recursal/Fanatic-Fandom huggingface dataset:
Doom Warrior

## Text

**If you move through this room, discard 1 card for each Level I or lower Hero.**

## Clarification

**Reminder:** "Move through" refers to the player's Champion figurine both moving in **and** out of this room on the same turn. If the figurine only moves into the room and fights the monster there, that does not count.
Diseased Wound

*(Part of Barricades Expansion - any play mode)*
Diseased Wounds are a new type of Wound card. ()

Permanently shuffle these together with the Festering Wounds to form the Wound card deck.

Draw from this combined Wound deck when required in all modes of Thunderstone Quest.

## Text

When played, gain 1  and draw 1 card.

If this Wound is healed by a Cleric's ability, gain 1 XP.

## Clarification

* **Timing:** like all cards, this does not activate until after you have announced where you are going - ie Dungeon Phase or Village Location or Guardian *(See Reveal)*
* Also triggered any time this card comes into the player's hand by Draw, Gain, or Discarding from your deck(AEG conf)
Discarding from your deck

Especially in pack 6: What Lies Beneath ...

1. Some cards will **cause** the player to discard X cards from the top of the player's draw deck, usually **looking for a specific kind of card**
2. As a side-effect of (1) some **additional** cards will be triggered when they are revealed in this way. They will have the  icon

## Clarifications

**Reshuffling** - yes discard from deck will trigger reshuffling as does anything that needs more cards than you have left in your draw pile.

**Revealed** - The cards drawn into your hand **do** count as Revealed - those discarded but not drawn do not.(AEG conf)

~~**"On Discard" -** If a card says that something occurs "on discard", it does not include "Discard from Deck" unless specified.eg Boomerang(AEG conf)~~

**Question:** The above answer from AEG may have been incorrect as **seems** to clash with the FAQ below. Clarification is being sought.
6: What Lies Beneath

The sixth pack of content for Thunderstone Quest.

Quite a few cards in this pack cause or are triggered by discarding from your deck.

## Scenarios

1. Look Out Below
2. Descent into Darkness
3. Secrets Unearthed

## Dungeon Rooms

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

## Card List

### Heroes

* Graeme Crawford
* Khomros
* Ophialyn the Tracker
* Runiva Highstone
* Uvina the Delver
* Wiltran Proudmore

### Items

* Bracers of Cleansing
* Neverending Rope Spool
* Studded Leather Shirt
* Wand of Illumination

### Spells

* Acid Burst
* Ascendance
* Cure Disease
* Haste

### Weapons

* Bastard Sword
* Battlepick
* Cleaner’s Net
* The Five Points

### Monster Groups

* Level I - Drain Dwellers
* Level I - Plague Rats
* Level II - Ghoulish Scavengers
* Level II - Sewer Trogs
* Level III - Shapeless Spawns
* Level III - Waste Wyrms

### Unique Treasures

* Hendrik the Brainless
* Ward of Healing
* (2 x Treasure cache "1 xp and one of each gear token")

### Guild Sponsorships

* Berserkers' Guild
* Jewelers' Guild
* Specialists' Guild
* The Church's Order

### Side Quests / Legendary Items

* Plague Doctor
* Avoiding the Plague
* Treasure Hunter
* Research the Legend gives Meteor Shower
* Dominate the Weretrog gives Sladrek the Weretrog
Build the Power Armor

Side quest that results in the Legendary item Thunderstone Power Armor

## Text

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

- 1 Item

- 1 card which heals Wounds;
- 1 of each Gear token

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

## Clarification

The two cards required are only **Discarded** not Destroyed.
Battle Mage

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

(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)

**Rank 3:** This is mandatory. The weapons wielded by Clerics and Wizards can no longer produce  only . ([ AEG conf])
Curse

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

## Barricades Expansion Rulebook

*"The Curse is a new card type inflicted upon the players by Baalok, the Flesh Weaver (co-op mode)*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.

Curses cannot be discarded, destroyed, or removed from play in any way except by their own text.

When removed, destroy the Curse.

If the Curse deck ever runs out of cards, re-shuffle the destroyed Curses to form a new deck." (Barricades Expansion Rulebook)
## Pages in category "Curse"

(alphabetise)

- Easy Target

- Forgetfulness

- Gambler's Luck

- Enfeeblement

- Exhaustion

- Fatigue

- Hesitancy

- Decay

- Clumsy

- Cowardice

- Blurred Vision

- Blown Mind

- Black Widow

- Bad Timing

- Unlucky

- Untrained

- Trashed Treasures

- Thin Skin

- The Attendant

- Slow Progress

- Missed Value

- Poor Aim

- No Rewards

- Mind Control (Curse)

- Lost Lessons

- Internal Bleeding

- Inopportune

- Greed

- Life Leech

- Awestruck
Ally

This type of card is hardly used before Quest 8 and Quest 9. They occasionally appeared before that, but are **functionally identical to Items.**

*They are not items because items are things and these are creatures :-D*

*"Allies can be purchased in The Marketplace, or discovered from Side Quests"* In Barricades Mode, two of the Starter cards are Allies.

*"While most Allies boost another Hero’s Attack, Allies without a (+) boost contribute Attack independently of Heroes."*

## Pages in category "Ally"

(alphabetise)

- The Immortals

- Raven

- Flame Sprite

- Bree Setim

- Traveling Merchant

- Riftling

- Desert Wolf

- Huma

- Thunderstone Protector

- Camel

- Joba

- Damilu Huskie

- Butterfly
Arctic Mosquitoes

An alternative Level 0 Monster supplied with Barricades Expansion.

Unlike the standard Giant Rat, it is only supplied printed on a The Wilderness tile, not a separate card.

## Text

**Spoils: Level up 1 Hero, paying -2** **.**

**If they are** **, heal 1 (ignoring  costs).**

## Clarifications

This Monster does not go away when defeated by Heroes and is available to be attacked on subsequent turns.

Unlike the Giant Rat, this card can be used to **level up Heroes above level 0**, but if you do so, you will incur a .

**Spoils** occur after **Wounds,** so this means you only receive the  if the Hero leveled is greater than level 0.

When 4 Dungeons Keys are found, it is replaced by the current Guardian. *(Unless in Barricades Mode)*
Cirrok

*"Cirrok maximizes your Village Phases, though is not strong in battle."*

## Quest 8 Rulebook

*"**Does Cirrok’s Level 2 ability count against my “1 buy per turn” restriction?**
No. Everyone gets 1 buy by default from the Rulebook, and any extra buys from cards, Village Locations effects, etc. will give you extra buys above and beyond the standard 1."* (Quest 8 Rulebook)
Blood Token

aka Wound Token

The main type of Wound given by Monsters. There are also  and Wound cards.

When received from a Monster or other effect, the token is placed on the player's mat, covering the leftmost uncovered HP number.

**Generally, the more  a player has, the fewer cards they will be able to draw on their next turn.**

If a  is healed, the right-most one will be removed.

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

The Eighth pack of content for Thunderstone Quest, released in the Kickstarter "New Horizons".

It has an "Egyptian" / Arabian Nights theme.

## Scenarios

1. A Whole New World
2. Sirocco Sting
3. Death Comes at Dawn

## Dungeon Rooms

* Level I - Dragon Blood Forest
* Level I - Merchant Caravan
* Level II - Naga Nest
* Level II - Oasis
* Level III - Chalk Desert
* Level III - Royal Tomb

## Card List

### Heroes

* Cirrok
* Duriggim Soulbrand
* Hemna Granitesunder
* Rien Mandroux
* Shakir the Sailor
* Shawna Hopesinger

### Allies

* Camel
* Desert Wolf

### Items

* Bag of Gems
* Spices
* Thunderstone Potion

### Spells

* Mummify
* Navigate the Labyrinth
* Open Sesame
* Summon Help

### Weapons

* Avian Bow
* Khopesh
* Scimitar

### Monster Groups

* Level I - Beetle Bevy (Scarabs)
* Level I - Desert Dwellers
* Level II - Naga Nomads
* Level II - Sand Spirits
* Level III - Arid Atrocities
* Level III - Amtephetes's Forces

### Guardian

* Amtephetes VII, The Wicked (IV, V, VI, VII)
* Amtephetes VII, the Wicked's Lair

### Unique Treasures

* Huma
* Rien's Ring
* Thunderstone Lamp
* Thunderstone Rug

### Guild Sponsorships

* Clerics' Training Guild
* Fighters' Training Guild
* Rogues' Training Guild
* Wizards' Training Guild

### Side Quests / Legendary Items

* Build Aqueducts
* Living Legends
* New Town Guards
* Rebuild the Grain Silo
* Rebuild the Roads gives The Immortals
* Rebuild the Treasury
* Recover the Wish gives Wish

### Prestige Classes

* Voyager gives The Immortals, Wish
* Spice Merchant
Find Mawgarn's Axe

Side quest that results in the Legendary weapon Mawgarn's Axe

## Text

*"A quicker and dealier blade you will not find. But beware to a wielder the Axe finds unworthy."*

**After defeating a level II or higher Monster, if you have a FIGHTER or ROGUE, reveal this Side Quest.**

**When revealed, add the LEGENDARY WEAPON Mawgarn's Axe to your discard pile.**
Aberrant Lurker

## Text

When you move into this room, unless you have 6+ or 3+ of Rogues, destroy 1 random card.

## Clarification

**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.
Glory Seeker

*(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

*"Do not just find these artifacts, find more than anyone else."*

* This Side Quest is worth 3 for each player in the game
* When the game ends, if you found 2+ Guardian Keys this game, reveal this Side Quest. (Mentally keep track of which keys you find during the game)
Damilu Huskie

Instead of your hero being **destroyed**, this faithful robotic hound will just **temporarily** deactivate! But you can bring him back later like nothing ever happened!! His batteries just went flat!

## Text

**When a Hero would be discarded or destroyed by a Monster's ability, you may discard this card instead.**

## Clarifications

Does not need to be wielded. Cannot wield weapons.
Cleric

Hero character class

* Silverhelm ‎ (← links | edit)
* Honormain ‎ (← links | edit)
* Darameric ‎ (← links | edit)
* Baharan ‎ (← links | edit)
* Felin ‎ (← links | edit)
* Avania ‎ (← links | edit)
* Wandering Healer ‎ (← links | edit)
* Apothecary ‎ (← links | edit)
* Terakian ‎ (← links | edit)
* Regian ‎ (← links | edit)
* Sladrek the Weretrog ‎ (← links | edit)
* Graeme Crawford ‎ (← links | edit)
* Wiltran Proudmore ‎ (← links | edit)
* Samly Thrackson ‎ (← links | edit)
* Drulfal the Primordial ‎ (← links | edit)
* Duriggim Soulbrand ‎ (← links | edit)
* Shenaris ‎ (← links | edit)
* Baraqiel ‎ (← links | edit)
* Hero ‎ (← links | edit)
* Thunderstone Ritual ‎ (← links | edit)
* Mend ‎ (← links | edit)
* Animate Dead ‎ (← links | edit)
* Sibyl ‎ (← links | edit)
* Leila and Zurien ‎ (← links | edit)
* Avania (Monster) ‎ (← links | edit)
* Scion (Fighter) ‎ (← links | edit)
* Scion (Wizard) ‎ (← links | edit)
* Scion (Weapon) ‎ (← links | edit)
* Scion (Spell) ‎ (← links | edit)
* Scion (Hero) ‎ (← links | edit)
* Category:Hero ‎ (← links | edit)
Deck of Spirits

**NOTE:** This Village deck is shuffled during setup and players can only purchase the top card.

## Text

Discard this card at the end of any turn if you have 2+ Deck of Spirits cards.

If discarded from your deck, you may add this card to your hand.

*(alternate cards)*

* +1  for each Deck of Spirits card you have
* +1  for each Deck of Spirits card you have
* +1  for each Deck of Spirits card you have
* +1  for each Deck of Spirits card you have
* If you have another Deck of Spirits card, ignore  from Monsters this turn.
* If you have another Deck of Spirits card, change 1 **Before Battle** ability on 1 Monster in the Dungeon to an **After Battle** ability this turn
* **Village or Dungeon:** Heal 1 Wound if you have another Deck of Spirits card.
* **Village or Dungeon:** Discard another Deck of Spirits card to draw 1 card.

## Thematic Text

*Long ago, a rivalry between 8 princes threatened to destroy their lands. Peace was established by a wizard who captured their souls within these cards, but their rivalry persists to this day. Each of these unique cards offers powers in its own right, more so if you can use them together. However, they cannot bear being united for long, so timing is crucial.*
Experience Pays

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

## Text

**At the end of the game, your  Heroes are worth double printed value VP value.**

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

## Clarification

**Level IV Heroes?** (expansion) Yes AEG have ruled that Level IV Heroes are also doubled.([ AEG conf])
Jack-of-All-Trades

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 1 and only 1 copy of each card, by Title in The Marketplace and in the Guilds' Quarter.
* Reveal this Side Quest when the game ends if the above requirement is met.
* 12

## Clarification

**Heroes** - At the end of the game, you can have any number of starter Heroes or Treasure Deck Heroes.

Apart from those you **must** have 4 Heroes, no more, no less. One from each of the different 4 Hero piles on the Village board.
Darkrend

*"Using forbidden blood magic, Darkrend inflicts  to power her attacks."*

## Clarifications

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

**Wound** - means any kind of Wound token, or Wound card in the current hand.

**When does each bonus get calculated?**

* Dungeon ability - at start of turn with rest of Dungeon abilities, before moving/fighting
* "for each of your Wounds" - is a Trait and is not tied to the start of your turn. Calculate the bonus attack at the moment of battle. Extra wounds may have been occurred since the start of turn and will be included.
Hydradile

## Text

 When you move out of this room, take 1

**Before & After Battle:** Take 1

## Clarifications

**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.
Illusionist

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

**Rank 1** - can be used multiple times a turn.([ AEG conf])

**Rank 2** - You will gain two  Heroes, but you can choose to destroy either one or two  Adventurers.([ AEG conf])

**Rank 8** - The player can search the discard pile when drawing the cards.([ AEG conf])
Mirror Image

## Text

**Dungeon: Choose 1 of your Heroes and draw the top card from that Hero's stack (in the Village). At the end of the turn, return it (even if it is discarded or destroyed).**

## Clarifications

If there are no cards left on the stack matching the particular Hero, this card will do nothing.([ AEG conf])

The mirror image may be higher or lower level than the card it's "duplicating" as the card comes from the **top** of the appropriate stack.

**Levelling up a Mirror Image Hero?** Same as other borrowed/loaned Heroes, the levelled up Hero gets returned to the original location at the end of the turn. In this case it's to the Village and was a waste of levelling up.([ AEG conf])

**Turning into a Vampire?** This is different. For magical, mystical reasons, the new Vampire Hero stays with the current player.([ AEG conf])
Living Legends

This is a side quest that gives an end of game point bonus based on the number of Level 4 Heroes a player has.

*For the Prestige Class of the same name - see Living Legends (Prestige)*

*"The legend never stops growing"*

## Text

This Side Quest is worth 7 for each 4 Legendary Hero you have.

Reveal this Side Quest when the game ends to collect its .

## Clarification

So, each 4 Hero will give you 17 in total (10+7)
How many cards?

*An estimate from Narsir, one of the backers on the latest Kickstarter The Enemies Among Us*

How many cards are there in Thunderstone quest?

Base 186

#1 - A Mirror in the Dark 270

#2 - Total Eclipse of the Sun 270

#3 - Risen from the Mire 270

#4 - At the Foundations of the World 270

#5 - Ripples in Time 269

Barricade 248

#6 - What Lies Beneath 318

#7 - Frozen in Time 294

#8 - Vengeful Sands 304

#9 - Clockwork Destiny 341

#10 - Darkness Rising 316

#11 - Miricelle’s Return 291

Epic 322

The Bandits of Blackrock 48

SG previous 126

4th level Heroes 116

**TOTAL** 4259

*(number of cards, card count, quantity)*
Magic Attack

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

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

If the Monster being attacked has any  Magic Resistance, the number in the small circle on the lower right will be subtracted from the player's total

 Armor (Physical Resistance) has no effect on , so if the player has enough  to match or exceed the Monster's Health, the  is not relevant.
Corruption

Something special from 10: Darkness Rising

"*Darkness Rising introduces new Corruptions to Thunderstone Quest. These cards will be obtained by players, sometimes by choice, sometimes not. They grant great power, but at steep costs.*"

**NB: The cards were not originally intended to have different backs from the rest of the cards. But AEG have said that they do not believe this will be a significant problem. Players can shuffle their decks without looking, or make it an interesting extra mechanic.**(AEG conf)

## Official AEG update

*"CORRUPTION CARDS (clarification on BGG March 8, 2022)*https://boardgamegeek.com/thread/2809368/article/39633907#39633907

The new Corruption cards present a risky build proposition for players. They enter your deck, offering potentially powerful new abilities, but always have a drawback. All of them are worth negative VP at the end of the game if you aren’t able to destroy them. Some will prevent you from obtaining as much XP during the game if you keep them in play, making it difficult to level up your Heroes or Prestige Class. Will you try to make use of these sinister strengths or try to avoid them altogether?

But more than that, the Corruptions represent dark influences on the players and their decks. You may have thought of yourself as an altruistic force for good before, but can you still say that when you start growing claws and thirsting for blood? The different card backs help represent this visually. Players are used to seeing that noble, hopeful blue as they build, shuffle, and draw their cards, a stark contrast to the crimson backs of the Monsters. But as the Corruptions begin to take hold, the players’ decks and hands don’t look quite so heroic anymore; the darkness is beginning to show.

We realize that this makes it possible for players to “peek” a little bit by giving them an idea as to when Corruptions might see play again. But that’s part of how Corruptions are used, giving opportunity for varying playstyles or deck builds. Seeing those cards nearing the top of your deck might stir up feelings of dread, sending you searching for ways to deal with them. But it may also start getting you excited for what you might be able to do with those powers. And how you feel about them may change from turn to turn as well." (Official AEG update)
## Pages in category "Corruption"

(alphabetise)

- Speed

- Savage Mind

- Primal Hunger

- Nightvision

- Mist Form

- Lord of the Horde

- Hypnotic Stare

- Howl

- Fast Healing

- Fangs

- Dark Nature

- Claws

- Bloodlust

- Wall Crawl

- Enhanced Senses
For the Price of a Song

First Adventure in 7: Frozen in Time

This adventure uses the  frostbite wound token.

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

* Darameric from 3: Risen from the Mire
* Shortsword from 1: A Mirror in the Dark

## Card List

### Monster Groups

* Level I - Arctic Animals
* Level II - Bloodfrost Clan
* Level III - Frozen Natives

### Guardian

* Orgrum Coldthunder (IV)
* 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
March 2022 AEG Answers

*Okay, y'all wanted a list of the items for which I got questions answered recently...*

*Iawn. Ro'ch chi i gyd eisiau rhestr o'r pethau sy wedi cael eu ateb i fi'n ddiweddar...*

* Arcane Aura
* Baraqiel
* Battle Mage
* Black Swine
* Bloodhound
* Boomerang
* Bree Setim
* Crystal Light
* Duelist
* Dust Devil
* Enchant Weapons
* Experience Pays
* Form of the Juggernaut
* Gargantuan Ice Spider
* Glacial Tomb
* Gorlandor
* Hide the Heart
* Illusionist
* Linsha
* Meteor Shower
* Mirror Image
* Monster Hunter
* Necromancer
* New Town Guards
* Protection from Wounds
* Rebuild the Treasury
* Recover the Wish
* Ring of Proficiency
* Rugduhr Blackmane
* Scathian
* Scionic Annals
* Silverhelm
* Spawning Pod
* Summon Help
* Tempest
* The Temple
* Thunderstone Power Armor
* Thunderstone Rug
* Town Guard
* Transmutation
* True Seeing
* Uvina the Delver
* Well-Rounded
Huma

Individual, unique Ally/Hero card gained from the Treasure deck. May not be leveled up.

## Text

Hero Level:

Before a Dungeon Room or Monster discards or destroys Huma, put it on top of your deck instead.

## Clarifications

Has the "Hero" keyword so that any monsters or rooms attempting to discard 1 Hero can be targeted to this Ally.
Marid

## Text

**Before the first time each turn an empty Dungeon Room is refilled, place Marid there (refill Marid's old room from the Monster deck appropriate to that room).**

## Clarifications

Marid will start off in a Level I Dungeon Room, but if any other Monster is killed before Marid, the Marid card will be moved into the empty room, even if that Dungeon Room is Level II or Level III.

**Abyssal Temple** - if the Marid moves into the Abyssal Temple then it does not turn face-down.
Nesnas

## Text

This ability is **After Battle** only, if you have 5+.

**Before & After Battle:** Destroy 1 Ally or + Hero.

## 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.

**Before & After Battle:** means the destruction will occur TWICE per battle!!
Luck Stone

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

*"This stone will bring you great fortune."*

## Text

```
After you gain a Treasure Cache from defeating a Monster, reveal this Side Quest

```

If this Side Quest is revealed, gain its  when the game ends and, when you gain a  during the game, look at the top 2 cards of the  deck, destroying 1.

## Clarification

Remember **Treasure Cache** is a specific type of  card.

Presumably the ability of this card means "instead of drawing just 1  card, draw 2, destroy 1 and keep the other".

Nothing bans the use of this ability when buying  cards at The Shop of Arcane Wonders.
Consistency is King

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

## Text

**Choose 4 stacks in the Village, with 4 different card types. Your deck must contain at least 1 card from each of these stacks, and no cards from the other stacks in the Village. (Not counting treasure cards).**

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

**12**

## Clarification

**"Card types"** means Weapon, Spell, Item, Hero, Ally

So, at the end of the game you can only have one type of Weapon (eg Shortbow ), one type of Spell, and one type of Hero.

You need to have at least one card from each of those stacks.

**Ally** - we have confirmation from AEG that Ally stacks in the village can be chosen.([ AEG conf]) (AEG email)
Hostile Takeover

is a Second Adventure in 2: Total Eclipse of the Sun

**note:** this quest has no Fighters, two Rogues, and two Clerics (one multiclass Wizard)

## Card List

### Monster Groups

* Level I - Twisted Creatures
* Level II - Corrupted Elves
* Level III - Treefolk

### Dungeon Rooms

* Level I - Fairy Meadow
* Level I - Ominous Looking Road
* Level II - Hollow Tree
* Level II - Tree House
* Level III - Elven Outpost
* Level III - Elven Ruins
Gremlins

*Aka: Wire Eater*

* **Level:** II
* **Summary:** (Humanoid, Demon) *"This unpredictable Swarm has +1d6  and eats (destroys) your Thunderstones."*
* **Pack: 9: Clockwork Destiny**
* Health: 1-4 + 1d6 = 2-10

## 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!*
Lantern

This is the Lantern **CARD** it has different effects to the Lantern **TOKEN**.

## Text

**After you complete your Village Phase, you may take a Dungeon Phase. If you do, you may not move out of the Wilderness.**

## Clarifications

* **Removing the restriction** - if the lantern is discarded as a dungeon action, the restriction goes away. See FAQ below.
* **"Move"** - The restriction to the Wilderness is a restriction **only** on ordinary Dungeon Movement. You can still go to other rooms using **non-Movement** methods such as Rod of Teleportation
* **Discarding or Destroying** a Lantern card (during your Dungeon Phase) does not reduce your light value for the **movement** part of the turn. The Light value is calculated at the start of the Dungeon Phase. Any calculation of light after the movement **will** show the reduction.
* **Light value optional?** If you have cards with  in your current hand, that amount of light is not optional - only the use of and Dungeon Abilities are optional.

## Negative affect of the Lantern card

**Does not effect other cards:** AEG has confirmed that this restriction can be ignored if other cards give a Dungeon phase.
Mecha-Rhino

## Text

**After Battle:** Take 3. You may destroy wielded cards to reduce the  by the cards' printed .

## Clarification

**Destroying non-weapons** - some non weapons have  so they can be considered too - eg Plate Armor

So, without destroying any cards, the Mecha-Rhino will do 5. If the Plate Armor with 5 is destroyed, the Mecha-Rhino will still do 2 - only a maximum of 3 are reduced.
Hive Mind

**This is a Guardian**
*Not for use in Barricades mode - see Guardian Lair*
## Text

 Hive Mind V
 Hive Mind VI

## Clarifications

Boosts are the "plus values" to Attack received from Weapons and some Items, wielded by each Hero before moving.

**Reminder:** When you defeat a guardian, the Wilderness tile will give additional VP  based on the number of keys uncovered - usually **4 VP**

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

*aka "Thunderstone Guardian"*
***NOTE:** These cards are not used in Barricades mode - see Guardian Lair*
The Guardian is a special, fearsome, and powerful Monster only available to battle on the Final Turn of the game.

All Guardians give VP  when defeated equal to half your total Attack value (after Armor and Magic Resistance reduction), rounded up. For example, if you had 18 Attack, which gets reduced to 15 from the 3 Armor of the Guardian you are battling, the Guardian would give 8 VP  (18-3=15/2= 7.5, rounded up to 8).

**To emphasise:** If a guardian has attack resistance, it will reduce the amount of VP  received!

**Reminder:** When you defeat a guardian, the Wilderness tile will give additional VP  based on the number of keys uncovered - usually **4 VP**

* Players are not required to attack the Guardian. They may do something else on their last turn.

* Players can indeed use the Stormland Mirror to attack the Guardian twice - see card page for details.

## Pages in category "Guardian"

(alphabetise)

- Miricelle, Scion Defender

- Thavroh Anvilbane

- Count Leander Mortas

- Orgrum Coldthunder

- Death Sentinel

- Hive Mind

- Smorga the Queen

- Guardian of the Sun

- Baalok, the Flesh Weaver
Necromancer

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

**Note:** You can destroy your own  Heroes in the Village, but otherwise need to wait for  Heroes to die "naturally".([ AEG conf])

**Rank 9 Static:** Normally cards are only given the Static keyword temporarily. But in this case, they are given it permanently.([ AEG conf])

**What if a resurrected Hero is leveled up? Destroyed? Discarded? Put on a Player deck?**

* Resurrected Heroes function exactly the same as Heroes borrowed in Barricades Mode, except they are "owned" by the Village.(AEG conf)
* **destroyed** - the Hero does not return to the Village - it goes to the Destroyed Pile
* **discarded** - the Hero returns to the Village Stack
* **levelled up** - the lower level Hero goes to the Destroyed Pile, the upper level Hero is put on the **top** of the Village Stack (Above lower level Heroes!)(AEG conf)
* **put on player deck** - if the resurrected Hero is still there at the end of the turn, it is moved to the Village Stack - based on Barricades FAQ
* exception - with Rank 9 the resurrected Heroes stay with you because of the Static keyword
Divine Cards

References to "Divine Cards", eg on The Church's Order guild refer to player cards with the Divine keyword

## Automatic list

*(In case the list above gets out of date)*

* Holy Mace ‎ (← links | edit)
* Holy Symbol ‎ (← links | edit)
* True Seeing ‎ (← links | edit)
* Consecration ‎ (← links | edit)
* Future Vision ‎ (← links | edit)
* Protection from Wounds ‎ (← links | edit)
* Ward of Healing ‎ (← links | edit)
* Ascendance ‎ (← links | edit)
* Cure Disease ‎ (← links | edit)
* Inner Fire ‎ (← links | edit)
* True Vision ‎ (← links | edit)
* Mummify ‎ (← links | edit)
* Thunderstone Ritual ‎ (← links | edit)
* Mend ‎ (← links | edit)
* Animate Dead ‎ (← links | edit)
* Leila and Zurien ‎ (← links | edit)
* Banish ‎ (← links | edit)
* Spirit Shield ‎ (← links | edit)
* Scion (Fighter) ‎ (← links | edit)
* Scion (Wizard) ‎ (← links | edit)
* Scion (Weapon) ‎ (← links | edit)
* Scion (Spell) ‎ (← links | edit)
* Scion (Hero) ‎ (← links | edit)
Nyla’s Shield

## Text

If wielded, Monsters and rooms deal -1 Wound this turn.

## 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])

For example - if a player with Nyla's Shield is fighting a Monster with 1 Wound on a room with 1 Wound, that's really just the Monster having 2 Wounds, only 1 of which would be warded off. You don't get to additionally remove the Wound on the room tile.
Neverending Rope Spool

## Text

**On Discard: After this card is discarded from your deck, draw it if you have a Rogue.**

**Village or Dungeon: Give 1 Hero the Rogue keyword and +1 to the values they have printed: , , , , , and . Discard 1 card from your deck for each Rogue you now have.**

## Clarifications

"Discarded from your deck" means if it's flipped from the player's draw deck to their discard pile - an effect that many cards in Pack 6 cause.

Useful if you have other cards that use the "discard from your deck" ability as the Spool will be in play more often.

"Values" printed on the Hero cards have a specific meaning. They do not include values found in Traits, Village / Dungeon Abilities, Spoils etc. You can consider the values as the Hero's base values printed around the outside of the card - ie Gold, Attack, Skill, Light, Level... The Values are listed on p6 of the Rulebook.([ AEG conf])
Grognard

Individual, unique Hero card gained from the Treasure deck. May not be leveled up.

He loves treasure.

## Clarifications

Grognard's special ability only applies at the end of the game.

## Trivia

"Grognard" is a slang term for someone who enjoys playing older war-games or roleplaying games, or older versions of such games, when newer ones are available. The term originally comes from a French term meaning "a grumbler", but specifically referring to old soldiers.
Magic Missile

**Note:** This spell is Arcane. That may be relevant.

## Clarifications

Multiple Wizards can combine together to power this spell.

Example: Your hand has 3 level 1 Wizards, 1 level 2 wizard, and 2 Magic Missiles

* You add up the wizard levels ie 3 x 1 + 1 x 2 = 5 magic attack for Magic Missile
* Your other Magic Missile will also be 5 magic attack
* Throughout the game there are various items and abilities that will temporarily increase a Wizard's level eg Headband of Intellect
Monster Group

Monster Groups are decks of related Monsters that are selected for specific levels of Dungeon Rooms.

## Pages in category "Monster Group"

(alphabetise)

- The Consumed

- Ent Army

- Troll Ruffians

- Elven Rebels

- Mutant Beasties

- Flowering Fauna

- Scion

- Orcish Allies

- Vampire Bats

- Rift Natives

- Resurrected Remnants

- Treacherous Turncoats

- Possessed Protagonists

- Vicious Vampires

- Lost Lycanthropes

- Fearsome Phantasms

- Enthralled Villagers

- Possessed Objects

- Automatons

- Mech Menaces

- Gremlins

- C.C.O.V. Gang

- Mystical Kobolds

- Material Spirits

- Tundra Wolf Pack

- Plague Rat Swarm

- Scarabs

- Sand Spirits

- Amtephetes's Forces

- Arid Atrocities

- Naga Nomads

- Desert Dwellers

- Corrupted Centaurs

- Ice Behemoths

- Frozen Natives

- Bloodfrost Clan

- Arctic Animals

- Abyssal Servants

- Drain Dwellers

- Waste Wyrms

- Shapeless Spawns

- Sewer Trogs

- Ghoulish Scavengers

- Goblin King's Guard

- Gnoll Raiders

- Minions of Chaos

- Ancient Protectors

- Ancient Wyrms

- Torments

- Doomknights

- Foundational Keepers

- Spider Terrors

- Abyssal Founders

- Divine Founders

- Fire Servitors

- Earth Servitors

- Air Servitors

- Ensnaring Vines

- Bog Zombies

- Chaos Lizards

- Moor Skeletons

- Marsh Trolls

- Swamp Spirits

- Twisted Creatures

- Woodland Sprites

- Corrupted Elves

- Treefolk

- Kobold Skirmishers

- Goblin Grunts

- Hobgoblin Brutes

- Ancient Adventurers

- Black Rock Bandits

- Water Servitors
Legendary

Legendary cards are a deck of unique Weapons, Items and Heroes that can only be unlocked by players completing their secret side quest, or certain Prestige Classes in the Barricades expansion.

**Note:** Some of the legendary cards can be reasonably difficult to use, so side quests are often left out of games with beginners.

## Pages in category "Legendary"

(alphabetise)

- The Immortals

- Thunderstone Carriage

- Thunderstone Annihilator

- Thunderstone Map

- Baalok's Heart

- Thunderstone Power Armor

- Meteor Shower

- Alpha Prince

- Dancing Sword

- Baalok's Hand

- Thunderstone Protector

- Vampire

- Thunderstone Sands

- Wish

- Sladrek the Weretrog

- Mawgarn's Axe

- Blood Drinker

- Wand of Wonder

- Orb of Light

- Butterfly
Lilande Songweaver

Aka Songweaver, Starcaller, Steeldancer.

*This elven bard learns the arts of the Wizard at  and the Fighter at . Lilande's tale is best if you have a Side Quest or Prestige Class to relate.*

(Can still be used without them, wouldn't be the first Hero to not use their special abilities)

## Clarifications

Yes, she does physical damage at level 1 - she isn't a wizard yet at that level!
Murk Shaman

## Text

**Before Battle: Roll 2d6. For each 5 or 6, discard 1 Weapon.**

## Clarification

If you are instructed to discard 2 weapons and you have a weapon that cannot be discarded, you cannot choose it twice.

Can you point to the same Boomerang twice? Based on what AEG said about Acid Spitter, you are being asked to discard **two** weapons at the **same time**. You don't get to resolve the Boomerang's ability and then select it again.
Hero

Heroes are all categorised according to the four classes Cleric, Fighter, Rogue, Wizard. Some heroes may belong to multiple classes.

Some unique Heroes may be gained through the Treasure deck or by achieving Side Quests.

## Pages in category "Hero"

(alphabetise)

- The Immortals

- Strin Doxit

- Primelda Adhana

- Pibbert the Dextrous

- Krakhar Stonehand

- Kheih

- General Nyla Rivers

- Amber Leafspark

- Bernhard the Prepared

- Killian Silanus

- Phelorna

- The Highwind Three

- Walnut Silvergrove

- Avania

- Felin

- Hamrulir Oakenborn

- Gilora the Trickster

- Aird

- Kaiya Winters

- Karn Wulfric

- Mirak Ilaskas

- Stelias the Dark

- Ursulette

- Silverhelm

- Scathian

- Uvina the Delver

- Rugduhr Blackmane

- Gorlandor

- Alpha Prince

- Baraqiel

- Linsha

- Corster the Shade

- Leila and Zurien

- Sibyl

- Donatien Pinnick

- Armatir the Proud

- Baharan

- Edlin

- Duriggim Soulbrand

- Cirrok

- Hawkswood

- Rien Mandroux

- Shawna Hopesinger

- Shakir the Sailor

- Hemna Granitesunder

- Apothecary

- Vampire

- Barmin Ironclaw

- Tilka the Sculptor

- Shenaris

- Liss

- Caslech

- Breezy

- Lilande Songweaver

- Samly Thrackson

- Lefira

- Drulfal the Primordial

- Arcanian

- Possessed Elf

- Regalen

- Regian

- Runiva Highstone

- Sephilest

- Sladrek the Weretrog

- Stalker

- Stormhand

- Stormskull

- Terakian

- The Yellow Knight

- Veris

- Wiltran Proudmore

- Wandering Healer

- Lurker

- Markennan

- Moonblades

- Nimblefingers

- Ophialyn the Tracker

- Outlands

- Pylorian

- Miricelle

- Gendarme

- Graeme Crawford

- Grimwolf

- Grognard

- Guardsman

- Honormain

- Jadress

- Khomros

- Template:Hero stub

- Elmoran

- Ehrlingal

- Dunardic

- Darkrend

- Darameric

- Brimstone

- Adventurer

- Hendrik the Brainless
Giant Rat

On the reverse of Guardian cards, this is a Level 0 Monster that only inhabits the Wilderness.

In effect it's a "training" grounds for new Heroes.

## Text

**Spoils: You may level up one of your 0** **Heroes (an Adventurer), ignoring XP cost.**

## Clarifications

This Monster does not go away when defeated by Heroes and is available to be attacked on subsequent turns.

There is **usually** no value in this being attacked without any 0 Heroes, but clever players can find good reasons.

When 4 Dungeons Keys are found, it is replaced by the current Guardian.

Barricades Expansion provided an alternate Level 0 Monster, Arctic Mosquitoes.
Gaping Maw

## 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.
Fire Temple

Thematically, it gets too hot to hold our weapons here!

**Note:** This room is Level 2 but has **NO LIGHT REQUIREMENT**

## Text

* **Penalty:** Weapons have +2  (This may cause Weapons to be removed)

## Clarifications

**Daramere's Cloak** does not protect against this room, as it protects the **Hero** and this room effects the **Weapon**
One Door Opens

Second Adventure in 1: A Mirror in the Dark

**Note:** This is the first quest that uses Festering Wound cards.

## Card List

### Monster Groups

* Level I - Kobold Skirmishers
* Level II - Spider Terrors
* Level III - Ancient Adventurers

### Dungeon Rooms

* Level I - Abandoned Gate
* Level I - Mine
* Level II - Crypt
* Level II - Sunken Well
* Level III - Throne Room
* Level III - Vault
Ophialyn (Monster)

## Text

When you move into this room, discard 1 random card unless you have 4+  or 3+  of Rouges.

**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.

**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

**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)
Manacles

## Text

Dungeon: Remove 1 class keyword from 1 Hero.

Before Battle: If your Attack is less than the Monster's , you may take 1  to return it to the top of its Monster deck (face down), receiving  equal to the Monster's  +1.

Q11 **Preview** https://www.kickstarter.com/projects/alderac/thunderstone-quest-from-aeg-in-french-german-and-english/posts/2978502
Guilds per Chapter

**Guild Sponsorship cards** are an *optional* part of Thunderstone Quest games that give you a bonus for focusing on specific class-strategies. They are double-sided to remind that they are not secret information, and should be chosen after selecting Side Quests or Prestige Classes.

Here's the list of which Guild Sponsorship cards originally appeared in which Chapters. It's up to players how they select Guild cards, whether they are able to choose any they own, or whether they limit them to their current Quest.

## Base Game (inc Q1-5)

* Mages' Guild
* Thieves' Guild
* Warriors' Guild
* Healers' Order

## 6: What Lies Beneath

* Berserkers' Guild
* Jewelers' Guild
* Specialists' Guild
* The Church's Order

## 7: Frozen in Time

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

## 8: Vengeful Sands

* Clerics' Training Guild
* Fighters' Training Guild
* Rogues' Training Guild
* Wizards' Training Guild

## 9: Clockwork Destiny

* Commandos' Guild
* Minimalists' Guild
* Paladins' Guild
* Tomb Raiders' Guild
Haste

## Text

**After this card is discarded from your deck, give 1 Hero +1 and +1**

**Dungeon: Give your Heroes and Heroes in your Party +1 and +1. When discarding cards from your deck this turn, discard +1 card.**

## Clarifications

"Discarded from your deck" means if it's flipped from the player's draw deck to their discard pile - an effect that many cards in Pack 6 cause.

If this card is revealed during discarding from the deck, an effect is trigged, but the player does not gain the card.

"Heroes in your Party" refers to Barricades co-op mode. (see Party)

**Seems to conflict with Scionic Annals**
Giant Venus Fly Trap

## Text

When you move out of this room, destroy 1 Gear token.

## Clarifications

**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.
Hide the Heart

This is a very unusual side quest that where you have to "find" 3 Legendary Artifacts, and then get rid of them by the end of the game. The reward is huge 30, but if you do not succeed, you could **lose** up to 60!!

***The story of this Side Quest is actually the narrative text that accompanies 7: Frozen in Time parts I, II and III - read the Barricades Rulebook***

## Text

When you complete any of the below, you may gain the listed Legendary Item.

* Thunderstone Map: After gaining a  Rogue or Wizard (eg leveling up), gain this.
* Thunderstone Sands: When you gain a Treasure Cache, roll 1d6. Gain this on a 4+
* Baalok's Heart: After defeating a + Monster with a + Cleric or Fighter, gain this.

When the game ends, collect this card's **30** if all 3 above Legendary Items were returned to The Box.

## Clarification

**In game benefits:** While in play, these cards will give an ongoing bonus every turn! But don't leave it too long to get rid of them!!!

**Back into Box:** The Sands' Village ability puts itself and all other face-up cards back into the box, not just the Legendary cards!! That includes at least 1 Hero!

**Sequence:** After gaining each artifact, they need to be put into play in the right order, or they will cause the others to be discarded. If you are not careful, any of the 3 might get discarded and you need to start the sequence again. *(Because of the inverse degree of difficulty, you are likely to get the artifacts in the opposite order to what you'd wish!!)*

 **Heart** | discards Map, Sands

**Can Sands be retrieved from the Box multiple times?** Yes, optionally any of the three artifacts may be retrieved from The Box again. But you will still need to get rid of them again.([ AEG conf])

**Can we destroy these Artifacts?** Yes, but that doesn't count as putting them back into The Box. They will only be out of your deck.([ AEG conf])

**What happens to the non-Legendary cards that are "returned to the Box" by the Thunderstone Sands?** They're gone! ([ AEG conf]) (Although Legendary cards could be re-triggerd to be removed from the Box again!)([ AEG conf])
Fire Torment

Note: Unlike the other Torments, this monster has the Djinn keyword.

The immunity is the **opposite of Thunder Torment**

## Text

**Immune to Physical and Magical Attack from Heroes not wielding Weapons.**

## Clarification

This is only referring to the damage coming from Hero cards themselves.

Damage coming **directly** from Spells and Items still affects the monster as they are not hero cards and do not actually get wielded.Increases to the values on the Hero cards will be ignored if the Hero **is not** wielding a weapon.
Miricelle, Scion Defender

**This is a Guardian**
*Not for use in Barricades mode - see Guardian Lair*
## Text

 Miricelle V
 Miricelle VI

## Clarifications

**XP Received:** This guardian has Resistances (Physical and Magical) so the player attack will be reduced and so the VP  will be reduced!!

**= the even values rolled** means "add together the even values" - ie 2+2+4 = 8

**Reminder:** When you defeat a guardian, the Wilderness tile will give additional VP  based on the number of keys uncovered - usually **4 VP**