W el co me
Dark ness , da ng er , glo r y , magi c and w ealt h! Welcome t o the
magic al r ealms of Ta l i s m a n .
The Lost R ealms exp ansion f or T alis man : The Magic al
Quest Game features new R eal ms to explore :
The Nether R ealm features a new deck of Adventure ca r d s
to ex pl ore ca lled the Nether Deck a s w el l as 3 new alter native
endi ngs.
The Dee p Real ms of fe r the Wraith Lord ’s Domain and the R at
Que en ’s La ir .
Thi s r ulesh eet explai ns how to use the new c o mponen t s in
The Lost R ealms t o enhance your Ta l i s m a n exp er ience.
Co mp onents
Below is a list of al l the componen t s yo u w il l find in your
copy of the The Lost R ealms ex pa nsion:
• Thi s Rulesheet
• 2 Re alm C ards
• 20 Br idge C ards
• 20 Tun nel Ca rds
• 3 A lt er nat ive Endi ng C a rds
• 36 Nethe r Ca rds
• 6 Coloured Base R ings
Co mp onent O ve r v ie w
Below is a brief desc ription of eve r y game c om p on ent.
A l te rn a tive E nding C ar ds
The three A lter native
Endi ng C ards i ncluded
in th is expan sio n
replace the base game’ s
v ict or y c ondit ions,
offer ing pl ayers new
ways to w in the game.
Ne t h e r C a r d s
Thi s deck of 3 6 ca r d s contain s
the many deadl y creatures and
encoun ters th a t charact ers can
dis cover in the Nether Real m.
Re al m Ca r d s
These t wo cards
feature new Re alms
to ex pl ore: the Wrai t h
Lord ’s Domain and
the R at Queen ’ s L ai r .
Ad venturer s may brave
the r icket y bridge in
an att em pt t o cross
bet ween the game
boards foun d in T he
Cit y and T he D ung eon expan si ons. Heroes c an also choos e
to delve deep into t he cr y pt o f the Wraith Lord or the nest o f
the R at Q ueen.
B r i d g e Ca r d s
Thi s deck of 2 0 c ards contai ns
the many creat ures, even t s,
and items that charac ters ca n
dis cover wh en t r y ing to cross
the bridge bet ween Th e Cit y
and T he Dung eo n .
Tu n n e l Ca r d s
Thi s deck of 2 0 c ards contai ns
the many creat ures, even t s,
and items that charac ters ca n
dis cover wh en t hey en t er the
t unnels deep bet ween The
Cit y and T he D ung eon.
Ba s e Ri ng s
There are 6 c oloured b ase
r ings included. Y ou can
in ser t your char acter
fig ures into these r ing s
to ma ke them easier t o
iden t if y duri ng y our game.
T o remove y our charac ter
fig ure , ca re f ully push the
base of the fig ure via the
hole in the base r ing.
1
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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 W raith 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 e x changed or other wise 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
deck is e x changed or other wise 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!
T o 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 ne xt turn unless he decides
to turn back.
A character that has turned back ignores any
Nether cards on his return to the Plain of P eril.
O n c e a c a r d h a s b e e n e n c o u n t e r e d s u c c e s s f u l l y ,
draw a replacement card from the Nether deck and
p l a c e i t f a c e d o w n o n t h e s p a c e t o b e e n c o u n t e r e d b y
t h e n e x t c h a r a c t e r t o l a n d o n t h a t s p a c e .
The first character to sur vive The Gauntlet and
reach the Crown of Command wins the game!
The Gauntlet
T o 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 ne xt turn unless he decides
A character that has turned back ignores any
Nether cards on his return to the Plain of P eril.
O n c e a c a r d h a s b e e n e n c o u n t e r e d s u c c e s s f u l l y ,
draw a replacement card from the Nether deck and
p l a c e i t f a c e d o w n o n t h e s p a c e t o b e e n c o u n t e r e d b y
The first character to sur vive The Gauntlet and
reach the Crown of Command wins the game!
T o 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 ne xt turn unless he decides
A character that has turned back ignores any
Nether cards on his return to the Plain of P eril.
O n c e a c a r d h a s b e e n e n c o u n t e r e d s u c c e s s f u l l y ,
draw a replacement card from the Nether deck and
p l a c e i t f a c e d o w n o n t h e s p a c e t o b e e n c o u n t e r e d b y
The first character to sur vive The Gauntlet and
reach the Crown of Command wins the game!
T o use this Alternative Ending, you must
use the Nether Deck.
O n c e a c h a r a c t e r r e a c h e s t h e C r o w n o f C o m m a n d ,
characters cannot heal or gain life for the rest
of the game and t
he entrance is sealed; no other
characters may e n t e r . A n y c h a r a c t e r a t t e m p t i n g t o
e n t e r t h e C r o w n o f
C o m m a n d i s t h r o w n o n t o t h e
P l a i n o f P e r i l i n s t e a d .
W h e n a c h a r a c t e r r e a c h e s t h e c r o w n o f c o m m a n d ,
h e m u s t t a k e s i x c a r d s f r o m t h e N e t h e r d e c k , p l u s
s i x c a r d s f o r e a c h o t h e r c h a r a c t e r i n p l a y , a n d p l a c e
t h e m i n a p i l e i n f r o n t o f h i m .
On each of his turns, he must tak e 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.
I f a l l o f t h e o t h e r c h a r a c t e r s a r e k i l l e d , t h e c h a r a c t e r
on the Crown of Command wins the game!
I f a n y o f t h e o t h e r c h a r a c t e r s h a v e s u r v i v e d w h e n
the pile of cards is e xhausted, the character on
t h e C r o w n o f C o m m a n d i s k i l l e d a n d a l l s u r v i v i n g
characters share victor y and win the game!
Pandora’s Box
reach the Crown of Command wins the game!
reach the Crown of Command wins the game!
T o use this Alternative Ending, you must
O n c e a c h a r a c t e r r e a c h e s t h e C r o w n o f C o m m a n d ,
characters cannot heal or gain life for the rest
he entrance is sealed; no other
characters may e n t e r . A n y c h a r a c t e r a t t e m p t i n g t o
C o m m a n d i s t h r o w n o n t o t h e
W h e n a c h a r a c t e r r e a c h e s t h e c r o w n o f c o m m a n d ,
h e m u s t t a k e s i x c a r d s f r o m t h e N e t h e r d e c k , p l u s
s i x c a r d s f o r e a c h o t h e r c h a r a c t e r i n p l a y , a n d p l a c e
On each of his turns, he must tak e the top six
cards from this pile and use them, one at a time,
against any of the other characters, as if they had
I f a l l o f t h e o t h e r c h a r a c t e r s a r e k i l l e d , t h e c h a r a c t e r
on the Crown of Command wins the game!
I f a n y o f t h e o t h e r c h a r a c t e r s h a v e s u r v i v e d w h e n
the pile of cards is e xhausted, the character on
t h e C r o w n o f C o m m a n d i s k i l l e d a n d a l l s u r v i v i n g
characters share victor y and win the game!
T o use this Alternative Ending, you must
T o use this Alternative Ending, you must
O n c e a c h a r a c t e r r e a c h e s t h e C r o w n o f C o m m a n d ,
O n c e a c h a r a c t e r r e a c h e s t h e C r o w n o f C o m m a n d ,
characters cannot heal or gain life for the rest
characters cannot heal or gain life for the rest
he entrance is sealed; no other
characters may e n t e r . A n y c h a r a c t e r a t t e m p t i n g t o
characters may e n t e r . A n y c h a r a c t e r a t t e m p t i n g t o
C o m m a n d i s t h r o w n o n t o t h e
W h e n a c h a r a c t e r r e a c h e s t h e c r o w n o f c o m m a n d ,
W h e n a c h a r a c t e r r e a c h e s t h e c r o w n o f c o m m a n d ,
h e m u s t t a k e s i x c a r d s f r o m t h e N e t h e r d e c k , p l u s
h e m u s t t a k e s i x c a r d s f r o m t h e N e t h e r d e c k , p l u s
s i x c a r d s f o r e a c h o t h e r c h a r a c t e r i n p l a y , a n d p l a c e
s i x c a r d s f o r e a c h o t h e r c h a r a c t e r i n p l a y , a n d p l a c e
t h e m i n a p i l e i n f r o n t o f h i m .
t h e m i n a p i l e i n f r o n t o f h i m .
On each of his turns, he must tak e the top six
On each of his turns, he must tak e 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.
I f a l l o f t h e o t h e r c h a r a c t e r s a r e k i l l e d , t h e c h a r a c t e r
I f a l l o f t h e o t h e r c h a r a c t e r s a r e k i l l e d , t h e c h a r a c t e r
on the Crown of Command wins the game!
on the Crown of Command wins the game!
I f a n y o f t h e o t h e r c h a r a c t e r s h a v e s u r v i v e d w h e n
I f a n y o f t h e o t h e r c h a r a c t e r s h a v e s u r v i v e d w h e n
the pile of cards is e xhausted, the character on
the pile of cards is e xhausted, the character on
t h e C r o w n o f C o m m a n d i s k i l l e d a n d a l l s u r v i v i n g
t h e C r o w n o f C o m m a n d i s k i l l e d a n d a l l s u r v i v i n g
characters share victor y and win the game!
characters share victor y and win the game!
Jinx
F ollower
Y o u m u s t t a k e h e r a s a
F o l l o w e r . I f y o u p a y a f a t e
a n d r e r o l l t h e s a m e r e s u l t ,
y o u a r e k i l l e d ! Y o u m a y
d i s c a r d t h e J i n x i f y o u
v i s i t t h e S o o t h s a y e r .
1
F o l l o w e r . I f y o u p a y a f a t e
a n d r e r o l l t h e s a m e r e s u l t ,
Falling Slab
Event
Trap
A h u g e p i e c e o f m a s o nry
c o m e s c r a s h i n g d o w n
f r o m a b o v e . Y o u m u s t
k i l l 1 o f y o u r F o l l o w e r s at
r a n d o m a n d l o s e 1 l i f e .
1
k i l l 1 o f y o u r F o l l o w e r s a t
Turncoat
Event
One of your F ollowers h as
decided that your ques t
is far too dangerous an d
that you are far too ric h.
Ditch 1 random F ollo wer
and 1 random Objec t.
1
T h i s d e c k o f 2 0 c a r d s c o n t a i n s
a n d i t e m s t h a t c h a r a c t e r s c a n
One of your F ollowers has
One of your F ollowers has
that you are far too rich.
S TRENGTH : ?
Roll 2 dice to determine the
total Strength of the Rat
P ack. 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 Pac k
2
Roll 2 dice to determine the
total Strength of the Rat
P ack. If you kill them, gain
discard them instead of taking
them as a trophy . They will
remain here until killed.
Trap
The statue blocks yo ur way
and will only move a side if
you solve its riddle. R oll 2
dice. If the score is equa l to or
less than your Craft, you solve
the riddle and discard this
card. If it is higher , you must
tr y again on your ne xt t urn
if you choose to press on .
Event
Sphinx of Khayu
1
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
tr y again on your ne xt turn
if you choose to press on.
Trap
A magic puzzle lock guard s
the way . Roll 3 dice. If
each result is different, yo u
solve the puzzle; discar d
this card. If you roll an y
doubles, you lose 1 life a nd
must roll again. If you r oll
triples, you are killed !
Event
Turing’s Enigma
1
A magic puzzle lock guards
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