圣符国度:奇幻探索 - 第五版
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
Talisman Nemesis: Call of the Hunt is an asymmetric expansion for Talisman 5th Edition where one player takes on the role of the Nemesis while the other players work cooperatively as hero characters. The heroes must overcome Trials by destroying sacred sites and defeating the Trial's adversary, while the Nemesis has unique objectives for each Trial. The game features a double-sided centre board that replaces the Inner Region of the standard gameboard.
Core Mechanisms: Dice-roll movement, cooperative hero play, asymmetric Nemesis actions, encounter resolution via strength or craft, and Trial-based objectives.
1. Game Components
| Component | Quantity/Description |
|---|---|
| Spell cards | 9 cards |
| Boxes | 2 boxes with 3 mystery figures, 2 cardboard partsheets, and 19 game cards |
| Boon cards | 14 cards |
| Trial Rush cards (Enemy) | 5 cards |
| Huntress character card | 1 card |
| Boar Warlord figure | 1 figure |
| Huntress figure | 1 figure |
| Boar villain character tokens | 9 tokens |
| Level tokens | 6 tokens |
| Centre board | Double-sided (Hunting Grounds / Fey Domain) |
| Sacred Site cards (Place) | 4 cards |
| Trial 1 Action cards | 7 cards |
| Trial 1 card | 1 card |
| Nemesis reference card | 1 card |
| Standard action cards | 7 cards |
| Companion cards | 6 cards |
| Rulebook | 1 book |
| Nemesis additional turn card | 1 card |
| Pathway card (Place) | 1 card |
| Final Encounter card | 1 card |
| Adventure cards (from 5th Ed) | 64 cards (not all used) |
| Spell cards (from 5th Ed) | 10 cards (not all used) |
| Dice (from 5th Ed) | 3 dice |
2. Game Setup
- Take the rulebook from your 5th edition box and place it to the side.
- Place the gameboard from your 5th edition box in the centre of play.
- Place the three dice from your 5th edition box in reach of all players.
- Place the following from your 5th edition box in separate piles next to the board: Talisman cards, toad card, toad token, fate tokens, alignment tokens, strength counters, life counters, craft counters, gold.
- Take the purple Spell deck from your 5th edition box. Remove the following 14 cards, then return those cards to the box: Acquisition, 2x Counterspell, Destroy Magic, 2x Destruction, Healing, Hex, 2x Immobility, Mesmerism, Nullify, Random, Temporal Warp. Keep the remaining spell cards to the side.
- Take the red Adventure deck from your 5th edition box and remove the following 37 cards: 1x Dragon, 1x Wraith, 1x Angel, 1x Blizzard, 1x Book of Spells, 1x Calamity, 1x Devil, 1x Evil Darkness, 1x Imp, 1x Magical Vortex, 1x Market Day, 1x Pestilence, 1x Raiders, 1x Siren, 1x Storm, 1x Gnome, 1x Hag, 1x Mercenary, 1x Pixie, 1x Mule, 1x Poltergeist, 1x Prince, 1x Princess, 1x Magic Portal, 1x Marsh, 1x Maze, 1x Water Bottle, 1x Helmet, 1x Shield, 1x Amulet, 1x Chalice of Life, 1x Holy Lance, 1x Holy Symbol, 1x Talisman, 1x Healer, 1x Hermit, 1x Mage.
- Return the removed Adventure cards to your 5th edition box, except for the Talisman card. Keep that card, and the other remaining Adventure cards, to the side.
- Add the 9 spell cards from your Talisman Nemesis box to your purple Spell deck, then shuffle that deck and place it facedown next to the gameboard.
- Shuffle the 63 Adventure cards remaining from your Talisman 5th Edition box and draw 10 cards from the top. Don't look at them!
- To those 10 cards, add the Talisman card you set aside as well as the 5 Trial Rush cards from your Talisman Nemesis box. Shuffle the 16 cards and place them on top of the Adventure deck. Place that deck next to the gameboard.
- Cut the deck roughly in half and insert the Final Encounter card to the middle.
- Place the centre board over the Inner Region of the gameboard. You'll use the Hunting Grounds side to play Talisman Nemesis. Line up the board so that the Portal of Power on your 5th edition board continues over onto the centre board.
- Place the pathway card on the Plains space next to the Caverns.
- Decide which player will be the Nemesis. All other players are hero players. Hero players follow the steps of SET UP YOUR CHARACTER on page 10 of the 5th edition rulebook. The Huntress can be selected to play in all three Trials. The Nemesis player does not select a character.
* Instead of placing fate tokens next to your character card, combine each hero character's fate tokens into a shared pool next to the gameboard.
* All hero characters begin the game on the Tavern space. - Shuffle the Boon deck and place it facedown next to the player to the left of the Nemesis.
- The last hero player to choose their character looks through the 6 companion cards and chooses one companion to place next to their character card.
- The player to their right then chooses another companion, and so on, until each hero player has a companion.
- Each hero character takes one level token and places it on the 1 on their companion card.
- The Nemesis player takes the Trial card, Nemesis reference card, 7 Standard Action cards, 7 Trial-specific Action cards, and villain character tokens for whichever Trial you're playing.
- The Nemesis shuffles the 7 Standard Action cards and 7 Trial-specific Action cards together. Then, they draw three cards from that combined deck to add to their hand.
- The Nemesis player collects fate tokens and life counters according to the Trial card.
- Place the sacred site cards on the board according to the locations listed on the Trial card. The number of sacred sites you place is equal to the number of hero players, to a maximum of 4. Return any leftover sacred site cards to the box.
- Place one villain character token on each sacred site.
- Place the adversary figure on the Lair of the Beast space. If you're playing Trial 1, that's the Boar Warlord.
3. Game Flow
Who Goes First: The player sitting to the left of the Nemesis player goes first. Play moves to the left.
Hero Turn:
1. Roll one die, then move left or right the number of spaces you rolled.
2. Encounter the space where you landed OR encounter a character (including villain characters!) on the space where you landed.
Nemesis Turn:
1. Perform a number of actions based on the number of hero players (Main Turn: 2 actions for 2-3 heroes; Main Turn: 2 actions / Additional Turn: 2 for 4 heroes; Main Turn: 2 actions / Additional Turn: 3 for 5+ heroes).
2. At the end of your turn, draw Action cards based on the region of the board the adversary is in. If the adversary is in the Inner Region, draw 1 Action card. If they're in the Outer or Middle Regions, draw 2 Action cards.
After the Nemesis's Main Turn:
Immediately after the Nemesis takes their main turn, the player to the left of the Nemesis draws Boon cards equal to the number of hero players minus one. Heroes decide amongst themselves how to distribute the Boons; each hero character can only have one Boon card at a time.
4. Player Actions
Hero Actions:
* Move: Roll one die and move that number of spaces left or right.
* Encounter: Encounter the space or a character on the space you landed on.
* Use Fate: Spend a fate token from the shared pool to move up to 6 spaces instead of rolling. You may land on a space occupied by another character when spending fate to move. You can only spend 1 fate token per turn for the entire group.
* Move Zero: You can choose to take zero for your movement roll only if your hero character begins their turn on a space containing a villain character or adversary. If you choose to move zero, you MUST encounter that villain character or adversary.
* Fight Together: On your turn, if you engage in battle or psychic combat on a space occupied by at least one other hero character, the other hero character(s) can choose to join forces and help. They add their strength or craft to your attack roll to make a single, combined attack score. Helping characters cannot use special abilities, roll, or use weapons.
* Exchange Items: When you land on a space occupied by another hero character, you may choose to encounter the character(s) instead of the space. You cannot attack, but you can freely exchange any number of agreed-upon objects and gold. You cannot exchange followers, trophies, Boon cards, or companions.
Nemesis Actions:
* Play an Action card: Play an Action card from your hand. Then place it in the Action discard pile.
* Move the Adversary: Move the adversary 1 space without attacking.
* Move a Villain: Move a villain character up to 3 spaces without attacking.
* Attack: Attack with the adversary or villain character. If you do so, it must be your first action, and no other actions can be taken this turn.
* Place a Villain: Place a villain character on a sacred site. If there are no sacred sites left, place a villain character on the space occupied by your adversary. If you do so, it must be your first action, and no other actions can be taken this turn.
* Use Fate: The Nemesis player may spend one fate token to reroll a die once per turn. They may reroll for the adversary, any villains, or any enemies. The Nemesis cannot use fate to move up to 6 spaces during movement.
5. Scoring and Game End
Hero Victory:
To win, heroes must destroy all sacred sites and defeat the adversary of the Trial. You won't be able to take a life from the adversary until all the sacred sites have been destroyed.
Nemesis Victory:
Each Trial has a unique objective for the Nemesis player.
* Trial 1: Kill three hero characters. Indirect attacks count towards this number.
* Trial 2: Kill the hero character with the X marked token.
To the Death (Final Encounter):
When a hero character moves onto the Lair of the Beast space or when the Final Encounter card is drawn, check to see if all sacred sites have been destroyed. If there are one or more sacred sites remaining, the Nemesis wins! If all have been destroyed, a final encounter ensues:
1. Place the adversary on the Lair of the Beast space.
2. If there is no hero already on the Lair of the Beast space, the hero players decide which hero character will fight the adversary. That character moves to the Lair of the Beast space.
3. The hero character attacks! The attacking hero can choose to attack with strength or craft. Follow the usual steps of encountering a creature. Continue attacking until either the hero or the adversary is defeated.
4. If the adversary is defeated, the heroes win! If the hero is defeated, check to see if the Nemesis's objective for the Trial has been completed.
5. If the Nemesis has completed their objective, they win! If not, the hero players select the next hero to fight the adversary. This continues until one side meets their objective.
Key Rules and Common Questions
Easy-to-miss Rules:
- Shared Fate Pool: Hero characters share a pool of fate. When you gain or spend a fate token, add it to or remove it from the shared fate pool. You can only spend 1 fate token per turn for the entire group.
- Replenishing Fate: As a hero character, whenever you are directed to "replenish" fate, don't replenish to the number listed on your character card. Instead, collect 1 fate token. Collect 2 fate tokens if the central pool is below its starting value from set up.
- Companion Leveling: Companions begin at level 1 and earn new abilities at each level. You can level up your companion by fulfilling the cost listed next to the level number. If at any time during the game you meet that requirement, you may immediately complete it (even if it's not your turn). All level 3 abilities require a Talisman to unlock. Once obtained, keep that Talisman on your companion. It cannot be dropped, stolen, or removed in any way.
- Sacred Sites: Sacred sites are places, not creatures – heroes don't lose a life if they fail the roll.
- Villain Trophies: Upon defeat, villain character tokens can be taken as trophies and exchanged for either a strength or craft counter, never both. Use only the listed value on the villain character token for the trophy exchange, not any additional strength or craft gained from Action cards.
- Adversary Encounters: Adversaries never join forces with other creatures during encounters with hero characters. Spells have no effect on them.
FAQ:
Q: Can heroes attack each other?
A: No. When you land on a space occupied by another hero character, you may choose to encounter the character(s) instead of the space. You cannot attack, but you can freely exchange objects and gold.
… (condensed here; full text on the cunleme Chinese page)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
**Game Overview** *Runewars: Fantasy Adventure - 5th Edition* supports 1-4 players.
2–6 players.
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.