Forget about the Crown of Command. Doomsday itself approaches!

The End is Near!

Nearly every prophecy of the end of the World has a number events that act as signs to let people know their final hours are upon them. Natural order breaks down, there are various calamities, and unusal occurences in the skies as well. The land of Talisman is no different.
Certain Events act as signs of the growing darkness with the final act being the release of the Great Red Dragon - a near unstoppable engine of destruction. He will move about the board and destroy everything he sees. The best players can hope for is to get to the Crown of Command before he appears or to out run him since he cannot be defeated.

The Doomsday Clock

At the start of the game the Doomsday Clock is placed near the Talisman board with a counter of some type on the 12 - or skull poisition. When certain Events are drawn the counter is moved to the next position - 1 o'clock, then 2 o'clock, etc until it is back on the 12 o'clock position again.
Enemies become stronger as time passes. All Enemies have a +1 bonus to their Strength and Craft when the counter gets to then 3 o'clock. This increases to a +2 bonus at 6 o'clock and +3 at 9 o'clock.
At 12 o'clock the Doomday clock is set aside, Doomsday is here! The Great Red Dragon is placed on the board as detailed below.

The Signs of the End

When any of the following Events are drawn advance the counter on the Doomsday clock one position: Astral Conjunction, Blizzard, Earthquake, Evil Darkness, Halloween, Magic Vortex, Pestilence, and Volcano. It doesn't matter if a Special Ability, Magic Object, or something else cancels the normal effect of the Event - the fact that it was draw was enoguh to advance the Doomsday Clock.
There are many other Events that signify the The End as well.



The Great Red Dragon

At 12 o'clock on the Doomday the Great Red Dragon is placed on the Ruins space.
It has a turn like a player does and it is initially controlled by the player that drew the 12th Event that unleashed it.
Two dice are rolled for its movement and added together and it can move that number of spaces or less. It can move through the Sentinel Space, Portal of Power, or Valley of Fire without issue and do not encounter any spaces only Characters in those spaces.

Fighting the Great Red Dragon - Part I

You can't. The mightiest wizard is an annoyance. The most powerful warrior is doomed. The Holy Lance and Staff of Mastery are toothpicks to it. The Great Red Dragon is immune to all cards including Spells and Special Abilities. If it encounters a player the only question is how bad is his victim going to suffer.
A Character attacked by the Great Red Dragon takes all his Objects, Magic Objects, Followers, Spells and places them in a pile. To this pile is added one Gold card for every Gold he has and one Life card for every Life he possesses.

These cards are then shuffled and a die is rolled. Another player randomly selects a number of cards equal to the die roll and these are discarded.

If a Character lost all his Life cards then it is dead and the Great Red Dragon stays in the control of the player that currently controls it.
If a Character has at least one Life card left then any Gold or Life cards are converted back into counters as before and control of the Great Red Dragon passes to him.
If a Character is in control of the Great Red Dragon and is destroyed by another player then control of the Great Red Dragon passes to him.

Fighting the Great Red Dragon - Part II

Well, maybe you can- for a short while. Instead of having a piece on the board and being controlled by a player they all must deal with this:


Any Character at the Crown of Command or Royal Castle space gets a +6 bonus to Combat versus the Great Red Dragon.

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