recursal/Fanatic-Fandom huggingface dataset:
Festering Wound

**Note:** If using Diseased Wound cards, the icon  refers to them as well as Festering Wounds.

## Rulebook

*"Festering Wounds are a special type of Wound card that go into your discard pile when received. They do not lower your HP, but they are harmful once you draw them. Whenever you may heal a Wound, you may instead heal one of your Festering Wound cards in front of you, destroying it. Put destroyed Festering Wound cards back into the Festering Wound stack, which should be kept somewhere handy for players to reach. Festering Wounds are not used in all games."* (Official Rule Books)
## Text

**(Give this card's boost to the Monster you battle this turn)**

**Boost: +1**

**VP: -1**

## Clarifications

* The boost is given to the Monster at the time you are comparing attack values. This means it's **after** any "Before Battle Ability". Forum Discussion
* The card doesn't leave you when the boost is given to the monster. Unless you heal it, it will be back time and again.
Build Aqueducts

On completion, this Side Quest gives **both** an end of game  bonus and an ongoing ability.

## Text

To reveal this Side Quest, pay 5 and discard the following as a **Village action**:

* 2 tokens
* 1 or more cards with a combined 5+

If revealed, gain this **Village** ability and, when the game ends, collect this Side Quest's .

* **Village:** Gain 1 and 1 tokens.
* **5**

## Clarification

You're required to **discard** 1 or more cards, not destroy them.

**Requirement:** Both dot points are required.([ AEG conf])
Dungeon Phase

When a player decides to battle a monster in the Dungeon, they take a **Dungeon Phase.**

In a Dungeon phase, a player will

* ready their heroes for battle
* calculate which Monster they can attack
* move through the Dungeon to the destination room
* attack the Monster there

## A. Declare

First a player declares if they are going to the Dungeon or the Village. They will have already looked at their hand of cards but cannot have played any of them before declaring.
Charm Monster

**Thematically:** If you're just way too strong for a monster, this spell will make the Monster do something for you. (Give you extra XP)

## Text

**Dungeon: Give 1 Monster +5**  **and +3** **.**

**Gain Magic Attack against that Monster equal to your highest Wizard** **.**

## Clarifications

**Protip:** This card is even stronger if fighting the guardian - it will effectively give you **5.5** instead of 3!

**Discard** - If you are forced to discard this card, the monster's stats will revert.

**Why are we giving the Monster extra defense at the same time as the Wizard?** It's really just about "how much do I need to **overkill** this monster by?"

 Level I
 Level II
 Level III
 Level IV
 Level V +
13: Rotten Roots

Kickstarter only 13th pack of content for Thunderstone Quest, released in the Kickstarter "Deepwood Defenders".

## Scenarios

1. Small Problems, Smaller Solutions
2. A Deadly Blight
3. The Poison Of Envy

## Dungeon Rooms

* Level I - Nest
* Level I - Fairy Village
* Level II - Gnarled Glade
* Level II - Druid Hovel
* Level III - Spore Field
* Level III - Root Pools

## Card List

### Heroes

* Amber Leafspark
* Bernhard the Prepared
* Killian Silanus
* Phelorna
* The Highwind Three
* Walnut Silvergrove

### Items

* Barkskin Armor
* Craftsman’s Tools
* Magic Flute

### Spells

* Shape Change
* Spike Growth
* Strengthen Ally
* Swarm Strike

### Weapons

* Golden Horn
* Leaf Blade
* Needle Bow
* Treant Root

### Monster Groups

* New Wilderness Monster: Grub

* Level I - Army Ants
* Level I - Birds and Creatures
* Level II - Diminutive Druids
* Level II - Tree Spirits
* Level III - Fiendish Fairies
* Level III - Mushroom Herd

### Unique Treasures

* Catapult
* Orb of Opposing Forces
* Root Stride

### New Guardian Keys

* Water Seed
* Earth Seed
* Air Seed
* Darkness Seed
* Fire Seed
* Light Seed
Barricades Mode

The official cooperative mode for Thunderstone Quest. (There are unofficial ones)

See also Barricades Expansion (the physical set that included components for non Barricades play as well)

Work in progress

Some cards don't work as well as they do in the standard competitive mode

* Scathian
* Boots of Speed
* Stormland Mirror
Avania

**Note:** There is an error in the rulebook where it says to use Avania in your first example game, and claims she's from the first pack of content.

This is **incorrect** and you should just use Silverhelm instead.

## Clarifications

Sharp eyes have noticed that  Avania says "Do X TO do Y" whereas Level IV Avania says "Do X AND do Y". This means the Level III **requires** a Wound whereas the Level IV does not.
Creeping Death

## Text

**Dungeon: Roll 2d6, Gain Magic Attack equal to the lower number, or the higher number if you have at least 2 Wizards. If you rolled doubles, all players gain 1.**

## Clarifications

Even the current player would gain a Festering Wound.

If doubles are rolled (and are not altered), no magic attack will be generated, only the Festering Wound.
Divine Oracle

*This is the Prestige Class for use in normal play - see also Divine Oracle (Barricades)*

**ALERT: This class needs extra content "from the Box" that is not included in the scenario selected. Level 0**

**See bottom of the page for longer answers to questions.**

(Once per turn, after you complete 1 of the above, pay the  cost listed below for **each of the 1 or 2 new Ranks**, or nothing is gained)

The last Rank lets you play with your deck face up. You may look through it at any time. It is still your deck, you just know its exact order.
4: At the Foundations of the World

Available in both Retail and Kickstarter editions. In this chapter the players battle demons and various elementals based on Earth, Air, Fire and Water. There is an undead hero, another is an orc.

## Scenarios

1. Destiny Interrupted
2. One Step Behind
3. The Defender Ascends

## Card List

### Heroes

* Darkrend
* Grimwolf
* Honormain
* Jadress
* Moonblades
* Stormskull

### Items

* Damilu Huskie
* Daramere's Cloak
* Potion of Light
* Ring of Proficiency

### Spells

* Death Pact
* Mirror Image
* Tempest
* True Seeing

### Weapons

* Broadsword
* Crossbow
* Flail
* Two-Handed Sword

### Monster Groups

* Level I - Air Servitors
* Level I - Water Servitors
* Level II - Earth Servitors
* Level II - Fire Servitors
* Level III - Divine Founders
* Level III - Abyssal Founders

### Dungeon Rooms

* Level I - Air Temple
* Level I - Water Temple
* Level II - Earth Temple
* Level II - Fire Temple
* Level III - Abyssal Temple
* Level III - Celestial Temple
Barricades Expansion

The Barricades Expansion adds

* some extra content to the base game
* but also content specifically for play with the **Barricades** co-op play mode. See **Barricades Mode**

## Extra Content For Base Game (competitive or co-op)

### Dungeon Tiles

* Arctic Mosquitoes Wilderness Tile (alternative to Giant Rat)

### Prestige Class Boards

* Arcane Order
* Battle Mage
* Treasure Hunter
* Vampire Coven
* Divine Oracle
* Monster Hunter
* Necromancer
* Bloodhound
* Duelist
* Town Guard
* Illusionist
* Town Councilmember

## Barricades Co-op Mode

### Board

* Village Board (Barricades)
* Wilderness Tile (co-op version)

### Starting Cards

* Thunderstone Pieces
* Bree Setim
* Joba
* Thunderstone Staff

### Level VII Guardian Lairs / Guardian Guide Cards

* Smorga, The Queen Lair
* Death Sentinel Lair
* Orgrum Coldthunder Lair
* Guardian of the Sun Lair
* Hive Mind Lair
* Hive Mind Solo Lair
* Baalok, Flesh Weaver Lair
* Miricelle, Scion Defender Lair

### Miscellaneous

* Curses
* Guardian Dice
* Destruction Chits
* Barricade Overlay Tiles
* Threat Token
Dungeon Room

Each Adventure (Scenario) will have a Dungeon constructed of 6 Dungeon Rooms through which the Heroes can delve in search of treasures and monsters!

## Pages in category "Dungeon Room"

(alphabetise)

- Arches

- Gate Cavern

- Dangerous Passageway

- Fire Chasm

- Dragon Blood Forest

- Magic Mines

- Sacred Site

- Keltarian Laboratory

- Town Square

- Dark Forge

- Twilight Portal

- Chalk Desert

- Royal Tomb

- Oasis

- Naga Nest

- Merchant Caravan

- The Lich's Tomb

- Glacial Tomb

- Tundra Chasms

- Adlet Hunting Ground

- Icy Glade

- Volcanic Hot Springs

- Orc Tribute Site

- Abyssal Temple

- Abandoned Gate

- The Pens

- Fire Temple

- Earth Temple

- Water Temple

- Celestial Temple

- The Wilderness

- Ominous Looking Road

- Elven Outpost

- Air Temple

- The Servants' Tombs

- Fairy Meadow

- Sunken Graveyard

- Ghoul Nest

- Hollow Tree

- Rat Nest

- Blood Altar Room

- Catacombs

- Vault

- Throne Room

- Sunken Well

- Crypt

- Mine

- Trog Village

- Junction

- Elven Ruins

- Bog

- Alchemy Chamber

- Tree House
Arcanian

*"Arcanian's sorcery changes dice rolls. She also provides  at* *"*

## Clarifications

**What does "after dice are rolled" mean?** If a card asks you to roll 2d6 - that is "one roll". If a card asks you to roll 4d6, that is "one roll". A single Arcanian can only use their ability once within that dice roll.

A die can be decreased to zero or increased above 6, as high as you have extra Arcanians. (Confirmed by Mark Wootton, AEG)([ AEG conf])

**How many dice rolls can one Arcanian affect?** As the ability of an Arcanian is a trait rather than an ability, one Arcanian can effect the outcome of multiple cards on the one turn.([ AEG conf])

**Can multiple Arcanians affect the same card's roll?** yes, this will allow +/- 2 or more to a dice roll([ AEG conf])

**Timing** - An Arcanian can change the result of a dice roll before anything triggers based on the dice roll, eg the doubles of Creeping Death

**Arcanian III** can only lower 1 die's value.([ AEG conf])

Arcanian discussion about the above rules(forum)
Butterfly

Butterflies are produced at random by the Wand of Wonder which is itself gained by triggering the Side Quest "Find The Chaos Stick".

## Text

**Dungeon: Cancel the abilities on a Monster with Level lower than the number of Butterflies you have. Then discard all of your Butterflies. If you discarded 3 or more, draw an equal number of cards.**

## Clarifications

**One Butterfly in hand:** no use

**Two Butterflies in hand:** Cancel all abilities on a Level I Monster. Discard Butterflies. No bonus draw.

**Three Butterflies in hand:** Cancel all abilities on a Level I or II Monster. Discard Butterflies. Draw 3 cards

**Four Butterflies in hand:** Cancel all abilities on a Level I, II or III Monster. Discard Butterflies. Draw 4 cards

**ETC**

(NB the cancellation is only temporary until the end of the current player's turn)
7: Frozen in Time

The seventh pack of content for Thunderstone Quest available with the Barricades set.

This introduces the  frostbite wound token.

## Scenarios

1. For the Price of a Song
2. The Keeper of the Sands
3. The Chill of Fate

## Dungeon Rooms

* Level I - Icy Glade
* Level I - Volcanic Hot Springs
* Level II - Orc Tribute Site
* Level II - Tundra Chasms
* Level III - Adlet Hunting Ground
* Level III - Glacial Tomb

## Card List

### Heroes

* Breezy
* Drulfal the Primordial
* Lefira
* Lilande Songweaver
* Rugduhr Blackmane
* Samly Thrackson

### Items

* Eternal Flame
* Ice Climbing Gear
* Snow Trekking Tools
* Tent

### Spells

* Blizzard
* Cone of Cold
* Create Fire
* Inner Fire

### Weapons

* Fire Rod
* Flaming Hammer
* Frost Bow
* Mechanical Harpoon

### Monster Groups

* Level I - Arctic Animals
* Level I - Abyssal Servants
* Level II - Bloodfrost Clan
* Level II - Tundra Wolf Pack
* Level III - Frozen Natives
* Level III - Ice Behemoths

### Unique Treasures

* Gemini Daggers
* True Vision

### Guild Sponsorships

* Order of the Ancients
* Explorers' Guild
* Relic Seekers
* Vikings' Guild

### Side Quests / Legendary Items

* Avoiding Attention
* Food Storage
* Glory Seeker
* Hide the Heart "gives" Baalok's Heart, Thunderstone Map, Thunderstone Sands
* Well-Rounded
Crystal Dagger

## Text

**This card's Hero has +1****.**

**Dungeon: If wielded by a Wizard, use a Spell's Dungeon ability again.**

## Clarifications

It's only 1 spell you get to reuse, and only a Dungeon ability.

**Reminder:** A boost to "shield" is a temporary boost to a Hero's level value - normally I, II or III. This is only a numeric boost and doesn't give the Hero any abilities of higher cards. The purpose of such a boost is to increase the effect of cards that are based on a Hero's Level value. See also Official FAQ
3: Risen from the Mire

The third chapter of content for Thunderstone Quest available in both Retail and Kickstarter editions

## Scenarios

1. Forgotten Purpose
2. The Sleepers Awaken
3. A Scream from Beyond

## Card List

### Heroes

* Baharan
* Darameric
* Linsha
* Markennan
* Nimblefingers
* Regalen

### Items

* Crystal of Scrying
* Holy Symbol
* Potion of Stamina
* Ring of Learning

### Spells

* Arcane Aura
* Charm Monster
* Enchant Weapons
* Vampiric Touch

### Weapons

* Battle Axe
* Boomerang
* Crystal Dagger
* Holy Mace

### Monster Groups

* Level I - Ensnaring Vines
* Level I - Bog Zombies
* Level II - Chaos Lizards
* Level II - Moor Skeletons
* Level III - Marsh Trolls
* Level III - Swamp Spirits

### Dungeon Rooms

* Level I - Alchemy Chamber
* Level I - The Servants' Tombs
* Level II - Bog
* Level II - Sunken Graveyard
* Level III - Blood Altar Room
* Level III - The Lich's Tomb
12: Nature's Wrath

Kickstarter only 12th pack of content for Thunderstone Quest, released in the Kickstarter "Deepwood Defenders".

## Scenarios

1. Leaves Fall
2. Reclamation
3. Seasons Change

## Dungeon Rooms

* Level I - Hostile Meadow
* Level I - Overgrown Path
* Level II - Crossroads
* Level II - Reclaimed Outpost
* Level III - Forest Shrine
* Level III - Sleeping Tree King

## Card List

### Heroes

* General Nyla Rivers
* Kheih
* Krakhar Stonehand
* Pibbert the Dextrous
* Primelda Adhana
* Strin Doxit

### Allies

* Flame Sprite
* Raven

### Items

* Deck of Spirits
* Liquid Gold
* Nyla’s Shield

### Spells

* Animal Affinity
* Borrowed Power
* Precognition
* Righteous Blast

### Weapons

* Bangarang
* Forest’s Mischief
* Lightning Rod

### Monster Groups

* Level I - Flowering Fauna
* Level I - Mutant Beasties
* Level II - Elven Rebels
* Level II - Troll Ruffians
* Level III - Ent Army
* Level III - The Consumed

### Unique Treasures

* Ark of Creation
* The Reaper

### New Guardian Keys

* Water Key (Blue)
* Earth Key (Green)
* Air Key (Orange)
* Darkness Key (Purple)
* Fire Key (Red)
* Light Key (Yellow)

### Side Quests / Legendary Items

* Ally Hawk
* Ally Racoon
* Ally Rat
Chapter Dependencies

If you are playing through the Quest Book Adventures (predefined setups), you will find that some of the Adventures reuse cards from earlier Chapters . Be careful of this as you don't want to get to your games event and find that you have left crucial cards behind...

Only Chapters Q1 and Q3 are used in other Chapters as they are the only ones all players have - the standard two in the retail base game.

*(NB: Some of the Prestige Classes also have their own dependencies - eg gaining a  Wizard or a Divine Card from other Chapters.)*

## Chapter 2: Total Eclipse of the Sun

### from Q1:

* Shortbow
* Gem of Healing
* Tome of Knowledge

## Chapter 6: What Lies Beneath

### from Q1:

* Silverhelm
* Spider Terrors

### from Q3:

* Regalen
* Baharan
* Crystal of Scrying
* Charm Monster
* Boomerang
* Ensnaring Vines

## Chapter 7: Frozen in Time

### from Q1:

* Shortsword
* Gorlandor
* Shortbow
* Pylorian
* Kobold Skirmishers

### from Q3:

* Darameric
* Ring of Learning
* Vampiric Touch
* Nimblefingers
* Battle Axe

## Chapter 8: Vengeful Sands

### from Q1:

* Pylorian
* Amulet of Infravision
* Shortspear
* Silverhelm
* Tome of Knowledge

### from Q3:

* Holy Mace
* Vampiric Touch
* Ensnaring Vines
* Baharan
* Boomerang
* Crystal Dagger
* Moor Skeletons

## Chapter 9: Clockwork Destiny

### from Q1:

* Silverhelm
* Tome of Knowledge
* Ancient Adventurers
* Gorlandor
* Future Vision
* Shortbow
* Kobold Skirmishers
* Maul

### from Q3:

* Battle Axe
* Regalen
* Holy Symbol
Assassin Vine

## Text

When you move out of this room, discard 1 Spell or 1 Weapon.

## Clarification

**Reminder:** "Moving out" refers to a champion figurine moving from this Dungeon room to an adjacent room. The figurine may either have started in this room OR have been moving through this room. Does not trigger when player takes a Village phase, uses any "teleport" ability or ability that "places" the Champion figurine.
Boomerang

## Text

**When this card is discarded, you may give it to a Hero to wield (meeting Skill requirements)**

## Clarifications

**"Discard"** refers to the player using the ability of a card, monster or room to discard the card during the turn. It **does not** refer to the discard at the end of a player's turn.

Also it **does not trigger** on discarding from your deck(AEG conf) Only cards with the  symbol do that.

**Blunt + Edged** = you cannot choose to ignore one of the keywords(AEG conf)

Some of the cards that may cause this discard include Heroes Linsha, Baharan,
Fighter

Hero character class

* Moonblades ‎ (← links | edit)
* Gorlandor ‎ (← links | edit)
* Silverhelm ‎ (← links | edit)
* Stormhand ‎ (← links | edit)
* Grimwolf ‎ (← links | edit)
* Markennan ‎ (← links | edit)
* Linsha ‎ (← links | edit)
* Sephilest ‎ (← links | edit)
* Edlin ‎ (← links | edit)
* The Yellow Knight ‎ (← links | edit)
* Outlands ‎ (← links | edit)
* Guardsman ‎ (← links | edit)
* Possessed Elf ‎ (← links | edit)
* Terakian ‎ (← links | edit)
* Dunardic ‎ (← links | edit)
* Alpha Prince ‎ (← links | edit)
* Sladrek the Weretrog ‎ (← links | edit)
* Graeme Crawford ‎ (← links | edit)
* Khomros ‎ (← links | edit)
* Ophialyn the Tracker ‎ (← links | edit)
* Samly Thrackson ‎ (← links | edit)
* Lilande Songweaver ‎ (← links | edit)
* Lefira ‎ (← links | edit)
* Hemna Granitesunder ‎ (← links | edit)
* Rien Mandroux ‎ (← links | edit)
* Hamrulir Oakenborn ‎ (← links | edit)
* Hendrik the Brainless ‎ (← links | edit)
* Hero ‎ (← links | edit)
* Barmin Ironclaw ‎ (← links | edit)
* Armatir the Proud ‎ (← links | edit)
* Donatien Pinnick ‎ (← links | edit)
* Potion of Giant Strength ‎ (← links | edit)
* Category:Hero ‎ (← links | edit)
Count Leander Mortas

**This is a Guardian**
*Not for use in Barricades mode - see Guardian Lair*
Q10 **Preview** https://www.kickstarter.com/projects/alderac/thunderstone-quest-from-aeg-in-french-german-and-english/posts/2973505

## Flavour Description

*"Once a great nobleman, Count Leander Mortas sought to unlock the secrets of life both for himself and his people. He was fascinated by alchemy and the hidden world of wizardry and experimentation that sought to unlock nature’s secrets and grant his every wish. He sort out the best and brightest, supporting them with his family's great wealth. Every new discovery was shared throughout his lands, drawing the populace deeper into his vision of strength and immortality.*

*But as most know, power corrupts, and in time the power Mortas sought began to corrupt his noble vision as well. His quest was met with obstructions within the confines of decency, threatening his dream for the world, and so he delved closer and closer to the darkness. There he discovered a bottomless well of life and all that makes its pursuit worthwhile ripe for the taking. It brought to mind a shared lifeforce of men and beasts alike that would sustain itself as one drew off the other. However as Leander began to draw on this force to find his immortality, the power was intoxicating, creating a deeper hunger that could not be sated. And like all his other grand discoveries he shared it with all, rallying an entire country with a ravenous appetite for the life force of others.*

*Fortunately for the rest of the world, an alliance of great heroes opposed their advanced. As these champions reached the gates of his castle, Mortas grew desperate. In a dangerous gamble he sought to banish his enemies from the land, but instead it banished the lands from his enemies, creating a new realm known as Ebonwood to all who lived to tell tales of their encounters with it. It is neither part of the world of Thunderstone Keep nor any other world, but instead part of them all.*

*So Ebonwood traverses the boundaries of dimensions, pushed along by forces known only to the gods, appearing as a moving shadow but wherever that shadow settles those lands become one with Leander's for a time, allowing the Count new feeding grounds as he continues his quest, corrupting all life according to his voracious vision, drawing the strong to himself and preying on the weak."*
Build the Carriage

Side quest that results in the Legendary item Thunderstone Carriage

## Text

To reveal this Side Quest, pay 5 and discard the following as a **Village action**:

- 1 Item

- 1 + Hero;
- 1 of each Gear token

When you reveal this Side Quest, gain the Legendary Item Thunderstone Carriage.

## Clarification

The Item and Hero required are only **Discarded** not Destroyed.
Borrow

Temporarily taking one of the other player's cards.

In Barricades mode this may be voluntary, but in normal mode involuntary.

Unless specified, this will be from the cards in their current hand.

**Question:** What happens if a Borrowed card has the Static keyword? (Or is given it?) Seems likely the Static keyword is ignored.
Dominate the Weretrog

Side quest in 6: What Lies Beneath in Barricades

**Note:** Some details on how to complete this side quest are only given on the Sladrek card (Which was **changed** since some internet screenshots)

## Text

*"It takes over someone each battle. Make sure to take some eager adventurers with you."*

When in The Wilderness, instead of battling the Monster there, you may reveal this Side Quest to battle the LEGENDARY HERO Sladrek the Weretrog.

Its  is equal to twice its , +10 if it deals  to you.

If Sladrek is defeated, gain it.

## Clarification

In order to properly understand what you need to do to complete this side quest, you should read through **both** the side quest and the legendary card as there are some vital extra details on the legendary card.

**The normal way to attack Sladrek - with Heroes:**

* Choose one of the heroes in your hand to be temporarily "discarded"
* Best to choose a weak hero, as their attack will increase Sladrek's attack.
* Note down the value of their base attack - physical or magical (doesn't matter)
* Put that hero on top of your **draw deck**
* Add that hero's attack to Sladrek's base attack of 5 (it all becomes  )
* Then double that value and it will be Sladrek's health value as an enemy
	+ *eg if you discard a level 0 Adventurer (attack 1) then ( 5 + 1 ) x 2 = 12*

**The alternative way - with no Heroes in your hand:**

* This option can't be taken if you have any heroes in hand
* Take two
* Sladrek's health value will be 20 ( 2 x the base of 5 + 10 )

*(Discussed with AEG on https://boardgamegeek.com/thread/2245177/side-quest-dominate-weretrog )*
Adventure

Adventures are official but optional suggested setups for each of content that comes out for Thunderstone Quest.

Each of them even comes with a mini story provided in the Quest books.

You're welcome to combine cards in any order, but there's also a unofficial website to create a random setup.

## Pages in category "Adventure"

(alphabetise)

- Death Comes at Dawn

- A Whole New World

- Sirocco Sting

- Look Out Below

- The Defender Ascends

- One Step Behind

- Destiny Interrupted

- Descent into Darkness

- Secrets Unearthed

- Forgotten Purpose

- A Scream from Beyond

- The Sleepers Awaken

- One Door Opens

- Part II

- A Queen's Burden

- Into the Forest

- Hostile Takeover

- Along Came a Spider

- Rumblings from the Past

- Part I
Adlet Prowler

## Text

**Before Battle:**

* +1d6 (Armor) if you have a
* +1d6 if you have 5 or less

## Clarification

**Reminder:** Light  is generated by any cards a player has at the very start of the Dungeon Phase, before moving, including anyLantern tokens the player chooses to expend. If the player loses some of those cards after beginning to move, the value does not drop until they have finished moving. See also Official FAQ
Felin

Fairly weak in elf form, this Shaman can transform into a variety of strong animal forms.

*"Felin can shapeshift her form, depending on the situation."*

## Cards

(see also second table of animal forms at bottom of page)

## Clarifications

When in animal form, the Felin has Skill of -3 but this can be increased by using Thunderstone Shard and similar.([ AEG conf])

(AEG have confirmed that -5 skill means reduce BY -5 not reduce TO -5 )([ AEG conf])
Chapter

Most of the cards and Expansions for Thunderstone Quest are divided up into **Chapters**.

## Pages in category "Chapter"

(alphabetise)

- 12: Nature's Wrath

- 13: Rotten Roots

- 11: Miricelle's Return

- 10: Darkness Rising

- 9: Clockwork Destiny

- 8: Vengeful Sands

- 7: Frozen in Time

- 6: What Lies Beneath

- 2: Total Eclipse of the Sun

- 1: A Mirror in the Dark

- 5: Ripples in Time

- 3: Risen from the Mire

- 4: At the Foundations of the World
Build the Annihilator

Side quest that results in the Legendary Weapon Thunderstone Annihilator

## Text

To reveal this Side Quest, pay 5 and discard the following as a **Village action**:

- 1 Item

- 1 Hero with 4+ printed
- 1 of each Gear token

When you reveal this Side Quest, gain the Legendary Weapon Thunderstone Annihilator.

## Clarification

The Item and Hero required are only **Discarded** not Destroyed.
Avoiding Attention

*(Part of 7: Frozen in Time)*This is a side quest that gives an end of game point bonus if the player manages to achieve the criteria.

## Text

*"Be the tortoise, not the hare"*

* This Side Quest is worth **minus 10** for each Guardian Key you have found this game.
* Reveal this Side Quest when the game ends to collect its  (minimum 0 )
* 15\*

## Clarification

*I guess it's saying*

* if you found no keys = 15
* if you found 1 key = 5
* if you found > 1 key = 0
Cursed

While they can be quite useful, these items will usually also cause damage and other drawbacks to the player.

Great care and cleverness will need to be used to overcome these obstacles!

Many of the Legendary items should rightfully be listed as **Cursed** as they also damage the player.

* Blood Drinker ‎ (← links | edit)
* Baalok's Hand ‎ (← links | edit)
* Cursed Mace ‎ (← links | edit)
Destroy

*(This is very different from Discard)*

When a token or card is **destroyed**, that thing ceases to be part of the game. Effectively **you could put it back in the box**, but often people do other things to aid pack-up.

When you are told to destroy a card, unless specified, it's from your current cards (in hand, static, in-play).

When a **gear token**  or XP is destroyed, you can put it back into the supply as they are considered infinite.

When a **card** from the Marketplace (Weapon, Spell, Item, Ally) or Guilds' Quarters (Hero) is destroyed, you **must not** put them back onto the original Village piles as they can **not** be re-purchased - they have a limited number and running out is a real possibility.

## Rulebook

*"Destroyed cards do not go into a discard pile. Instead, they are removed from the game. When a card is destroyed, place it in the box. If the destroyed card was in the Village, we recommend you place it face down under the other copies of that card in the Village. For example, after you level up a Rogue, we recommend you place the old, destroyed version at the bottom of its Rogue stack, face down. This helps clean up at the end.*Destroyed tokens and Festering Wounds are returned to their respective places and may be acquired again later.

...
WHAT HAS CHANGED
There is no longer a restriction about using an ability to destroy another card whose ability has already been used this turn." (Official Rule Books)
## Clarifications

* **Used cards:** Yes you can destroy a card that has been used for its Dungeon ability and its effect still remains.([ AEG conf]) (*Explanation*)
* **Wound cards:** Can be destroyed if an ability does not specify a specific type of card.
* **Reminder:** If a Monster attempts to discard/destroy 2+ Heroes, different Heroes must be selected, not the same 1 protected Hero.
Elven Ruins

### Penalty

Unless you have a Rogue, discard 1 card from your deck. Add Health equal to the card's cost.

### Benefit

After Battle: Place your Champion in the Level 0 room

## Clarifications

**Penalty:** Unless you have a Rogue, when you enter the room, discard 1 card **from your deck**. Use the **cost** value to increase the Health value of the Monster in this room.

**Extra Emphasis:** Often missed - the card discarded is a random one flipped from the top of the player's draw pile/deck. (Unless of course the player has found a way to place a card on top of the Deck - eg Future Vision )
Dance with the Devil

Q10 **Preview** image & commentary: https://www.kickstarter.com/projects/alderac/thunderstone-quest-from-aeg-in-french-german-and-english/posts/2975340

## Text

**Dungeon:** Discard cards from your deck equal to your Corruption plus 3.

* +1  for each Hero discarded.
* +1  for each Weapon discarded.
* Take 1  for each discarded Spell

## Flavour description

*"The longer the Champions linger within the shadow of Ebonwood the more deeply they sink into Mortas' twisted influence. With that call to the darkness comes also a temptation to use the strength the Count offers against him, to choke him with his own gifts ,welcoming each one as another nail in Leander's inevitable coffin.*

*For those more inclined to such a dance, there are secrets and spells from the world of Thunderstone Keep that can help maximize that power. But be warned: playing with such unpredictable fire is bound to result in a few burns. The more one dabbles with such chaotic spells, the greater chance they will turn on you.*

*Dance with the Devil is a key card for any player trying to capitalize on the Corruptions Count Mortas puts into your deck. So long as you rely on your allies more than dark supernatural powers, you should be able to turn the tables on the Count. But calling upon such magical forces too much may be more than you can handle, slowing you down considerably."*
Descent into Darkness

This is the second Adventure for 6: What Lies Beneath

**Note:** In this adventure, many of the abilities use discarding from your deck.

**Note:** This Adventure uses several cards from 3: Risen from the Mire

* Hero Baharan (triton cleric)
* Spell Charm Monster
* Boomerang
* Crystal of Scrying

## Card List

### Monster Groups

* Level I - Drain Dwellers - *"Beast - They attack you when you try to move out of their room."*
* Level II - Ghoulish Scavengers - *"Undead - They use your diseases against you."*
* Level III - Waste Wyrms - *"Giant, Vermin - Heavy wounders that deal both* *and* *."*

### Dungeon Rooms

* Level I - Junction
* Level I - Rat Nest
* Level II - Ghoul Nest
* Level II - Trog Village
* Level III - Catacombs
* Level III - Arches
Cone of Cold

## Text

When you gain this card, roll 1d6. On a 4+, destroy 1 of your cards.

 is equal to your highest Wizard's +1

## Clarifications

If you have no Wizards, then this card has  value of 1.([ AEG conf])(forum)

**Reminder:** Cards with effects based on a specific hero level eg "highest Wizard level" **can** still be used if an appropriate Hero card is not in the current hand. The level value = 0. *It is usually only useful in cases like "highest level +1 ".* This has been confirmed by AEG.([ AEG conf])(forum)
Caslech

### Summary

*As Caslech levels up, he unlocks his magical potential, and imbues it in his Bow.*

## Clarifications

**Reminder:** A boost to "shield" is a temporary boost to a Hero's level value - normally I, II or III. This is only a numeric boost and doesn't give the Hero any abilities of higher cards. The purpose of such a boost is to increase the effect of cards that are based on a Hero's Level value. See also Official FAQ
Effect outlasting discard

Some cards have effects that persist even though the card has been discarded / destroyed.

This confuses some players as the effect of a card usually goes away when it is discarded, but this has been confirmed by **AEG** as a matter of timing.

A **dungeon ability** is a once-off effect that happens during Step 2 of the Dungeon phase.
With regard to attack values, the ability is usually "change this value on another card" not "provide this much attack".

What doesn't go away:

* **Light**  from a Lantern or other card does not go away immediately, see page on Light
* Effects from used **Dungeon Abilities** are not reversed if the card goes away later. eg Thunderstone Shard card draw
* An attack **boost** from a Dungeon ability is now part of the card it was applied to. If the card it was added to goes away, \*then\* you lose the boost.

What does go away:

* **Gold** does go away, but this is a complex issue that has been confused over the years, see Gold
* Boosts from **Traits** - ie anything not labelled as part of a Dungeon Ability - are only calculated/triggered at the moment of the battle. Most Weapons fall into this category.
* Attack that came from a **Dungeon ability BUT** is not a boost on another card

## Examples of what doesn't go away

* Cure Disease (ability adds  to Cleric)
* Neverending Rope Spool (ability gives multiple boosts to any Hero)
* Silverhelm (ability boosts  and  to a Hero)
* Form of the Juggernaut (ability boosts  on a Hero)
* Haste (ability boosts  on Heroes)
* Lightning Bolt (ability removes a monster's ability)
* Thunderstone Shard (ability - draw a card, boosts  on a Hero)

## Examples of what does go away

* Arcane Aura -  it's a Dungeon Ability, but it's not listed as a boost to any specific hero.
* Fireball -  is just magical attack, not a Dungeon Ability.
* Dark Fire Touch - it's a Dungeon Ability, but it's not listed as a  boost to any specific hero.
* **Weapons** - are not a Dungeon Ability
Duelist

*This is the Prestige Class for use in normal play - see also Duelist (Barricades)*

**See bottom of the page for longer answers to questions.**

(Once per turn, after you complete 1 of the above, pay the  cost listed below for **each of the 1 or 2 new Ranks**, or nothing is gained)

## Clarifications

**Rank 4 needs two Heroes** See Tempest ruling. It needs two Hero cards even if one or both are multiclass.([ AEG conf])

**Rank 4 - What does "if you can't" mean?** If the Sword is unavailable, you get .([ AEG conf])

**Rank 5 - Do multiclass Fighter-Rogues get both bonuses?** Yes([ AEG conf])
Falak

## Text

 After you move into this room, unless you have a Rogue, destroy 1 Ally or Hero at random.

## Clarifications

**Reminder:** "Moving into" refers to a Champion figurine moving into this Dungeon room from an adjacent room. The figurine may either stay in this room OR be moving through this room to others. Does not trigger when player uses any "teleport" ability or ability that "places" the Champion figurine.
Discard

*(This is very different from Destroy)*

Discarding is the **temporary** loss of a card. When you are instructed to discard a card, it refers to placing one of the cards **from your current hand** *(or Static/in-play)* into your discard pile.

The card will likely come back to you after you next shuffle the discard pile to recreate your Player deck.

## Rulebook

*"When an effect has you discard a card, you must place a card from your hand, or from in front of you, into your discard pile. If an effect tells you to discard cards from your deck, they are discarded from the top."* (Official Rule Books)
## Clarifications

* "Discard" does not mean **Discarding from your deck** unless specifically indicated.
* Discard does not refer to the end of turn discard of all your cards.
* Yes you may discard cards that have already been used for their Dungeon/Village ability and the effect of the ability remains.([ AEG conf]) (*Explanation*)

**Reminder:** If a Monster attempts to discard/destroy 2+ Heroes, different Heroes must be selected, not the same 1 protected Hero.
Barmin Ironclaw

Q10 **Preview** https://www.kickstarter.com/projects/alderac/thunderstone-quest-from-aeg-in-french-german-and-english/posts/2969691

## Flavour Description

*"A scrapper by nature, Barmin is drawn to the fight, always eager to test his mettle. He's a celebrity in the back alleys of Thunderstone Keep, a Dwarven folk Hero and a sure payday if wagering on the brawling scene is your game. While not the figure you're likely to see standing on the ramparts by the gate, Barmin Ironclaw is as dedicated a defender of his home as you will find.*

*But when the shadow of Ebonwood descends upon Thunderstone Keep, that same courage and ferocity is just the spice of life that Count Mortas loves to draw out in quenching his insatiable hunger. If Barmin isn't careful to keep his infamous fearlessness from descending into arrogance he could very well become the wild animal that colours his reputation.*

*At first glance Barmin is a fairly typical fighter but as he gains experience, he becomes a ferocious opponent that thrives off the intimidation that would keep lesser fighters from delving too deep into the Dungeon."*
Content Overview

Content for this game has been released in multiple packs that are referred to as both Chapters and Quests:

* Base Game
* Promotional Cards (Kickstarter only)
* 1: A Mirror in the Dark
* 2: Total Eclipse of the Sun (Kickstarter only)
* 3: Risen from the Mire
* 4: At the Foundations of the World
* 5: Ripples in Time
* Barricades Expansion
* 6: What Lies Beneath
* 7: Frozen in Time
* 8: Vengeful Sands
* 9: Clockwork Destiny
* 10: Darkness Rising
* 11: Miricelle's Return
* 12: Nature's Wrath
* 13: Rotten Roots
* 14: Raging Seas **Kickstarter coming soon**
* 15: Ancient Adversaries **Kickstarter coming soon**
Avoiding the Plague

This is a side quest that gives an end of game point bonus if the player manages to achieve the criteria.

## Text

**You must have 0 Wounds (tokens and cards).**

**Reveal this Side Quest when battling the Guardian to cancel its Wounds to you.**

**When the game ends, collect VP if the above requirement is met.**

**6 VP**

## Clarification

See also wound types - none of these can be on your player board or your deck.
Baalok's Hand

Result of completing the side quest Find the Magic Hand

## Text

**Gain 1**  **and 1 .**

**This card has 3** **and 1** **for each Wound you now have.**

## Clarifications

**When first received:** This card doesn't do anything except go into your discard pile.

**This triggers:** if it is in your hand when you Reveal at the start of your turn, or if you draw this card: Gain 1  token on your board and 1into your discard pile.

**This does not trigger:** Any situation that counts as not Revealed - eg when first received; when The Temple puts cards back on the Player deck; when preparing for the Final Turn etc - see Reveal page for more.

When calculating the Magic Attack or Gold, "wounds" includes the number of  &  Wound tokens on your players mat, and also any Wound Cards **in your hand** - eg Festering Wound, Diseased Wound. It **does not** include Wound Cards in your discard or draw pile.

**Question:** I believe the second line of the Trait is evaluated immediately after the first line and is not re-evaluated if Wounds are healed
Daramere's Cloak

## Text

**Dungeon: Choose 1 Hero. Their  cannot be reduced. Monster abilities can not discard or destroy them.**

## Clarifications

The Cloak only protects against Monster effects, not against player cards such as Alpha Prince

**Reminder:** If a Monster attempts to discard/destroy 2+ Heroes, different Heroes must be selected, not the same 1 protected Hero.
Bree Setim

*(This item is part of Barricades Mode, the official variant used cooperative play.)*

Barricades starter ally card

## Text

**Once per turn, after a die is rolled, you may reroll the die (before it resolves). If you do, discard Bree unless you have Joba.**

## Clarifications

**You may only use this Trait on your own dice!** From the Barricades rulebook *"Forming a Party does NOT allow you to choose other players’ cards with your effects unless explicitly stated." (also see Party)*

**Guardian Dice** - YES, this card is permitted to reroll Guardian Dice as well.([ AEG conf])
Baalok's Heart

Received during the side quest Hide the Heart. Will **penalise** the player if it's still in their possession at end of game.

## Text

(Stays in play.) When revealed, discard all your .
**After Battle:** Roll 1d6 and resolve:

* 1: Discard this card
* 2: Gain 1 Gear token
* 3-4: Gain 2
* 5+ : Gain +1 HP

## Clarifications

**"After Battle"** - dice roll is mandatory

**"When revealed"** - This means that it has only just come out of the current hand. If it was already on the table (In Play) from a previous hand, then it has not been Revealed and will not discard any cards.

**Static / Stays in play:** stays out in front of the player until discarded or returned to The Box.
Aird

*"Aird uses your opponents' strengths against them"*

Can trigger the "discard from your deck" ability when used with cards from Quest 6: What Lies Beneath

## Clarifications

**All players** - does include the current player!

**Resolve multiple Aird cards one at a time -** If the active player has multiple Aird cards whose abilities are triggering at the same time (check Dungeon/Village) then the active player must resolve the ability of each card in turn - you can't merely get the players to flip multiple cards and decide which Aird card triggered each.

**Aird I - Spoils** This does not by itself give the player the ability to purchase something as a spoils ability. This spoils ability can only be used if a) you haven't already used the ability during this turn on a Village phase and b) if you trigger another spoils ability that lets you buy something. This ability merely accumulates extra gold.

If a player randomly flips up an **Aird** card, the use depends on the Aird card that the active player was using:

Triggered by:

* **Aird I :** revealed Aird card is used **only** for its gold value. Ignore Aird I (zero gold)
* **Aird II :** revealed Aird card is used **only** for its gold value. Ignore Aird I (zero gold)
* **Aird III :** revealed Aird cards **can be used fully**, chain react etc.

**Question:** What happens if you level up a stolen hero? Technically the other player gets their destroyed card back at the end of the turn. See also Mirror Image

Mark W @ AEG seems to have said, you get the new level hero yourself. https://boardgamegeek.com/thread/1946774/article/28387859#28387859

This **does not** seem to be identical to the "Borrow" ability in Barricades mode which is clarified in the Barricades FAQ
Longbow

## Text

Dungeon: Exchange the Monsters in 2 adjacent Dungeon Rooms (diagonal is not adjacent).

## Clarification

**Rulebook:** *"Monsters cannot be removed from The Wilderness for any reason"* - ie you cannot use the Longbow to move the Giant Rat / Guardian / other Wilderness creature.

The two adjacent rooms can indeed be of two different levels - as long as you're not going diagonally.

**Extra Question on:** Abyssal Temple (normally pack 4: At the Foundations of the World )
11: Miricelle's Return

Kickstarter only Eleventh pack of content for Thunderstone Quest, released in the Kickstarter "The Enemies Among Us".

## Scenarios

1. A Stranger Comes to Call
2. Unwelcome Visitors
3. Closing The Door

## Dungeon Rooms

* Level I - Broken Road
* Level I - Village Breach
* Level II - Mixed Marsh
* Level II - Warped Wood
* Level III - Shattered Cave
* Level III - Split Cathedral

## Card List

### Heroes

* Armatir the Proud
* Corster the Shade
* Donatien Pinnick
* Gilora the Trickster
* Leila and Zurien
* Sibyl

### Allies

* Riftling
* Traveling Merchant

### Items

* Manacles
* Potion of Giant Strength

### Spells

* Banish
* Phantasm
* Sonic Scream
* Spirit Shield

### Weapons

* Glaive
* Midnight Katana
* Stone Maul
* Throwing Dagger

### Monster Groups

* Level I - Possessed Protagonists
* Level I - Treacherous Turncoats
* Level II - Orcish Allies
* Level II - Resurrected Remnants
* Level III - Rift Natives
* Level III - Scion Invaders

### Guardian

* Miricelle, World Destroyer (IV, V, VI, VII)

### Prestige Classes

* Riftwalker gives Riftwalker, Boots of the Abyss, Void Blade

### Side Quests / Legendary Items

* Enter the Void gives Void Blade
* Search the Rift gives Riftwalker
* Welcome the Traveler
* Item Boots of the Abyss
* Hero Avania (Legendary)
* Hero Baharan (Legendary)
* Hero Edlin (Legendary)
* Hero Hawkswood (Legendary)
* Hero Regalen (Legendary)
10: Darkness Rising

Kickstarter only Tenth pack of content for Thunderstone Quest, released in the Kickstarter "The Enemies Among Us".

## Scenarios

1. The Shadow Descends
2. Temptation Comes
3. The Master Revealed

## Dungeon Rooms

* Level I - Foggy Forest
* Level I - Village Square
* Level II - Great Hall
* Level II - The Pens
* Level III - Count's Quarters
* Level III - Shallow Graves

## Card List

### Heroes

* Barmin Ironclaw
* Kaiya Winters
* Karn Wulfric
* Mirak Ilaskas
* Stelias the Dark
* Ursulette

### Items

* Dreamcatcher
* Grimwood Wand
* Torch

### Spells

* Dance with the Devil
* Exorcise
* Morning Dawn
* Superior Mind

### Weapons

* Balanced Staff
* Bow of the Beast
* Pitchfork
* Whip

### Monster Groups

* Level I - Bloodthirsty Beasts
* Level I - Possessed Objects
* Level II - Enthralled Villagers
* Level II - Fearsome Phantasms
* Level III - Lost Lycanthropes
* Level III - Vicious Vampires

### Corruptions (general info)

* Bloodlust
* Claws
* Dark Nature
* Enhanced Senses
* Fangs
* Fast Healing
* Howl
* Hypnotic Stare
* Lord of the Horde
* Mist Form
* Nightvision
* Primal Hunger
* Savage Mind
* Speed
* Wall Crawl

### Prestige Classes

* Nightstalker gives Lorturim Dragonblood, Mortas' Land

### Side Quests / Legendary Items

* Embrace the Dark Side
* Harness the Dragon Blood gives Lorturim Dragonblood
* Item? Mortas' Land
Destiny Interrupted

This is the first Adventure in 4: At the Foundations of the World

## Card List

### Monster Groups

* Level I - Air Servitors - *They tend to be vulnerable to*
* Level II - Fire Servitors - *They attack your  and Weapons.*
* Level III - Divine Founders - *They judge (attack) your Heroes harshly.*

### Dungeon Rooms

* Level I - Air Temple
* Level I - Water Temple
* Level II - Earth Temple
* Level II - Fire Temple
* Level III - Abyssal Temple
* Level III - Celestial Temple
Alpha Prince

Individual, unique Legendary Hero card gained by completing the Side Quest "Rescue the Prince" or Prestige Class Monster Hunter . May not be leveled up.

Useful but hard to control - dangerous to have around.

**Thematically:** The Alpha Prince instinctively has to be the "top dog" and sees your other heroes as rivals.

## Cards

**Before Battle: Destroy your highest**  **non-Lycanthrope Hero.**

## Clarifications

* The Alpha Prince does have a Skill of 0 but you can still use skill boost cards such as the Thunderstone Shard to allow him to hold weapons.([ AEG conf])
* You cannot optionally leave the Alpha Prince out of a battle. If you have him in your hand at the time of a battle, the **Before Battle** ability will trigger.
* The treasure Enduring or the spell Mirror Image could protect a hero from the Alpha Prince, if used right.
Alert

This symbol denotes that there is some special rule concerning this card or tile. The explanation of the rule will be written on the card or tile itself.

While the symbol does not denote any specific rule...

* **on a dungeon room or monster:** often means the player will incur a penalty when moving into or through the room
* **on a Hero, Weapon, Item, Spell:** introduced with 6: What Lies Beneath - Often used to indicate that the card has an effect when merely discarded from your deck

Bottom line is, when a card with one of these symbols turns up, or there is a dungeon room with this symbol, double check what the  is referring to...
Arcane Aura

## Text

**Dungeon:** You may give 1 Wizard an additional Class keyword. If you now have 3 or more different Classes, gain 2 .

## Clarifications

**"if you now have 3 or more different Classes ..."** means in your whole hand of cards this turn, not just on one card.

**Class keyword** = Cleric / Fighter / Rogue / Wizard(forum)

**Two Arcane Aura spells with 1 Wizard** do not **both** give +2 .([ AEG conf]) Assuming you start with only 1 Wizard class keyword, the first AA spell only adds a second class keyword and so does not trigger the extra .