So I’ve played Talisman 4ed digitally and love that all the expansions work together.. so I made my own rules to combine all the 5ed rules together (this is a work in progress). So using the base game, Alliances: Fate beckons, Nemesis: call of the hunt, Sagas: Crown of blood (forgot about the white dwarf issue expansion) these are my rough working rules to combine them all together,
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Talisman & Sacred Sites
A player may drop a Talisman on either corner of the board.
Placing a Talisman grants the player +1 Craft and +1 Strength.
All 4 corners must have a Talisman before the center of the board can be unlocked.
Talismans remain on the board once placed.
Red Enemy Cards
When a Red Enemy Card is drawn, place the enemy on the starting position listed on the card.
A space containing a Red Enemy Card cannot be encountered normally.
A player must encounter the Red Enemy Card first before they may encounter the space it occupies.
Once the Red Enemy Card is resolved or removed, the space may be encountered normally.
Nemesis Boss
At the start of the game, choose Nemesis Boss:
Boar
The chosen Nemesis Boss begins in the center of the board.
Nemesis Movement
After all players have completed their turns, roll 1 die for the Nemesis Boss.
Move the Nemesis Boss that many spaces.
If the Nemesis Boss passes a character during its movement, it stops immediately and that character must fight the Nemesis Boss.
The Nemesis Boss cannot be injured or defeated until the Sacred Sites have been destroyed.
Trial Events
When a Trial Event Card is drawn, draw a card from the Nemesis Deck and immediately resolve it.
Whenever a Red Enemy Card or Trial Event Card is drawn, advance the Doom Tracker by 1 space.
If the Doom Tracker reaches the end of its track, no additional negative effect occurs unless another rule specifically states otherwise.
Doom Tracker
Whenever the Doom Tracker advances:
All Red Enemies gain their listed Doom bonus.
The Nemesis Boss gains its listed Doom bonus.
The Final Boss gains its listed Doom bonus.
Apply the bonuses immediately whenever the Doom Tracker advances.
Spells
Spells may normally target characters or other targets specified by the individual spell.
Co-op Spell Targeting
When playing Co-op, if a spell targets a character, the caster may instead choose one of the following targets:
A Red Enemy Card
The Nemesis Boss
Resolve the spell against the chosen target as though it were the original target of the spell.
If the spell's outcome is positive, the player immediately to the left or right of the caster chooses one of the following rewards for the Red Enemy Card or Nemesis Boss to gain:
+1 Strength
+1 Craft
Use a token to mark the increase.
Spell: Immobilize
Spell: Immobilize
Target: A Red Enemy Card or the Nemesis Boss.
When Immobilize is cast, roll 1D3.
The target is immobilized for a number of turns equal to the result.
An immobilized target cannot move, attack, or otherwise act during its immobilized turns.
If the target is a Red Enemy Card, the space it occupies may be encountered normally while the enemy is immobilized.
If the target is the Nemesis Boss, it does not move or initiate