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The Ruin at Baile Bhoid

“Then we are settled. We’ll send the newcomer with The warrior had sat through at least a dozen of At the end stood Matharnac. The falcon hopped some basic supplies. He has expressed interest in and these conversations since coming to Tala. This world toward him, and fluttered to his shoulder. He said, “I experience with exploration.” The tall druid in the dark was lovely, but so... calm. They stopped arguments am sorry for my language warrior. Please forgive my cloak droned the words. Perhaps two dozen people— by singing together. He was secretly happy about hostility toward you. It was misdirected.” dwarves, elves, humans, along with a smattering of Matharnac’s rudeness. It was about as exciting as one animal familiars—sat around a circular table cross- of these meetings got. “It’s fine,” said the warrior. “I like seeing someone sectioned from an ancient, enormous tree. The table around here with some fight in him.” Furthermore, he’d heard this song a few times by now, was yards in diameter. It had so many rings, the “There is plenty of ‘fight’ in us, as you put it, warrior. warrior was a little dizzy from trying to count them. and spent the first few verses studying the puma lounging in the crystalline window across the room. But the fight has long slept, like the treefolk. So deeply “That’s exactly what I keep saying is the problem!” These familiars seemed to be everywhere. They acted that you forget that it is there.” Matharnac stared at A strident voice cut through the room, “We are like animals, but were treated like people. Supposedly, the warrior, his eyes boring into him. they were reincarnated elves, dwarves, and humans. Or not settled! He’s too close to evil himself – hostile, “Oh. Well... good.” neglectful, shameful – if he were Talan, the curses something. The explanation seemed sort of ethereal, and would have consumed him before now.” involved a lot of talk about purification, and the line Matharnac pierced the awkward silence. “Warrior, let between death and life. They called it “the Veil.” me tell you another story, a different story than the “But he isn’t Talan, Matharnac!” Another voice in the historians know to tell. I am from Baile Bhoid, you room. It was a strange, static argument. The voices were Historian Graven’s song went something like this: Two hundred years ago, a tower was built by Stramst, the see. Let me tell you a story of my home that does not heated, but no one stood from their finely carved, high- rhyme. One without a neat resolution. back wooden chairs. “We’ve lost seven patrols in that elf lich. Constructed within sight of the outpost at wasteland. Perhaps it’s time to try something else.” Baile Bhoid, but well within Ulgidoth territory, the “Stramst’s tower is not the only one near the border. residents would have torn it . But the Unkillable An elf’s generation ago, a second tower was raised, a Matharnac shot back, “Perhaps it’s no worse than One swore to keep his abhorrent works out of bowshot few miles from the first, but left unfinished. Ranger from Caledron borders. Then some people built several losing our own people if he doesn’t come back.” patrols in Ulgidoth reported some internal squabble beautiful buildings in Baile Bhoid, and Graven sang a among the inhabitants, best left alone. “Matharnac,” The tall druid seized control of the verse about each one. rapidly decaying conversation. “This is not how we “Then recently, Belac, a disgraced royal guardsman, The song was pleasant—catchy in places--but the treat guests, or how we honor those willing to sacrifice banished from Caledron for consorting with a djinni, themselves for Caledron.” Matharnac glowered. warrior went from nodding along to nodding off when he felt a pulling at his sleeve. took up residence in the second tower. He cleared “Let us take a respite,” the druid continued. “Historian ground around it, and spies report that he was seen Graven, will you lead us in the Song of the Towers for He started awake to find a tercel, a small falcon, trying to drill ogres on the parade ground. Predictable our guest’s education?” pecking at his sleeve. He waved it away, but the falcon results. We laughed at the idea. looked him in the eye and jerked its head. Like it wanted the warrior to follow. He got up and followed it “Until the boulders landed. We lost four regular as it hopped out of the room, and down a marbled hall. soldiers before we could even mount a defense. 2 “The soulstolen came next. Wave after wave. Most of Table of Contents Additional Rules ...... 21 them were orcs or who-knows-what. Some of them, Familiars ...... 21 however, were faces we knew. Good men. My brother, Object ...... 4 Horde Monsters ...... 21 Sgein, for one. Died in the spring. I’ve known him Components ...... 4 Trophies ...... 21 through nine lifetimes. Now I’ll never know him again. Learn To Play Booklet ...... 4 React Abilities ...... 22 Game Cards ...... 4 Global Effects ...... 23 Matharnac paused, and put his hand to his mouth. The Complete Card List ...... 5 Guardians ...... 23 falcon squawked and hopped. The warrior shifted his Randomizer Cards ...... 6 Curse Cards ...... 23 weight. Were... were they supposed to sing a song now? Dividers ...... 6 Zero and No Value ...... 23 Experience Tokens ...... 6 Ending the Game ...... 24 Matharnac mastered himself and started again, Game Board ...... 6 Traits ...... 24 “A week ago, a third tower was raised by the orc Setup ...... 7 Examples of Play ...... 25 summoner, Orseg. More monstrosities came, with Unpacking the Box ...... 7 Sample Village Action ...... 25 dark fire, almost black at its core. They attacked Baile Preparing to Play ...... 7 Sample Dungeon Action ...... 26 Bhoid. Over and over. Many of us escaped alive, but Alternate Setup Methods ...... 10 What’s New in Thunderstone Advance . . . . 28 the village itself is mostly ruin now. How to Play ...... 10 Card Glossary ...... 29 Overview ...... 10 Lexicon ...... 33 “In that room, they know this truth, but they won’t Objective ...... 10 Scenario Setups ...... 35 admit it yet. They’ve forgotten how to take action. Anatomy of the Cards ...... 11 Tower of Corruption ...... 35 They want you to explore. I want you to fight. Even if it Key Concepts ...... 12 Tower of Compulsion ...... 35 means I am cursed for the thought.” Turn Order ...... 14 Tower of Contempt ...... 36 The Village ...... 16 Variants ...... 37 He looked the warrior in the face again. “If you or any Use Village Abilities and Trophy Effects ...... 16 4-4-4 Monster Setup ...... 37 of these other newcomers think you can do something Buy 1 Card ...... 16 Random Dungeon ...... 37 different, I will give you my good right arm. The evil Level Up ...... 17 Familiar Choice ...... 37 in Ulgidoth is closer than anyone here believes. Those The Dungeon ...... 17 School of Hard Knocks ...... 37 towers were pointed at Baile Bhoid like arrow shafts. Use Dungeon Abilities, Equip Weapons, and Use Epic Thunderstone ...... 37 Trophy Effects ...... 17 They’ll be the ruin of us all, just as they ruined my Solo Thunderstone ...... 38 Ranks and Darkness ...... 18 Avatars ...... 38 home. Will you help us, warrior?” Fighting a Monster and Battle Effects ...... 19 Credits ...... 39 Winning and Losing ...... 19 Copyright and Contact ...... 39 Aftermath Effects ...... 20 Spoils Abilities ...... 20 Setup Overview ...... 40 Refilling the Dungeon Hall ...... 20 Turn Reference ...... 40 Raid Effects ...... 21 Breach Effects ...... 21 3 Object Components Game Cards You are a heroic leader seeking the Aside from this rulebook, your game of Thunderstone uses five types of cards: basic, hero, Thunderstones, ancient relics of evil power . Thunderstone contains the following: monster, village, and special . The cards have You plan to turn their own power against similarities, but also some distinctions that make them, banishing their corruption from the Learn To Play Booklet them useful in different circumstances . world . You start by assembling a band of This introductory set of rules helps new stalwart adventurers willing to brave the Basic Cards players get started right away . If you’re new to hazards ahead, and equip them with fearsome These cards form Thunderstone and you haven’t read the Learn weapons and terrifying spells . Once prepared, most of your to Play booklet yet, stop reading this and go you will lead them into peril, slay vile beginning deck . there to begin! monsters, find the Thunderstone Bearer, and They represent recover the Thunderstone! the simplest resources Each player constructs a custom deck of cards available . Basic during the game . Your deck represents the cards have the capabilities and resources of your adventuring word “Basic” in party . At the end of each turn, you discard their keyword your entire hand and draw a new one, thus it line . You can buy them when you visit the is imperative to create a deck that is reliable village, but the village often contains other, and powerful. How well you use the strengths more useful resources . See the hero card and powers of your cards determines whether breakdown (page 11) or the village card victory will be yours! breakdown (page 11) for an explanation of the parts that make up a basic card .

If you are an experienced Thunderstone player and want to see what’s new in Thunderstone Advance, go to page 28!

4 Hero Cards These are the Complete Card List heroes you Thunderstone Advance: Towers of Ruin has a total of 566 cards . As you unpack and ready them for play, you should have: recruit to fight by your side . Basic Cards (95 total) Corvaxis • Avian Undead • Horde Innkeeper Hero cards 25 Longspear cards Blackflock Assassin (2) Soulstolen (10) King Caelan’s Writ have blue 45 Regular cards Blackflock Conniver (2) Placeholder (10) Longsword 25 Torch cards Blackflock Ravener (2) Mass Teleport frames . Nearly Plunderwing (2) Undead • Skeleton Moonstone all hero cards Hero Cards Slaughterwing (2) Dwarven Ancestor (2) Pike have an attack (132 total—12 of each Necrophidius (2) Ranger’s Wilderness Map value, as well hero: six level 1, four Djinn • Efreet Ossuous (2) Royal Summons as other traits level 2, two level 3) Ghul (2) Shrouded Cadaver (2) Snakehead Flail and abilities that help you defeat monsters . Aird Iblis (2) Warrior Bones (2) Smuggler Bhoidwood Ifrit (2) Summon You can buy and level up heroes when you Caliginite Majnun (2) Undead • Treefolk Veteran Trainer visit the village . See the hero card Criochan Marid (2) Canker Treant (3) breakdown (page 11) for an explanation Deepstrider Decayed Heartwood (2) Special Cards (45 total) of the parts that make up a hero card . Drua Dragon • Fire Scabbark (1) 28 curses Glamercast Ash Dragon (2) Thorned Walker (2) 7 familiars Monster Cards Sternnkin Caldera Dragon (2) Withered Dryad (2) 10 Thunderstone Shards Each threat you Thundermage Cinder Drake (2) Veilminder Magma Wyrm (2) Thunderstone Bearers Randomizer Cards face in the Whetmage Smokeplume Drake (2) Belac (39 total) dungeon hall is Orseg shown on a Monster Cards Kobold • Humanoid Stramst monster card . (103 total—10 in each Drakeclan Ambusher (3) Monster cards monster group plus 3 Drakeclan Cutter (3) Village Cards have Thunderstone Bearers) Drakeclan Laird (2) (152 total—8 each) Drakeclan Shaman (2) Bandia’s Wisdom frames . You Burnmarked • Fire Battle-scarred Soldier can only see a Blazing Grimalkin (2) Ogre • Humanoid Bounty Hunter few monsters Charred Bruin (2) Ettin (2) Dancing Sword at a time, but Hellhound (2) Ogre (3) Dwarven Bear Hammer more await in the deck . See the monster card Phoenix (2) Ogre Mage (2) Falcon Arbalest breakdown (page 11) for an explanation of Pyre Viper (2) Ogrillon (3) Filigree Amulet the parts that make up a monster card . 5 Village Cards Randomizer Cards Experience Tokens These cards Plastic Thunderstone tokens are used to track represent the Randomizer cards the XP (experience points) your heroes gain in resources you help you construct a their quest against evil . gather in the random game by village . Village dealing from a special Game Board cards have green deck with one of most frames . They card types . This two-sided board displays a classic include villagers Thunderstone dungeon hall on one side, who aid you, There are and a wilderness dungeon hall on the other . weapons your three types of Darkness conditions are different in each hall, heroes can equip, spells you can cast, and randomizers: hero, monster, and village . so choose carefully . On both sides, the village items that make your adventure more (There are no randomizers for Thunderstone board guides setup to help prevent difficult successful . See the village card breakdown Bearers, special cards, or basic cards ). village arrangements . Follow the instructions (page 11) for an explanation of the parts Randomizer cards are identified by labels on to set up a village (see page 8), or just let that make up a village card . their backs so you don’t accidentally shuffle the cards fall for a truly random experience . them into a deck . They’re only used to help set Special Cards up the game, not during play . This catch-all category is for The name at the top of each card denotes the cards that do hero type, monster group, or village card unusual things . that the randomizer represents . Additional Special cards have information on randomizers, such as numbers brown frames . and game text, provide an idea of what to Curses, familiars, expect from cards in that group . and Thunderstone Shards are special Dividers cards with Oversized divider cards make it easy to keep individual rules for acquiring and using them . your collection organized . Note that the labels Curses and familiars are gained through play . of the dividers are color-coded by card type . Thunderstone Shard cards are only found in There are also 5 dividers labeled Basic Deck . your basic deck . 6 Setup retailers . You can also skip sleeves altogether, If this is not your first game, select a scenario and just play with the cards as they are . from page 34–36 or create a setup using If it’s your first time, start by unpacking the randomizer cards as described on the the box . Then follow the Preparing to Play With the box unpacked, you’re ready to set up next page . Scenario setups are story-based a game . directions to set up a game . and structured to create unique and flexible experiences . Using the randomizer cards Unpacking the Box Preparing to Play ensures that each game is different and tests Put the game board aside for now . Drop the XP You won’t use all the cards in the box every time your ability to adapt to unusual situations . tokens in the center well in the box . you play Thunderstone . Instead, you determine a selection of foes and the resources available Build Your Basic Deck Unwrap the cards, and separate them into to defeat them . Part of playing Thunderstone is Each player takes a set of 6 Regular, their respective stacks . There are 8 cards in finding a strategy with the cards you have! 2 Longspear, 2 Torch, and 2 Thunderstone each village stack, 10 cards in each monster Shard cards from the box . Each player group, and 12 cards in each hero stack . There If this is your first game, use the cards given in shuffles a set, and are also a small number of special and basic the First Game Setup below . These cards make places it face down in card stacks . for a balanced game without too many tricky front of him or her . techniques . Once you have a feel for how to play, These 12 cards form a Once you’ve finished separating stacks, split experiment with more specialized or detailed player’s basic deck . the randomizers into their hero, monster, and cards, and discover combinations of effects . village groupings . Unwrap the dividers (the taller cards) . Place First Game Setup Next up: the bad guys . them in the box so the names are sticking Monsters: Village: up . Put each stack or group of cards with its Burnmarked • Fire Battle-scarred Soldier appropriate divider in the box . If you’re not Ogre • Humanoid Bounty Hunter sure what cards go with which divider, see the Kobold • Humanoid Falcon Arbalest Complete Card List sidebar (page 5) for the Stramst King Caelan’s Writ (Thunderstone Bearer) Mass Teleport major card groupings . Moonstone Heroes: Snakehead Flail Some people like to put their cards in plastic Bhoidwood Summon Storm sleeves to help them last longer, and stand up to Criochan repeated shuffling. You can find sleeves at any Drua game store, sports card store, or through online Thundermage 7 Select the Opposition Find the monster card sets that match the pull out 10 cards . Here you find out what monsters you’ll face. randomizers you drew and place them near 3. Shuffle the Thunderstone Bearer into this What follows is a standard setup . Feel free to the dungeon board . stack of 10 cards . Place them face down on the experiment and alter it as your experience grows . Put the monster randomizers away . You won’t dungeon deck space on the dungeon board . Shuffle the monster randomizers, and reveal use them during the game . 4. Place the remaining monsters face down on them until you find one monster group each of top of the dungeon deck . Finally, draw a random card from the level 1, level 2, and level 3 (the monster group’s Thunderstone Bearer cards, and show it to all 5. Drawing from the top of the dungeon deck, level is printed right beneath the card name) . players . This is the boss villain you’ll face to fill all empty ranks on the dungeon board end the game . face up . This creates the dungeon hall—we’ll monster level explain more about the dungeon hall later Play Hint: It’s good form to pass the (see page 17) . randomizers around so everyone can The dungeon is complete . Next we’ll prepare monster group get a taste of the challenges they’ll the village, where you improve your deck by face . purchasing heroes, items, weapons, villagers, and spells! Now that you have chosen your enemies, let’s put them in the dungeon . Populate the Village If you draw a Now it’s time to create the village and see what monster level Build the Dungeon resources you have at your disposal . you already have, The “dungeon” is a generic term for where ignore it and 1 . Put out 3 copies of each basic card (Regular, the monsters live . Perhaps it’s a subterranean draw another . Longspear, and Torch) for each player . Place labyrinth, an isolated fortress, or a gloom-ridden the Regular cards on the first hero slot, the Note: Soulstolen are horde monsters . These swamp . It’s represented by a deck of monster Longspear cards on the first weapon slot, monsters set up differently than other cards with a powerful Thunderstone Bearer near and the Torch cards on the first item slot. monsters . If you draw one of these, see the the bottom, carrying the final prize. (Their locations are labeled on the board ). rules for setting up and playing with horde 1. Place the game board on the table where all cards on page 21 for details . 2. Shuffle the hero randomizers and reveal the players can see it clearly. If this is your first top four cards . Find the stacks of hero cards game, play on the wilderness side of the board . that match the randomizers, and place them 2 . Shuffle all the monster cards together and in the village . Each stack should contain all 8 the hero cards arranged so that the level 1 Finshing Touches 3. Shuffle the familiars and place them face heroes are on top, level 2 next, and so on, Finish setup by placing special cards and XP down in the indicated spot on the game board . with the highest-level heroes on the bottom . tokens . Neither are considered part of the You can acquire a familiar when you defeat Note that each hero card has its level at the village or dungeon . a monster in the dungeon (see page 21 for top of the card, as well as variant names to details) . make identification and sorting easier. 1. Shuffle the curse deck and place it face down in the indicated spot on the game board . 4. Draw 6 cards from your basic deck to form 3. Shuffle the village randomizer cards. One at your hand . You are ready to begin your a time, reveal a village randomizer, find the 2 . Place the pile of XP tokens near the village . adventure! matching stack of village cards, and place it on the village board in one of the slots indicated (for example, place the Longsword in a Weapon slot) . If you reveal a randomizer and all of the slots of that card type have already been filled, ignore it and reveal another . Keep doing this until you have 8 stacks of cards in the village (the village board will not be full) . Together, the hero cards, basic cards, and village cards comprise the resources available to you in the village .

9 Alternate Setup Methods How to Play Objective Several suggested setups can get you Choose a starting player by whatever method Prove yourself the most powerful adventurer started faster . you prefer . Each player takes a turn in order, by slaying the evil that plagues the land . proceeding clockwise around the table . The The game ends when someone defeats the Themed Setup: We have crafted casual and player who is currently taking a turn is called the Thunderstone Bearer . When the game ends, tournament setups in the back of the book . active player . Normally, you can’t take actions on you score VP (victory points) from the cards in These setups are designed for multiple play other players’ turns, but some card abilities may your deck . Not all cards provide VP . Check the strategies and creative, engaging interactions allow it (see React abilities on page 22) . lower right hand corner of the cards for a blue among cards . Try them all! jewel to see how many VP the card gives you . Electronic Setup: “Intelligent” randomizers Overview Highest total score wins! are available on the web and for smart phones . Unlike other card games, cards you gain do not Our favorite is alderac c. om/thundermaster . stay in play . They go into your personal deck . Using one of these to generate a setup ensures Also, you don’t just play one card at a time and you have the resources available to defeat any then discard it . On your turn, place all cards challenge . in your hand face up on the table, use abilities Random Setup: If you want a completely on those cards that you wish, resolve what random dungeon, ignore monster levels . Just happens, then discard your whole hand and select three random monster groups and shuffle draw a new one . all the monster cards together before building Each turn, you will visit the village to add a the dungeon deck . This can result in an easy desirable card to your deck, enter the dungeon dungeon… or one that’s very challenging! to try to slay a monster, prepare to improve Custom Setup: There are countless other your hand, or rest to get rid of a card you no ways to generate a village . Pick only cards you longer need. Thus, each turn you refine the haven’t played recently . Deal out randomizers contents of your deck, changing the cards you and have players draft the ones they want . Do are likely to draw in the future . themed setups, like the all-undead dungeon . Play only with cards that start with vowels . Play however you like! You might also want to check out the Variants section on page 36 .

10 Monster Card Breakdown Card Name Anatomy of the Cards The parts of a card are explained in detail Keywords Health below . There are three main card types: hero, monster, and village . Gold Value

Light—gained as a trophy Hero Card Breakdown only after Keywords Card Name defeating the Traits, Abilities, monster and Effects (if any) Class Icon Level Gold Value XP Earned Victory Points (if any) After Defeat

Strength Village Card Breakdown Keywords Card Name Gold Cost Light Gold Value (if any) Attack Value, (if any) Traits, and Abilities Weight (for weapons)

XP Cost to Victory Points Gold Cost Level Up (if any) Light Traits, Abilities, (if any) and Effects

Victory Points (if any) 11 Key Concepts pile, place it face down to make your new deck, Abilities and finishing drawing or revealing from there. There are several central concepts to a game of Many cards have special abilities printed on them . You can identify them because they Thunderstone . Keep these in mind as you read Your hand consists of all cards you have are preceded by the words Village, Dungeon, the rules . drawn this turn and have present . Familiars React, and/or Spoils and a colon . These are are considered part of your hand . (They also special talents or powers inherent to the The First Rule have special rules . See page 21 for details ). card . You can only use these abilities in the Thunderstone has dozens of different cards, Cards that are discarded or destroyed are not appropriate location or at the appropriate and many of them seem to break these rules . considered present, and thus not in your hand . When a card’s text contradicts a rule, the time . You choose whether or not to use them, card’s text takes priority . If you have any Destroying Cards and in which order . questions, first check out the Card Glossary on Certain game effects “destroy” a card . When • Village: These abilities provide extra gold, page 29 . a card is destroyed, remove it from the game extra cards, or extra buys in the village . entirely . The exceptions are curses and basic Decks, Discard Piles, and Hands cards . • Dungeon: These abilities enhance your Players begin with identical basic decks . party when you fight monsters. Throughout the game, you will customize your • Curses get placed back into their village • React: These abilities can be played any deck into something different from everyone stacks, as there is an infinite supply of time they’re triggered, on anyone’s turn . else’s . Keep your deck face down during play . them . Evil is rather generous that way . • Spoils: These abilities provide bonuses for Each player also has a discard pile . When you • Basic cards (Longspear, Regular, and defeating monsters in combat . gain cards, always add them to your discard Torch) are placed back on their village pile unless a card’s text specifically states stacks if destroyed from a player’s hand . otherwise . Keep your discard pile face up If basic cards are destroyed from a village during play . stack, they are removed from the game . When your deck is empty of cards, leave it empty until you need to draw or reveal cards Play Hint: Instead of tossing destroyed from your deck . As soon as you need to draw or cards into the box top or a pile, you might reveal cards from an empty deck, shuffle your find it useful to place them face down discard pile and place it face down to create a beneath the village stacks they came from . new deck . This might happen in the middle of This makes it easier to sort cards and put an action. If so, first draw or reveal as many them away at the end of the game . cards as you can. Then shuffle your discard 12 Abilities may only be used once per turn, Effects Example unless they also have the word “Repeat” . A Many cards (including almost all monster cards) Repeat ability can be used as often as you have effects on them . Effects are like abilities, desire . Repeat abilities typically come with a Bandia’s Wisdom has a except they must be used . When an effect takes price or requirement, which must be paid each Dungeon ability that says: place, the results happen instantly and last time the ability is used . If you cannot meet the until the end of the turn . Only cards present at requirement, you cannot use that ability again . Dungeon: Give each the moment the effect happened are affected by hero Strength +1 . that incident . Currently, there are 6 effects: Example • Aftermath: This effect takes place after The Drua Purifier has a Repeat ability that says: you fight a monster, regardless of which Repeat Village/ side won the combat . Meanwhile, Royal Dungeon: Destroy a • Battle: This effect takes place after you Summons has the Dungeon curse to draw 2 cards . choose a monster to fight, but before the ability: That means you can victor is determined . destroy as many curses as Dungeon: Add 3 • Breach: This effect takes place only once, you have in your hand, and Regulars from the when the monster reaches rank 1 . village to your hand . draw 2 cards each time you • Global: This effect is always in play and do. If you have no curses affects all players . to discard, you cannot • Raid: This effect takes place when the use this ability. You can use this ability in the If you use Bandia’s Wisdom before you use monster is first revealed in the dungeon village or the dungeon. Royal Summons, then your 3 Regulars won’t get hall . the Strength bonus. • Trophy: This effect takes place when the When you use an ability, its effects happen monster card is revealed in your hand . instantly and last until the end of the turn . You must always meet the normal requirements Only cards present at the moment you used the for an ability to use it, unless the ability ability are affected by that ability . specifically says otherwise. For example, if an ability says, “Level up one Regular,” you still must have a Regular in your hand, pay 2 XP, and destroy that Regular to level him up before you can place a level 1 hero in your discard . 13 Traits Do What You Can Turn Order Most cards also have traits on them . Traits are When an ability is used against you, or when During your turn, you take one action . You can any text that is not preceded by an ability or you suffer an effect, you always do as much choose one of the following: effect identifier and colon. For example, hero as you can, and ignore the rest . (This does cards typically have some sort of trait like not apply if you want to use an ability with a • Visit the village to gear up for the dungeon . Physical Attack +1 or Magic Attack +2 . requirement in your own hand . You must meet • Enter the dungeon to fight a monster. all requirements to see any benefit.) Trait text is always active, always in effect . • Prepare to try to improve your next hand . If the cards you have change, the trait For example, if an Aftermath effect says, • Rest to get rid of a card in your hand that immediately adjusts its effects to adapt . “Destroy two heroes,” and you only have one in you don’t want to see again . your hand, you destroy that single hero . Since you can’t destroy another hero, you don’t . With only one action available each turn, games of Thunderstone can move quickly If a Breach effect on a monster says, “Each around the table, so be ready . player destroys 2 heroes or shows a hand with none,” and you have only one hero, you first destroy that hero and then show your hand to prove that you have no others .

Example Curt also has a Whetmage Honer in his hand. He enters the dungeon Curt has a Snakehead Flail and a Deepstrider Sentry in his hand. and uses the Whetmage’s Dungeon ability to level up his Deepstrider The traits for Snakehead Flail read: (this lets him put the leveled-up hero into his hand). The Snakehead Flail is immediately worth an additional Magic Magic Attack +1 . Attack +2 if he equips it to his Deepstrider now. Additional Magic Attack equal to the level of the equipped hero . (Note that if Curt equipped the flail to the Deepstrider before he leveled up that hero, the flail would become unequipped, because If Curt equipped the weapon to his Deepstrider leveling up a hero requires him to destroy the hero who is leveling now, it would provide an additional Magic up. A weapon cannot be equipped twice in a turn, so pay close Attack +1. attention to the order of your abilities!)

14 Visit the Village Enter the Dungeon Prepare When you visit the village, some steps are When you enter the dungeon, you must do the Sometimes your hand is a mix of cards that optional—you don’t have to do all of them . following steps in order: you can’t do much with . Prepare lets you try to build a better hand for the next turn . However, the steps you choose to do must be in 1. Reveal your hand . the following order: 2 . Use any or all Dungeon abilities on the Place as many cards as you like from your hand onto the top of your deck in any order, so 1. Reveal your hand . (Mandatory) cards in your hand . Equip any weapons in your hand if you wish . Use all Trophy that you’ll draw them next . That’s all you can 2 . Use any Village abilities you wish . effects in your hand . do, but you’ve set yourself up for success . End (Optional) Use all Trophy effects . your turn . (Mandatory) 3. You must choose a monster to fight. Monsters may have traits, Battle effects, est 3. Use the gold value of your cards to buy 1 R or Aftermath effects that hinder you . Resting lets you get rid of one card you no hero or village card . (Optional) All effects occur, as long as you have the longer want . Choose one card in your hand and 4. Spend XP to level up heroes in your hand . resources for them to affect . destroy it . That’s all you can do . End your turn . You may level up as many heroes as you 4. If you defeat the monster, add its card to have XP for, but may level up each hero End Your Turn only once per turn . (Optional) your discard pile, gain the XP it provides, If the Thunderstone Bearer remains and use any eligible Spoils abilities . Finally, end your turn . undefeated, discard any cards remaining in 5. If you do not defeat the monster, it retreats your hand and draw a new hand of six cards . Full details can be found under The Village to the bottom of the dungeon deck . All abilities and effects end at this time . Play on page 16 . An example village turn can be 6. Refill the dungeon hall. passes to the player on your left . found on page 25 . Finally, end your turn . Full details can be found under The Dungeon on page 17 . An example dungeon turn can be found on page 26 .

15 The Village When a card is discarded by a Village ability, Buy 1 Card place it in your discard pile immediately . When Total the gold value of all the cards that When you visit the village, you work to a card is destroyed by a Village ability, remove remain in your hand . Add whatever gold you gather additional help in the form of another it from the game immediately . adventurer, better equipment, or maybe a new generated using Village abilities . This gives you spell . Every card in your hand goes into the You cannot use the Village ability of a card a total gold value you can spend this turn . You village with you whether you want it to or not . that has already been discarded or destroyed cannot include the gold value of any cards you Reveal your entire hand and follow the steps by other Village abilities . Also, you cannot discarded or destroyed . listed on page 15 . destroy a card that has been used for its You may buy 1 card from the village: a hero Village ability unless the card in question is card, a village card, or a basic card . You are not destroying itself . Use Village Abilities and Trophy Effects required to buy anything . The gold cost of that These things do not need to occur in a specific card must be less than or equal to the gold value order . For instance, you could use a Village Example you have to spend . If a card effect lets you buy ability, then 2 Trophy effects, then use another You have Innkeeper and Battle-scarred Soldier more than one card, the total gold cost of all Village ability . Both of them must be done in in your hand and decide to visit the village. cards you buy must be less than or equal to the this step, though . If you use the Innkeeper’s Village ability to total gold value you have to spend . Unused gold is lost, presumably spent in the tavern tipping You may use any or all of the Village abilities on destroy the Battle-scarred Soldier, you may not use the Battle-scarred Soldier’s Village ability to wenches and mysterious old beggars for secret cards in your hand in any order you wish . Typical information regarding the dungeon . Village abilities let you draw more cards, add draw a card before it is destroyed. to your hand’s gold value, or destroy unwanted If you use the Battle-scarred Soldier’s Village You can only buy a card that is on the top of cards . You do not need to declare them in ability to draw a card, you cannot use the a stack (thus you may only buy level 1 heroes advance, nor do you need to use them all . Innkeeper’s Village ability to destroy the Battle- until they are all gone, after which you can scarred Soldier during this turn. buy level 2 heroes, etc ). . Each card has a You cannot use a given Village ability on a given limited supply . Once a stack is empty, there card twice unless it is a Repeat Village ability . are no more of that card to be had! Remember, You must also use all Trophies in your hand destroyed cards leave the game (other than (see Trophies on page 21 for details) . curses and basic cards from your hand, which Once you are done using Village abilities and go back to their respective stacks) . Trophy effects, you may buy 1 card from the village .

16 Place your bought card(s) in your discard pile . The Dungeon You cannot use the Dungeon ability of a card that has already been discarded or destroyed Finally, you may spend any XP that you have to When you enter the dungeon, your party is by other Dungeon abilities . Also, you cannot make the hero cards in your hand more powerful . working together to slay one monster using destroy a card that has been used for its the spells, weapons, and items in your hand . Dungeon ability unless the card in question is Level Up Every card in your hand goes into the dungeon destroying itself . This does not prevent a card To level up a hero, select a hero card in your whether you want it to or not . Reveal your entire from being destroyed later in the turn by a hand . Pay the XP cost to level up that hero . hand and follow the steps listed on page 15 . monster’s effect or by a Spoils ability . Then destroy the hero card in your hand, and search the matching hero stack for a copy of Use Dungeon Abilities, Equip Example that hero at the next higher level . Place that Weapons, and Use Trophy Effects You have used the Dungeon ability on the card into your discard pile . These things do not need to occur in a specific Moonstone card that says: If there is no hero of the appropriate level in order . For instance, you could use a Trophy Dungeon: Draw a card . the stack, you cannot level up that hero! You effect, then a Dungeon ability, then equip a cannot skip a level, nor can you level a hero weapon, then use another Dungeon ability . All You draw a card. Then, to slim down your deck, twice in the same turn . of them must be done in this step, though . you decide to use your Drua Cursesworn’s Dungeon ability to destroy a card. Since you’ve As noted in their keyword line, Regulars are You may use any or all Dungeon abilities on already used your Moonstone to draw a card, hero cards . They are level 0 and require 2 XP to cards in your hand . You may use them in any you may not destroy it with the Drua. level up . You can level a Regular into any level order you wish . You do not need to declare 1 hero available . them in advance . You do not need to use them all . Typical Dungeon abilities improve your Weapons are a special type of card . A weapon You can level up multiple heroes in one turn, Attack, cycle unwanted cards out of your hand, adds nothing to the party and you cannot use its as long as you meet all requirements for or increase your Light . Dungeon abilities unless it is equipped to a hero . leveling . You do not have to level up heroes if To equip a weapon, a hero must have Strength you do not wish to . You cannot use a given Dungeon ability equal to or greater than the weapon’s Weight . on a given card twice, unless it is a Repeat For a detailed example of visiting the village, Dungeon ability . Each hero can only equip one weapon card see page 25 . per turn . Once that hero equips a weapon, When a card is discarded by a Dungeon ability, he or she cannot equip another one, even place it in your discard pile immediately . if the weapon gets discarded or destroyed . When a card is destroyed by a Dungeon ability, If a weapon is destroyed, or is somehow remove it from the game immediately . unequipped while fighting a monster, you lose 17 the benefit of its traits (such as Physical Attack Ranks and Darkness Darkness has a negative effect on your heroes’ or Magic Attack), but not the benefit of any attacks . The deeper the Darkness, the less The dungeon deck always has several cards of its abilities that you have already used . If effective your heroes are . Fortunately, you can laid out next to it . These cards are the the hero is destroyed or loses a weapon, you counter Darkness with Light . monsters you can fight when you enter the cannot equip that weapon to another hero . dungeon. You can choose to fight any one of When fighting a monster, the base Darkness All other types of cards (items, spells, etc ). these monsters that you wish . is equal to the rank of the monster . Thus a monster in rank 2 has a base Darkness of 2 . If automatically add their capabilities . You do The positions these cards occupy comprise the the monster has a trait that modifies Darkness, not need to equip them to a hero . In fact, you dungeon hall . There are multiple ranks in the add this to the base Darkness . don’t even need to have a hero in the party hall . The position farthest from the dungeon to use them! deck is rank 1 . The rank increases by 1 for To calculate the effect the gloom has on your You must also use all Trophy effects in your each step closer to the deck . If a card leaves party, count the total Light that your hand hand . See Trophies on page 21 for details . the dungeon hall for any reason, shift cards produces by totaling the numbers in the from higher ranks to lower ranks, then fill any lantern icons on cards present (except for Once you are done equipping weapons and empty ranks with cards from the top of the unequipped weapons), and add the effects of using Dungeon abilities and Trophy effects, dungeon deck, starting with the lowest rank . any Dungeon abilities you used . Subtract your you declare which monster in the dungeon hall Light from the Darkness . The higher the rank that a monster occupies, you intend to fight. But before you can do that, the deeper into the dungeon you must travel • If Light eliminates Darkness, (i e. ,. you ought to know about the dungeon ranks to fight, and the more oppressive the gloom. Darkness minus Light is zero or less), you and Darkness . Adventurers often find it difficult to fight suffer no penalty to your Total Attack effectively without Value . You gain no bonus for excess Light . illumination in • If any Darkness remains, reduce your the dungeon . This Total Attack Value by the value next to the is handled by remaining Darkness . The dungeon board Darkness . you use will tell you whether this is –1 to Attack per point of Darkness or –2 to Attack per point of Darkness . Keep this in mind when deciding which monster to engage . Once you’ve used Dungeon abilities and Trophy effects, equipped your weapons, and assessed the Darkness, you must choose a monster to fight. 18 Fighting a Monster and Battle Effects Every card in your hand is present in the Winning and Losing dungeon, even those that provide no benefit. Unlike heroes and village cards with Dungeon Whether or not a card in the dungeon To determine whether you are victorious abilities, monster cards have Battle effects and can participate in a combat, it can still be against a monster, compare two factors: the Aftermath effects . Battle effects take place destroyed as the result of a monster’s effects . Total Attack Value of the party, and the Health after you have used all your Dungeon abilities of the monster. A monster’s Health typically and chosen a monster to fight. Aftermath does not change, but your party’s Total Attack Example effects happen after the combat is over, Value can (and usually does) fluctuate before Meredith has a hand full whether you win or lose . and during a fight. of wizard heroes and a Dungeon abilities Battle effects Dwarven Bear Hammer. Total Attack Value is divided into Physical determine who wins Aftermath None of her heroes can Attack (beating stuff up) and Magic Attack effects Spoils effects (if player wins) equip this weapon. If she (blowing stuff up) . Each type of Attack is chooses to fight a Cinder calculated separately . You can gain both All Battle effects and Aftermath effects occur Drake, that monster’s types from cards, abilities, and Trophy effects regardless of who wins the combat . Battle Battle effect (Battle: revealed before the combat . Some cards offer effects might also affect the outcome . A Battle Destroy 1 weapon) will multiple bonuses . effect that reduces Strength, for example, still destroy the hammer! must be calculated before the monster can be defeated . If your hero no longer has the Example In addition to effects, many monsters have Strength to equip a weapon, any bonus or trait The Dancing Sword is a traits . Traits are constant powers or inherent supplied by that weapon is lost . Cards destroyed magic weapon that can by the monster’s Battle effects are immediately talents that affect the monster all the time add both Physical destroyed and their assistance is lost . that it’s in the dungeon hall . For a list of trait Attack and Magic types and their effects, see page 24 . Attack to your Total If a Battle effect causes you to gain a card (e g. ,. Attack Value. It adds a curse card), the card goes into your discard Once you apply all of a monster’s traits and Battle effects, it’s time to see who wins the combat . Physical Attack +2 to pile, just like cards you buy in the village . It any hero who equips it. does not go into your hand . These cards do not It adds Magic Attack +2 affect the current fight, but will likely affect whether or not anyone future draws . equips it. Taken together, a Dancing Sword can add Attack +4 to your Total Attack Value.

19 Some Trophy effects, Battle effects, and other Aftermath Effects If a Spoils ability tells you to buy a card, you cards can hinder your heroes, reducing your may use the total gold value of all cards still in Check to see if the monster you fought (or Total Attack Value . When a card reduces your your hand to make that buy from the village . any hero or village card present) has any Attack without specifying the type, you choose Unlike visiting the village, if you earn multiple Aftermath effects . If so, you must apply them . whether it reduces your Physical Attack or buys from Spoils abilities in one turn, use the Do not check Aftermath effects of monster total gold value of your hand for each buy . Magic Attack (not both) . This choice cannot cards in your hand . reduce an Attack Value below zero . Finally, cards in the combat might have Spoils For a detailed example of entering the To sum up: When all of a monster’s effects abilities for you to enjoy . dungeon, see page 26 . and traits have been applied, calculate your Your dungeon foray is over . The monsters now Total Attack Value . First total all the bonuses Spoils Abilities ready themselves for the next fight. for your Physical Attack and for your Magic To the victor go the spoils! Sometimes heroes get Attack . These come from your cards’ traits items or other benefits from a victorious battle. Refilling the Dungeon Hall and your Dungeon abilities (and occasionally This is represented by Spoils abilities on cards . a monster trait from the dungeon or a Trophy If you did not defeat the monster, it retreats effect from your hand) . Add the two together, If you were victorious and a card present in the into the dungeon . Place the monster card at then apply the effect of any Darkness . fight has a Spoils ability, you may immediately the bottom of the dungeon deck . use that ability . The only exception is monster Compare this Total Attack Value to the Health cards in your hand . You cannot use those Place a defeated monster into your discard of the monster you are fighting. If your Total Spoils abilities again . pile, where it may supply you with gold value, Attack Value is less than the Health of the Light, and/or Trophy effects . Also, take a number of XP tokens from the pool equal to monster, then your heroes are defeated . You Example do not suffer any ill effects just for losing the Jason drew a Scabbark into his hand and then the XP value of the monster and add them combat . If your Total Attack Value is equal to or decided to enter the dungeon. to your pile . greater than the Health of the monster, you are Whether or not you defeated a monster, the victorious! Either way, proceed to the aftermath . Scabbark’s Spoils ability reads: dungeon hall now holds an empty rank . Slide any monsters in the hall down to fill in the Spoils: Take another turn . empty ranks . Then take cards from the top Jason really enjoyed taking of the dungeon deck and flip them face up to another turn after defeating fill in the hall, starting with the empty rank old Scabbark. But he doesn’t furthest from the dungeon deck . get to use it again. That fight is long over. 20 Raid Effects Additional Rules Horde Monsters Some monsters have a Raid effect in their text There are a few other rules that don’t fit neatly The Soulstolen are a breed of monster known box. When you refill the hall, and a monster into any previous category . as a horde . They keep coming, and become with a Raid effect gets turned face up, the harder to kill each time you fight one. Raid effect occurs immediately . If the Raid Familiars To create this effect, these monsters have effect involves a decision, the active player 2 card types: a placeholder card and the makes the decision . Once per game, as a Spoils ability after defeating a monster, you may choose to draw traditional monster card. During setup, shuffle Occasionally during setup, a monster with a familiar from the top of the familiar deck . A the placeholder cards into the dungeon deck a Raid effect might begin the game in the player may have only one familiar . Once taken, instead of the monster cards . Then, near the dungeon hall . If this happens, ignore its a familiar is yours for the rest of the game . Place dungeon deck, stack the monster cards face up Raid effect . the familiar in front of you, face up . It remains in ascending order of Health from 4–13, with 4 in play until you use one of its abilities . on top, and 13 on bottom . Breach Effects Each familiar has one or more abilities printed When you reveal a Soulstolen placeholder in the dungeon hall, destroy it and replace it with the A few monsters can sneak out of the dungeon on it . Each ability has an XP score . You may use top card from the Soulstolen monster stack . to attack the village or adventurers . These any or all of your familiar’s abilities in a turn . monsters have Breach effects . When a monster However, you must have unspent XP tokens The power of the Soulstolen grows each with a Breach effect reaches rank 1 of the equal to or greater than an ability’s XP score to time you fight them. So does the reward for dungeon hall, the Breach effect takes place use it . You do not spend XP to activate abilities . defeating them . immediately . Breach effects only happen once, You just need them available—the more XP you no matter how long the monster stays in rank have, the more powerful your familiar is . Trophies 1 . If the monster leaves rank 1 and returns, the Breach effect happens again . At the end of any turn in which you used one While most monsters offer victory points and or more abilities on your familiar, discard a few gold for your hand, some also add Trophy Occasionally during setup, a monster with a the familiar . At the start of your turn, if you effects to your deck after a victorious battle— Breach effect might begin the game in rank 1 . have your familiar in your hand, place it face and not all of them are good for you! If this happens, ignore its Breach effect . up in front of you once more . Do not draw an Trophy effects must be used every time they additional card to replace it . are present in your hand, whether you are in the village, in the dungeon, preparing, or resting . You can use Trophy effects in any order and intermingle them with Dungeon or Village 21 abilities . They do not need to be equipped, nor React Abilities do they require a hero . Trophies can also grant Example Light; a monster card with a Light value—even Certain cards have React abilities . A React Mark can’t defeat the Soulstolen in the hall, but a negative value—is a type of Trophy . ability is a sort of surprise action that you can he thinks Joe will if it’s available. take during any player’s turn (usually to aid or Most Trophy effects are useful only in either protect yourself) . Each React ability says when Mark fights the Soulstolen and loses, sending it the village or in the dungeon . For example, it can be played, or its use is implied by the text . (and all its VP) to the bottom of the dungeon deck. a Trophy that adds to your Attack serves no When using a React ability, show the card to all Better for no one to have it than his opponent. purpose when you are resting . players and carry out the ability’s description . Mark doesn’t know that Joe has two Smuggler Trophies only contribute to combat when A React ability can only be used once per turn . cards in his hand! The cards’ React ability reads: present in a player’s hand . They have no effect You can use a React ability on each player’s turn, while on a monster in the dungeon hall . React: Destroy this card after a player if the conditions are met . If you have two (or loses a combat . Buy a card . Some Trophy effects give you the option to more) identical cards with React abilities, and fulfill a requirement to receive the Trophy you want to use multiples during a single turn, Since the conditions effect. If you choose not to fulfill the you must show all copies of the card . have been met, Joe requirement, it cancels the results of the effect . shows the cards to everyone. Resolving the Other effects and traits on monsters present in a player’s hand never apply to a fight. effects one at a time, he destroys one Smuggler and buys a card from Example the village using the The Necrophidius has a Trophy effect that reads: total gold value of all Trophy: You may destroy this other cards in his hand. card to level up a Regular or a Then he destroys his second Smuggler. He may level 1 hero without paying XP . use the entire total gold value again to make the second buy. When you have this card, you may choose whether to destroy it. If you choose not to, you do not receive the benefit of leveling up a hero. But you get to keep the VP!

22 Global Effects hall, or change their position in it, until they When curse cards are given to multiple players, are defeated . Guardians never retreat to the start to the left of the active player and go Truly powerful monsters might have a Global bottom of the dungeon deck if they win a fight. clockwise . If the curse deck runs out of cards effect . These potent effects impact all players, (i e. ,. all curses are currently in players’ decks), heroes, and/or monsters . A Global effect Finally, the Thunderstone Bearer cannot be any player who would normally have to take a remains in play as long as its monster is in the defeated if another non-Thunderstone Bearer curse card gets lucky and does not have to take dungeon hall . Guardian remains in the dungeon hall! one . Should curse cards be returned to the deck When a monster leaves the dungeon hall for at a later point, players must once again draw Curse Cards any reason, its Global effect immediately ends . curse cards when a game effect dictates . Some effects cause you to gain one or more Multiple Global effects of the same type stack . curse cards . These come from the curse deck . Zero and No Value If a monster’s Global effect raises the price of Always place drawn curse cards on your Physical Attack and Magic Attack cannot be weapons by 2, and two such monsters are in discard pile . play, the cost of weapons rises by 4 . reduced below zero . Darkness can increase Curse cards are not affected by any monster infinitely, but never reduces a Total Attack Global effects do nothing when printed on a trait or effect that does not specifically target Value below zero . Strength can never be card in your hand . curses . Curse cards are special cards, not reduced below zero . village or monster cards . “No value” is not the same as “zero ”. For Guardians You can get rid of curse cards in a number example, if an effect makes you discard a card The most powerful monsters in the dungeon of ways . When you rest, the card you destroy with a gold value, you must choose a card with deck are Guardians . They are much stronger from your hand can be a curse . Some hero a gold value of zero or greater . A card with no than other monsters . The most powerful of and village cards also allow you to destroy gold value at all (no icon) cannot be discarded these evil champions carries the Thunderstone these cards . Each type of curse also comes for this effect . Likewise, curses have no gold and is known as the Thunderstone Bearer! with a method of removal—sometimes simple, cost, so they cannot be affected by a card Guardians are shuffled into the dungeon deck sometimes very costly . that references a card’s gold cost . It’s not that (using special rules; see Building the Dungeon curses cost zero—if they did, they’d have a 0 Curse cards are not removed from the game Deck on page 8) . When a Guardian card is there . Curses have no gold cost whatsoever . when you destroy them . Instead, when you added to the dungeon hall, it behaves like any destroy a curse card, place it on the bottom of other monster . the curse deck, face down . Guardians are immune to any ability or effect that would cause them to leave the dungeon 23 Ending the Game Traits Immune to [Something]: Monsters may have a trait that makes them immune to If the active player defeats the Thunderstone Here is a list of Traits included in something, be it spells, blunt weapons, Bearer, the game ends at the end of that Thunderstone Advance releases . They may Physical Attack, or heroes of level 2 with player’s turn . All players count the VP in not all appear in the cards in this set, but are a Strength of 4 or less on a Tuesday . If a their hand, deck, and discard pile . Note that included for completeness’ sake . monster is immune to something, then all certain village cards and high-level heroes of that thing’s Attack Values (that are not also add to your VP . Cannot Be Fought Unless [Something]: Unless your party has the thing specified, directly applied to other specific heroes) are Whoever scores the highest wins! Ties go to you cannot even choose to fight this monster. reduced to zero . Other traits or abilities of the player with the Thunderstone Bearer . If It might be a certain type of hero, an amount that something cannot target or affect this there is still a tie, the player with the most XP of XP, or something entirely else . If you do monster . Noninteractive effects and abilities, wins . not have that thing present, you cannot fight such as Light or keywords, are not affected this monster, thus you cannot defeat it or by this trait . The game also ends if the Thunderstone Bearer force it to the bottom of the dungeon deck reaches rank 1 of the dungeon hall . If that with a failed combat . If you cannot attack any Example happens, the Thunderstone Bearer escapes the monster in the dungeon hall, end your turn The Ghul card has the trait “Immune to Fighters area and rebuilds a power base elsewhere . The (this still counts as a failed attack) . and edged weapons”. game ends at the end of the current player’s turn . Count points as normal . Darkness +/- X: This modifies the monster’s Heroes who are Fighters base Darkness . It is a trait have their Attack Values and does not trigger as a reduced to zero while Battle effect . fighting a Ghul. If a Fighter had a trait or Darkness Cannot Be ability that helped Reduced: Light and non‑Fighter heroes in other card effects and some way, those could still abilities that reduce affect the fight. Darkness have no effect . The Darkness for this monster will always equal (or exceed) its rank in the dungeon hall . 24 [Something] Required: Your party must Examples of Play Even though his hand has a paltry 2 total gold have the thing specified to be able to defeat value, he decides to visit the village anyway . this monster . It might be an edged weapon, These examples can give you an idea of how a There’s a Drua Cursesworn on top of one of the Magic Attack, a cleric, or who knows what village action and a dungeon action might go hero stacks, and he wants it because he’s been else . If you do not have that thing present, in a real game . getting hammered with curses . no matter how small or insignificant it is, you cannot defeat this monster, nor can you Sample Village Action He could use his Smuggler to destroy his affect it with any of your traits or abilities . Summon Storm, which would get him 4 gold . At the end of his last turn, Brent drew the Then, if his Aird Cutpurse can get 3 more You may still choose to attack the monster to following cards: Aird Cutpurse, Summon force it to the bottom of the dungeon deck . gold with her ability, he can buy the Drua Storm, King Caelan’s Writ, Innkeeper, Cursesworn for gold and save King Caelan’s This trait is not in Thunderstone Advance, Smuggler, and Curse of Discord . but will appear in future expansions . Writ for later . Will Not Leave the Hall: This monster is Wisely, he chooses to try immune to any card effect that would cause the gamble before he starts it to leave the dungeon hall for any reason . destroying his own cards. He The monster also will not retreat to the uses the Aird Cutpurse’s Village bottom of the dungeon deck if it is attacked ability . Each player (including and not defeated . The monster is removed Brent) discards the top card of from the dungeon hall only if it is defeated his or her deck . Sadly, Brent only in battle . nets 2 gold from this—not enough to buy his coveted Cursesworn outright . Brent uses Summon Storm’s ability to place it to the top of his deck, since he no longer needs to sacrifice it.

25 He uses the Innkeeper to destroy itself (since Sample Dungeon Action the Innkeeper is a villager). He doesn’t think It’s Brent’s turn again, late he’ll need the Innkeeper’s ability anymore, in the game. He knows he’s and he wants to keep his deck thin and slightly behind and needs efficient. With the loss of the Innkeeper, his to get a good turn, but the gold drops to 0 . dungeon hall is not very He uses the Curse of Discord’s ability to promising . It has: destroy itself, since he won’t be spending any Rank 1 Warrior Bones gold this turn . Even though doing so drops his (Health 5, 1VP) gold by 2, his gold value can’t go below 0, so really it’s no loss . Rank 2 Ossuous (Health 6, 2VP) Finally, he uses King’s Caelan’s Writ. He takes the Drua Cursesworn from the top of that hero Rank 3 Ettin stack and places it on top of his deck . (Health 9, 5VP) He’d like to level up his Aird Cutpurse—he His hand contains: has the XP available—but using King Caelan’s Ranger’s Wilderness Writ ended his turn. He discards his hand Map, Bhoidwood and draws 6 new cards, which includes the Stalker (Attack +4), Summon Storm and Drua Cursesworn cards Deepstrider Warden that he put on top of his deck this turn. He (Attack +4), Ogre, looks over at the dungeon hall and plans his Ogre Mage, Torch . next move .

26 He can kill the Ossuous, but that doesn’t net It’s risky, but this is how you win games. His Of course it will get better, because Brent can him much—just 2 VP . The Ettin is worth 5 VP, first play is to use his Deepstrider Warden to switch him forward, but although this will be but Brent has two problems . reveal the top 2 cards of the dungeon deck . enough to defeat the Treant, it still won’t be He reveals Canker Treant (Undead • Treefolk, enough to halt that nasty Aftermath effect, The first problem with the Ettin is that it’s Health 8), and Warrior Bones (Undead • which will have him drawing only 4 cards next in rank 3. He’ll need 1 more point of Attack Skeleton, Health 5). He places the Canker turn. However, Brent still has a card to draw (to match the Ettin’s Health 9) and 2 more Treant on the bottom of the deck and leaves because of his Ranger’s Wilderness Map. He points of Light (to cancel the Attack –4 from the weak Warrior Bones on top of the deck, flips it over to find a Glamercast Bard—perfect. the dungeon’s Darkness) to bring it down . for his opponents. He now has an additional That 50/50 shot paid off . Brent can switch the Ettin forward with his +1 Attack for both Rangers against undead Bhoidwood Stalker to get rid of some of the treefolk, and undead skeletons . Darkness problem . But he’d still be 1 point He switches the Ossuous of Attack and 1 point of Light short . The and Canker Treant . That second problem is that the Ettin’s Battle effect gives him 12 Attack and (Destroy one hero without Magic Attack) will 2 Light against rank 2 . kill one of his rangers before the attack hits Finally, he activates his home . A tough enemy! Bard, giving his two rangers Magic Attack Brent needs a plan. He has three things going +1 each, to go with the for him: Glamercast’s Magic

1. His Deepstrider Warden can use his advance Attack +2 . That’s a Total knowledge to manipulate the dungeon deck Attack Value of 14 and 2 Light, which is just Brent only has two cards left in his deck, and and snag a potential Attack bonus . what he needs to overcome the Darkness and he knows one of them is a key hero . It is time nullify the Aftermath effect . Not only does he 2. His Ranger’s Wilderness Map can point him in to get lucky and try to set up a good turn this snag the 6 VP for the Canker Treant, but he the right direction, get him a creature from turn and next. He uses the Ranger’s Wilderness gets a full 6-card hand next turn, and leaves a the bottom of the deck, and draw a card . Map to put Canker Treant into rank 3, and puts dungeon hall that has no monster worth more the Ettin on the bottom of the dungeon deck . than 2 VP! 3 . If he can get the right monster into rank 3, his Bhoidwood Stalker can then switch This puts an 8 Health monster in rank 3, A job well done by the subtle and insightful it forward so he isn’t dealing with a big against his Attack of 10 (+4 from each Ranger, rangers . Brent is in excellent shape as the Darkness penalty . and two +1 bonuses from his Deepstrider game draws to its climactic ending! Warden’s reconnaissance) and 1 Light . 27 What’s New in Thunderstone Advance by the Regular, who is a bit more competent and easier to level . We also replaced Dagger with Towers of Ruin is the first release of by Thunderstone Bearers . Thunderstones might Longspear, and Iron Rations have been replaced Thunderstone Advance, and a jumping-on reappear in a different form . Archers have been with the all-new Thunderstone Shard . These point for new players . Classic Thunderstone replaced with Rangers . changes are designed to give players more options and Thunderstone Advance are completely for getting to the dungeon in the early game . compatible! Here’s what we’ve done: Dungeon Changes: The wilderness side of the board is four slots long with simplified Darkness Randomizers: We put extra information on Advanced Story: At the close of Heart of Doom rules, while the dungeon side keeps three ranks the randomizer cards to make random setups (the previous Thunderstone set), the heroes were with “classic” Darkness rules . The wilderness more user-friendly . gated into a new world . Thunderstone Advance side is easier to use for new players since each now uses thematic ties set in a consistent world . rank gives you only –1 to Attack . The dungeon Rules Clarifications: The restriction on A story will build among the cards with additions side provides greater challenge for experienced destruction of cards by other cards has such as flavor text. players where each rank gives you –2 to Attack . been clarified. Timing rules have been Finally, monsters are rated at levels 1–3, to provide extensively clarified. Better Terminology: Attack has become balanced setups . This helps avoid a stall and gets Rules Tweaks: Strength = 0 destruction is no Physical Attack . Darkness replaces Light players into the dungeon quicker . Penalty . React is a new ability type that replaces longer a rule, but that text may still appear on ponderous text descriptions . Raid is now a term New Action: Prepare has been added to the certain cards . Destroyed cards are destroyed that covers card effects that occur on reveal from actions you can take on your turn . immediately . There is no opt-out rule for spells the dungeon deck (this includes Stalk effects as or anything else . well) . Aftermath effects have been split off from New Card Types: Familiars give the players more Village Board: The new village board will Battle effects . The timing of Aftermath effects of a sense of being part of the party . Curses have dramatically lower the chance of peculiar now means you can lose a card before you get a replaced generic Disease cards, but note that the village setups . chance to use its Spoils ability . keywords indicate that curses are also diseases . Clerics and other cards that interact with Disease You can mix Thunderstone and Thunderstone Bosses: The game is won not when you pick up cards work the same way with Curse cards . Advance cards together! Just remember that a rock, but when you defeat the Thunderstone Battle actions on monsters that destroy cards in Bearer, or when the Thunderstone Bearer escapes New Graphics: Better icons, color-coded card Thunderstone work in exactly the same way as the dungeon hall . types, and a more accessible card face make the game easier to learn . It also allows for larger art Aftermath now does in Thunderstone Advance Cards on Hiatus: Traps and Treasures have and more text . (unless the card specifies otherwise). Aftermath been held back until we finish testing new has allowed us to clarify that change . The cards implementations . Thunderstones were replaced New Starting Cards: The Militia card was prone functionally behave as they always did . to taking long rest breaks and has been replaced 28 Card Glossary Blackflock Ravener: This Caliginite: The additional Raid effect destroys a card in Physical Attack only applies if Aird: At levels 1 and 2, you the active player’s hand—after you have a negative modifier also discard a card from your a fight, but before discarding to your Total Attack Value due deck . The player controlling the hand at the end of the to insufficient Light. Darkness the Aird may choose which of turn . The Raid effect does not in deeper ranks doesn’t count . the discarded cards to take occur when a hero or village advantage of . card allows you to look at cards in the dungeon deck . Dancing Sword: This Blazing Grimalkin: If a magical sword attacks and Ash Dragon: The Battle effect player does not have 3 cards provides Light all on its own . includes Regulars, who are to discard, that player may It gets better when equipped . level 0 heroes . discard the entire hand to If it is not equipped, it adds avoid the XP penalty . If a to your party’s Total Attack player has no XP, he or Value . If equipped, it adds its she may choose not to Physical Attack and Magic discard cards . The penalty Attack to the equipped hero’s has no effect . Attack Value . Bandia’s Wisdom: You get Bounty Hunter: When you to keep 1 XP at the end of use the Spoils ability on this Deepstrider: When you reveal your turn (as long as you card, use the total gold value cards from the dungeon deck, don’t spend it) . of all cards showing in your you may place them back on hand . If you buy a Filigree the top or bottom of the Amulet, you can also buy dungeon deck . This can be another card as well . handy when used with a Ranger’s Wilderness Map .

29 Drua: Village/Dungeon means Falcon Arbalest: A hero turn by chaining their traits together . This is you may use this as a Village equipped with this weapon because the Filigree Amulet gives you “a second or Dungeon ability . has an Attack Value of 5, buy,” not “an additional buy ”. unless an ability or effect affects weapons . Since the Glamercast: The additional Attack reduction is a trait, it is Magic Attack applies only to continuously in effect—the heroes present in your hand equipped hero receives no at the time you use the ability . bonus from Glamercast traits, : Darkness Dwarven Ancestor etc . If a hero can somehow equip more than one remains if the Light present is weapon, the Falcon Arbalest does not reduce not enough to remove all Attack added from other weapons . This weapon’s penalties to your party’s Total Attack does not apply to monsters in rank 1 . Attack Value . Innkeeper: You may buy two cards only if you Filigree Amulet: When you buy this card, put it in your destroy a villager or hero discard pile . If it is in your first. You are not required to hand at the end of your turn, buy a second card . Dwarven Bear Hammer: A destroy it whether it was hero with the dwarf keyword useful or not . If you discard it may equip this weapon or put it back on your deck regardless of Strength value, before the end of your turn, King Caelan’s Writ: As a even if the dwarf is reduced to do not destroy it . If you draw Village ability, this occurs in 0 Strength . Other heroes may the card for some purpose other than putting equip it normally if they meet the first part of the action. into your hand (such as Aird’s Village ability), do Thus, it ends your turn before the Strength requirement . not destroy it . Follow the directions of the effect you get to buy or level up . You that made you draw the card . may still use other Village abilities before you use this You can stack a Filigree Amulet buy with other one, however . multiple-buy effects (such as Innkeeper) but not with its own buy effect . For instance, you cannot buy four Filigree Amulet cards with 8 gold in one 30 Lesser Phoenix:Although Necrophidius: If you cannot Pike: A Battle effect that normally you may use all of a attack this monster because affects multiple heroes familiar’s abilities in a turn if you do not have enough simultaneously is not entirely you have sufficient XP, the heroes, you cannot send it to canceled . Only the portion lesser phoenix is more the bottom of the deck with a that affects the hero equipped powerful . You may use only failed attack . Although Trophy with the Pike is canceled . one of its abilities in a turn effects are mandatory, the before discarding it . specific wording of this one allows you to choose whether Longspear: Longspears are Ranger’s Wilderness Map: If to use it . It is only mandatory that you make the polearms . If you draw a the revealed card is a choice . This Trophy effect does not allow you to Longspear as part of a Guardian or a non-monster add a hero to your hand . Leveled-up heroes are Dungeon ability, and you have card, just put it back on the discarded as normal . an available Regular to equip bottom of the dungeon deck . it, you can use the newly- Ossuous: If you cannot Now you know . equipped Regular’s Dungeon attack this monster because ability to draw another card . you do not have the proper Magma Wyrm: If somehow level of heroes, you cannot two of these end up in ranks 1 send this monster to the Regular: Regulars are level 0 and 2, the active player bottom of the dungeon deck heroes . They must be chooses which order to with a failed attack . equipped with a polearm at resolve their traits, and thus the time they use their chooses whether the players Dungeon ability . face one Magma Wyrm Breach Phoenix: Since Trophy effects effect or two . are mandatory, the Phoenix goes back to the top of the Mass Teleport: Be sure to dungeon deck each time it use this as your last Dungeon appears in your hand, ability, because it ends your regardless of which action you Dungeon abilities . (You can take, unless you discard it or still equip weapons and use place it on your deck before Trophy effects ). This you must resolve the Trophy prevents players from effect . Sadly, you lose the VP for it when its chaining these together . Trophy effect occurs . “It got better ”. 31 Royal Summons: Remember, Smuggler: The React ability Thorned Walker: Monsters Spoils abilities are optional . If allows you to buy a card from you destroy must come you want to keep your 3 the village on another player’s from your hand, not the Regulars, you may . If you don’t turn . You can also use it if you dungeon hall . have 3 Regulars to destroy for lose a combat . the Spoils ability (because of Battle or Aftermath effects), then destroy as many as you can . You may not destroy some and keep some . The destruction is all or Snakehead Flail: For a level 1 Thundermage Bolter: You nothing . hero, this weapon adds Magic may put the monster in rank Attack +2 . For a level 2 hero, 1 directly into your discard Shadow Cat: The 3XP ability this weapon adds Magic pile . There is not even a applies if your Light is Attack +3 . For a level 3 hero, combat, so no Battle, insufficient to eliminate all of this weapon adds Magic Aftermath, or Spoils effects the Darkness, and you must Attack +4 . Regular heroes add occur . You get no XP from the reduce your Total Attack only Magic Attack +1 . monster, but you do get VP at Value by some amount . the end of the game . Your turn ends immediately Sternnkin: At levels 2 and 3 afterward . You may also choose to ignore this you can reduce this hero’s Dungeon ability and fight the monster in rank 1 Strength to give him a bonus normally . Shrouded Cadaver: against a smaller monster . Although Trophy effects are Just be careful he doesn’t lose Thunderstone Shard: Even mandatory, the specific his weapon . though you start with 2 in wording of this one allows your basic deck, these are not you to choose whether to basic cards . There is currently no way to acquire more use it . It is only mandatory during a game . that you make the choice .

32 Veteran Trainer: The Village Lexicon Darkness: Penalty applied to Total Attack ability keys off the number of Value in the dungeon hall, representing monsters in your hand . It’s Action: Your choice of destination during your literal darkness or ambient gloom . Reduced not concerned with monsters turn: visit the village, enter the dungeon, by Light . in the dungeon hall . The prepare, or rest . Spoils ability lets you level up Defeat: Overcome a monster and put it into a hero without visiting the Active Player: The player whose turn it is . your discard pile . village . Aftermath Effect: An effect some monsters Destroy: Remove a card from the game . apply after Total Attack Value is compared to Whetmage: As a Dungeon Health. This occurs after victory is determined, Discard: Put a card in your discard pile . ability, leveling up happens whether or not the player is victorious . Discards are always chosen by the player who before you actually fight. The must do the discarding, unless some other level 3 Whetmage lets you Attack: The indeterminate form of Physical method is specified. level up all heroes in your Attack and/or Magic Attack . Generally used on hand . It’s best to do it all at cards like curse cards, or the occasional trait . Discard Pile: Where your discards go. Shuffle once, so you don’t accidentally it to make a new deck only when your level up the same hero twice . Attack Value: The total Physical Attack and personal deck is depleted, and you must Magic Attack from a single hero . A hero’s draw or reveal a card from your deck . attack value includes any equipped weapons and other effects that adjust this value . Dungeon: Where the monsters live . Basic Deck: Beginning cards that form a Dungeon Ability: An ability some cards grant player’s initial deck . Contains 6 Regular, when you choose the “enter the dungeon” action . 2 Longspear, 2 Torch, and 2 Thunderstone Dungeon Deck: The face-down cards that Shard cards . comprise all the hidden monsters remaining Battle Effect: An effect some monsters apply before in the dungeon . Total Attack Value is compared to its Health. Dungeon Hall: The collected ranks in which Breach Effect: An effect some monsters have face-up monsters await combat . that occurs when the monster reaches rank 1 Global Effect: An effect some monsters have of the dungeon hall . that affects all players at all times as long as the monster is in the dungeon hall . 33 Gold Cost: The amount of gold necessary to Present: Cards in your hand, available to be Trophy Effect: An effect on monster cards that purchase a village card . used in play . occurs when present in a player’s hand . If a monster has a Light value, it’s a Trophy effect . Gold Value: The number of gold that a card, Raid Effect: An effect on some monsters that ability, or effect provides for purchases . occurs when the monster first appears in the Village: Where the villagers live . You ready your dungeon hall . deck for the dungeon by buying cards here . Hand: All cards drawn and usable for play, whether revealed or not . Cards drawn as a React Ability: An ability some cards grant that Village Ability: An ability some cards grant result of abilities and effects are considered occurs in response to something else . You can when you choose the “visit the village” action . part of a hand . Discarded and destroyed play this ability any time it is appropriate . cards are not in a hand . Village Stack: All village or basic cards with Reveal: Show a card to all players . the same name located in the village . Health: The number on a monster card, Spoils Ability: An ability some cards grant VP: Victory point . Used to score the game and modified by traits, abilities, and effects, that that occurs after defeating a monster . must be met or exceeded by Total Attack determine the winner . Strength: A hero’s ability to wield a weapon . Value to defeat that monster . This does not Weight: The heaviness of a weapon . A hero’s include Darkness . A hero’s Strength must equal or exceed a weapon’s Weight to equip it . Strength must equal or exceed a weapon’s Keyword: Term below the card’s name that Weight to equip it . indicates what kind of card it is . Total Attack Value: The sum of Physical Attack and Magic Attack for all cards you XP: Experience point . Used to level up your Light: A value that reduces Darkness in the have revealed in a single turn including all heroes or power special abilities . dungeon hall . “If there is Light” means if bonuses and penalties . This includes bonuses there is any Light present at all, even if from spells and Darkness penalties . it’s what the total Light is less than the Darkness . you use to see if you defeat a monster . “If there is no Light” means the party has Total Gold Value: The entirety of all gold no illumination of any sort . “If there is values provided by cards, abilities, and Darkness” refers to a situation where there effects in a single turn, including all bonuses may or may not be Light, but it is not enough and penalties . It’s what you use to make your to completely cancel the Darkness . buy in the village . Monster: A card drawn from the dungeon deck Trait: Rules text on a card that is not an ability that must be defeated to earn VP . or effect and is always active . Examples include immunity, attack, bonuses, etc . 34 Scenario Setups Tower of Compulsion These scenarios tell the story of the exploration of the towers near the I don’t understand how Belac could have gathered such a force so quickly. Those of Baile Bhoid . Play through these scenarios to delve into the barracks weren’t even here last week. All this materiel must have been teleported in… somehow. Check with the wizards and see if they’ve noticed any ripples or tenebrous towers of the Thunderstone Bearers and defeat the twisted whatever they call it. horrors within that threaten peace and civilization . Those damn Corvaxis finally chose a side. The wrong side. One of them stole my Tower of Corruption favorite hat yesterday. Probably used it in one of their sodden nests. The insects are your first notice. They’re the only wildlife left. You notice Report to Capitoline Mount that we’ll need at least another regiment to put this that even before the smell of rotting meat. Wherever undead gather, they kill down. I hate to think that traitor Belac used to be one of ours. indiscriminately. Not for food or even sport. Because they hate life. Only insects survive that hatred. —Bhoidwood Slayer Bann Evener, notes from southern border patrol That’s how you know when you’re getting close to the elf lich’s tower—you only see Use the Dungeon side of the game board . insects. That’s when you do one final check—your armor, your weapons, your tools. Tie down that loose strap! The Returned will grab at anything to drag you down, Heroes Village Monsters and speed is our best asset. Stay on your feet to stay among the living. Aird Battle-scarred Soldier Kobold • Humanoid Bhoidwood Bounty Hunter Corvaxis • Avian —Calum Featherborne, Deepstrider Warden, addressing his patrol Thundermage Falcon Arbalest Ogre • Humanoid Use the Wilderness side of the game board . Veilminder Innkeeper Belac (Thunderstone Bearer) Longsword Heroes Village Monsters Mass Teleport Caliginite Bandia’s Wisdom Undead • Skeleton Moonstone Deepstrider Battle-scarred Soldier Undead • Horde Summon Storm Sternnkin Dwarven Bear Hammer Undead • Treefolk Whetmage Filigree Amulet Stramst (Thunderstone Bearer) Innkeeper Longsword Snakehead Flail Veteran Trainer

35 Tower of Contempt All around the tower, flames. Not a cheery bonfire that chases the cold, this is a dark, hungry conflagration. Dragons wheel above, soaring on the updraft above Orseg’s central tower. That summoner must be entirely mad. Not even kobolds like to wake dragons. Kobold clans spend a generation just trying to keep their draconic “gods” asleep. Orseg has awakened what looks like near a dozen of them. He couldn’t have done that alone. This might be the good death I have trained for. —Habloc Watersong, Veilminder Martyr of Baile Bhoid Use the Dungeon side of the game board .

Heroes Village Monsters Criochan Dancing Sword Burnmarked • Fire Deepstrider Innkeeper Dragon • Fire Drua King Caelan’s Writ Djinni • Efreet Glamercast Mass Teleport Orseg (Thunderstone Bearer) Pike Ranger’s Wilderness Map Royal Summons Smuggler

36 Variants Epic Thunderstone Dungeon Setup This radical variant allows you to play with Separate all monsters by level. Shuffle four After you’ve got a few games under your belt, level 3 monsters in with the Thunderstone try some of these variants to mix things up . every Thunderstone card you own—except randomizers . Bearer . Place them as the bottom of the dungeon deck . Place six more level 3 monsters 4-4-4 Monster Setup Village Setup on top of them . Place ten level 2 monsters After choosing monsters, separate four Sort all village cards into the categories of on top of that, and then place four level 1 random level 2 and four random level 3 weapons, spells, villagers, and items . monsters per player on top of the dungeon monsters. Shuffle those 8 cards together with deck . a Thunderstone Bearer . Fill the hall with Shuffle each category thoroughly. Then place Thanks to Richard Launius and Tom Vasel for this random level 1 monsters. Shuffle all remaining 3 equal stacks of weapon cards, and 2 equal monster cards together . This setup takes a stacks each of items, spells, and villagers variant. little more time to execute, but ensures that on the board face up . These are your village the dungeon starts easy, and ends hard . stacks . Shuffle all level 1 heroes together. Divide them Random Dungeon into 4 equal stacks and set them on the village Pick 3 monster groups at random, and shuffle board face up . These are your hero stacks . You them all together . Put a Thunderstone Bearer cannot buy level 2 heroes; you can only level somewhere near the bottom . Good luck . up to them . Basic cards and curses remain unchanged . Familiar Choice All players gain: “Village: Name 1 card . Move When you defeat a monster in the dungeon all copies of that card on top of a village or hall, reveal the top 2 familiars on the deck . hero stack to the bottom of that stack ”. This Choose one to keep, and shuffle the other back lets you remove unwanted cards to create into the deck . This allows a little more choice more purchasing options, or stash valuable in familiars . cards that opponents might want . This is not a Repeat ability . School of Hard Knocks You cannot buy heroes of level 2 or higher . You can only get them by leveling up . 37 Solo Thunderstone The game ends when you either defeat the Avatars Thunderstone Bearer, or the Thunderstone If there’s no one else around, you can still These are special promotional cards AEG will Bearer escapes to the monster score pile . If the enjoy playing Thunderstone . This 1-player release soon after Thunderstone Advance . To Thunderstone Bearer is in the dungeon hall version requires only minor rules changes . find out how to get them, talk to your local and the dungeon deck is empty, continue to game store, or visit our Web site at move all remaining monsters down one rank Solo Play www .alderac c. om/thunderstone . Set up the game as normal, but do not fill the each turn until the hall is empty . ranks of the dungeon hall during setup . Note: In solitaire Thunderstone, you cannot Avatars represent you, the party leader, and use abilities that move monsters to the bottom the skills you bring. Hand everyone a set Take your turns normally . At the end of your of the dungeon deck (such as Deepstrider) . of avatar cards (one each of Cleric, Fighter, first turn, reveal the top card of the dungeon Ranger, Thief, and Wizard) . Each player secretly deck and place it in the highest rank of the Winning chooses one avatar . Players reveal their avatars dungeon hall . At the end of each following At the end of the game, total all the VP in simultaneously and then return the rest to the turn, reveal the top card of the dungeon your deck . Then total the VP in the monster box . The avatar is always in play in front of you . deck and place it into the highest rank of the score pile . If your VP total is higher than the It never gets shuffled into your deck. hall, pushing all monsters forward 1 rank . If monster score pile’s, you saved the village from the dungeon hall is full, the newly revealed destruction and win the game! Otherwise, the Avatars start at level 1 . You may level up your monster pushes the monster in rank 1 out of village is overrun . Better luck next time . avatar at any time, regardless of the action the hall . This monster escapes and attacks the you’ve chosen, or whether it is even your village! Place the escaped monster card face Increased Difficulty turn . To level up your avatar, pay the XP cost down off the board in a monster score pile . To play at Warrior difficulty, add these (indicated in the lower left-hand corner of restrictions: the avatar card) by taking the appropriate When you defeat a monster, add it to your quantity of XP tokens from your pile and 1 . Put out half the normal number of hero discard pile. Do not refill the hall as you would returning them to the pool . in the normal game. It will refill by itself when cards of each type, so there are three level you reveal the top card of the dungeon deck 1 heroes, two level 2 heroes, and one level 3 at the end of the turn . Note that any time you hero . remove a monster from the hall, the monster 2 . Put out only 4 cards in each village stack . in rank 1 will not be pushed into the village . 3. Start the dungeon hall filled with monsters. When you fail to defeat a monster, it does not To play at Nightmare difficulty, add one more return to the bottom of the deck . Instead, rule: Build the dungeon deck with only level 2 leave it in the hall . and level 3 monsters . 38 Credits Playtesting: Jon Angus, Chris Barnhart, Rachel Bolme, Talon Bolme, Anna Bort, Paul Bort, Stuart Clark, William Collie, Kristin Crane, Jason Original Game Design: Mike Elliott Crognale, LeAnn Dennis, Shelly DiGiacinto, Todd DiGiacinto, John Thunderstone Advance Set Design: Edward Bolme, Mark Wootton Fleming, Jim Getz, Sarah Getz, Chris Harshman, Rob Herman, Vince Additional Design: Joe Babbitt, Curt Crane, Brent Keith, Jeff Quick, Herman, Matt Hoyt, Steven LaFollette, Rob Mackie, Aaron Michelson, Peter Waldner Keith Miller, Tammie Miller, Erik Noble, Sean Orms, Amy Phillips, Meredith Quick, Joe Rapier, Jamie Ross, Gene Saunders, Dan Scheffel, Development: Joe Babbitt, Curt Crane, Mark Wootton Ivan Schoomer, Dave Snoddy, James Stewart, Sean Stewart, Andee Art Direction: Todd Rowland Timken, Jamie Toon, Matt Vignau, Steve Wallace, Chris Wilson . Cover Art: Jason Engle, Mark Tarrisse Special Thanks: Jason Engle, for all the years of bringing Thunderstone Graphic Design: Jason Engle, Kalissa Fitzgerald to life; Ryan Metzler, for guidance on rules and issues; Ian Toltz, for his superb work on Thundermaster; Kali Fitzgerald for being so graceful Writing: Edward Bolme, Jeff Quick under pressure and crafting Thunderstone’s new look; Ed and Mark for Editing: Jeff Quick the great job they did streamlining the game rules and layout and for Proofreading: John-Paul Cheyne, Murray Chu, Ryan Metzler adding amazing new content to this edition of the game . Layout and Typesetting: Kalissa Fitzgerald, Todd Rowland Copyright and Contact Production: Dave Lepore Copyright © 2012 Alderac Entertainment Group, Inc . Thunderstone Brand Management: Jeff Quick Advance, Towers of Ruin, Alderac Entertainment Group, and all related Art: Jason Engle, Empty Room Studios, Erich Schreiner, Liam Peters, marks and images are TM and © Alderac Entertainment Group, Inc . Mark Tarrisse, Shane Tyree All rights reserved . Printed in China . Warning: Choking hazard! Keep away from small children!

For more information, visit our Web site: www .alderac c. om/thunderstone and www .alderac c. om/forum Questions? Email CustomerService@alderac c. om

39 Setup Overview Turn Reference 1 . Create Basic Decks Village Prepare a . Draw cards for basic deck . 1 U. se Village abilities as desired Place as many cards as you like from (see page 16) and Trophies . your hand on top of your deck . Discard the rest . b. Shuffle and draw starting hand. 2 . Buy 1 card (see page 16) . Rest 3 . Level up heroes and avatars as desired Destroy 1 card from your hand . Discard the rest . 2 . Populate the dungeon (see page 17) . a . Randomize monsters . Dungeon b . Build dungeon deck . 1 . Use Dungeon abilities as desired (see page 17), equip weapons, and use c . Populate the dungeon hall . Trophy effects . d . Place familiars, curse deck, and XP 2. Select a monster to fight. tokens . 3 . Resolve Battle effects (see page 19) . 4 .Ca lculate your Total Attack Value, 3 . Populate the Village determine who wins (see page 19) . a . Place basic cards . 5 . Resolve Aftermath effects (if any, see page 20) . b . Randomize hero cards . 6 . Place an undefeated monster on the c . Stack heroes with highest levels on bottom of the dungeon deck . the bottom going up to level 1 . 7 .P lace a defeated monster on your d . Randomize village resources . discard pile . Receive XP . 8 . Receive Spoils (if any, see page 20) . 9. Shift monster cards to fill empty ranks, and refill the dungeon hall. 10 .R esolve Raid and Breach effects (if any, see page 21) . 40