recursal/Fanatic-Fandom huggingface dataset:
Kickstarters

Although Thunderstone Quest can be purchased retail, each new box of content has been released first via the Crowdfunding website Kickstarter...

## Thunderstone Quest (k 2017)

* https://www.kickstarter.com/projects/alderac/thunderstone-quest-from-aeg
* Base Game
* Quest 1: A Mirror in the Dark
* Quest 2: Total Eclipse of the Sun (Kickstarter Exclusive)
* Quest 3: Risen from the Mire
* Quest 4: At the Foundations of the World
* Quest 5: Ripples in Time
* Promotional Cards

## Back to the Dungeon (k 2018)

* https://www.kickstarter.com/projects/alderac/thunderstone-quest-back-to-the-dungeon-from-aeg/
* Barricades Mode (co-op variant)
* Quest Expansion 6: What Lies Beneath
* Quest Expansion 7: Frozen in Time

## New Horizons (k 2019)

* https://www.kickstarter.com/projects/alderac/thunderstone-quest-new-horizons-from-aeg
* Quest Expansion 8: Vengeful Sands
* Quest Expansion 9: Clockwork Destiny
* Level 4 Heroes expansion (for all Quests to date, future releases will contain their own)
* Ezuzrius - promo Guardian for Barricades mode

## The Enemies Among Us (k 2020)

* https://www.kickstarter.com/projects/alderac/thunderstone-quest-from-aeg-in-french-german-and-english
* Quest Expansion 10: Darkness Rising
* Quest Expansion 11: Miricelle's Return

## Nature's Wrath (k 2022)

* https://www.kickstarter.com/projects/alderac/thunderstone-quest-deepwood-defenders-from-aeg
* Quest Expansion 12: Nature's Wrath
* Quest Expansion 13: Rotten Roots

## Uncharted Waters (k 2023)

* no link yet
* Quest Expansion **14: Raging Seas**
* Quest Expansion **15: Ancient Adversaries**
Find the Orb

Side quest that results in the Legendary Item Orb of Light

**Uniquely,** this side quest also gives an end of game VP bonus.

## Text

*"Without the dark, there is no light."*

**After defeating a Monster if you have 3 or more Hero Classes and no more than 1 Light, reveal this Side Quest.**

**When revealed, add the Legendary Item Orb of Light to your discard pile.**

**Bonus VP = the total Light in your deck when the game ends.**

## Clarification

The light check when defeating the Monster just includes what Light you have had on that turn. It does not include unused Light tokens on your player mat.

At the end of the game, the Light check just counts cards that display the Light produced symbol in the bottom right - excluding asterisk ones.

The end of game check does not include Light tokens.
Lantern token

This is a gear token. (, , )

Players may by a single yellow Lantern token for 3 if they choose to go to the Bazaar on a Village turn.

They may also receive Lantern tokens as rewards for defeating some monsters.

Lantern tokens can be destroyed to increase the  of a player's turn.

Lantern tokens **do not** give the same ability of Lantern cards to have a Dungeon phase after a Village phase.
Official FAQ

Items on the official Frequently Asked Questions lists that have been published in the manuals.

The items on this page are Transcluded so they can appear in multiple places.

Also see Unofficial FAQ (but those will be increasingly added to the wiki)

Also a series of small reminder text notes for adding to pages.

There are also Questions we're still seeking answers about! Let us know if you work them out!

## Original Manual

For example, if you produce the 4 Light you need to get to the Abyssal Temple, and along your way to the Abyssal Temple, a Monster discards your Lantern (reducing your Light to 3), this does not interrupt your current movement. You still make it to the Abyssal Temple. However after you defeat the Monster, the Abyssal Temple only gives you +3XP not +4XP.

## Barricades Manual

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

## Individual Links

* OFAQ1 battle spider
* OFAQ1 dagger destroy
* OFAQ1 felin
* OFAQ1 light gain
* OFAQ1 light reduction
* OFAQ1 ogre setup
* OFAQ1 protected card
* OFAQ1 skill boost timing
* OFAQ2 before after battle
* OFAQ2 borrowed return
* OFAQ2 destroyedlocation
* OFAQ2 effects on party
* OFAQ2 full wounds
* OFAQ2 gold triggers
* OFAQ2 lair accessible
* OFAQ2 lilande
* OFAQ2 monster prestige
* OFAQ2 multiplemonsters
* OFAQ2 necromancer
* OFAQ2 neverending
* OFAQ2 oracle
* OFAQ2 studdedleather
* OFAQ2 treasure rank
* OFAQ3 deck discard draw
* OFAQ3 lantern discard
Grimwolf

*"Risen to complete his mission, Grimwolf bleeds () to power himself."*

## Clarifications

Dungeon abilities can only be used once each turn.

**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.
Hawkswood

Money, Light, Sneakiness - a classic Rogue.

## Clarifications

**Buying** gear tokens as a Spoils ability still requires unspent Gold

**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
Guardian Lair

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

These Tiles are not used in the "normal" (competitive) version of the game.

## Pages in category "Guardian Lair"

(alphabetise)

- Hive Mind Lair

- Hive Mind Solo Lair

- Miricelle, Scion Defender Lair

- Baalok, Flesh Weaver Lair

- Guardian of the Sun Lair

- Orgrum Coldthunder Lair

- Death Sentinel Lair

- Smorga, The Queen Lair
OFAQ1 light reduction

For example, if you produce the 4 Light you need to get to the Abyssal Temple, and along your way to the Abyssal Temple, a Monster discards your Lantern (reducing your Light to 3), this does not interrupt your current movement. You still make it to the Abyssal Temple. However after you defeat the Monster, the Abyssal Temple only gives you +3XP not +4XP.
Item

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

*"Items are not equipped in the sense that they have no formal attachment rules, but all their bonuses all affect the same hero, unless they reference "another hero". You cannot split them."*([ AEG conf])

Multiple items can be applied to the same Hero unless the item specifically restricts it.

## Pages in category "Item"

(alphabetise)

- Deck of Spirits

- Nyla’s Shield

- Liquid Gold

- Magic Flute

- Craftsman’s Tools

- Barkskin Armor

- Thunderstone Carriage

- Thunderstone Rug

- Thunderstone Map

- Baalok's Heart

- Crystal Light

- Thunderstone Power Armor

- Template:Item stub

- Dreamcatcher

- Grimwood Wand

- Studded Leather Shirt

- Neverending Rope Spool

- Scionic Annals

- Lightstone Gem

- Ring of Proficiency

- Potion of Giant Strength

- Manacles

- Potion of Stamina

- Potion of Light

- Thunderstone Jar

- Plate Armor

- Thunderstone Elixir

- Amulet of Infravision

- Baalok's Hand

- Thunderstone Ore

- Bag of Gems

- Thunderstone Pieces

- Thunderstone Staff

- Thunderstone Lamp

- Boots of Speed

- Elemental Elixir

- The Hero's Ring

- Stormland Mirror

- Rod of Teleportation

- Torch

- Rien's Ring

- Thunderstone Potion

- Spices

- Thunderstone Sands

- Tent

- Snow Trekking Tools

- Ice Climbing Gear

- Eternal Flame

- Crystal of Scrying

- Gem of Healing

- Daramere's Cloak

- Necklace of Dawn

- Lantern

- Wand of Light

- Damilu Huskie

- Thunderstone Shard

- Sun of the Forest

- Tome of Knowledge

- Bracers of Cleansing

- Elven Ring

- Wand of Illumination

- Wand of Wonder

- Ring of Spell Storing

- Strength Gauntlets

- Headband of Intellect

- Orb of Light

- Holy Symbol

- Ring of Learning

- Nature's Amulet

- Amulet of Power
New Town Guards

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

## Text

Reveal this Side Quest (if needed) when you buy a  Hero from The Guilds' Quarter. Place it under this Side Quest instead of in your discard pile.

If there are 3+ Heroes under this Side Quest, collect its  when the game ends, and, each turn you may use all or some of the text of 1 extra Village Location where your Champion is not.

**8**

## Clarification

So, you will need to purchase (not level up) 3  Heroes.

Those Heroes will not be useable or retrievable for the rest of the game.

If wanted, you can place **more than 3** unusable Heroes under the Quest card, perhaps to keep them away from other players.([ AEG conf])
Future Vision

*This card lets you postpone one of the cards in your current hand to your next turn.*

## Text

**Village or Dungeon:** Place 1 card on top of your deck. If you have a Cleric or Wizard you have +1 HP.

## Clarifications

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

**Place 1 card** - means from your current hand.

**This ability is optional** - Both Village and Dungeon abilities are optional, however you must place a card on your deck if you choose to use it.

The Future Vision card still needs to be in play at the end of your turn (just before the discard to draw new hand) in order for the +1 HP ability to happen. If the card has been discarded prior to this point, or put on the top of the draw deck, the ability will not trigger.

**However!** You don't need to still have the Cleric or Wizard in your hand at the end of the turn for the +1 effect - that check is done when the card is played, AFTER you have placed a card on top of your deck.([ AEG conf])

**Can you use a card again if you redraw it?** Yes if you use a card's Dungeon ability, you can then put it on your deck with Future Vision and redraw it with a card like Thunderstone Shard and use its ability a second time.(AEG conf) (Of course this is **just Village & Dungeon abilities** not attack values or anything else eg +HP)

**Can I put Future Vision back on my deck using its own ability?** Yes, but you won't receive the +1 HP as that is calculated in the end of turn clean-up.(AEG conf)

**Can I use multiple Future Visions on the same turn for increased effect?** Sure!

**Can you put a Lantern on top of your deck after you move to the Wilderness with it?** Yes, see FAQ on Lantern.
One Step Behind

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

### Monster Groups

* Level I - Water Servitors - *They move throughout the Dungeon making it unpredictable*
* Level II - Earth Servitors - *They are strong against*
* Level III - Abyssal Founders - *The chaotic nature of their dice rolls make them unpredictable*

### Dungeon Rooms

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

**Note:** The gold that triggers the hero's ability is based on how much there was at the start of the turn, ignoring if any has been spent.

## Clarifications

Page 23 of the Barricades rulebook advises:

(Official Rule Books)

If consistent with other rulings, this Gold ability can be boosted by spending iron ration tokens at the start of the turn, however those tokens are expended when generating the gold value.
Guardian of the Sun

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

## Clarifications

**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.
Midnight Katana

## Text

 equal to your highest Rouge .

Dungeon: Ignore  effects from Monsters.

Spoils: Gain +1  if you have a Rogue.

**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)
Goblin Sycophant

## Clarification

In other words, only the lower of your attack forms count.

**You need to have two types of damage to defeat this monster.** If you only have one type of attack, then you are assumed to have a value of zero for the other type, and the Sycophant will be immune to your damage.

If your  and  are equal, then the player can choose which is the immune type.
Gelatinous Cube

## Clarification

AEG have confirmed that this means players can't move **through** the room - once they move in, they're stuck.

Heroes can definitely still teleport back to the Village for a Village Turn as that doesn't count as "moving".

**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.
Meteor Shower

This unique Legendary spell is received by completing the side quest Research the Legend or Prestige Class Arcane Order

## Text

**Dungeon: Give each Monster in the Dungeon a reduction in Defense equal to your highest Wizard**  **+ 2.**

**Defeat 1 Level I or higher Monster that now has 0 Defense, but only gain its XP value. (Do not refill its room until the turn ends)**

## Clarifications

You do not gain wounds from defeating a Monster in this way.

The player will still **also** have a normal monster fight on this turn.

"Defense" = Monster Health.The reduction in Defense is temporary - it only lasts until the end of the turn.([ AEG conf])

Room boosts must be counted as they are part of the Monster Health.

**Timeline:**

* Temporarily reduce each Monster's Health
* Automatically defeat 1 Monster with 0 Health (if one exists) - remove but leave room empty. This is not a battle so no before/after/spoils abilities resolve.
* Use light etc to move through Dungeon
* Fight a second Monster "for real" with the Health still reduced. This is a normal battle with all abilities/effects active
* End of turn: Health of all Monsters reverts and rooms refill

**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)
Kobold Grunt

## Text

If you move through this room, discard 1 card.

## Clarification

It's the player's choice which card gets discarded.

**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.
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

**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.(AEG conf)

For example, if you produce the 4 Light you need to get to the Abyssal Temple, and along your way to the Abyssal Temple, a Monster discards your Lantern (reducing your Light to 3), this does not interrupt your current movement. You still make it to the Abyssal Temple. However after you defeat the Monster, the Abyssal Temple only gives you +3XP not +4XP.
Lord of Greed

## Text

**Before Battle:** Roll 2d6. For each 6 **destroy** 1 Hero.... +(Health) = the highest other number rolled.

## Clarification

So, the Monster's strength will vary between 8-13 (because 0-5 gets added).

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

*(aka Monster Defense)*

In order to defeat a Monster, your total attack value needs to be greater than or equal to the Monster Health.

The Health value of a Monster is the number in the biggest circle in the top left corner of a Monster card.

It may be inside a circle like this  but if the monster has some resistances, it may look like  or . The Monster Health is still inside the largest circle.

## Common Mistake

If you see the  or  resistance symbols around the Monster Health, this **does not** mean that only Physical or Magic attack can be used to defeat the Monster.

*If a Monster has 1 Magic Resistance, then you just reduce the Magic Attack value of your hand by 1 before adding the Magic and Physical attack values together and comparing to the Monster Health.*
Fire Ogre

## Text

**When Fire Ogre refills a Dungeon Room, all players discard 1 random card.**

## Clarification

This discard **includes** the current player even though the current player is about to discard their cards anyway. This could possibly affect the Spoils Ability on the room or player's cards as the Spoils ability occurs after Refill.

**BGG discussion on Fire Ogre** https://boardgamegeek.com/thread/2042479/article/29765790
New gold rule

As of June 2022, in discussion with AEG staff members, they have decided that Gold functions in the following way. Note, they have indicated that past clarifications made by AEG staff were in error. (See previous gold rule)

## New Procedure

* At the moment you wish to buy something...
* total up all the purchases you have already made this turn
* deduct it from the amount of Gold in your current hand of cards + ration tokens
* It's irrelevant which cards have been drawn or discarded since your last purchase

## What this means

You don't decide "which cards" you are spending on specific purchases.

Drawing new cards with  does not necessarily mean you have more money to spend.

**You will have less money**. If you start your turn with 6 gold on your cards, spend 3 gold and then discard a card worth 3 gold. You now have zero spending money...

Example turn showing amount available for spending...
 Spend 3 gold
 Discard a 3 card
more
Iron ration

Frequently referred to as "bread" because the icon is a loaf of bread , and the token is a slice of bread.

* Can be spent to gain +2 on a single Hero
* Can be spent to gain +1

Gaining:

* A **single** Iron Ration token may be gained by going to the Bazaar during a Village Phase and spending 2
* Some monster battles will give a token as reward.
Level 4 Heroes

**This is an optional expansion made available from the 3rd Kickstarter onwards.**

*"Level 4 Heroes are a special addition for Thunderstone Quest™, available as a separate add-on purchase, giving you the opportunity to train your Heroes even further, making them even more powerful than ever before.*

*Even though Level 4 Heroes are Legendary cards, they function in exactly the same way as other experienced Heroes. When you choose the cards you are going to play with during setup (see the Thunderstone Quest Rulebook, page 4, step 1) place your IV Heroes at the bottom of their respective Hero stacks, below the 2*  *Heroes. Only play with 1 copy of each IV Hero. While not in use, store the IV Heroes in The Box with their respective Level 1-3 Heroes. Special Dividers are provided for storing the Epic Mode copies of IV Heroes.*

*You can level your*  *Heroes into IV Heroes in exactly the same way as you level other Heroes (see the Thunderstone Quest Rulebook, page 9, step 5). This will usually cost 5XP (the current Hero’s printed Level +2)."*

## Clarification

The Side Quest "Experience Pays" now also doubles the  for Level IV Heroes.([ AEG conf])
Hit Points

*Aka HP. In most games this is the amount of "life" a player has. The more a player is wounded, the less they have.*

In Thunderstone Quest this the number displayed on the middle of each **PLAYER BOARD** that is progressively covered up with Wound tokens. As the tokens are received they are placed on the left most available number. A player's Hit Point value is the left most uncovered number.

**"All players have 6 HP by default. As players battle Monsters and take Wounds, their HP will go down until they heal. Some cards will give players HP temporarily for that turn. At the end of your turn, you calculate your current HP, then discard your cards from that turn and redraw a new hand of cards equal to your current HP level."**

This number designates how many cards a player will be able to draw at the **end** of their turn. (For use next turn) If this number changes during a player's turn, the effect of being able to draw a different number of cards only comes into play at the end of their turn when they draw their next hand of cards.

**Yes, players can temporarily have more HP than 6!**

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

## At Zero HP

A player is not out of the game if they reach Zero HP, but they will not be able to draw a hand of cards until they increase their HP again.

* No cards
* No guild ability
* No prestige class abilities
* Can use village / dungeon abilities (not on cards obviously)

A player stops receiving wound tokens  from actions that would normally result in them. However nothing that triggers from receiving wound tokens will occur.(AEG conf)

The player will still get the extra healing at The Temple despite not being able to fulfill the normal requirement to put some cards on one's deck.(AEG conf)
Headband of Intellect

## Text

**Village or Dungeon: Give a Hero +1 Level**

## Clarifications

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

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

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

**Level IV Heroes?** (expansion) The  condition should be read as "+ Hero" to cover Level IV heroes too.([ AEG conf])
Joba

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

Bree Setim's faithful mount!

## Text

**Spoils: Level up 1 Hero, paying XP costs. If they are 0, instead pay 0 XP**

## Clarifications

This card makes the Bree Setim card stronger. If you have Joba, using the Bree Setim card ability will not be cause Bree to be discarded. (see Bree Setim)

**Spoils:** So a  hero takes 4 xp to level, a hero takes 3 xp to level **BUT** a 0 hero needs 0 XP - just with this card!
Open Sesame

## Text

**Village:** After you complete the Village Phase, take a Dungeon Phase. You have a maximum  this turn equal to your highest  Wizard.

## Clarifications

**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)

No Wizard = maximum light is zero (if Village ability used)
Graeme Crawford

*"This grizzled veteran may not like you, but he'll heal you. When the situation calls for it, he can imbue his attack with ."*

## Clarifications

**"Your party"** is a reference to co-op Barricades Mode, outside of BM, Graeme will only heal wounds for the active player. (See Party)

Reminder: Dungeon abilities are optional, Graeme does not need to convert his attack to

Reminder: Weapon attack values have a + symbol indicate that they boost the Hero's attack - so their attack will get converted as well. If an item or spell is not a boost, then it's attack will not be converted.
Healers' Order

Guild Sponsorship from the Base Game.

Simple "bonus XP" guild.

## Text

**When you defeat a level 1 or higher Monster which gives a Wound, if you have a Cleric, the Monster is worth +1 XP**

## Clarifications

**Protection from Wounds Spell** doesn't impede this result. The condition isn't that you **receive** the wound, only that the Monster gives it.([ AEG conf])

**Locations** boost a monster's damage - so a monster with no Wounds but in a room giving Wounds will still trigger this.([ AEG conf])

The term "gives" applies to any way that you receive Wounds from a monster fight, including room boosts, monster abilities etc([ AEG conf])
Horde

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

In the cooperative mode of Thunderstone (Barricades Mode), a **Horde** of Monsters may slip past the Heroes and cause damage to the Village.

At the start of each turn, each player rolls 1-5 [Dice] dice

* Other results on the dice:
* **Horde results:** , ,  - dice showing these symbols are pooled from all players and are called **The Horde**

(the same as 2 )

During the current turn, the players keep track of the combined  of all the monsters they defeat. Each  will cancel out one  in the Horde.

At the end of the turn, the number of uncancelled  gets added to the number of , and that's the number of attacks that will be made on the Village. For each of these attacks on the Village, a Destruction Chit is pulled from its bag to indicate the location attacked,

## Clarifications

 does not technically refer to a destruction chit but the result on the dice. So if you are told to "remove a " it is referring to a [Dice] displaying a (AEG conf)
Mummify

## Text

+  equal to your highest Cleric .

**Spoils:** If it has only resolved once, resolve again another <Spoils> effect.

## Clarifications

The <Spoils> effect on this card duplicates the <Spoils> effect on another card, but multiple Mummify cards can't be used on 1 other card.

**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)
King Amtephetes

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

## 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 -1  trait may not have access to the full amount of light they had before the battle or before moving.
Nixie

## 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.
Life Leech

Keywords:Curse, Static*Curses are only used with 1 Guardian in Barricades mode.*

(Curses can only leave play by their text.)

Destroy this Curse by leveling up 2 Heroes at The Guilds' Quarter.

**Before Battle:** Level down 1 of your + Heroes.

## Clarifications

**Question:** This appears to be an error as Barricades mode only levels up 1 Hero at the Guilds Quarter - assume it would just trigger on use of the Guilds Quarter
Mawgarn's Axe

Legendary weapon gained by completing the Find Mawgarn's Axe side quest.

It gives the ability to kill a second monster on the player's turn.

**Note:** On a random roll of the dice, there is the chance this weapon may kill its wielder instead.

## Text

**Dungeon Ability:**

* Equip to a hero
* Choose a monster
* For each level of the wielding Hero, roll 1D6 +1
* If you roll lower than the Monster's Health value, **destroy** the wielding Hero
* Otherwise, defeat the Monster next time **this turn** you move into or through its room.

## Clarification

Mawgarn's Axe is usually used to kill a monster in a dungeon room the player is passing through, enroute to fight a different monster.

* You can move **back and forth** between rooms as long as you have enough light, and must actually battle a monster in the room in which you stop.
* When you first move into the room in which you used the power to defeat a monster, it gets removed and immediately refilled. The new monster may have "on fill" or "on leaving" abilities that effect the player.
* If you have already used the Axe to kill the monster in the room in which you end your turn, you **must** attack the new monster in that room (or the same if the Wilderness)(AEG conf)
* If the Axe is used to kill a **Guardian** (end of game boss), the VP received is based on the attack value the player has that turn, even if the attack value is being used on a different monster.

Compare result to Monster's Health
 II
 III

(see table below for this spelled out)

* Magical Resistance
* Before Battle Ability
* After Battle Ability
* Wounds (on Monster or Room)
* Any abilities on the **monster card**, including "move into"
* Room boosts to Monster health
* Effects on **Room**, including "move into"
* rewards (on Monster or Room)
* Spoils ability on room
Oasis

## Text

* **Penalty:** Refill this room face down. Turn this room's Monster face up before a battle here; if it is not defeated, put it at the bottom of its deck.
* **Benefit:** +1 per  you have, to a maximum of 3.

## Clarifications

**Gain XP equal to total light:** The  used in this calculation will be the light used in the Movement **BUT** reduced by any  on cards lost since movement commenced. (See FAQ below)

**What if we move a face-down monster out of this room?** (Perhaps using Longbow). The monster stays face-down until battled and then stays face-up, even if an attack fails.(AEG conf)

**What if we move a face-up monster into this room?** It stays face-up. It's unlikely that anyone will fail to defeat this monster.

For example, if you produce the 4 Light you need to get to the Abyssal Temple, and along your way to the Abyssal Temple, a Monster discards your Lantern (reducing your Light to 3), this does not interrupt your current movement. You still make it to the Abyssal Temple. However after you defeat the Monster, the Abyssal Temple only gives you +3XP not +4XP.
Look Out Below

This is the first Adventure for 6: What Lies Beneath

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

**Note:** This Adventure uses Regalen wizard from 3: Risen from the Mire

## Card List

### Monster Groups

* Level I - Plague Rats
* Level II - Sewer Trogs
* Level III - Waste Wyrms - *"Giant, Vermin - Heavy wounders that deal both*  *and* *."*

### Dungeon Rooms

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

## Clarifications

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

## Clarifications

**Wield:** Linsha III still needs to meet the skill requirements of the Weapon taken from the discard pile

**Discard:** Weapons already wielded can be discarded. This is different from simply "unwielding" which isn't permitted.

**Dungeon Abilities of retrieved cards:** If a card is retrieved from the discard pile, it is treated as if it were a new card drawn from the player's deck. There is no "memory" of it having been already used. The Dungeon ability may be used again.(AEG conf)([ AEG conf])
Mutated Frog

## Text

When you move out of this room, discard 1 token, 1 Spell, 1 Weapon, or 1 Hero with 3 or less

## Clarification

The affected player only needs to pick one of the 4 options to discard.

**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.
Movement

If a player is taking a Dungeon Phase on their turn, they will take these steps in order

* Do any Dungeon abilities, wield weapons - in any order
* calculate how much  Light they have including chosing how many  Lantern tokens to use
* optionally **MOVE** through the rooms of the Dungeon, as  permits, triggering any  Alerts on Rooms or Monsters
* Battle the Monster on the Room where they stop.

**Note:** if the player had already moved through the Dungeon on their previous turn, their Champion figurine will start the turn wherever they ended their last turn.

If a player whose Champion figurine is in the Dungeon chooses to take a Village Phase on the next turn, this is **not movement** - they teleport directly there. *(In many computer RPG games there is a magic stone that can teleport you home after an adventure, eg a Hearthstone in World of Warcraft)*

## Monster/Room Triggers

These  terms have specific meanings and will only trigger in those specific situations

* **MOVE INTO**
	+ **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.
* **LEAVE / MOVE OUT**
	+ **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.
* **MOVE THROUGH**
	+ **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.

## Unusual situations

* You can move back and forth between rooms as long as you have enough light, pay attention to monster and room abilities, and actually battle a monster in the room in which you stop.(AEG conf)(AEG conf)
* Room or card abilities that place your Champion in a room are not considered movement and so neither trigger "move into" abilities or require light.
	+ Rod of Teleportation
	+ Level 3 Rooms "After Battle" abilities eg Throne Room
Player deck

This is the face-down pile of cards on the left hand side of each player's Player Board.

If an ability refers to **deck** or **draw X cards** this means the Player Deck. *(Unless clarified)*.

**Usually this is shuffled and random**, but there are abilities in the game that allow this to be "rigged".

At the start of the game, and at the **end** of each turn, the player will draw their new hand of cards from this pile, based on their Hit Point value.

## Special Circumstances

* Some abilities in the game enable a player to "rig" the player deck by putting one or more cards back on top of the Player Deck. This means the player will already know what cards they will receive. cf Future Vision, The Temple.
* Before fighting some Monsters, a "random" value is added to the Monster's Health based on the next card drawn from the Player's deck - while usually random, this can be "rigged" as above. Usually this card goes directly to the discard pile. cf Elven Ruins
* Some abilities allow the next X cards to be discarded directly from the Player Deck to the Player Discard pile. Usually this is intended to uncover certain cards eg Spells or Weapons that the Player is permitted to keep. See Discarding from your deck
Trog Scout

## Text

When you move into this room, destroy 1 random Gear token, unless you have 4+ or a Rogue.

## 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.
Thunderstone Sands

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

## Text

(Stays in play.) When you reveal Thunderstone Map, discard this card.

**Village:** If you have 2+ of Heroes, return your (revealed) cards to The Box.

## Clarifications

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

**Thunderstone Map:** If the TM is already on the table from a previous turn, the discard does not occur.
Scars of Battle

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

## Text

**Ignore any VP printed on your Wound cards.**

**This Side Quest's VP value equals twice the number of Wounds you have (cards and tokens).**

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

## Clarification

Wound cards usually have negative VP printed on them - so ignoring the VP value on them is a good thing.

See also - various Wound types
The Defender Ascends

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

**THIS HAS A VERY DIFFERENT SETUP - it's the big battle with all 6 Monster Groups.** (See Questbook)

## Clarifications

* Yes, there are no bows for Jadress.
* Yes there are 6 monster decks, but as soon as you find the key in one you know there are no more in that pile.

## Refilling the Water Temple

Despite the 6 separate monster decks, Water Temple's refill ability can still **work as normal**...

* Same as all other rooms, after defeating a monster in this room, pick up a replacement monster from the deck next to this room (Water Servitors)
* Use Water Temple's normal mechanism, and slide the monster from the Air Temple into the Water Temple
* Place the card you picked up into the Air Temple

This will likely mean that you'll end up with Water Servitors in the Air Temple and Air Servitors in the Water Temple - but that's just how it works. The refill ability of the Air Temple/Water Temple isn't based on what kind of monster inhabits them, but the room itself.

## Card List

### Monster Groups

* Level I - Air Servitors - *They tend to be vulnerable to*
* Level I - Water Servitors - *They move throughout the Dungeon making it unpredictable*
* Level II - Earth Servitors - *They are strong against*
* Level II - Fire Servitors - *They attack your  and Weapons*
* Level III - Abyssal Founders - *The chaotic nature of their dice rolls make them unpredictable*
* Level III - Divine Founders - *They judge (attack) your Heroes harshly*

### Dungeon Rooms

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

Very much a support class - makes your other Heroes stronger! Works well together!

## Clarifications

**"Another Hero"** means that the bonuses are applied to another hero, not himself. But it could be another Silverhelm!

As the ,  is applied by a Dungeon Ability, the effect outlasts the card's discard.

**Level IV - *"Village or Dungeon"*** Yes the healing can be done in Village or Dungeon but the **card draws** will not occur in the Village as no weapons are wielded there.([ AEG conf])
Reminder: Level Boost

**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
The Marketplace (Barricades)

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

In normal (non-Barricades) play, players never needed to specifically select The Marketplace, as it is just the spot on the board that stores cards they may purchase on their turn.

"The Marketplace is now a Village Location with 4 spots and an ability. Players at The Marketplace may, as a **Village Ability**, draw 1 card OR lend, give, or borrow a card to/from another player."

## Clarifications

**Draw** refers to players drawing a card from their own player deck, similar to abilities given by Dagger and Thunderstone Shard

Players can still purchase a card from The Marketplace without placing their champion figurine there, it is only the Village ability or building a Barricade which requires placing a figurine on The Marketplace.
Transmutation

## Text

**Village or Spoils: Destroy 1 Hero, Item, Spell, or Weapon. Gain 1 card of the same type from the Village.**

## Clarifications

The card must be destroyed in order to receive the benefit. You cannot get the new card if you used the effect on a card that is protected from destruction.

**How does Transmutation work with Heroes? Could a level 0 Hero be transmuted into a Level 4?**
No. If you destroy a Hero card, you can only gain a Village card of the same Level as the one you destroyed.([ AEG conf])
The Servants' Tombs

## 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
Physical Resistance

Aka "Armor"..

*"**Armor** reduces the amount of Physical Attack you have by the stated amount. If a player has 7 Physical Attack and a Monster has 3 Armor, the player has 4 Physical Attack remaining."*

Obviously this can be **completely ignored** if the player's attack value is **entirely magical** or contains enough magical attack to equal or beat the actual monster health value. (In the large circle)

Note that Physical & Magical Resistance will reduce the amount of VP received from battling a Guardian.
Refill

Defeating a Monster in the Dungeon results in its Dungeon Room being empty. Before the end of the current player's turn, a new monster will need to be placed into the empty room. When doing this, you may find one of the Guardian Key cards - 4 keys found will trigger the Final Turn of the game.

## Clarifications

* **Before Spoils** - the room is refilled before any optional spoils abilities take place
* **Only ONE key may be found** - if extra keys are drawn on the same turn, they will be shuffled back into the Monster Deck they came from.
* **Empty Monster Deck?** Refill level 1 from level 2, level 2 from level 3, or level 3 from level 2. (AEG conf)

## Barricades Mode

In Barricades Mode, the refill still happens at the end of the turn, but because players are all taking a simultaneous Dungeon Phase, rooms may already be empty while particular players are moving through the Dungeon. This allows rooms to be "cleared" allowing easier access.
Magic Resistance

*"Magic Resistance reduces the amount of Magic Attack you have by the stated amount. If a player has 4 Magic Attack and a Monster has 2 Magic Resistance, the player has 2 Magic Attack remaining."*

Obviously this can be **completely ignored** if the player's attack value is **entirely physical** or contains enough physical attack to equal or beat the actual monster health value. (In the large circle)

Note that Physical & Magical Resistance will reduce the amount of VP received from battling a Guardian.
Frostbite Wound

*(Part of Barricades Expansion - any play mode)*
## Barricades Rulebook

*"These are a new Blue Wound token. They act the same as Red Wound tokens, reducing your HP, but require an additional cost of 1  to heal, even if in the Village.*When healing a Wound, you may spend 1 to heal 1 . The spent  is gone for the turn.

Effects that reference  tokens only affect  tokens, not  tokens, and vice versa." (Barricades Rulebook)
## Clarifications

* **Temple** - Light is still required if healing Frostbite at the Temple!!(AEG conf)
* **Wound order is important** - "When healing Wound tokens, you heal your rightmost Wound token."(AEG conf)
* **Weapons that give**  can only be used to heal  in the **Dungeon**, and only if wielded.(forum) Spells, Items, Heroes can be used for  in the Village.

WARNING: Yes you need to be careful or you will get locked out of the game!! Maybe keep a spare token?

*(We have a reminder text line that can be added to pages that refer to red wounds - reminder text)*
True Seeing

## Text

Dungeon: Look at the top card of a Monster Deck. You may exchange it with a Monster in the Dungeon of the same Level. Draw 1 card if you have a Cleric or Wizard.

## Clarifications

You only get to draw 1 card from this card, regardless of how many Clerics/Wizards you have.

**What if you uncover a Guardian Key?** Set the Guardian Key(s) off to the side and keep drawing until you get a Monster and then decide what to do with it. Once the Monster on the deck and the Monster in the room is determined, shuffle any found Guardian Keys back into the Monster deck.([ AEG conf])
Party

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

In Barricades co-op play, different players can choose to combine their Dungeon phase to fight more powerful monsters.

Probably best to read the actual rulebook for Barricades mode for the main instructions on how to do this.

## Tips

* Players all take their Dungeon actions at the same time before any moving takes place.
* Players who are already in the Dungeon from a previous turn may "join up" with another player who started elsewhere in the Dungeon, however they will not be able to share cards or tokens as that occurs before anyone starts moving.
* **Lent:** Dungeon action to temporarily give a card to a party member. Cannot be done with non-party members.
* **Give:** Dungeon action to permanently give a card or gear token to a party member. Cannot be done with non-party members.
* Your card effects completely ignore and never effect other players even if in the same Party. (If **Lent** or **Given** they are temporarily not your cards).
Reminder: effect using hero level

**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)
Runiva Highstone

*"Experienced at battling Beasts and Giants, Runiva will light the path if she can find (discard from your deck) the right spell."*

## Clarifications

The more Light you have, the more cards you can discard.

**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:** 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

Spells are generally not Dungeon abilities.
Research the Legend

Side quest that results in the Legendary Item Meteor Shower

## Text

**After putting 3+ of Wizards on top of your deck at The Temple, reveal this Side Quest.**

**When revealed, gain the Legendary Spell Meteor Shower, placing it on top of your deck.**

## Clarification

3+ is any total of Wizards levels of 3 or more - so 3 x Level 1 Heroes or 1 x Level 3 Hero ... or any other combination that adds up to 3 or more.

The Levels just need to be the ones printed on the cards, spells etc don't count.