusci, Irene Chan, Cliff “Doc” Christiansen,
Heidi Christiansen, Marcin “Nemomon” Chrostowski, Kyle Cridland, Brian
Ferraro, Ken Francesconi, Adam Gibbons, John Löfstedt Gilljam, Tom Ginn, Ticksy
Hargeby, Chad Hensley, Elizabeth Hensley, Elaina Hensley, Amelia Hensley, Paul
Hinrichsen, Grace Holdinghause, Jason Lahowetz, Shawn Lynch, James Meier,
Dave Mitchell, Jon New, Alex Ortloff, Kiefer Paulson, Mateusz Pindara, Joshua
Reed, Michael Sanfilippo, Klaus Scharpf, Joshua Scharpf, Nicholas Scharpf,
Michael Schmeeckle, Cat Shen, Kettil Sundberg, Aaron Tubb, Cecilia Tubb, Kevin
Thompson, Felicia Warner, John Warton, Brooke Warton, Dave Weisgerber,
Charles Wellton, Brian Wohlgemut, and Ewelina Zajkowska
FFG Licensing Coordinator: Amanda Greenhart
Production Coordinator: John Britton
Production Management: Megan Duehn and Simone Elliott
Board Game Manager: Steven Kimball
Executive Game Designer: Corey Konieczka
Executive Producer: Michael Hurley
Publisher: Christian T. Petersen
Scavenger
“Some would prefer to live
in the old world, before the
Cataclysm. Personally, I like
digging the old world out of the
mud and ash.”
Barbarian
“The world is sick on
malignant magic and evil
sorcery. I swear upon my
strength and my will that I
shall be the bulwark against
these arcane powers and
vanquish them forever.”
Black Knight
“I come from an ancient line,
from before the Cataclysm.
I will ensure that my lineage
extends into eternity.”
Arcane Scion
“So much knowledge was lost
when the world fell. It is my
destiny to bring it back into
the light.”
Mutant
“The world is changing for
the worse, while I am changing
for the better!”
As always, thanks to everyone at
Games Workshop
Talisman: The Cataclysm © Copyright Games Workshop Limited 2015. The Cataclysm, Talisman,
the Talisman logo, GW, Games Workshop, and all associated logos, illustrations, images, locations,
weapons, characters, are either ® or TM, and/or © Games Workshop Limited, variably registered
around the world, and used under license. This edition published under license to Fantasy Flight
Publishing Inc. Fantasy Flight Supply is TM of Fantasy Flight Publishing, Inc. Fantasy Flight Games
and the FFG logo are ® 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.
651-639-1905. Actual components may vary from those shown. Made in China. THIS PRODUCT IS
NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.
Special thanks to all the fans, testers, and
players throughout the years that have
made Talisman so great!
www.FantasyFlightGames.com
PROOF OF
PURCHASE
TM16
Talisman:
The Cataclysm
8413331-0123-7
8
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