How to Play in 5 Minutes
Talisman Worlds replaces the game boards used by Talisman with individual hexagonal tiles. This ensures that every game of Talisman has a completely different setup, whilst also laying important foundations for more easily introducing new expansions that are not just limited to the four corners as they are in traditional games.
Replaces: The Talisman board (outer, middle, and inner regions) with 61 hexagonal tiles arranged in four concentric rings around a hidden ending tile.
Keeps: All characters, adventure cards, spell decks, purchase cards, stranger cards, warlock quests, and core rules. Your entire encounter library is untouched.
Result: A different board every session. Same game, completely different journey.
This mod has been built and tested for Talisman 4th Edition (revised) by Fantasy Flight Games.
The Original Board
As a reference, the original core board has the following spaces:
- Outer region = 24 spaces
- Middle region = 16 spaces
- Inner region = 9 spaces
- Crown of Command = central space
- Total of 50 spaces
Converting spaces to hexagons around a hidden ending tile results in the following four-ringed board, which requires exactly 61 hexagonal tiles to complete:
- 4th ring (24 hexes) — randomly place all 24 outer region tiles face-up
- 3rd ring (18 hexes) — randomly place 18 river region tiles face-up
- 2nd ring (12 hexes) — randomly place 12 middle region tiles face-up
- 1st ring (6 hexes) — randomly place 6 of the 9 available inner region tiles face-up
- Middle — randomly place one of the eight available ending tiles face down
An additional 14 tiles must be added to the middle region choices to account for missing hexes, whilst also creating the infamous river that separates the outer and middle regions:
- 10 water tiles (cannot be crossed without a raft)
- 4 additional desert tiles (act as desert spaces from original Talisman)
Rules
The only required changes to the rules are as follows:
- Restrictions to movements based upon the region a player starts their turn
- Newly introduced river region (between the outer and middle regions)
- Newly introduced river tile — which players may not end their turn on
- Tweaked desert tile and more of them — which players may not end their turn on
This modular board system not only results in a different setup every time, but also lays important foundations for more easily introducing new expansions in the future.
Movement
Some movement rules are consistent, regardless of the region:
- Players can only cross river tiles by using a raft
- Players can only cross deserts by using a water bottle
- Players cannot end their turn on a river tile
- Players cannot end their turn on a desert tile
Some movement is restricted based upon the region a player starts their turn.
Outer Region
- Players roll a D4 for movement
- Players can choose any tile up-to the maximum they rolled
- Players can only freely access the middle region from the sentinel
- Players cannot use the oasis or hidden valley tiles as part of movement
River Region
- Players roll a D3 for movement
- Players can choose any tile up-to the maximum they rolled
Middle Region
- Players roll a D3 for movement
- Players can choose any tile up-to the maximum they rolled
Inner Region
- Players may only move to an adjacent inner region tile
- Can only freely access inner region from portal of power (middle region)
- Can only access ending (middle tile) from valley of fire (by discarding a talisman)
Tiles
Endings
Randomly choose one of the ending tiles and place it face down in the middle of the board. All ending tiles use the rules as printed in Talisman 4th Edition.
- Crown of Command
- Horrible Black Void
- Battle Royale
- Dragon King
- Demon Lord
- Eagle King
- Hand of Doom
- Thieves Guild
Inner Region
The first ring surrounding the ending are six inner region tiles, chosen randomly from the nine available. All inner region tiles use the rules as printed.
- Valley of Fire
- Crypt
- Death
- Werewolf’s Den
- Mines
- Vampire’s Tower
- Pits (may be excluded to reach exactly six)
- Plain of Peril
- (One tile excluded at random each game)
Middle Region
The second ring surrounding the inner region are the twelve middle region tiles. All middle region tiles use the encounter rules as printed.
- Portal of Power
- Black Knight
- Hills (draw 1 card)
- Cursed Glade (draw 1 card, cannot use magic)
- Runes (draw 1 card, enemies get +2 x3)
- Chasm
- Warlock’s Cave
- Temple
- Woods (draw 1 card)
- Castle
- Sentinel
- Plain of Peril
River Region
The third ring surrounding the middle region are the eighteen river region tiles:
- River Tiles x10 — can only cross with raft, cannot end turn here
- Desert Tiles x6 — can only cross with water bottle, cannot end turn here
- Oasis — draw 2 cards, can only go one way (outward)
- Hidden Valley — draw 3 cards, can only go one way (outward)
Outer Region
The fourth ring surrounding the river region are the twenty-four outer region tiles. All outer region tiles use the encounter rules as printed.
- City
- Village
- Tavern
- Chapel
- Ruins (draw 2 cards)
- Fields (draw 1 card) x6
- Plains (draw 1 card) x4
- Woods (draw 1 card) x3
- Hills (draw 1 card) x2
- Sentinel — if crossing from outer then must win fight, then roll next turn
- Graveyard
- Crags
- Forest
The graphics used for stickers to be placed on 90mm hexagons can be seen on Moddable.Games. Talisman cards fit in 90mm hexes.
Variations
Some of these variations are published elsewhere, others are modified by our team:
-
Warlock Quests — players must complete one quest per player to gain a talisman. All other talismans are removed from the game or replaced by “extra life” if printed.
-
The One Talisman — remove all but one talisman from the game. Add two to both strength and craft whilst holding talisman. Warlock quests result in talisman teleporting.
Warlock Quests
The following D20 collection of quests provides an alternative to both the original warlock cave as well as the warlock quest cards that were introduced in future expansions.
- Kill a dragon
- Deliver a magic item to two different woods
- Deliver five gold coins to the tavern
- Deliver prince or princess to the castle
- Deliver any enemy spirit to graveyard
- Deliver three fate to the chapel
- Meet the ranger (forest)
- Meet the barbarian (crags)
- Get enslaved at the temple
- Deliver two weapons to the alchemist
- Get teleported somewhere
- Deliver three followers to the castle
- Become a toad
- Deliver an axe to the cursed glade
- Change alignment
- Safely guide at least three followers (in one go) across the chasm
- Deliver an axe to the sentinel
- Deliver a water bottle to the oasis
- Enter the valley of fire without a talisman
- Lose all your lives, then get replenished to starting lives
Players may only perform one quest at a time. In order to remove the current quest, players must get drunk in the tavern and miss a go. They may then visit the warlock for a new quest.
Upon completing a quest, the player must then return to the warlock’s cave to gain their talisman. If playing the one talisman variation, it is at this point that the talisman teleports.
The Dungeon
The following official Talisman 4th edition expansion has worlds support:
Replace the dungeon board with a new fifth ring of tiles with the following movement rules:
- Players roll a D6 for movement
- Players can choose any tile up-to the maximum they rolled
- Players can only enter the dungeon from the entrance or newly discovered portals
- Players can only exit the dungeon from the entrance or treasure chamber
Dungeon Region
The fifth ring of tiles surrounding the outer regions become the thirty dungeon region tiles. All dungeon tiles use the encounter rules as printed in the Dungeon expansion, with the following layout:
- Cavern (draw 2 cards) x4
- Corridor (draw 1 card) x6
- Tunnel (draw 1 card) x6
- Vault (draw 3 cards) x3
- Cell — leave a follower and take a follower
- Dungeon Entrance (draw 1 card)
- Guard Room — bribe (2G) or fight (5S)
- Hall of Darkness
- Kitchen
- Library
- Monster Pit
- Summoning Circle — move closest enemy here or draw card if no enemies
- Torture Chamber — pay 1G or lose 1 strength or 1 craft
- Treasure Chamber — fight Lord of Darkness (S12/C12)
- Mountains x2 (newly added) — cannot access this region (used for reaching 6th ring later). Also used to separate the dungeon entrance and treasure chamber to force players to go all the way around the dungeon in order to reach the end. Dungeon entrances found later in the game lead to spaces beside them, as opposed to the dungeon entrance.
