recursal/Fanatic-Fandom huggingface dataset:
The Lich's Tomb

You don't know precisely how strong the Monster here will be, until you are fighting it.

88% chance it will be 1-5, otherwise it could be much higher!!

## Text

* **Penalty:** Roll 2d6.  = the lower value rolled, or the total value if you rolled doubles
* **Benefit:** After Battle: Place your Champion in the  room

## Clarifications

**The Monster's Defense Boost** value is only calculated at the actual time you need to compare values - after any "Before Battle" abilities. Roll two 6-sided dice. If the results, are different, the boost is the lower value. But if they are the same value, then add the two together for the boost.

*(Calculated during a boring meeting!)*
Precognition

## Text

You gain -1 Wounds from Monsters this turn.

**Village or Dungeon:** Look at cards on the top of your deck equal to your highest Wizard  +1 and place them back on the top of your deck in any order.

## Clarifications

**"Wounds from Dungeon Rooms"** does not include any  boosts printed on the Dungeon Room tile. Those are added to the Monster's  and so only count as **" from Monsters"**. The only Wounds received from Dungeon Rooms are those given by special effects on the room. (Quite rare).([ AEG conf])
Plague Rat Swarm

**Level:** I

**Summary:** Vermin, Swarm - This swarm can number in dozens or hundreds, but it often brings disease. (This Swarm gains +1d6 Health)

**Pack: 6: What Lies Beneath**

Health: 0-2 + 1d6

Abilities:

* + and +XP equal to half the roll, round down for , round up for XP
* If the  this Monster gives you is a Disease, gain a second .
* **Before Battle:** Gain 1. Discard 1 Hero; destroy it if the  this Monster gave you is a Disease.
* **Before Battle:** Gain 1. Discard 1 Weapon; destroy it if the  this Monster gave you is a Disease.

## Clarifications

*"**Swarm** is a new Monster keyword. You can never predict the size of a swarm. Swarm Monsters gain additional +1d6 Health dice as stated on their card. Roll this whenever the Health value is needed. Once rolled for the turn, it is set for that turn."*

The above means that the 1d6 boost to the card's Health occurs right at the point where the battle takes place - so **after the player has committed** to the battle, after any Before Battle ability. *It's a risky business!*
Swarm

*"**Swarm** is a new Monster keyword. You can never predict the size of a swarm. Swarm Monsters gain additional +1d6 Health dice as stated on their card. Roll this whenever the  is needed. Once rolled for the turn, it is set for that turn."*

The above means that the 1d6 boost to the card's  occurs right at the point where the battle takes place - so **after the player has committed** to the battle, after any Before Battle ability. *It's a risky business!*

**"it is set for that turn"** just means that in Barricades Mode the dice do not need to be rerolled if other players try the same Swarm on the same turn. Players who can affect dice are still able to manipulate the roll.([ AEG conf])

## Pages in category "Swarm"

(alphabetise)

- Tamashree

- Palomides

- Jorawar

- Fursat

- Ashmal

- Scion

- Vampire Bats

- Gremlins

- Arctic Mosquitoes

- Tundra Wolf Pack

- Plague Rat Swarm

- Scarabs
Gold

## **2022-06-09 MAJOR RULE REVISION / CLARIFICATION PENDING.**

The explanation below is no longer accurate, See New gold rule

## *~~Clarification: How Gold Cards Work~~*

*~~There has been much confusion about how Gold cards work, especially when a player may have multiple opportunities to buy cards during their turn, possibly having both a Village Phase and a Dungeon Phase. I have gone through all the discussion in the forums and discussed this with **AEG** directly, and we have created this shortest/simplest explanation:~~*

***~~"Anytime you are allowed to make a purchase, you look at the total Gold you have available (cards and tokens) at the instant you want to make the purchase. If any of the Gold has been previously spent, then it can't be spent again. You can use any unspent Gold on the purchase."~~***

*~~If you want to magnify parts of that explanation...~~*

* *~~Cards that are **not present** at the time that you make a purchase do **not** contribute any value to your available Gold([ AEG conf])~~*
* *~~Yes, if you have partially spent a card on a previous purchase this turn, you can spend the rest IFF that card is still present and you're permitted an extra buy~~*
Shortsword

## Text

**Dungeon: If the wielding Hero is also wielding another Weapon, draw 1 card.**

## Clarifications

**When does the Shortsword's ability activate? Can I get both abilities from two Shortswords being wielded by the same Hero?** Wielding and Dungeon abilities happen in the same step of a Dungeon phase. Dungeon actions have to come some time after a weapon is wielded, but not neccessary immediately afterwards. So you can equip two Shortswords and THEN activate the Dungeon ability on both.
Ready for Anything

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

## Text

**Your deck must contain at least the following from The Marketplace:**

* **2 different Items**
* **2 different Spells**
* **2 different Weapons**

**Reveal this Side Quest when the game ends if the above requirement is met.**

**9 VP**

## Clarification

none required?

This side quest is not as restrictive as Consistency is King - effectively it is the opposite - rewarding variety.
Spoils

A Spoils ability is an **optional** reward that only triggers if a Monster has been **defeated**.

## Timing

1. Battling Monster
	1. Before Battle abilities occur (4a)
	2. Attack & Defense values calculated
	3. After Battle abilities occur (4d)
	4. Wounds received (4d)
2. If monster defeated
	1. Gain printed XP (5a)
	2. Monster removed and refilled with a new Monster (5b) Possibly revealing 1 Guardian Key
	3. **Spoils abilities used at this point** (5c)

## Clarifications

* needed for purchases in a Spoils ability cannot use any  already spent in the Village or Dungeon. See Gold
* bought/received in a Spoils ability may **not** be used this turn.(forum)
* **Often wrong:** If Spoils is based on  (eg in Abyssal Temple) then this is the value of light used in movement **MINUS** any light cards lost before Spoils occurs. *Note that this reduction does not affect the value used for movement! (see Official FAQ: Light Reduction )*
Treasure Hunter (Barricades)

*For the Side Quest of the same name, see Treasure Hunter*

*This is the Prestige Class for use in Barricades Mode - for normal play see Treasure Hunter (Prestige)*

(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

* **"With"** just means physically present. The card in question need not be involved in the Monster's defeat. (in thesection)
* "Gain a " - DOES seem to include Treasure Caches. Rank 4 refers to "gaining" TCs, and Rank 3 refers to all cards at the Shop as " cards"
The Keeper of the Sands

Second Adventure in 7: Frozen in Time

This adventure uses the  frostbite wound token.

**Note:** this Adventure uses the additional cards:

* Shortbow from 1: A Mirror in the Dark
* Gorlandor from 1: A Mirror in the Dark
* Vampiric Touch from 3: Risen from the Mire
* Ring of Learning from 3: Risen from the Mire

## Card List

### Monster Groups

* Level I - Abyssal Servants
* Level II - Tundra Wolf Pack
* Level III - Frozen Natives

### Guardian

* Orgrum Coldthunder (V)
* or Orgrum Coldthunder Lair (Barricades Mode)

### 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
Reshuffling

When does a player need to reshuffle their discard pile to make a new player deck?

## Rulebook

*"If a player ever needs a card from their deck for any reason, but their deck is empty, they first shuffle their discard pile to form a new deck, and then continue. This process does not happen when a deck becomes empty, only when a card is needed from an empty deck."* (Official Rule Books)This includes when player is using

* draw a card abilities
* Discarding from your deck abilities
Summon Help

## Text

**Dungeon:** Draw 1 Hero and gain 1 or, from the Guilds' Quarter, draw 1 Hero with  lower than 1 of your Wizard's . Return the Hero before the turn ends.

## Clarifications

* If the temporary Hero is levelled up - it's a waste - you don't get to keep it - both cards will return to the Village.([ AEG conf]) (Just like Mirror Image, Necromancer and *Borrowing.*

* The player can search through the Guilds' Quarter decks for the right level Hero.([ AEG conf])

* If the card is destroyed, it still returns to the Village.([ AEG conf])
* The  Adventurer just comes from any supply of spare Adventurers (box, discards etc) and returns there afterwards.
Pylorian

*Also called "**The Herald**" in the original Kickstarter stretch goals.*

The Pylorian is an Arcane spells specialist. She counts as a wizard for any spells that require them, but her abilities are stronger with spells classified as Arcane.

**Note:** The pluses to levels are only relevant to other cards that need to know this card's level eg Magic Missile, they do not level up the card

## Clarifications

* Spells do not get equipped to a hero, so multiple Pylorians will get a bonus from the same spell.
* The Pylorian's ability does not stack with multiple spells in hand, it's just based on the presence of a spell

**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

**Example with a Fireball and a Pylorian Level 2 :** No wizards are actually needed to cast a Fireball. It will do its usual 3 points of damage. However because a spell is in your hand, the Pylorian will get a bonus. The Fireball spell is **not** Arcane so the bonus would be +1 Magic attack, +1 Level. Technically that makes the Pylorian's level raise to 2, but If there are no other cards enquiring after this wizard's level, then that part of the bonus is irrelevant. The Pylorian's attack would be 2 + 1 = 3 Magic attack.

**Example with a Magic Missile and a Pylorian Level 2 :** Considering the Pylorian first ... Because a spell is in your hand, the Pylorian will get a bonus AND because the Magic Missile **is** Arcane, the second part of the Pylorian's ability will trigger +2 Magic Attack, +2 Level. The Pylorian would thence be dealing 2 + 2 = 4 Magic attack. The Pylorian's level is considered to be 2 + 2 = 4. The attack power of each Magic Missile spell is based on the sum of all the wizard levels in your hand. If it was some other kind of level 2 wizard you had in your hand, the Magic Missile spell would only do 2 damage, however the Pylorian's level has been boosted to 4, so the spell will do 4 damage.

**Recommendation:** If you have multiple Pylorians and Magic Missiles in hand, calculate the Attack of each Pylorian card first, then calculate the level of each Pylorian, then sum the levels together and that will be the attack of one Magic Missile card. Subsequent Magic Missile cards in the hand will be the same attack value.
Secrets Unearthed

This is the third 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 other quests:

* Hero Silverhelm - from 1: A Mirror in the Dark
* Monster Group Spider Terrors - from 1: A Mirror in the Dark
* Monster Group Ensnaring Vines - from 3: Risen from the Mire

## Card List

### Monster Groups

* Level I - Ensnaring Vines
* Level II - Spider Terrors - *"They wound heavily (* *and* *) and are drawn to equipment."*
* Level III - Shapeless Spawns - *"These Aberrations of the deep grow stronger with your* "

### Dungeon Rooms

* Level I - Junction
* Level I - Rat Nest
* Level II - Ghoul Nest
* Level II - Trog Village
* Level III - Catacombs
* Level III - Arches
Gemini Dagger

A pair of two identical Treasure cards that you gain at the same time - you get a bonus any time you get them back together again.

## Text

When you gain this card, search the Treasure deck for the other Gemini Dagger and gain it too. Shuffle the Treasure Deck.

+1 and +1 if this Hero wields both Gemini Daggers.

## Clarification

There is a (\*) on both cards, for both light and attack, and the same text appears on both cards, so the implication is that each card gets the same bonus so:

* Both cards together = 6, 4, 8, 4
Taste of Blood

Side quest that unlocks the Legendary Hero group Vampire

**Note:** Unlike most side quests, you need to keep the Side Quest card around as it has important ongoing information.

## Text

*"I have never met a Vampire personally, but I don't know what might happen tomorrow."*

After defeating a Level II or higher Monster which gives a Wound, reveal this Side Quest and put the lowest level Legendary Vampire into your discard pile.

**Before Battle Ability:** If you have a Legendary Vampire, destroy 1 non-Vampire Hero to draw the lowest level Legendary Vampire. If you did not destroy a Hero, your Vampires have a -1 Magic Attack.

## Clarification

* **-1 Magic Attack** - that's a reduction from their normal attack, so a Vampire Minion would have an attack of 1
* **Can I level up vampires by spending XP?** No, only by killing (converting!) your own heroes.
* **Can I choose not to destroy a hero in battle?** No, this can only happen if you have no other Heroes in your hand.
* **What happens when no vampires remain in the legendary deck?** AEG has confirmed that you still need to destroy a Hero, without getting any new Vampires.(AEG conf)
* **How would Enduring (destruction protection) work here?** The hero wielding Enduring would not get destroyed, no new Vampire would appear and the Vampires would have the penalty to their attack.
Spices

## Text

**Spices are worth VP equal to the number of other Spices you have.**

## Quest 8 Rulebook

*"**Am I only supposed to have 6 copies of Spices?**
Yes, due to the card’s mechanics, it is intentional that there are only 6 copies of this card in the stack, instead of 8. It should also be noted, that in Epic Mode there is only 1 copy of this card included, rendering the point of the card moot. Even though Spices is printed in the Epic Mode card bundle for completion sake, it is recommended that you do not play with it in Epic Mode. Regardless of what you choose, do not add any “extra copy” of Spices to the default stack of 6. The stack intentionally only contains 6 copies of Spices."* (Quest 8 Rulebook)
## Clarifications

 2
 3
 4
 5
 6
Sladrek the Weretrog

Individual, unique Legendary Hero card gained by completing the Side Quest "Dominate the Weretrog". May not be leveled up.

**Thematically:** Will "possess" the body of one of your existing heroes who will recover next turn.

## Sladrek the Weretrog

### Keywords

Fighter, Cleric, Hero, Lycanthrope, Legendary

## Cards

**Before Battle: Place 1 other Hero on the top of your deck.**

**If you cannot, take 2** **.**

**Sladrek gains +**  **equal to the Hero's**  **or** **.**

**Give Sladrek the Hero's Weapons and Keywords.**

## Clarifications

Sladrek is effectively a boost for a hero instead of a being an extra hero - but you do get to use the "possessed" hero again the next turn.

In theory this card helps to explain how to gain the **sidequest**, but it's made a bit clearer on this page: Dominate the Weretrog
Enhanced Senses

Q10 **Preview**

* Keywords: Static, Corruption
* VP: -2
* Pack: 10: Darkness Rising

## Text

* Destroy this Corruption by destroying 2tokens as a Village Action
* Ignore  Requirements this turn

## Clarifications

The "Ignore" text happens whenever the card is in play, it is not triggered from the Destroy line.

**Question:** What is the downside of this card in Barricades mode where end of game VP are not counted?
The Hero's Ring

Individual, unique Item gained from the Treasure deck.

Gives a Hero more attack, skill and money!

## Clarifications

This item functions a little like a Weapon in that it is wielded. The Boosts to Attack and Skill are applied to a Hero at the start of the Dungeon turn. If that Hero is lost prior to the Battle, the card cannot be reassigned to another Hero.

**Reminder:** While Items are not "wielded", the bonuses from one Item all apply to the same Hero.
Part II

Second Adventure in "Epilogue" 5: Ripples in Time

## Card List

### Monster Groups

* Level I - Gnoll Raiders
* Level II - Minions of Chaos
* Level III - Ancient Protectors

### Dungeon Rooms

* Level I - Gate Cavern
* Level I - Mine (from 1: A Mirror in the Dark )
* Level II - Crypt (from 1: A Mirror in the Dark )
* Level II - Dangerous Passageway
* Level III - Fire Chasm
* Level III - Vault (from 1: A Mirror in the Dark )
Skill

= Skill Value, near the top left of a Hero's card. *(aka "strength")*

 = Skill Requirement Value, shown on the top left corner of Weapons and some Items.

From the rules:

> *This determines how proficient a Hero is at wielding Weapons. A Hero may wield any number of Weapons that have a combined Skill Requirement of less than or equal to the Hero's Skill.*
>
>

**None** of the abilities of a Weapon can be used unless the card is attached to a Hero who possesses a minimum of that value of Skill  This includes light  and abilities. **Most Items and Spells** do not have any  Skill Requirement and do not need to be wielded to a attached to any Hero.

This is **wielding**, and once abilities on a wielded Weapon or Item have been used, the card cannot be shifted to another Hero.

The card can be removed through **discarding** if some the player has some ability that permits that eg Baharan. Obviously any ongoing bonus eg Attack is lost when the card is discarded.

If a wielded card is discarded...

* **during the Dungeon Abilities** section of the Dungeon Phase (before moving), that frees up the Hero's Skill  to be used for other cards.
* **after movement has commenced** - the Hero may not use reuse their Skill

A Hero may **wield multiple cards** providing their Skill  is equal or greater than the sum of the wielded cards .

A Weapon may be **involuntarily dropped** if the Dungeon Rooms or Monsters cause a Hero's  to decrease or a Weapon's  to increase such that the Skill is no longer sufficient. At that stage it is too late for the Hero to wield a different card. A Hero's skill can be **reduced** into the negative.
Prestige Classes per Chapter

See Prestige Class Overview

Here's the list of which Prestige Classes originally appeared in which Chapters.

NB - some Prestige Classes require Legendary cards from specific Chapters...

## Barricades Mode (inc Q6 & 7)

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

## 8: Vengeful Sands

* **Voyager** gives The Immortals, Wish
* **Spice Merchant**

## 9: Clockwork Destiny

* **Thunderstone Savant** gives Thunderstone Carriage, Thunderstone Power Armor, Thunderstone Annihilator
* **Living Legends**

## 10: Darkness Rising

* **Nightstalker** gives Lorturim Dragonblood, Mortas' Land

## 11: Miricelle's Return

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

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.) If you discard 5 or fewer cards when your turn ends, discard this card.

Once per turn, you may give a die +1 value.

**Dungeon:** Draw 1 card, or draw 2 cards if you have another .
## Clarifications

**Static / Stays in play:** stays out in front of the player until discarded or returned to The Box.
Treasure Cache Cards per Chapter

Some of the time, players drawing from the Treasure Deck () will get **Treasure Cache** cards instead that will instead give the player some extra  and gear tokens. These cards are not added into a player's deck but are put into the destroyed pile after the their benefit is provided.

See Treasure for more information about Treasure Cache cards.

Here's the list of which Treasure Cache cards originally appeared in which Chapters (you don't normally remove them from the Treasure deck after adding them)

## Base Game

* 5x When you draw this card, destroy it to gain 3  .
* 2x When you draw this card, destroy it to level a Hero, ignoring  cost.

## 1: A Mirror in the Dark

* 2x When you draw this card, destroy it to gain 2  and 1 .

## 2: Total Eclipse of the Sun

* 2x When you draw this card, destroy it to gain 2  and 1 Gear token of your choice.

## 3: Risen from the Mire

* 2x When you draw this card, destroy it to gain 2  and 1 .

## 4: At the Foundations of the World

* 2x When you draw this card, destroy it to gain 2  and 1 .

## 6: What Lies Beneath

* 2x When you gain this card, destroy it to gain 1  and 1 of each Gear token.

## 9: Clockwork Destiny

* 5x When you gain this card, destroy it to either destroy 1 of your cards or gain 2 .

## 10: Darkness Rising

* 2x When you gain this card, destroy it to gain 2  and heal 1 Wound.
Rebuild the Roads

On completion, this side quest gives the ability to collect legendary The Immortals cards.

## Text

To reveal this Side Quest, pay 4 and discard the following as a **Village action**:

* 2 and 2 tokens
* 1 or more Heroes with a combined printed 10+

**Village or Dungeon:** If revealed, discard 1 non-Starter card to gain 1 The Immortals Legendary Hero, and draw it.

## Clarification

Note that the Heroes and non starter cards are **discarded** not destroyed.

**Requirement:** Both dot points are required.([ AEG conf])
The Immortals

Set of 8 x Legendary Hero cards gained during completing the Side Quest "Rebuild the Roads" or Prestige Class "Voyager" . May not be leveled up.

## Cards

**Monsters and Dungeon Rooms cannot destroy or discard The Immortals.**

## Clarifications

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

## Clarifications

Unlike a normal Level II room, this room has **no** light requirement, but the **benefit** is given if the player does have light.

**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
Torch

Q10 **Preview** https://www.kickstarter.com/projects/alderac/thunderstone-quest-from-aeg-in-french-german-and-english/posts/2972142

## Text

**Dungeon:** Cancel an Ability on a Beast or Vermin in the Dungeon

## Clarifications

Ability = **Before Battle** or **After Battle** ability, not a Trait, something that is not labelled one of those.

## Flavour Description

*"The dark places of the world are no place for the average person. The land surrounding Thunderstone Keep or a place of great marvels, of ancient secrets long forgotten and dangers untold. Only the bravest and boldest of adventurers (or the truly desperate) venture down the roads less traveled.*

*Even the strongest heroes among us would be foolish to delve into the places untouched by the light of day without help. It seems mundane, a common everyday object found throughout the Keep and anywhere civilization remains in this world, but heed this warning and do not take it for granted. For there are few objects of greater necessity to the adventuring dreamer or the stalwart champion than a simple torch.*

*While not the most exciting item to reveal from your hand, the Torch offers ultimate utility, invaluable in any deck. A low-cost staple it provides light in the darkness of the Dungeon, the opportunity to find small trinkets for trade passed over on the paths, and even an aid in battle should the need arise. Beyond that its flame can keep even the mightiest of beasts at bay."*
Thunderstone Quest Wiki

**Welcome to the Thunderstone Quest Wiki!**

This is an unofficial reference for the deck-building card game **Thunderstone Quest.** Want to help?

Players build rival parties of Heroes, arm them with Weapons and Spells and send them into the Dungeon to fight Monsters until they get to the final Boss! Along the way they may encounter secret side quests, legendary items, and wondrous treasure!

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**

Linked items from the Official FAQ

Categories: Heroes, Weapons, Spells, Items, Treasures, Legendary, Side Quests, Allies, Guilds, Monster Groups, Monsters, Dungeon Rooms, Prestige Classes, Game Mechanics, Adventures, Guardians, Lairs ...
Specialists' Guild

Guild Sponsorship from 6: What Lies Beneath.

## Text

**When the game begins, choose 1 of the following keywords - Arcane, Chaos, or Elemental.**

**Spells with the chosen keyword have -2**  **for you.**

**Dungeon: Give 1 Wizard +1**  **for Spells with the chosen keyword.**

## Clarifications

The +1  is only counted **during** the calculation of a Spell - it is not pooled between multiple spells.
Reminder: Light

**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
Polkan

Do you have a Rogue/Item deck?

## Text

**Before Battle:**

* Discard 1 card from your deck.
* If it is a Rogue or Item, give Polkan -1. Otherwise destroy 1 Item.

## Clarification

**"Discard 1 card from your deck"** = Flip a card from your draw pile to your discard pile (aka Discarding from your deck.

Remember the item destroyed must be in your current hand of cards - they are the only ones accessible.
Scion

**Level:** III

**Summary:** (Celestial, Demon, Undead, Swarm, Scion Invaders) *"text here"*

**Pack: 11: Miricelle's Return**

* Scion
* Scion
* Scion
* Scion
* Scion

*Note: All of the monsters in this group are named "Scion", but they have different card information. The above are named after their unique strengths.*

Q11 **Preview** https://www.kickstarter.com/projects/alderac/thunderstone-quest-from-aeg-in-french-german-and-english/posts/2977450
Treasure Hunter

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

*For the Prestige Class of the same name - see Treasure Hunter (Prestige)*

## Text

 **in your deck are worth +1 VP.**

**Reveal this Side Quest when the game ends.**

**Collect the below VP if you have more  than any other player.**

**5 VP**
Town Guard

*This is the Prestige Class for use in normal play - see also Town Guard (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

**section** *"With"* just means physically present. The card in question need not be involved in the Monster's defeat.

**Rank 9:** Yes, the player can use all of the Village areas on the same turn, even if they are in the Dungeon. (Occurs during Dungeon Ability phase)([ AEG conf])
Qareen

## Text

 After you move into this room, unless you have a Rogue, discard [Discard Into Right] 1 of your Items.

## 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.
The Guilds' Quarter (Barricades)

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

## Text

**The Hero you level up in the Village this turn may instead be leveled up as a Spoil.**

## Clarification

Normally in the Village you can level up 1 Hero - you pay the right XP, the old Hero card is "destroyed" and the replacement card goes on your discard pile - so you have 1 hero less for any fighting in the Dungeon phase.

BUT if you visit the Guilds' Quarter on your Village Phase, and then go on to successfully defeat ANY Monster, afterwards you can level up one of the Heroes in your hand (by paying the XP). This ensures you're not 1 hero less during the battle.

**Note:** Yes this version of the location only levels up 1 Hero, not 2 Heroes.
Protection from Wounds

Individual, unique Spell card gained from the Treasure deck.

## Text

**Dungeon: Do not gain  from Monsters. If you have a Cleric or Wizard, do not gain  from Dungeon Rooms either.**

## Clarifications

**Reminder:** Effects that reference Red Wound tokens  only affect Red Wound tokens, not Blue Wound tokens  (Frostbite) or Wound Cards, and vice versa.

**"Wounds from Dungeon Rooms"** does not include any  boosts printed on the Dungeon Room tile. Those are added to the Monster's  and so only count as **" from Monsters"**. The only Wounds received from Dungeon Rooms are those given by special effects on the room. (Quite rare).([ AEG conf])
Rebuild the Grain Silo

This is a side quest that essentially allows players to purchase extra

## Text

To reveal this Side Quest, pay 4 and discard 3 tokens as a **Village** action.

If revealed, after you buy a card from The Marketplace, you may place it under here instead of in your discard pile.

Cards under here are yours, have their  value doubled, and count their  to your total.

## Clarification

"Cards under here are yours" - apart from the , these cards count as being in your deck for any other end of game abilities.

You do not get to use these cards during the game.
Rien Mandroux

*"Text missing"*

## Quest 8 Rulebook

*"**How does Rien Mandroux work?***Rien has 5 keywords that give her an Attack boost. She cannot get boosted by any 1 keyword more than once. Having 3 Spells, for example, will only boost each copy you have of Rien once each, not three times each. At Levels 1 and 2, Rien does not count herself as a Hero, but will count other Heroes you have, including other copies of Rien. At Levels 3 and above, Rien counts herself for the Hero keyword.

**If you have Rien Mandroux and a card with more than 1 of the keywords Rien counts (e.g. The Immortals are Ally • Hero), does that count as 1 or 2 different keywords?**

They count as 2 different keywords for Rien." (Quest 8 Rulebook)
Sewer Snake

## Text

When you move out of this room, take 1

**Before Battle:** Discard 1token.

## 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.
Trial By Fire

This is a side quest that gives an extra **ongoing ability** after completed. (Also 4)

*"Learn to swim. Good luck to you if you don't."*

## Text

```
After you defeat a  or higher Monster with 2 or fewer Heroes, reveal this Side Quest

```

If this Side Quest is revealed, gain this **Spoils** ability and, when the game ends, collect its .

**Spoils:** Level up 1 Hero paying -1.

## Clarification

Can you trigger this side quest with more than 2 heroes in your hand, if you didn't really need those heroes to defeat the monster? No ... you can't ignore cards in your hand. In Thunderstone Quest "with" just means "in your hand".([ AEG conf])
Thunderstone Staff

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

*Additional: only used in Barricades Solo play*

## Text

+2 if the Guardian is revealed.

**Dungeon:** if you have a Wound, draw 1 card. If you have 4 or fewer HP, you may heal 1 Wound.

## Trivia

There are images of old versions of this card online. I've checked this is the correct one.
Uvina the Delver

*"Uvina delves through (discards from) your deck, getting extra Gear for your next venture."*

## Clarifications

**"each type of Gear token"** means you will get 0-3 extra  as there are only 3 different types of Gear tokens. You do not need to destroy them.

This is **not** a "bootstrap" card that allows drawing more copies of itself from the player pile. The best you will get from comboing this card on itself is more opportunities to buy Gear tokens. See Discarding from your deck

**Uvina III & IV:**  Yes you can give unpleasant cards like Wounds and Vampires to other players.([ AEG conf])
Rugduhr Blackmane

*Rugduhr maximises his Gear while he hunts the one he once served.*

## Clarifications

**Reminder:** +1 HP means draw 1 extra card on the next turn. It's a temporary boost. (see Hit Points)

**Rugduhr IV**: "Players either gain...." - each player around the table gets one or the other, and the current player chooses for each person.([ AEG conf])
Stick to the Basics

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

## Text

**Your deck must contain at least 8 cards in it with the Starter keyword.**

**Reveal this Side Quest when the game ends if the above requirement is met.**

**11 VP**

## Clarification

Reminder: you start with 12 Starter cards: 6 Adventurers, 2 Daggers, 2 Lanterns, 2 Thunderstone Shards. If you are concerned about keeping Starter cards, you can always buy extra cards to add to your deck.
Thunderstone Shard

## Text

**Village or Dungeon:** If you have 1 or more Wounds, draw 1 card.

## Clarifications

This references the word **Wound** so can be triggered by any type of Wound, both tokens and cards.

This card draw cannot be done until the player has nominated whether they are going to one of the Village Locations, or the Dungeon.

Abilities can only be used once on a turn. If the player has used this ability in the Village, and manages to also get a Dungeon phase, they will not get to use this ability again.
Physical Attack

Physical Attack is one of the two types of attack that can be done on Monsters.

A Hero whose card only displays  Magic Attack can still wield a weapon that does  - the Hero will do both.

If the Monster being attacked has any  Armor (Physical Resistance), the number in the small circle on the upper right will be subtracted from the player's total

 Magic Resistance has no effect on , so if the player has enough  to match or exceed the Monster's Health, the  is not relevant.
Teleport

Some ways of moving are officially or unofficially called **teleport**.

Teleportation is not considered "movement", so anything that triggers on "move" will not occur, including **move into, move through, move out.**

## Officially "Teleportation"

* Treasure Rod of Teleportation
* Prestige Class Arcane Order

## Unofficially "Teleportation"

Okay so these things **function exactly like teleportation** but the rules book doesn't refer to them as such:

* Deciding to go to the Village when the previous turn left you half way down the Dungeon
* In your Final Turn you have the option to jump straight to battle the Guardian in the Wilderness *(not Barricades Mode)*
* Spoils abilities on rooms that let you "place" your figurine in another room
Town Councilmember

*This is the Prestige Class for use in normal play - see also Town Councilmember (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

As officially noted with Arcanian, dice results can be adjusted down to 0 or above 6.
Tundra Wolf Pack

* **Level:** II
* **Summary:** (Beast, Swarm) *A Tundra Wolf Pack's numbers and attacks are as fast as they are unpredictable, striking before and after battle.* (This Swarm gains +1d6 Health)
* **Pack: 7: Frozen in Time**
* Health: 2-4 + 1d6

 4+1d6
* 1-2: Add the + and roll again.
* 3-5 +1
 4+1d6
 4+1d6

## Clarifications

**Before & After Battle:** Yes this occurs twice a turn, however if you have the ability to *"turn a Before Battle ability into an After Battle Ability"*, it merely triggers once, after the battle.

*"**Swarm** is a new Monster keyword. You can never predict the size of a swarm. Swarm Monsters gain additional +1d6 Health dice as stated on their card. Roll this whenever the Health value is needed. Once rolled for the turn, it is set for that turn."*

The above means that the 1d6 boost to the card's Health occurs right at the point where the battle takes place - so **after the player has committed** to the battle, after any Before Battle ability. *It's a risky business!*
Promotional Cards

A pack of promotional Kickstarter-only cards that don't have their own scenario but follow some stories released through social media.

They are available to be used during random or self-created scenarios.

## Card List

### Heroes

* Outlands
* Stalker
* The Yellow Knight
* Edlin

### Items

* Necklace of Dawn
* Scionic Annals

### Spells

* Form of the Juggernaut
* Dark Fire Touch

### Weapons

* Hand Axe
* Rapier
Shawna Hopesinger

*"Shawna is a master storyteller, bringing great rewards during the Village Phase."*

## Quest 8 Rulebook

*"**How does Level 1 Shawna Hopesinger work?**
For each copy of Shawna you have that turn, any level and including itself, it costs 1 fewer XP to level her up. So if you have two Shawna in your hand and visited The Guilds’ Quarter, the first would cost 1XP to level up, with the new version going to your discard pile. Since leveling up is resolved one at a time, the second Shawna, if it was also Level 1, would cost 2XP to level up, as you would now only have 1 copy in play."* (Quest 8 Rulebook)
## Clarifications

**Reminder:** +1 HP means draw 1 extra card on the next turn. It's a temporary boost. (see Hit Points)

**"When you gain Shawna"** - means when you gain the level 3 Shawna card.
Phantasm

## Text

Dungeon: Eliminate  (Armor) or  (Magic Resistance) on 1 Monster whose  is equal to or less than your highest  Hero. +2  if that Hero is a Wizard.

**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)
The Temple

*This is a region on the Village Board*

The Temple is a chance to rest and get extra healing, and be able to improve your next turn.

* The Player **must** put at least 1 card on the top of their Player deck
* The player can receive 1 extra healing - effectively giving them 2 healings in the Village of any sort of Wound, card or token (still require light for Frostbite)
* **Restriction:** The player may not take any actions which allow them to go to the Dungeon, or level up any heroes.
* **Barricades Mode:** The player is **not** stopped from taking a Dungeon phase, but still may not level up heroes that turn, even in the Dungeon(AEG conf)

## Timing - before any cards activate/used

Like the other Village board locations, the Temple must be chosen at the start of the player's turn **before any Village abilities** eg drawing cards.

Still before any Village abilities or purchases, the player **must** place 1 or more cards from their hand back on the top of their Player Deck that they will draw on their next turn. *(In previous versions of Thunderstone, this was the **Prepare** action.)*

**To reiterate:** Any cards saved for next turn in this way cannot be used on the current turn for gold or abilities before they are placed on the Deck.

**Before "Reveal"** - cards back on top of the Player deck have not been revealed.

## At Zero HP

If a player has Zero HP they may still receive the extra healing at the temple even though they cannot perform the normally mandatory placement of cards on their deck.(AEG conf)
Shakir the Sailor

*"Text missing"*

## Clarifications

* **Treasure Cache** - those ones that do not add a card to your deck, that literally say "Treasure Cache"
* **Level I - Extra XP**  - this is an extra XP token
* **Level III & IV - Extra VP**  - this is an END of game bonus, not  tokens, and it's 1 extra for **each** treasure card in your deck.
Static

## Barricades Rulebook

*"Cards with the Static keyword are not discarded when the turn ends. Static cards **In Play** do not count against the number of cards you draw when the turn ends.**Whenever you reveal your cards, they go in front of you, **In Play**. Cards In Play are not part of your hand."* (Barricades Rulebook)

## Clarifications

The purpose of a Static card is that the player will be able to keep it to use its ability again on subsequent turns. Some Static cards have have conditions that need to be met to keep the card as "Static".

**Are static cards discarded when used?** No. Normal cards are not discarded when used, only because of an effect or at the end of the turn. Static cards are the same, except they are not discarded at the end of the turn - they will only be discarded or destroyed through an ability or effect.

* One example of group of **Static** cards are **Curse cards** (Barricades only). The Rulebook says *"When gained, Curses go directly into play, affecting you each turn. Curses have the Static keyword, so they are not discarded at the end of each turn."*

**In Play:** Static cards stay on the table in front of the player, they are **not** returned to the player's hand each turn. They are not "Revealed" on subsequent turns as they are still out.

**End of Game / Final Turn -** Static cards **do not** count as being in a player's hand, so they may **not** be included in the official "4 discards".

**Reminder:** *"Give X the Static keyword"* always just means for the rest of this turn (ie you keep the card and the keyword goes away next turn).([ AEG conf])
Plague Doctor

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 8 or more Wound cards in your deck.**

**Reveal this Side Quest when the game ends to collect VP if the above requirement is met.**

**18 VP**

## Clarification

**"Wound cards"** - are Festering Wound and Diseased Wound cards - see also Wound types
Reveal

**Near** the start of a player's turn, the player formally displays their cards to the other players. The player is expected to have already looked at their cards, and some things may need to occur **before** they reveal their cards.

*(This term is also used in reference to Monster decks, Guardian etc but it does not refer to this same meaning)*

* **Guideline 1:** Anything individual cards do, will not happen before Reveal
* **Guideline 2:** Any cards added to a players hand after Reveal are considered to be revealed

## Things that happen before Reveal

* **Announcing "Village" or "Dungeon"** - player choses where their champion figurine will start their turn
* **Picking a Village Location** eg the Guilds' Quarter
* **Final Turn Extra Card Draw & Discard** - if it's the Final Turn, players technically do the special draw&discard before officially Revealing
* **using The Temple (Village)** - players must place 1 or more cards on top of their Player deck

## Things that happen after Reveal

* Specific cards - any instructions/abilties/anything on specific cards
* **Diseased Wounds** - their abilities trigger as soon as they are Revealed as part of a hand (Or when drawn into hand)
* **Dungeon Phase -** If the player is only taking a Dungeon Phase on their turn, Reveal is the very first thing to occur
* **Anything requiring money** - purchasing cards from the Marketplace or The Arcane Shop of Wonders
* **Village or Dungeon abilities on player cards**
* **Choosing a Dungeon Room**

## Cards that Trigger "On Reveal"

Some cards specifically mention that they cause something to happen "on reveal". This includes Diseased Wound cards.

* **Do not occur before:** Phase announcement, Final Turn preparation, Temple action *(see **Before Reveal** above)*
* **Triggers On Draw** - if such a card is drawn (from Player deck or Discard pile) this does trigger.(AEG conf)
* **"Discard from Deck" ability** - see line above. Only the cards drawn from the discard into your hand count as revealed, not the unwanted cards.(AEG conf)
Queen Amtephetes

Unique (1) monster in the irregular monster group Amtephetes's Forces.

## Text

**Before Battle:** For each  you have less than 6, discard 1 random card.

## Clarifications

**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

NB This means that the **Before Battle** ability may not have access to the full amount of light they had before moving.
Undead Cyclops

## Clarifications

**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

NB This means that the trait may not have access to the full amount of light the player had before moving.
Recover the Wish

Completing this side quest gives the Legendary Spell Wish.

*"If you can find it, it is yours..."*

## Text

Before you battle a Monster, reveal this Side Quest to battle the top Monster of the Monster deck instead.

* If you lose the above battle, turn this Side Quest face down.
* If you win the battle, gain the Legendary Spell Wish and put it on top of your deck.

## Clarification

You turn the Side Quest face down to indicate that you have (so far) been unsuccessful in completing the Quest.([ AEG conf])
Ring of Spell Storing

**Note!** The ring ability is a **Spoils** ability, not a Village or Dungeon ability.

## Text

**Spoils: Choose 1 Spell, and put it on top of your deck. You have +1 HP**

## Clarifications

**"Choose"** means you get to pick one of the Spells from your current cards, and store it for next turn.

**Yes this means you can reuse the same Spell** for two (or more) turns in a row.

**Is it optional?** The whole spoils ability is optional, but if you have a Spell and you want to get the +1 HP, you must put a Spell on top of your deck. You can only avoid that if you have no spell.

**Reminder:** +1 HP means draw 1 extra card on the next turn. It's a temporary boost. (see Hit Points)

Discussion on Ring of Spell Storing: https://boardgamegeek.com/thread/1946301/article/28607901
Stormland Mirror

Individual, unique Item gained from the Treasure deck.

## Text

**You have +1 HP**

**Village or Dungeon: After this turn ends, take an extra turn and destroy this card.**

## Clarifications

If you have a Stormland mirror on your **final turn** you can take an extra normal turn and use this to fight the guardian a second time -- but without the benefit of the extra cards.

Taking the village/dungeon ability is optional.

If you do destroy the card, you will not get the HP boost as the card was not in your hand at the end of your turn.

**Reminder:** +1 HP means draw 1 extra card on the next turn. It's a temporary boost. (see Hit Points)

**Barricades:** The extra turn ability doesn't work in Barricades Mode (AEG conf)