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
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
T h e h e a v e n s o p e n b e f o re y ou,
r e v e a l i n g w h a t i s y e t t o come.
L o o k a t t h e t o p 4 c a r d s o f the
H a r b i n g e r d e c k a n d p l a c e them
o n t o p o f a n y A d v e n t u re
d e c k i n a n y o r d e r . T h e n
d i s c a r d t h i s c a r d .
Event
Revela tions
1
T h e h e a v e n s o p e n b e f o r e y o u ,
r e v e a l i n g w h a t i s y e t t o c o m e .
L o o k a t t h e t o p 4 c a r d s o f t h e
H a r b i n g e r d e c k a n d p l a c e t h e m
T h e h e a v e n s o p e n b e f o r e y o u ,
r e v e a l i n g w h a t i s y e t t o c o m e .
L o o k a t t h e t o p 4 c a r d s o f t h e
H a r b i n g e r d e c k a n d p l a c e t h e m
Rivers and springs shall grow
foul and bitter , making sick
all who drink from the m.
Each character loses 1 life.
Then discard the top O men
along with this car d.
Event
The Third Sign
1
Rivers and springs shall grow
foul and bitter , making sick
Each character loses 1 life.
Then discard the top Omen
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 .
Augur y
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 .
during your turn to look at
the top 4 cards of any deck
Cast on a character w ho has
just completed his m ove.
Choose a space in t hat
character ’s Region and move
all T errain and Advent ure
cards from the chosen s pace
to that character ’s spa ce.
Terra Shift
Cast on a character who has
character ’s Region and move
all T errain and Adventure
cards from the chosen space
to that character ’s space.
Cast on a character who has
character ’s Region and move
all T errain and Adventure
cards from the chosen space
to that character ’s space.
to that character ’s space.
Spell
Cast on yourself at the st art of
your turn. Discard 1 of your
Magic Objects or F ollow ers to
either heal all of your l ives
or replenish all of your fate.
Sacred Offering
Cast on yourself at the start of
your turn. Discard 1 of your
Magic Objects or F ollowers to
either heal all of your lives
or replenish all of your fate.
Chasm
Brave the Chasm
R o l l o n e d i e f o r y o u r s e l f , a n d o n e f o r e a c h o f y o u r Fo llower s.
I f a 1 o r 2 i s r o l l e d f o r y o u r s e l f , l o s e 1 l i f e . I f a 1 o r 2
i s r o l l e d f o r a F o l l o w e r , i t i s k i l l e d .
R o l l o n e d i e f o r y o u r s e l f , a n d o n e f o r e a c h o f y o u r F o l l o w e r s .
I f a 1 o r 2 i s r o l l e d f o r y o u r s e l f , l o s e 1 l i f e . I f a 1 o r 2
i s r o l l e d f o r a F o l l o w e r , i t i s k i l l e d .
R o l l o n e d i e f o r y o u r s e l f , a n d o n e f o r e a c h o f y o u r F o l l o w e r s .
I f a 1 o r 2 i s r o l l e d f o r y o u r s e l f , l o s e 1 l i f e . I f a 1 o r 2
D®aw 1 Ca®d
Draw one card even if there are already an y 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 O men
Restless Dead
Dark spirits gr ow in str ength and th e walking
dead cackle in the face of those wh o once
vanquished them with ease.
Spirits and Undead add 1 to their attac k rolls.
Increase the value of each Spirit
and Undead trophy by 1.
Dark spirits gr ow in str ength 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
vanquished them with ease.
Spirits and Undead add 1 to their attack rolls.
Increase the value of each Spirit
The Prophecy
Rise of the Dead
The Rise of the Dead
I see darkness. Death is all ar ound me . I see the
light of life e xtinguished, one flick eri ng flame
at a time. I see the gates of oblivion o pen and
r elease the tormented souls of the dam ned. The
living will surr ender unto death and
only the dead will r ule.
I see darkness. Death is all ar ound me. I see the
light of life e xtinguished, one flick ering flame
at a time. I see the gates of oblivion open and
r elease the tormented souls of the damned. The
living will surr ender unto death and
®
32 OMEN CARDS 10 TERR AIN CARDS
3 CHAR ACTER FIGURES &
1 HARBINGER FIGURE 1 HARBINGER SHEET
75 HARBINGER CARDS 10 SPELL CARDS
3 CHAR ACTER CARDS 2 AL TERNA TIVE E NDING CARDS
In ord er to u se this A l t e r n a t i v e E n d i n g , y o u m u s t
be play ing wit h the r e s t o f t h e H a r b i n g e r e x p a n s i o n .
At the start of t h e g a m e s e t a s i d e t h e
following Harbin g e r c a r d s : T h e B e a s t , t h e
Horseman of Wa r , t h e H o r s e m a n o f D i s e a s e , t h e
Horseman of Fa m i n e , t h e H o r s e m a n o f D e a t h , t h e
Herald of Dise a s e , t h e H e r a l d o f W a r , t h e H e r a l d
of Famine, an d t h e H e r a l d o f D e a t h .
Place The Be a s t o n t h e C r o w n o f C o m m a n d . T h e n
shuffle the r e m a i n i n g c a r d s t o g e t h e r a n d p l a c e
a random c a r d f a c e u p o n e a c h o f t h e f o l l o w i n g
spaces: th e C i t y , t h e V i l l a g e , t h e G r a v e y a r d , t h e
Chapel, t h e W a r l o c k ’ s C a v e , t h e T e m p l e , t h e
Castle an d t h e P o r t a l o f P o w e r .
A char a c t e r o n t h e C r o w n o f C o m m a n d m u s t fi g h t
The Be a s t i n e i t h e r b a t t l e o r p s y c h i c c o m b a t . I f
a cha r a c t e r i s d e f e a t e d b y T h e B e a s t , h e m u s t
disca r d t h e t o p O m e n i n s t e a d o f l o s i n g a l i f e .
If a c h a r a c t e r k i l l s T h e B e a s t , h e w i n s t h e g a m e !
End of Days
I n o r d e r t o u s e t h i s A l t e r n a t i v e E n d i n g , y o u m u s t
b e p l a y i n g w i t h t h e r e s t o f t h e H a r b i n g e r e x p a n s i o n .
A t t h e s t a r t o f t h e g a m e s e t a s i d e t h e
f o l l o w i n g H a r b i n g e r c a r d s : T h e B e a s t , t h e
H o r s e m a n o f W a r , t h e H o r s e m a n o f D i s e a s e , t h e
H o r s e m a n o f F a m i n e , t h e H o r s e m a n o f D e a t h , t h e
H e r a l d o f D i s e a s e , t h e H e r a l d o f W a r , t h e H e r a l d
o f F a m i n e , a n d t h e H e r a l d o f D e a t h .
P l a c e T h e B e a s t o n t h e C r o w n o f C o m m a n d . T h e n
s h u f fl e t h e r e m a i n i n g c a r d s t o g e t h e r a n d p l a c e
a r a n d o m c a r d f a c e u p o n e a c h o f t h e f o l l o w i n g
s p a c e s : t h e C i t y , t h e V i l l a g e , t h e G r a v e y a r d , t h e
C h a p e l , t h e W a r l o c k ’ s C a v e , t h e T e m p l e , t h e
C a s t l e a n d t h e P o r t a l o f P o w e r .
A c h a r a c t e r o n t h e C r o w n o f C o m m a n d m u s t fi g h t
T h e B e a s t i n e i t h e r b a t t l e o r p s y c h i c c o m b a t . I f
a c h a r a c t e r i s d e f e a t e d b y T h e B e a s t , h e m u s t
d i s c a r d t h e t o p O m e n i n s t e a d o f l o s i n g a l i f e .
I f a c h a r a c t e r k i l l s T h e B e a s t , h e w i n s t h e g a m e !
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 ne xt Omen in
the stack is resolved. Whenever a character in
the same Region as the Harbinger is instr ucted
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) Ther e is no escape! Place 1 Harbinger card
on top of each Adventure deck.
4) Y ou ar e the destined ones! Each character
gains 1 fate.
5) T ime is r unning out! Y ou may tak e another
turn after this one.
6) Ther e is still hope! Choose 1 Omen in the
discard pile and place it on top of the Omen
stack.
Harbinger
A fter 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 ne xt Omen in
the stack is resolved. Whenever a character in
the same Region as the Harbinger is instr ucted
by a board space to draw cards, he must draw
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:
and add them to your space. Then encounter
on top of each Adventure deck.
Y ou ar e the destined ones!
discard pile and place it on top of the Omen
Objects Followers
Gold
Life: 5
Special Abilities
F ate: 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, ig n o r e
it and lose 1 life.
Y our 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
Y ou are always evil. If any effect
would change your alignment to
neutral, ignore it. If any effect would
Objects F ollowers
Life: 4 Gold
Special Abilities
F ate: 4
Craft: *
Start: Chapel • Alignment: Good
Strength:4
Y ou 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.
Y our Craft value is equal to your
current fate.
A fter 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 mak e the
attack psychic combat. Y ou may not do
this when you are attack ed by another
character . If you win, you must tak e
1 fate from the loser , instead of the
normal reward.
Celestial
Y ou 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
Y our Craft value is equal to your
A fter you roll the die to pray , you may
ignore the result and replenish 1 fate
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 mak e the
attack psychic combat. Y ou may not do
this when you are attack ed by another
character . If you win, you must tak e
1 fate from the loser , instead of the
W el c o me
Dang er , batt le, glory , and w ealt h ! Welc ome t o th e magi cal
r ealm of Tal i s m a n .
The Harbinger expa nsion f or T alisman : T he Magi cal
Quest Game features new char acters t o quest w ith, a
unique deck of cards t o explore, and S pell s to c ommand.
Thi s r ulesheet explai ns how to use t he new compone nts
prov ided in The Harbinger.
Co mpon en t s
E xp ansi on R ul e s
Thi s r ulesheet explai ns how to use t he new c ompone nts t o
enhanc e you r Ta l i s m a n ex per ienc e.
T h e H arb i n ge r S y mbo l
Ca rds in th is expa nsion are marke d with a
Harbinger R ave n sy m bol to di sting ui sh
them from the cards in t he base game.
S tr e ngth/Craft
Some of the En emies in T he Harbinger possess a Str e ngth/
Craf t value. If a charac ter encounters these Enemies, he c an
choose t o fight all t hese Enemies i n eithe r battle or in ps ychic
combat. Cha racters may excha nge tro phies w ith a Stren gt h /
Craf t value fo r eithe r Strength c oun ters or Craf t counters.
The H ar b inger
The Harbinger is the be arer of an ancien t pr oph ec y who has
ar r ived to foretell the end of the w orld.
At the st ar t of the game, place the Harbinger fig ure on the
Harbinger sheet. A f t er a charact er ( not in t he Inner Reg ion )
draws an Event, move the Harbinger to that charact er’ s spac e.
Whenever a character i n the same R eg ion as the Harbinger
is in str uc ted b y a board space to d raw cards, he must dra w
Harbinger cards i nst ead.
Whenever the top Omen is dis carded, move the Harbinger
fig ure to the Harbi nge r sheet af ter the next Omen in t he stack
is re sol ve d.
A charact er landing on the same space a s the Harbinger must
encoun ter the Har binger by r olling on hi s char t in ste ad of
encoun ter ing the space or another charact er on the space.
H ar bi nger C ar d s
Harbinger cards do not count as Adventure
ca rds while bei ng drawn and ca nnot be
af fecte d by the Orb of K nowledge, the
Prophetess’ abilit y , or simi lar ef fects.
Once a Harbi nger card has been place d
faceup on a space, i t is treat ed as an
Ad vent u re c a rd.
Enemies from the Harbinger deck must be
t aken a s trophies when de feated i n battle
or ps yc hic c ombat .
Str ength/Craft
V alue
character without a T alisman
Harbinger Car d
Note that due to packaging/shipping the
figur es ar e placed underneath the box insert.