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Thunderstone Advance: Towers of Ruin – Modules

Expansion for Thunderstone Advance: Towers of Ruin

Thunderstone Advance: Towers of Ruin – Modules Rulebook

Table of Contents

Table of Contents

  • Module ToR1: Bhoidwood Ablaze
    • Special Rules
  • Module ToR2: Market Under the Lake
    • Special Rules

Module ToR1: Bhoidwood Ablaze

You think you use Doom's power against him with these shards, but good does not spring from evil. Evil only distorts what is good. The power of Thunderstones draws evil out. Even the residual power in Thunderstone shards has an effect.

Use the Wilderness side of the board and the additional spaces on the following page.

Heroes: Bhoidwood, Caliginite, Criochan, Thundermage

Village: Bandia's Wisdom, Falcon Arbalest, Filigree Amulet, King Caelan's Writ, Longsword, Moonstone, Snakehead Flail, Summon Storm

Monsters: Kobold • Humanoid, Corvaxis • Avian, Undead • Treefolk, Stramst (Thunderstone Bearer)

Special Rules

After setting up the other cards, place the Burnmarked • Fire monster group face down on the Wandering Monster space to form a deck. Each time a player uses an ability on a Thunderstone Shard card, turn over the top card of the Wandering Monster deck and place it in the next open Thicket space.

The Thicket is an additional dungeon hall. When you enter the dungeon, you may select a monster to fight in the normal hall or you may select any monster in the Thicket. All monsters in the Thicket are in the same rank.

The Thicket has no Darkness initially. However, a wood full of flaming monsters will catch fire, creating thick smoke.

  • Once 3 monsters are in the Thicket, Darkness and penalty in the Thicket increases to 1 and -1 each.
  • Once 4 monsters are in the Thicket, the Darkness and penalty for each monster in the Thicket increases to 2 and -2 respectively.
  • And if 5 monsters are in the Thicket, Darkness and penalty becomes 3 and -3. Additional monsters in the Thicket do not increase Darkness or penalty further.

When 5 monsters enter the Thicket, the entire Bhoidwood becomes a wildfire. Each turn 5 or more monsters remain in the Thicket at the end of the turn, destroy the top card of each village stack as villagers flee. If 3 or more village stacks are gone and wildfire destroys the last card in another stack, the village is lost. All players lose.

Board note: Initial Darkness is 0 for all spaces. The Thicket spaces on the board are marked Darkness 1 / Penalty -1, Darkness 2 / Penalty -2 and Darkness 3 / Penalty -3.

Module ToR2: Market Under the Lake

Used to be you could make a good living selling stolen goods around here. The caves around Lochaidh and the lake herself gave you plent of places to stash your kit, or lose it if need be. The lake's swallowed a lot of things I couldn't be seen with over the years. Like to have summat back, I reckon. But with monsters coming out of Ulgidoth into Builder land, the market's gone soft. Every smuggler here to Dun Ordha has come home to check on his goods, and things are getting confiscated for the war effort. What's left is more expensive than ever, but there's no steady supply. Just whatever you can find in your stash. Enough of us empty out our hidey holes, there won't be nothin' left.

Use the Dungeon side of the board and the additional spaces on the following page.

Heroes: Aird, Glamercast, Sternnkin, Veilminder

Village: Battle-scarred Soldier, Bounty Hunter, Falcon Arbalest, Innkeeper, Longsword, Pike, Ranger's Wilderness Map

Monsters: Undead • Horde, Ogre • Humanoid, Djinni • Efreet, Belac (Thunderstone Bearer)

Special Rules

Note that the village contains only 7 cards. After setting up the cards, place the Smuggler stack on the Smuggler space provided instead of on the board.

Place the randomizers for all unused village cards face up on the Caves space.

Whenever you visit the village, as your buy, you may choose:

  • One of the 7 village cards on the board
  • The Smuggler
  • The top card of the Caves stack for 2 more than its gold cost

When you purchase from the Caves, place a copy of the card (not the randomizer itself) into your discard pile. Then place the top randomizer on the bottom of the Caves stack, revealing a new card for purchase.

If you have a Smuggler card in your hand when you buy from the Caves, you may buy the top card for the printed gold cost. (The Smuggler doesn't pay markup.)

If all Smuggler cards are bought (or destroyed) from the village, the Caves empty. Word has spread too far, and the smugglers fear reprisal for their illegal operations. Turn the randomizers on the Caves space face down. No player may buy any more cards from the Caves.

Example: If the Filigree Amulet were the top randomizer on the stack, you could buy it for 4 gold. If you have a Smuggler card in your hand, you could buy it for 2 gold. In either instance, after buying the Filigree Amulet, you place its randomizer on the bottom of the Caves stack. Because of the Filigree Amulet card text, you could buy the next card at the Caves afterward, or return to the regular shops in the village and buy an additional card there at regular cost.