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random (in addition to the loss of life). If the result is a stand-
off, or if the character is defeated, he moves to Rat’s Road in
the City and ends his turn.
Throne Room
When a character encounters the Throne Room, he cannot
take any Treasure cards on his space and instead fights the
Wraith Lord in psychic combat. The Wraith Lord cannot be
evaded and Followers, Spells, or Objects cannot fight in the
character’s place. The Wraith Lord has a Craft of 4 and adds 1
to his Craft during psychic combat for each Treasure card on
the Throne Room.
If a character defeats the Wraith Lord, he takes one Treasure
of his choice from the remaining Treasure cards on the Throne
Room and then teleports to any space in the Outer Region. If
a character is defeated by the Wraith Lord, he loses 1 Craft (in
addition to the loss of life) and places one random card from
the Treasure deck faceup on the Throne Room. If the result is a
stand-off, or if the character is defeated, he moves to the Hall
of Darkness in the Dungeon and ends his turn.
Bridge and Tunnel Cards
Special abilities and effects that apply to Adventure cards also
apply to Bridge and Tunnel cards, but only after they have
been drawn and placed on the board. When a Bridge or Tunnel
card is discarded, it is shuffled back into its corresponding
deck.
Terrain Cards and Tokens within Realms
Terrain cards, Spell cards, and tokens (Fireland tokens, Dragon
Scales, character tokens, etc.) cannot be placed on Realm
spaces. Ignore any effect that would place tokens on a Realm
space.
Spells and Other Effects
Each Realm counts as a separate Region for the purpose of
the Command Spell, Spell cards, and other effects that affect
characters depending on their Region.
Traps
Some cards feature the Trap keyword
printed above the card’s effect. A
character cannot use special abilities or
effects to ignore or avoid encountering
Traps, unless the special ability or
effect specifically states that it is
effective against Traps.
Credits
Expansion Design: Jon New (The Nether Realm), with
Samuel W. Bailey (The Deep Realms)
Additional Development: Samuel W. Bailey
Talisman Revised 4th Edition Design: Bob Harris and John
Goodenough
Producer: Christopher Hosch (The Nether Realm), Derrick
Fuchs (The Deep Realms)
Graphic Design: Evan Simonet and Michael Kröhnert
Cover Art: Fabio Porfidia
Board Art: Jacob Murray
Interior Art: Abrar Ajmal, William Thomas Arnold, Bruno
Balixa, Helge Balzer, Massimiliano Bertolini, Sara Biddle,
Dimitri Bielak, Joao Bosco, Mark Bulahao, Christopher
Burdett, Joshua Cairós, Felicia Cano, JB Casacop, Chris
Casciano, Anna Christenson, Sara K. Diesel, Guillaume
Ducos, Carolina Eade, Raymond Gaustadnes, Allen Michael N.
Geneta, Ralph Horsley, Matt Larson, Alexandr Shaldin, and
Joe Wilson
Managing Art Director: Andrew Navaro (The Nether Realm),
Andy Christensen (The Deep Realms)
Art Direction: John Taillon
Playtesters: Marcin “Nemomon” Chrostowski, Aaron Myers,
Katie New, Sarah New, Zach Tewalthomas, and Paolo Tosolini
Talisman: The Lost Realms © Copyright Games Workshop Limited 2019. Talisman,
The Lost Realms, the Talisman logo, GW, Games Workshop, and all associated logos,
illustrations, images, names, creatures, locations, weapons, characters, and the
distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited,
variably registered around the world. All Rights Reserved. Actual components may vary
from those shown. Made in China.
Games Workshop: Willow Road, Lenton,
Nottingham, NG7 2WS, United Kingdom.
Published by Pegasus Spiele GmbH,
Am Straßbach 3, 61169 Friedberg, Germany.
Reprinting and publishing of game rules, game components, or
illustrations without license holder’s permission is prohibited.
As always, thanks to everyone at
Games Workshop
Trap
A magic puzzle lock guards
the way. Roll 3 dice. If
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
triples, you are killed!
Event
Turing’s Enigma
1
solve the puzzle; discard
this card. If you roll any
Trap
A magic puzzle lock guards
the way. Roll 3 dice. If
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
triples, you are killed!
Event
Turing’s Enigma
1
A magic puzzle lock guards
the way. Roll 3 dice. If
the way. Roll 3 dice. If
each result is different, you
solve the puzzle; discard
A magic puzzle lock guards
the way. Roll 3 dice. If
the way. Roll 3 dice. If
each result is different, you
solve the puzzle; discard
A magic puzzle lock guards
solve the puzzle; discard
Trap
A magic puzzle lock guards
A magic puzzle lock guards
A magic puzzle lock guards
A magic puzzle lock guards
the way. Roll 3 dice. If
Games Workshop: Willow Road, Lenton,
Nottingham, NG7 2WS, United Kingdom.
4

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