The following rule changes apply here on yucata.de:
- If a Hero’s Strength reaches 0 or less at any time during a battle, the
Hero is destroyed at the end of the turn! (included in second Thunderstone base game)
- Disease cards reduce normal attack or magic attack (players are given both options) after selecting the monster to attack.
Wrath of Elements cards:
Implemented cards from Wrath of Elements:
Heroes:
- GANGLAND THUNG
- BLIND MONK
- DIVINE HEALER
- TORYN DUELIST
Village cards:
- AMULET OF POWER
- AMBROSIA
- SAGE
- BLACKSMITH
- CURSED MACE
- SHORT BOW
- MAGIC MISSILE
- ILLUSORY BLADE
Monsters:
A Gathering Evil
When the world was forged, Doom stretched out
its hand to all mortals and offered the gift of the
Thunderstones — each represented the pinnacle of
power. Over the ages, men have fought and died to
control them, but most stones were lost to the eons.
Centuries ago, eight arch-wizards sealed the First
Thunderstone inside Grimhold Dungeon. Terrible
monsters and evil minions have since collected there
like dark clouds on an autumn day, guarding the
precious stone that mankind covets. Can you face
these perilous forces of darkness and claim the First
Thunderstone as your own?
Contents
530 Cards
- 1 Thunderstone card
- 5 Reference cards
- 32 Experience Point cards
- 38 Randomizer cards
- 80 Monster cards
- 90 Basic cards (including Disease)
- 132 Hero cards
- 152 Village cards
50 Extra-Wide Card Dividers
Object of the Game
You are the leader of a band of heroic adventurers.
You have come to the beleaguered village of
Barrowsdale near the gates of the dread Grimhold
Dungeon. Your goal is to build a party of mighty
heroes, magic spells, and powerful weapons to
find one of the fabled Thunderstones.
Each player constructs his own deck of cards
during the game. Your deck represents the
abilities and gear of your adventuring party.
How you build your deck determines if victory
and glory will be yours!
Setup
Unlike most games, you won’t use all of the cards
in the box every time you play Thunderstone.
Instead, randomly determine which resources are
available and which terrible foes you will face!
If this is your first game of Thunderstone, you
should use all the cards listed on page 3. If this
is not your first game, use the Randomizer
cards instead. With different cards in play, this
makes each game different. The Randomizer
cards are labeled “Random” and have no icons.
There is a Randomizer card for every type of
Village card, Monster card, and Hero card in
the game. Sort the Randomizer cards into those
three categories and shuffle each one separately.
They are not used during play, and should be
returned to the box when you’re done setting up.
First build the Dungeon. Turn over the top three
Monster Randomizer cards — for a longer game
try four or more. Each card shows a different
class of Monster. There are ten cards for each
class. Take all 30 Monster cards that match the
three classes you turned over and shuffle them
together. This becomes the Dungeon Deck.
Count off ten Monster cards (without revealing
them) and shuffle them together with the special
Thunderstone card. Place these eleven cards at the
bottom of the Dungeon Deck.
Leave enough space next to the Dungeon Deck to
create the Dungeon Hall. This is where you will fight
the Monsters in your quest for the Thunderstone.
There are always three ranks of Monsters in the
Hall. Turn over the top three cards of the Dungeon
Deck and arrange them in a line next to the deck.
The card farthest from the Dungeon Deck is rank
1, and the closest card is rank 3.
Once the Dungeon is complete, it’s time to populate
the Village! First, you will set up the four Basic
cards. Make a separate stack for each type of card
below the Dungeon Deck and Dungeon Hall.
The Basic cards are always used in every game of
Thunderstone, and you can identify them by the
starburst on the left side of the card. There are
four Basic cards: Militia, Torch, Iron Rations, and
Dagger. Basic cards are also Village cards.
Now, turn over the top four Hero Randomizer
cards. Make four stacks of Heroes by placing both
level 3 Hero cards of each matching type in their
own stacks. Next, place all four level 2 Hero cards
of each type on top of the stacks. Finally, place all
six level 1 Hero cards of each type on top of those.
This will create four stacks of Hero cards with all
level 3 cards on the bottom, the level 2 cards in the
middle, and the level 1 cards on top.
Note: When purchasing Hero cards, you must
always buy them from the top of the stack, so
you will first purchase all the level 1 Heroes, then
level 2, and finally level 3. Each level of Hero has
a slightly different name and a different colored
background to make sorting easier.
Next select the Village cards. These are resources
you can purchase when you visit the village to help
your Heroes fight better. Turn over the top eight
Village Randomizer cards. Find the matching
Village cards, and make a stack of each type next
to the four stacks of Hero cards. Together Basic,
Hero, and Village cards form the “Village.” Each
time you visit the Village, you can purchase one
of these cards.
Place the Disease and XP cards in their own
separate stacks near the Village cards.
Each player draws six Militia, two Daggers, two
Iron Rations, and two Torches. These twelve
cards form your starting Party Deck. Each player
shuffles his Party Deck and places it face down in
front of him. Make sure you leave enough space
for your own discard pile.
Whenever you discard a card from your hand or
acquire a new card, place it on your discard pile.
Do not shuffle your discard deck until you run
out cards in your Party Deck Sometimes you must
destroy a card. Destroyed cards are not placed in
your discard pile. Instead, they must be placed in
a collective pile of destroyed cards (the box top is
handy for this). Destroyed cards cannot be used
again for the rest of the game! Exception: Disease
and XP cards are infinite and return to their
respective stack.
Draw the top six cards from your Party deck to
form your starting hand. It is time to begin your
adventure!
Setup Overview
1. Populate the Dungeon
a. Randomize Monsters
b. Build Dungeon Deck
c. Shuffle Thunderstone into the bottom 10 cards
d. Populate the Dungeon Hall
2. Populate the Village
a. Place Basic decks
b. Randomize Hero cards
c. Stack Level 3, Level 2, Level 1 Heroes
d. Randomize Village resources
e. Place Disease deck
f. Place XP deck
3. Create Party Deck
a. Draw Starting Party Deck
b. Shuffle and draw starting hand
Display of the cards in the decks:
On the decks page in the top right corner of each card, two numbers are displayed separated by a slash: x/y.
- y is the total number of this card in the deck
- x is the number of this card in your current draw deck. In case of the deck of an opponent, x is the number of this card in their current draw deck plus the number of this card in their current hand
Playing the Game
Randomly choose a starting player. The starting player takes his turn first,
followed by the other players in clockwise order. On your turn, you must
either Visit the Village, or Enter the Dungeon, or Rest taking all the steps
listed for each action, in the order listed.
Visit the Village
1. Reveal your hand.
2. You may use any Village Effects on your revealed cards. These Effects may
produce more gold, allow you to draw more cards, and so on. You can use
some, none, or all of the Effects on a card in any order you choose, making
sure not to use Effects from destroyed cards. No Effect on a card can ever
be used more than once. Effects and gold production are cumulative.
3. You now produce gold by adding the gold value of all revealed cards still
in play to any gold you produced in Step 2.
4. You may purchase one card from the Village — this includes Basic,
Hero, or Village cards — from the top of any stack in the Village.
The Purchase Cost must be less than or equal to your total gold value.
Always place purchased cards on your discard pile. Any unused gold is
lost. If an Effect allows you to purchase more cards, the total Purchase
Cost must be less than or equal to your gold.
5. Finally, you level up any or all of the Hero cards in your hand, using
Experience Points you have collected. See “Leveling Up” on page 8.
6. End your turn by discarding all cards (whether used or not) face up on
your discard pile, and draw six new cards to form a new hand.
Note: Actions must be taken in order, so a card may be discarded or destroyed
before producing gold. For instance, if the Pawnbroker destroys a card with
a gold value, you do not gain the gold value of the destroyed card.
Enter the Dungeon
1. Reveal your hand.
2. You may use some, none, or all of the Dungeon Effects from your cards.
Unless the card has a mandatory Effect (like Disease), you are not required
to use all Spells or Effects. You may equip one Weapon to each Hero, if the
Strength requirements are met (see page 6).
3. Declare which Monster and rank you are attacking.
4. Resolve the battle. See “Battles” on page 10.
a. Calculate your total Attack Value, including all Light Penalties.
b. Resolve Battle Effects (adjust Attack Value as necessary).
c. Place an undefeated Monster on the bottom of the Dungeon Deck.
d. Place defeated Monster and Disease cards on your discard pile.
e. Receive Spoils (if any).
f. Shift Monster cards to fill empty ranks, and refill the Dungeon Hall.
g. Resolve Breach Effects (if any) (see page 19).
5. End your turn by discarding all cards (whether used or not) face up on
your discard pile, and draw six new cards to form a new hand.
Rest
1. You may destroy one card from your hand.
2. End your turn by discarding all cards face up on your discard pile, and
draw six new cards to form a new hand.
End of Turn
If you have collected the Thunderstone (or it enters Rank 1 because a Monster
wasn’t defeated), the game ends immediately! If not, then the player to your
left begins his turn.
Your Party Deck
Each player has his own deck of cards, called a Party Deck. During the
game, you will add cards to your deck by purchasing them in the Village or
winning them in the Dungeon. Whenever you gain new cards, always add
them to your discard pile.
If there are not enough cards left in your deck when you draw, first draw
what cards remain, then reshuffle your discard pile to form a new draw
deck. Continue drawing cards until you have drawn the necessary amount.
Do not reshuffle your deck before the draw deck runs out.
Sometimes a card or game rule requires you to destroy a card. These
powerful effects permanently remove the card from your deck. Do not
put destroyed cards in your discard pile! Instead, place them on the pile of
destroyed cards.
Your Party Deck is also your key to victory! At the end of the game, you will
score victory points (the number in the lower right hand corner) from all the
cards in your deck. It’s important to note that not all cards provide Victory
Points; watch for cards with the glowing green circle!
Village Cards
Village cards represent the Villagers, Equipment, and Spells that can help you
on your quest for the Thunderstone. These cards can be added to your Party
Deck by buying them in the Village (see “Visit the Village” on page 4).
Most Village cards have a Dungeon Effect, such as “ATTACK +1” or
“Strength +2.” These abilities are only used in the Dungeon and help you
fight Monsters. Some cards have a Village Effect, and they can only be used
when you visit the Village on your turn. Many Village cards can also be
destroyed to create a special effect. You can destroy a card for the special
effect or use the card normally, or both. You may only use each ability on a
card once per turn, unless it is a Repeat ability, which can be used multiple
times (see page 10).
The number of Village cards in the game has a set limit. Once all the Village
cards of a given type are gone from the Village, no one may purchase any
more of that card! Remember, destroyed cards leave play.
Example: Erik needs a good weapon for his Heroes to use in his next battle.
He’s looking at a shiny new Flaming Sword in the Village. The
purchase cost of the Flaming Sword is 5, so he needs to reveal cards
with a total gold value of at least 5.
He reveals a Torch (worth 2 gold), a Dagger (worth 1 gold), a
Griknack Goblin he killed in an earlier battle (worth 1 gold), and an
Iron Rations (worth 2 gold). The total is 6 gold, so he can purchase
the Flaming Sword and add it to his discard pile. The extra gold is
lost and cannot be spent.
Example: Sara plays a Town Guard card to draw two cards. She could then
destroy the Town Guard to draw three more cards, for a total of five.
Hero Cards
Each Hero card represents an adventurer who fights for you. All Heroes
have a class, such as “militia” or “cleric,” and a race, such as “lorigg”, “elf,”
or “dwarf.” Heroes also have an Attack (or Magic Attack) bonus, usable in
combat against Monsters. Some Heroes have one or more special abilities.
A Hero’s Strength determines which Weapons he can carry (depicted
by the shield on the upper left side of the card—see the diagram on this
page). Before a battle you may equip one Weapon to each Hero, but only
if the weapon has a Weight less than or equal to the Strength of that Hero.
Each Weapon may only be equipped once per battle.
Heroes are Village cards. They are purchased from the Village in the same
manner other Village cards are purchased. See “Visit the Village,” page 4.
Heroes can also level up in the Village and see “Leveling Up,” page 8.
The number of Hero cards in the game is finite. Once all the Hero cards of
a given type are gone from the Village, no one may purchase or level up that
type of Hero (or level)!
Leveling Up
When you visit the Village, you may level up any number of Hero cards in
your hand during step 5 (as you have enough Experience Points). When you
level up, destroy the Hero card in your hand and pay the level cost shown on
the bottom left corner of Hero card, returning those Experience Points to
their stack. Then, search the matching stack of cards in the Village and find
the card showing the next higher level for the Hero type you destroyed. Place
this card on top of your discard pile. Level 1 Heroes level up to 2, and Level
2 level up to 3. However, you may not level the same Hero card twice in one
turn, i.e. from Level 1 to 3, and you may never skip a Level.
Militia are Hero cards. You may level up a Militia card to any Level 1 Hero in
play for a cost of three Experience Points. Destroy the Militia card normally.
Important: If no cards of the next higher level remain in the Village, you cannot
level up that Hero! A Hero may never level up directly from Level 1 to 3.
Note: Because you level up Heroes after making your purchase for the turn,
you can use the gold value of the Hero card before destroying it.
Example: Marilyn has a Level 1 (nickel-bordered) Elf Wizard in her hand that
she would like to level up. The level cost on the card is 2, so she spends
two Experience Points and destroys the Elf Wizard. Then she searches
the Elf Wizard stack in the Village, takes one of the Level 2 (silverbordered)
Elf Sorcerer cards, and places it on her discard pile. She may
now level up another character if she has enough Experience Points.
Monster Cards
The horrible Monsters of Grimhold Dungeon lie in wait for the unprepared
Heroes! At any time, there will be three Monster cards in the Dungeon Hall.
Rank 3 is closest to the Dungeon deck. Rank 1 is furthest. If a Monster leaves
the Hall for any reason, fill the empty space by shifting the Monsters from
higher ranks down to lower ones. The card in Rank 3 shifts to Rank 2 and
the card in Rank 2 shifts to Rank 1. Then turn over the top card from the
Dungeon Deck to fill the Rank 3 space.
Note: You can only attack the Monsters that are in the Dungeon Hall.
Many Monsters have Battle Effects or Traits. Battle Effects occur only when
you battle that Monster, and they take effect whether or not you defeat the
Monster. A few Monsters are so powerful that they have Breach Effects.
When a Monster with the Breach ability reaches Rank 1 of the Dungeon
Hall, this effect is triggered immediately — once and only once. Neither
Battle Effects nor Breach Effects occur when a Monster card is revealed
as part of your hand, only while they are in the Dungeon Hall. Similarly,
any special benefits a Monster card grants you when revealed have no effect
when the Monster is still in the Dungeon. See “Trophies” on page 15.
Note: During setup, it is possible that a Monster with a Breach Effect begins
the game in Rank 1. This Breach Effect does not occur. Ignore any Breach
Effects during setup.
Monster Traits and Battle Effects are explained on pages 10 through 14.
Repeat Effects
Some cards, mostly Hero cards, have repeat
effects. Unlike other abilities, which can only be
used once each time they are played, cards marked
Repeat Dungeon or Repeat Village can be used
an unlimited number of times during the turn.
Some Repeat Effects come with a cost, and this
must be paid each time the ability is used. Repeat
effects can only be used in the associated location
(Dungeon or Village).
Battles (Overview)
Sooner or later, your party will head into the
Dungeon, where they must face the terrible
Monsters within. Being Monsters, the only thing
they want to do is fight!
When you enter the Dungeon, you must reveal all
the cards in your hand. All of your Heroes join
together to try and defeat one enemy Monster.
You can also benefit from any Spells, Items, or
Monster cards (see “Trophies” on page 15) you
have in your hand.
Weapons are a special kind of card that can only
be used if it is equipped to a hero. Weapons can be
identified by the Weight value on the left side of the
card. You can only equip a Weapon to a Hero if this
Weight is less than or equal to the Hero’s Strength.
These items have no effect if they are not equipped
to a Hero. Each Hero can equip only one Weapon
card. Unequipped Weapons (and Weapons that
become unequipped in battle) provide no benefit.
Other types of cards, along with all Spells and
Trophies, grant their benefits themselves. You do
not need to equip these cards to a hero. In fact, you
can use these cards to defeat a Monster even if you
have no Heroes in your hand!
A small number of effects can stop a Hero from
attacking. In these instances, the Hero provides no
Attack bonus to the party and none of its additional
abilities apply, either. For instance, a Faeyn who is
part of a party attacking a Rank 1 monster provides
no Attack bonus or Light during the battle.
Some cards may offer multiple bonuses. For
example, a Dwarf Janissary has an Attack Value
of +2. If you assign an Edged Weapon to him,
he gains an additional +4, for a total of +6 Attack
Value… on top of any bonus the weapon itself may
give! Some cards, like an equipped Flaming Sword,
provide an Attack Value and a Light bonus. Both
of these are calculated at the same time.
If you have any Disease cards in your hand, you must
also play those cards. Each Disease card reduces
your Attack or Magic Attack Value for the battle.
A very small number of cards actually double your
Attack Value. In this case, you must add and/or
subtract all Attack modifiers (except Light, but
including Disease) before multiplying the total.
Once you have assigned your Weapons and
revealed any other cards that will help or hinder
you in battle, apply any final Attack modifiers
(such as doubling effects). Now add up your total
Attack Value.
Finally, once a Rank of the Dungeon Hall is
chosen, you can adjust for any Light Penalties.
Light Penalties are discussed under “Light and
Darkness” on page 12.
Note: Once you’ve chosen to enter the Dungeon,
you must choose a Monster to attack, regardless of
whether or not you can defeat it.
Dungeon Effects
Heroes, Items, Spells, and Weapons often have
a Dungeon Effect, while Monsters possess Battle
Effects. This division helps to distinguish when
an effect occurs.
When you choose to enter the Dungeon, you
will prepare your forces for battle. Dungeon
Effects represent your planning and preparation.
Whenever a Dungeon Effect destroys another
card, that card is immediately removed from
play, and cannot be used for any other effect. For
instance, if a Thyrian Squire devours Iron Rations
to gain Attack +2, you could not also use them
to gain Strength +2. Similarly, if you use Iron
Rations to give a Hero Strength +2, it cannot also
be destroyed by another Dungeon Effect.
This is different from Battle Effects, which occur
during the battle. Any cards that remain in play
after the preparation step of your turn (Step 2)
remain in effect for the duration of the battle,
even if a Monster’s Battle Effect would destroy
it. For example, if a Hero is killed by a Monster’s
Effect, he remains until the end of the fight. This
is true for all card types.
Battle Effects
Most Monsters have Battle Effects. Don’t forget
to resolve them! Battle Effects occur during the
fight (step 4 of your turn), possibly inflicting your
party with Disease or reducing your Attack Value.
All Dungeon Effects trigger before you begin the
battle. However, the Battle Effects of the Monster
you are fighting resolve either during or at the end
of the battle. All Battle Effects occur, regardless of
victory or defeat.
Any cards destroyed by a Battle Effect remain in
play until the end of the battle — Heroes fight
until the bitter end! All other Battle Effects occur
during the battle. An effect that reduces Strength,
for example, must be calculated before the
Monster can be defeated. If your Hero no longer
has the Strength to equip his Weapon, any bonus
or effect of that Weapon is lost.
Note: If a Battle Effect causes you to gain a card,
such as a Disease card, that new card goes to your
discard pile, just like cards you purchase in the
Village. These cards do not affect the current
battle, but may affect battles in the future.
Some Battle Effects prevent a Hero from attacking
the Monster. Every card in your hand must enter
the Dungeon together, even if it cannot attack. You
cannot assign an Effect that prevents a Hero from
attacking to any Hero that is already prevented
from attacking by a different Effect. For instance,
a Dwarf, Faeyn, and Militia attack a Haunt in
Rank 1. The Faeyn cannot attack because of his
own Dungeon Effect. Therefore, the Haunt uses
its ability to prevent either the Dwarf or Militia
from attacking.
Regardless of whether or not a Hero in the
Dungeon could add its Attack Value to the
Attack, it can still be destroyed as the result of a
Battle Effect. In the above example, if the Faeyn
were in a party attacking a Revenant in Rank 1,
it could still be destroyed as a result of reduced
Strength.
Resolving Battles
After all Dungeon Effects and Battle Effects have
been resolved, compare your final Attack Value to
the Health of the Monster you are attacking. Don’t
forget to include Light Penalties, see below.
If your combined Attack Value is less than the
Health of the Monster, then your heroes are
defeated. The Monster retreats into the Dungeon:
place the Monster card on the bottom of the
Dungeon Deck.
If your total Attack Value is equal to or greater
than the Health of the monster, you are victorious!
Add the Monster card to your discard pile. Like
other cards in your Party Deck, this card will
supply you with gold to purchase Village cards,
and it may grant Dungeon or Village Effects.
Also, take a number of Experience Point cards
equal to the Experience Value of the Monster. Do
not place them in your discard pile. Keep them in
a separate pile nearby.
Monsters are notorious for hoarding valuable
treasures, and sometimes your Heroes can claim
them as Spoils if you defeat them. If a card in the
battle has a Spoils Effect, you can immediately
purchase one card of the listed type from the
Village, using the gold value of all surviving cards
you revealed during the battle.
Note: Some Heroes also have this ability, which
works the same way.
Example: The Dwarf Janissary has the trait:
Spoils (Weapon). After defeating a Monster, you
may purchase one Weapon card from the Village
(but not an Item, Spell, etc.), if the gold value of
your remaining revealed cards is high enough.
Whether you win or lose the battle, don’t forget
to push the remaining Monsters forward and turn
over a new card to refill the ranks of the Dungeon
Hall. If you shift a Monster with a Breach Effect
into Rank 1, resolve the Effect. See “Monster
Cards” on page 9; “Breach Effects” on page 19.
Light and Darkness
Dungeons are dark and dangerous places. Your
Heroes must bring their own Light with them if
they hope to combat the Monsters effectively. If
you do not have enough Light, you will suffer a
penalty to your Attack Value. To determine this
“Light Penalty,” follow these steps:
- Determine the rank of the Monster you are
fighting by its position in the Dungeon Hall.
The base Light Penalty is equal to the rank of
the Monster.
- Check if the Monster has a Light Penalty Battle
Effect (e.g., “Light –1”). If it does, add the
modifier to the base Light Penalty. Note that this
modifier always appears in the Monster’s effect
box, never in the lantern icon.
- Count the total points of Light your cards
provide. These bonuses are shown in the lantern
icon on the left side of your cards. Each point of
Light you have reduces the Light Penalty by 1.
When you resolve the battle against the Monster,
double the final Light Penalty. The Attack Value
of your party is reduced by this amount (i.e., each
point of Light Penalty you do not cancel with
Light reduces your Attack Value by 2).
Important: Light can never give you an Attack
bonus! If your total Light score exceeds the Light
Penalty, treat it as zero. There is no limit to how
high the light Penalty can be, however.
Note: You can only add Light from a weapon if it
is equipped to a hero.
Light Penalty Example
In the example on the right, Knightmare is in Rank 1,
Griffon in Rank 2, and Blink Dog in Rank 3. The Light
Penalties for each Rank, before Battle Effects, are shown
above the cards.
Once Light Penalties are taken into account, attacking
Knightmare in Rank 1 creates a Light Penalty of –3
(Attack Value –6), while Blink Dog in Rank 3 would
have a Light Penalty of –4 (Attack Value –8)! The
Griffon’s Light Penalty does not change. These penalties
are pretty steep. Without a light source, the Heroes
would be hard pressed to beat these Monsters.
The lower example shows the effect of a party using one
Fireball and one Torch, which provide a total of Light
+2. The bottom row of numbers show the adjusted
penalties after all modifiers.
Note: Because of its Battle Effect, the party
cannot attack Blink Dog. Thanks to the
Light, Knightmare is much easier to fight,
but the easiest Monster to kill is Griffon.
With the Fireball, the party only needs
an additional Attack +4 to defeat it.
Attack and Magic Attack
All battles are decided by two factors: the total
Attack Value of the Heroes, and the Health of the
Monster. A Monster’s Health is constant and does
not change, but the Attack Value can fluctuate
before and during a battle.
Attack Values are divided into Attack and Magic
Attack. Each type of Attack Value is calculated
separately. You can gain both types from Heroes,
Items, Spells, Trophies, and Weapons revealed
before the battle. Some Trophies, Battle Effects,
and other cards can hinder your Heroes in the
fight, reducing your Attack Value. Disease is an
example of this.
If an Effect (such as Disease) reduces Attack, then it
reduces either your regular Attack or Magic Attack,
not both, but a legal target must be chosen.
Example: A Dwarf Janissary equipped with a
Flaming Sword has an Attack of +6 and a Magic
Attack of +3. A Disease card is also revealed, so
he must choose to reduce either the Attack to +5
(6 – 1 = 5) or the Magic Attack to +2 (3 – 1 = 2).
If he did not have a Flaming Sword equipped, he
could not select Magic Attack –1.
Traits
In addition to Battle Effects, some Monsters have
one or more Traits. Traits are constant powers
that benefit the Monster all of the time.
Example: Ebon Fume has the Trait “Magic Attack
Immunity.” This Trait reduces all of a party’s
Magic Attack bonuses to zero.
Cards can have many different Traits. The Traits
in this set are described below:
Half-Magic Attack: After calculating your Magic
Attack Bonus from all sources, reduce the value
by one-half. Reduced Magic Attack Value is
rounded down.
Half-Attack Without [Something] Present: Your
total Attack Value is reduced by one-half (after
all modifiers, rounded down) if you do not have
the [Something] required. This could be Magic
Attack, or Weapons, or almost anything else.
If you do have the required trait, then use the full
Attack Value.
Immune to Edged Weapons: Any Attack or
Magic Attack bonus from any Edged Weapon is
reduced to zero. Other Effects of these weapons
(such as Light) are not affected by this Trait.
Light –X: Light Penalties are constant and do not
trigger as a Battle Effect. Instead, Light Penalties
are calculated before the Battle begins and not as a
normal Battle Effect.
Magic Attack Immunity: Magic Attack Values
on all cards are reduced to zero. Only non-Magic
Attack can be used against this Monster. Heroes at
the battle (including those who provide no Attack
or Magic Attack) still provide other benefits, such
as Light and/or other Traits, regardless.
Magic Attack Only: Only cards which grant Magic
Attack add to your total Attack Value. You must
meet or exceed the Monster’s Health using only
Magic Attack to be victorious. Heroes at the battle
(including those who provide no Attack or Magic
Attack) still provide other benefits, such as Light
and/or other Traits, regardless.
Magic Attack Required: You must have a Magic
Attack of at least +1 in order to defeat the Monster.
Any other combination of Attack and Magic
Attack is allowed. You may still choose to attack the
Monster (to force it to the bottom of the Dungeon
Deck), even without Magic Attack present.
Unequipped Heroes Cannot Attack: Unequipped
Heroes do not contribute Attack, Magic Attack,
or other benefits (such as Light) to the battle. Since
these Heroes still enter the Dungeon with the rest
of the party, they may still be the targets of Battle
Effects generated by the attacked Monster.
New Traits from Wrath of Elements:
Cannot be Attacked if [Something] is Activated/Equipped:
You cannot declare that you are attacking this Monster if you
use any benefit of the [Something] prohibited. This includes
benefits such as Attack, Magic Attack, Light, or Dungeon
Effects (and others). If you have the [Something] in your
hand, you can forgo the benefits of the card in order to attack
the Monster.
Heroes with Strength less than X Cannot Attack: Heroes with
a Strength less than the number shown (X) do not contribute
Attack, Magic Attack, or other benefits (such as Light) to the
battle. Since these Heroes still enter the Dungeon with the
rest of the party, they may still be the targets of Battle Effects
generated by the attacked Monster.
Immune to Spells: The Attack or Magic Attack bonus from
all Spells is reduced to zero. Any other Effect or ability of
the Spell cannot target or affect this Monster. Any Light
bonus provided by a Spell is applied normally. For example:
a Fireball spell will still provide Light +1, but not the Magic
Attack +3.
Immune to Unequipped Heroes: Any Attack or Magic Attack
bonus of any Hero that does not have a Weapon equipped is
reduced to zero. Other benefits, such as Light, are not affected
by this trait. For example: an Elf Wizard without a weapon
still provides Light +1, but not Magic Attack +2.
Light –X: Light Penalties are constant and do not trigger as a
Battle Effect. Instead, Light Penalties are calculated before the
Battle begins and not as a normal Battle Effect.
Light Penalties Cannot be Reduced: Light and other card
Effects and abilities that reduce Light Penalties have no
effect. The Light Penalty for this Monster will always equal
(or exceed) its Rank in the Dungeon Hall.
Must be Defeated to be Removed from the Dungeon Hall:
This Monster is immune to any effect that would cause it to
leave the Dungeon Hall for any reason, such as the effects
of the Banish spell or Magi Staff. The Monster also will not
retreat to the bottom of the Dungeon Deck if it is attacked
and not defeated. The Monster is removed from the Dungeon
Hall only if it is defeated in battle.
Disease Cards
Some cards force you to gain one or more Disease
cards (either as a Dungeon or Battle Effect).
Always place drawn Disease cards on your discard
pile. Disease is not affected by any Monster Trait
or Battle Effect that does not specifically target
Disease. Each Disease card inflicts a –1 penalty to
your Attack or Magic Attack Value (which must
be at least +1 before applying the penalty).
There are a number of ways to get rid of Disease
cards. When you rest, you may choose to destroy
one card from your hand, which can be a Disease
card. Some Heroes and Village cards also allow
you to destroy these cards. Unlike other cards,
Disease cards are not removed from the game
when you destroy them. Instead, they are returned
to the stack of Disease cards to be used again (since
there is no limit to the number of Disease cards in
the game). If there are not enough Disease cards,
take any card not being used presently and treat it
as a Disease card.
Disease cards have no gold value. They are not
considered any card type.
Trophies
While most Monsters offer nothing more than
victory points or a few Gold in your hand, some
Monster cards become Trophies when added to
your deck after a victorious battle. Cards with
a special symbol (@) are Trophies (and not all
of them are good for you!). Trophy cards must
be used every time they are revealed in a battle.
They do not need to be equipped to a Hero, nor
do they require any Hero be present to play them.
Treat these cards as any other card that grants a
Dungeon Effect or Attack Value bonus. Trophies
can also grant Light. A Monster card with a Light
value in the Lantern icon is also a Trophy card.
Trophies only contribute to a Battle when revealed
from a player’s hand and never on a Monster in
the Dungeon Hall.
Important: Other Battle Effects of Monsters from
a player’s hand never apply.
Village Example
Sue decides to go to the Village on her turn. She has a hand containing
Barkeep, Town Guard, Lorigg Thief, The Unchained, Militia, and Battle Fury.
She also has 3 Experience Points. She starts by revealing her hand.
Now she can use any Village Effects on her villager cards. She uses the first
ability on the Town Guard to draw two more cards: Disease and Outlands
Slayer. Neither of these produce any Gold, so she decides to use the second
ability on the Town Guard, destroying it to draw three more cards. The
Town Guard goes into the destroyed pile, and she draws Trainer, Torch,
and Dagger. Now she uses the Barkeep ability, allowing her to purchase
a second card this turn if she needs to. Then she plays the Trainer ability
to destroy the Militia and gain 2 Experience Points. Since she knows that
there is only one more Militia card in her deck, she decides that this would
be a good time to get rid of the Trainer as well, so she uses his second ability
to destroy the Trainer and get two gold. Note that the Battle Effect of The
Unchained (“Gain one Disease.”) is ignored, because the Monster is in her
hand, rather than being faced in the Dungeon Hall.
Sue now pauses to check her Gold, adding the 2 Gold from using the Trainer
ability to the cards she still has in hand. Lorigg Thief (2) + The Unchained (1)
+ Torch (2) + Dagger (1) + Barkeep (1) gives her a total 9 Gold. She would like
to buy a Short Sword for 6 and a Banish for 4, but doesn’t have enough. So,
she decides to make one last play before buying, and uses the second ability
of the Barkeep to generate 2 Gold. Since this destroys the Barkeep, she won’t
be able to count the 1 Gold it would have given her. But, with the 2 Gold she
gets from destroying the card, she still ends up with 10 Gold to spend. With
that 10 Gold she buys a Short Sword and Banish, using the extra purchase
allowed from the Barkeep’s first ability.
Now it’s time to train her Heroes. She pays 2 Experience Points to level
up the Lorigg Thief (to a Lorigg Rogue). She destroys the Lorigg Thief and
searches the Lorigg stack for a Level 2 Hero, the Lorigg Rogue, which she
puts in her discard pile. Then she spends 3 Experience Points to level up her
Level 2 Outlands Slayer to a Level 3 Outlands Khan, which uses the rest of her
Experience Points. Luckily, there is still an Outlands Khan remaining in the
pile, and she is able to take it. Otherwise, she would not have been able to
level up the Slayer and would have had to keep her Experience in the hope
of leveling up a different hero on another turn. All of her spent Experience
Points are returned to the XP stack.
Finally, her turn is done. She discards all the cards she has and draws a new
hand of six cards.
Dungeon Example
Bruce declares that he is going into the Dungeon. He reveals his hand,
containing Disease, Banish, Regian Priest, Iron Rations, Thyrian Squire, and
Polearm. The Dungeon Hall has Blink Dog (Rank 1), Suffering (Rank 2), and
Uyril Unending (Rank 3).
He begins his preparations for the fight by using the Regian Priest’s Dungeon
Effect to draw a card, which is Militia. Then he uses the Cleric’s Repeat
Dungeon ability, allowing him to destroy the Disease to draw another
card. He puts the Disease in the Disease pile and draws a new card: another
Disease! Since this is a “Repeat Dungeon” Effect, he can use it as many times
as needed—so he destroys the second Disease and draws a Short Sword. He
looks at his options: he can give the Short Sword to the Cleric and the Polearm
to the Thyrian Squire, but unless he uses the Iron Rations on the Fighter, he
won’t get the higher Attack Value for the Polearm since the Thyrian Squire
only has a Strength of 6. He has no Light, so he cannot attack the Blink Dog
(the Blink Dog cannot be attacked if there is any Light Penalty).
So he plays his Banish, putting the Blink Dog on the bottom of the Dungeon
Deck. Suffering moves up to Rank 1, Uyril Unending moves up to Rank
2, and Kingdom, a new Monster, is revealed and placed in Rank 3. Bruce
must destroy one card from his hand. He could destroy the Banish itself,
but he wants to keep it. He could instead destroy the Iron Rations, but if he
destroys it, they won’t be around to help in the battle. He decides to destroy
the Militia, which means it won’t be available for the battle, as it is put in the
destroyed card pile immediately.
The last part of Banish allows him to draw a new card: Battle Fury. He
plays that, giving all his Heroes Attack +1. Looking at his options, he
can attack Suffering, which needs 6 damage to kill, or Uyril Unending,
which needs 9 damage to kill. He still has no Light, so he will suffer a –2
Attack penalty against Suffering, and a –4 Attack penalty against Uyril.
However, there is another problem: if he attacks
Suffering, all of his heroes will have –2 Strength.
That would mean that his Cleric would no longer
have the Strength to carry the Short Sword, or his
Fighter would not get the full Polearm bonus.
If he used the Iron Rations on the Regian Priest, he
would keep the Short Sword equipped, while the
Squire settles for the +2 Attack from the Polearm.
This provides +2 Magic Attack (Regian Priest) +4
Attack (Short Sword, usable with the Iron Rations
countering the –2 Strength penalty) +2 Attack
(Thyrian Squire) +2 Attack (Polearm) +2 Attack
(Battle Fury for two Heroes) = 12 total Attack
Value. Even with the Light Penalty reducing
his Attack Value by 2, he can easily dispatch
Suffering.
But Uyril Unending has a Trophy Effect that he
would like to add to his deck. Against the Dragon
he would not suffer any Strength loss, so he could
use his original plan of using the Strength bonus
of the Iron Rations for the Fighter to get more out
of the Polearm. Against Uyril he would have +2
Magic Attack (Priest) +4 Attack (Short Sword)
+2 Attack (Squire) +6 Attack (Polearm with
Iron Rations boosting the Squire’s Strength to 8)
+2 Attack (Battle Fury) = 16. Subtracting the –4
penalty for having no Light at Rank 2, leaves a
total Attack Value of 12, more than enough to slay
the evil Dragon!
Bruce elects to attack Uyril Unending, killing it
and putting it into his discard pile. He collects 2
Experience Points, shown in the red circle at the
bottom left of the card. In a future battle, Uyril’s
Trophy bonus of Attack +1 may help him defeat
other Monsters. Since he doesn’t have any Militia,
the Battle Effect that would destroy one Militia is
ignored. Kingdom moves up to Rank 2, and the
Dungeon Hall is refilled.
Finally, Bruce discards his cards and draws a new
hand, ending his turn.
Resting Example
Joe decides to rest for a turn. In his hand he has
one Disease, two Militia, a Dagger, a Trainer, and
a Sphinx. He chooses to destroy the Disease card.
He could instead choose to destroy a Militia, or
the Dagger, thinning the deck of other cards he
does not want to draw later. He could even have
chosen to destroy the Trainer or the Sphinx, though
those would be poor strategic choices. Because he
is resting and not visiting the Village, he cannot
use either ability of the Trainer.
Once he has destroyed his chosen card, he discards
his hand face up and draws a new hand to end his
turn.
Winning the Game
The game ends when the Thunderstone card
reaches Rank 1 of the Dungeon Hall. If you
defeated a Monster in Rank 1 on your turn, and
this causes the Thunderstone to move into that
open rank, then you take the Thunderstone and
add it to your deck! If not, then no one can claim
the Thunderstone.
Once the game ends, combine all the cards in your
deck, your hand, and your discard pile, plus any
other cards you control. Count up all the victory
points on all of the cards you have collected during
the game. The player with the most victory points
is the winner! If there is a tie, any tied player who
holds the Thunderstone wins the game. Otherwise,
all tied players share the victory!
Rules Clarifications
Breach Effect
When a Monster with Breach reaches Rank 1 of
the Dungeon Hall (from any Rank) its Breach
effect is triggered — once and only once — before
the active player discards his hand and ends his
turn (see page 4). Each Breach effect is different
and impacts play in unique ways. Refer to the
“Card Glossary” on page 20. Breach Effects in
Rank 1 before play starts do not trigger.
Cannot Attack
Some Monsters have traits or Battle Effects that
prevent a party or Hero from attacking. If your
party cannot attack a Monster, it cannot be chosen
in Step 3 of a Dungeon action. Therefore, you
cannot choose to “attack” the Monster to move it
to the bottom of the Dungeon Deck.
When a Hero cannot attack, he does not contribute
to the battle. Any Dungeon Effects you used in Step
2 still take effect normally, but any Attack, Magic
Attack, or Light bonuses are not calculated.
Golden Rule
If a card ever violates or overrides a rule written
in this book, the card takes precedence. In the
end, the real Golden Rule is fun, but you know
what we mean.
Half-Attack
Some Monsters are resistant to certain attacks.
Always round down halved attacks.
Immunity
Other Monsters are outright immune to certain
kinds of attacks. Immunity indicates that a
specific attack type (Magic, Edged Weapons, etc.)
has no effect on the Monster and does not add to
the Attack Value.
Shuffle
The discard deck is only shuffled when no cards
remain in your deck and you need to draw cards.
All cards in the discard pile are shuffled together.
Spoils
Some Heroes and Monsters have the Spoils
ability, which grants the ability to buy one Village
card of a specific type after a Monster is defeated,
as if visiting the village. Spoils (Food), for instance
would allow you to purchase one Food card from
the Village, while Spoils (Item) would allow
you to purchase any one Item card. Heroes and
Monsters can only use their printed Spoils ability
if you are victorious in the battle.
If you earn numerous Spoils in one turn, you may
resolve them in any order you choose, using the full
gold value of your hand each time.
Heroes that did not or could not attack, cannot
use their Spoils trait.