™ ® ™ 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 Gam age ge ern • Vill bler City apse in 1) He convinces you to help • Ta nk and coll him at his farm 1) B vern 1) Get dru . Miss 1 turn. a Fields of your . Move to Pl et more a corner e 1 gold. ace 1 than choice . Los and yo her miss of th Tip 2 turns e! 2) your u have . 2). good tim 2) is ca Objec . 3) Have a meal. Gain 1 life The Farmer attacks you Get de rd. ts on 4-5) Heartybrews. Gain 3) with a Strength of 3. 3) Lose 1 alt a bad Have go ha nge a nice chat abou Break ft. ld. nd. 6) Stra h or 1 Cra 4-t 5) the weather. 1 Strengt Get aeven. id, winni the Barmad4-5) He offers to sell you G ting ai visi After Roy n 1 go ng hand best produce for 6) his spend 1 gol 1 gold. . you may her again. and al Flush!ld. If you accep ta G to visit 6) You win his t, heal 1calife. rd. Thke all Objain 3 go only a bet. Take a MuleMulethin is ca en disc ects on ld rd. ard this the Purchase deck from After and discard this card. vi you siting th e m to vi ay pay Gambler sit hi 1 m ag gold , ain. Rebirth Day Divin e Bl es City • Tav sing s Event the t Day across It’s Markeckwise, starting land! Clo f, all characters Event Objects with yoursel Mystic light shine available buy y es: ma s down Holy Even at these pricler’s Kitfrom (1G)the heavens, resto t realringpower Hea the world ) where it touch (2G) to ms abov radiates Scroll (1G one etst Each character or thees. worth e, gran from (1G) Wh 1up ) life value andheals Haversack Crto y. Gai ting bo the af Th Map (2Ghis reple chnishe ) n 1 St ons arac t. s en ch )fate up to his fate value Shovel (2G (3G te r ptre to ga oose anrength . 1 Crystal Sce in 1and 1 Craf1t. Strengotthher 1 Cataclysm Board ge owled Lost Kn Ancient Vault 40 Denizen Cards Hidd er Arcane Wit ness S t tra nge he ther When you visit a Stran attack ano ger When youplace 1 fate token or encounter a Denizen, When put 1 fate token character, card. You may on this Event, you en on this at the card. You may completethis ca put 1 fa counter rd this quest complete r turn if you have this quest at the end of this qu. You m te token an ay on your es end of you fate tokens on it.your turn if you have 2 or turn t at the complet more fate token e end 2 or more g your s on it. more fa if you ha of challengin “Only by rivals can you“If you are to be a true hero,“You te tokens ve 2 or you must win expe are youn on it. greatest f worthy of the the heartofsinof rience rsel those you claim g an th prove you I hold in trust.” d e to proteon ct.ce world. in the d Go out and meet treasures w R yo ay et with them, talk with won u have urn to s show that you them, and ders and seen tr me are mar ve ue to be their cham worthy ls.” pion.” Event Event Champion of the People s y Rival Face Th en P ow 47 Adventure Cards Reveal t the top Even r an ancien 10 carW t dshile expl loreenture dec You discoved with the the Adv thee of rev k. Tak past, oring th die: d Obj library, fille s. Roll 1 eale e ruin overall the rest. If ects and disc come you are su of lost agee 1 Craft. s of you revealandard by a Obj 1) Los no po ects . mys ddenly , gain 3 gol 2 w turn 2) Lose 1 Spell. d Strengerful forc terious ins tea 1 th or e. Gain 3-4) Gain 1 Craft. 1 d. 2 Craf n Gai t. 5-6) 1 ction Blink Constru Mut atio n Spell Spell r Cast after Spel Cast space in you completes a character l on Cast on a a character has his ere a character.move,Aon dd 5 yourself Region wh his move. Placeany Crafort to yo at an ay, character Telep t just ended, Outpost, Highwthat 1 spaceuntil th ur Streng y time. ent ld in any direction. e end efie tlem Set , or Bon of th th or Monasteryd on that space. e turn . Terrain car 1 25 Remnant Cards Talisma nd Spellbou n Talisma n of Cen sure T 6 Warlock Quest Cards Psychic Cry stal Scroll alism an o f Po w er ct Magic Obje Magic Obje ler’s Kit ld Bonef ie Magic Object Object ct Hea 10 Spell Cards 5 post If th . Bas nt ed on ere arnme Alig IfAl youign areme enlife good lose11 Dra e an nt ough .If you are goo,d,gain life Based1on 1fate. w youare card lose to arey evil, neutrto lifeIf. Ifyou al,gain you may pay s al 12life. ke Ca crea1tagold pay 1 gold evil, gain e to gain re tures thto If you are neutral, you may 1ady in rds here tal to fate. th If you are , add two ca is spac e, rd 2 to your s. If you draw on attack fight ly any roll. Add 1 to your Obje Craft during Trinket ct Scroll psychic comb W at. hen discard the T You may e to gain 1 Spell, you you lo rinket at any timr Craft allows. a 6, may roll se 1 or if you you prevent 1 die. Ifmore life, roll a all lo you ss 1, di ro 5 scard of life. ll If 5 this card . Magic the may only er You Objec y entVal enter the Yo ley t of Fire e one You may onl Valle u may on if you hav of the fab if you hav y of Fi e one ly en Valley of Fireled Talismans. led Talism of ans.the fa re if you ter the Oth you of the fab characters bled ha affe2ct er not Ad l mu Talis ve one wil st er add d roll Inn itio Spells mans. are in the thesin nal dice whenwhi2 to your while you other thanpas St le g through re in Region, nd Spell. Portal5of Pow the or Inne the Middlngth er. Comma 5 r Region. e Monastery Ou t 5 6 Talisman Cards 24 Purchase Cards 10 Terrain Cards Black Knight Lands of Wonder Special Abilities ties th: 2 Craft: 2 Streng 5 Gold 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 You begin the game with a Spiked Shield from the Purchase deck. Abili to ial Spec game, roll 1 die fate. 1 in the g bonus: , and you beg r startin ft, 1 life When ine you h, 1 Cra life. 2 determn 1 Strengt h and . 1) Gai n 2 Strengtand 2 fate lls. 2) Gai n 2 Craft and 2 Spe Craft. 1 3) Gai n 2 Craft h and ngth. 4) Gai n 2 Strengtand 1 Stre 2 or have . If 5) Gai n 2 Craft , if youto mutate Gai turn 6) r of youy lose 1 life start ma ft. At the life, you dice: and 1 Cra more roll 2 h Craft. you do,e 1 Strengt h or 1 2) Los e 1 Strengt fate. 3) Los e 1 life. ish 1 4) Los e 1 fate. and replen 5) Los l 1 life Hea 6-7) n 2 fate. 8) Gai n 2 life. ngth. ft. 9) Gai n 1 Streft. 1 Cra e 10) Gai n 1 Cra ngth and y littl 11) Gai n 1 Stre a slim lose ed into ct and 12) Gai be turn the effe would cancel l If you you may : Evi nment Toad, instead. Objects • Alig 1 life Forest Start: Life: 4 nt Muta Craft: Start: Castle • Alignment: Evil 2 Followers Cult e of th ned Dam on the pel. card izen and Cha e 1 Den veyard, game (no , plac , Gra the rest of revealed Village k from When , Forest, izen dec wn for thereached the Den dra not Tavern first City, remove the s may be er who space card charact t to any Then DenizenThen the telepor new as d may e.) counts the gamof Comman izen ngth ion. wn Den Reg h Cro Inner e, eac with a Stre of its in the the gam re card insteadoved rest of Adventu ber of 2, rem the ist For num d, it is a trophy. my-Cult ounter as is kille an Ene an enc Denizen be taken a st and not If 4 . of text , he mu of and can normal game er’s turn number the charact al to the l. Cultists from each equ Peri of space of start Cultiststhe Plain Sentinel er At the ber of the to Pow from al of a num closer move 1 space dle Region the Port playersto the Mid Region from e is move the Inner the gam l, Peri and to n of the Plai game. space. reaches lose the board, ist ers on the If a Cult charact aining and all ists rem over no Cult game! e are the If ther ers win ract all cha 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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