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Thunderstone Quest: At the Foundations of the World

Expansion for Thunderstone Quest

Thunderstone Quest: At the Foundations of the World Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Unpacking the Box
  • Prestige Class Boards
    • Duelist
  • Heroes
  • Guardians
    • Miricelle, Scion Defender
    • Miricelle's Lair (Level IV)
  • Questbook
    • Quest Card List
    • Dungeon Room Tiles
    • Adventure: Destiny Interrupted
    • Adventure: One Step Behind
    • Adventure: The Defender Ascends
  • How Many Levels Have You Cleared?
  • Campaign Log
  • Most Notable Moments
  • FAQ

Introduction

At the Foundations of the World is an expansion product for Thunderstone Quest®. Rules for new components start on page 4. Those who are familiar with these components can skip directly to the Questbook on page 6.

This expansion is not a stand-alone game. It requires the Thunderstone Quest base game.

Unpacking the Box

This box should include the following components. If it does not, please visit our website at https://alderac.com/customer-service for assistance. Please note that this is an expansion to Thunderstone Quest and is not a stand-alone game.

  • 1 Quest 4 At the Foundations of the World, the full contents of which are featured in the Questbook (see pages 7-8)
  • 1 copy of each Monster, Hero, Item, Spell, and Weapon from At the Foundations of the World, to be used in Epic Mode
  • 1 At the Foundations of the World Rulebook/Questbook

Prestige Class Boards

Prestige Class boards are dual-sided: One side for use in Barricades Mode (cooperative play) and one side which may be used (optionally) in competitive games. Rules for Barricades Mode are covered in the Barricades Mode expansion's Rulebook.

When playing competitive games, a new 11b setup step for the Thunderstone Quest Rulebook is added to the end of step 11. Starting with the first Champion and proceeding in turn order, each Champion may choose 1 Prestige Class with which to play. Then Champions select their Side Quests and/or Guild Sponsorships as normal.

Prestige Classes are a new board that allows you to train in a specialized class, gaining new powers as you gain Ranks. The training section (top) of each Prestige Class board explains how to gain 1 Rank in your Prestige Class (1) or potentially 2 Ranks at once (2). The Rank numbers (3) are to the right of the cost. These Ranks cost XP to gain, as listed on the left-hand side of the board within the Rank to which you are going (4). You must pay the XP cost of each Rank you gain. If the listed XP cost cannot be paid that turn for the 1 or 2 Ranks you earned, the new Rank(s) are not gained. You do not start with any Ranks in your Prestige Class, and Ranks must be gained in order; they cannot be skipped. When a Rank is gained, it will unlock new powers for your benefit (5). Sometimes, this may give you a new ability ready to use that turn, such as a SPOILS ability.

Duelist

The Duelist is the Prestige Class included in this set (1x Duelist on the Quest card list).

Training:

  • 1 Rank: Defeat 1 Level I+ Monster with a wielded Weapon.
  • 1 or 2 Ranks: Defeat 1 Level III+ Monster with Fighters and/or Rogues wielding a combined 6+ Skill Requirement (printed) of Weapons.
  • (Once per turn, after you complete 1 of the above, pay the XP cost listed below for each of the 1 or 2 new Ranks, or nothing is gained.)

Ranks (the XP cost is printed in the slot for each Rank; the Rank number is printed beside it):

RankXP costPower
10Your Heroes' Skill cannot be reduced. Once per turn, before your Weapon is discarded/destroyed, you may cancel it.
21Weapons have +1 Attack Boost for your Fighters and −1 Skill Requirement for your Rogues.
32This Prestige Class is worth 4 XP (when the game ends).
43SPOILS — If you have a Fighter and a Rogue, gain the Legendary Weapon Dancing Sword. If you cannot, gain 1 Gold.
54Your Gold used to boost Skill also gives +1 Attack if a Fighter or +1 Light if a Rogue.
65Monsters have −1 Health if you have a Fighter and +1 XP if you have a Rogue.
76This Prestige Class is instead worth 3 XP per Rank you have.

Note on the Duelist: the XP cost of each Rank is printed inside the rock-shaped slot on the left of the board, and the Rank number in gold beside it. The Rank 1 slot reads 0. Icon names are read from the base-game Lexicon (Attack Boost, Skill Requirement, Light, Gold, Health, XP, HP).

Heroes

Heroes are an optional addition for Thunderstone Quest, giving you the opportunity to train your Heroes even further, making them even more powerful than ever before.

Even though Level IV Heroes are Legendary cards, they function in exactly the same way as other experienced Heroes. When you choose the cards you are going to play with during setup, place the Level IV Heroes at the bottom of their respective Hero stacks, below the 2 Level III Heroes. Only play with 1 copy of each Level IV Hero. While not in use, store the Level IV Heroes in the box with their respective Level 1-3 Heroes.

You can level your Level III Heroes into Level IV Heroes in exactly the same way as you level other Heroes. This will usually cost 5 XP (the current Hero's printed Level +2).

Guardians

The Barricades Mode expansion introduced Guardians (shown with the VII symbol), giving the Champions a cooperative challenge to overcome in order to save the Village and claim victory. The VII Guardian for the At the Foundations of the World Quest is included for use when playing the Barricades Mode expansion.

Miricelle, Scion Defender

As the Scion Defender, Miricelle has many demonic powers available in her arsenal with which to attack you. She is unpredictable, using the powers of chaos to overwhelm almost all who come before her.

Difficulty: 5 of 5 (five difficulty icons printed on the card).

Card text (Level VII; Demon • Humanoid • Guardian):

  • When revealed: deal 1 [damage icon] (directly) to each Village Location and destroy all Champions' Gear tokens.
  • SCION'S DOMINATION (purple and blue icons): Add 3 [hand icon], or roll 1d6 for each Hero you have. On a 1, 2, or 3, add 1 [damage icon] and discard that Hero.
  • SCION'S DISEASE (red icon): You may discard 2 cards. If you do, add 1 [hand icon]. If you don't, add 2 [hand icon] and gain 2 [disease icon].
  • SCION'S DESTINY (green icon): Add 1 [damage icon]. Roll an extra 1 die that will not resolve Trophy effects (this extra roll does not count towards the maximum of 16 dice).
  • Panel: If there are 2+ Champions in the game, Miricelle has +1 [grey sphere icon] for each [hand icon] in the Monster Horde. At the end of each turn, all Champions here destroy 1 Celestial, Demon, or Cleric and place their Champions in the [0] room.

The card's Threat Level track, its stat numbers, and the [damage], [hand], [disease] and [grey sphere] icons are printed on the card; their names are defined by the Barricades Mode rules, which are not reproduced in this file.

Miricelle's Lair (Level IV)

Miricelle's Lair is the Level IV Lair card listed under Room Tiles in each Adventure below.

Setup and rule (printed at the foot of the card): Each turn before placing Champions, each Champion rolls dice as the Threat Level indicates. Advance the Threat token forward 1 space when each turn ends. When there are no more spaces to advance, flip this Lair over.

The Threat Level track has spaces 1 to 7, with the larger markers reading 1, 2 and 3.

Card text:

  • SCION'S DOMINATION (purple and blue icons): Add 2 [hand icon], or roll 1d6 for each Hero you have. On a 1, 2, or 3, discard that Hero.
  • SCION'S DISEASE (red icon): You may discard 2 cards. If you don't, add 1 [hand icon] and gain 1 [disease icon].
  • SCION'S GUIDANCE (green icon): Add 1 [hand icon]. Roll an extra 1 die (this extra roll does not count towards the maximum of 16 dice).

Questbook

The Questbook contains the Quest 4 card list and three Adventures. Each Adventure uses a different selection of the cards listed here, and the Adventure text tells you which cards to use.

Quest Card List

Heroes — 15x Darkrend, 15x Grimwolf, 15x Honormain, 15x Jadress, 15x Moonblades, 15x Stormskull

Items/Allies — 8x Damilu Huskie, 8x Daramere's Cloak, 8x Potion of Light, 8x Ring of Proficiency

Spells — 8x Death Pact, 8x Mirror Image, 8x Tempest, 8x True Seeing

Weapons — 8x Broadsword, 8x Crossbow, 8x Flail, 8x Two-Handed Sword

Monsters, Level I

  • 10x Air Servitors: 2x Accounter of Truth, 2x Air Elemental, 2x Choker, 2x Eagle Eyes, 2x Invisible Stalker
  • 10x Water Servitors: 2x Gelatinous Cube, 2x Marid, 2x Watcher from the Deep, 2x Water Elemental, 2x Water Weird

Monsters, Level II

  • 10x Earth Servitors: 2x Earth Priest, 2x Gargoyle, 2x Stone Dracolisk, 2x Stone Gorgon, 2x Stone Walker
  • 10x Fire Servitors: 2x Elemental Drake, 2x Fire Efreet, 2x Fire Giant, 2x Fire Priest, 2x Fire Salamander

Monsters, Level III

  • 10x Abyssal Founders: 2x Daughter of Pain, 2x Demonic Vulture, 2x Lord of Greed, 2x Pit Grudge Hound, 2x Prince of Agony
  • 10x Divine Founders: 2x Blinding Avenger, 2x Iridescent Angel, 2x Light Priest, 2x Light Wrath, 2x Unrelenting Bright

Guardian — Miricelle, Scion Defender (Levels IV, V, VI, VII)

Treasures — 1x Elmoran, 2x Treasure Cache

Prestige Class — 1x Duelist

Dungeon Rooms — Air Temple (I), Water Temple (I), Earth Temple (II), Fire Temple (II), Abyssal Temple (III), Celestial Temple (III)

Other — 6x Guardian Guides, 24x Paper Dividers, 24x Plastic Dividers, 24x Randomizers

Dungeon Room Tiles

The six Dungeon Room tiles listed above (Air Temple, Water Temple, Earth Temple, Fire Temple, Abyssal Temple, Celestial Temple) are the rooms each Adventure uses. Each Adventure's card list below shows which Room tiles to use, and the Miricelle's Lair Level IV card is used in every Adventure.

Note: the ability text printed on each Dungeon Room tile is set in very small type in the source PDF and could not be read reliably, so it is not reproduced in this file. Use the physical tiles for their text.

Adventure: Destiny Interrupted

Flavour text omitted.

Adventure card list

  • Heroes: Darkrend, Grimwolf, Honormain, Jadress
  • Items: Daramere's Cloak, Ring of Proficiency
  • Spells: Death Pact, Mirror Image, Tempest
  • Weapons: Crossbow, Flail, Two-Handed Sword
  • Monsters: Air Servitors, Fire Servitors, Divine Founders
  • Guardian: Miricelle, Scion Defender (Level IV)
  • Room Tiles: Air Temple (I), Water Temple (I), Fire Temple (II), Earth Temple (II), Abyssal Temple (III), Celestial Temple (III), Miricelle's Lair (IV)

Adventure: One Step Behind

Flavour text omitted.

Adventure card list

  • Heroes: Grimwolf, Honormain, Moonblades, Stormskull
  • Items: Damilu Huskie, Ring of Proficiency
  • Spells: Death Pact, Mirror Image, True Seeing
  • Weapons: Broadsword, Flail, Two-Handed Sword
  • Monsters: Water Servitors, Earth Servitors, Abyssal Founders
  • Guardian: Miricelle, Scion Defender (Level V)
  • Room Tiles: Air Temple (I), Water Temple (I), Fire Temple (II), Earth Temple (II), Abyssal Temple (III), Celestial Temple (III), Miricelle's Lair (IV)

Adventure: The Defender Ascends

Flavour text omitted.

Adventure card list

  • Heroes: Honormain, Jadress, Moonblades, Stormskull
  • Items: Damilu Huskie, Potion of Light
  • Spells: Death Pact, Tempest, True Seeing
  • Weapons: Broadsword, Flail, Two-Handed Sword
  • Monsters: Air Servitors, Earth Servitors, Abyssal Founders, Water Servitors, Fire Servitors, Divine Founders
  • Guardian: Miricelle, Scion Defender (Level VI)
  • Room Tiles: Air Temple (I), Water Temple (I), Fire Temple (II), Earth Temple (II), Abyssal Temple (III), Celestial Temple (III), Miricelle's Lair (IV)

Setup: 6 Monster Groups (printed in the box for this Adventure)

In this setup, we use 6 Monster groups, divided into 6 decks. Put 1 Guardian Key in each Monster deck, and place each deck next to its respective elemental room. When a Dungeon Room needs to be filled with a Monster, fill the room with a Monster from the corresponding elemental Monster deck (e.g., Fire Servitors refill the Fire Temple, Divine Founders refill the Celestial Temple, etc.).

How Many Levels Have You Cleared?

A tracker for the Miricelle, Scion Defender Guardian. Check the box beside each Level you have cleared:

  • Level IV
  • Level V
  • Level VI
  • Level VII

Campaign Log

Keep track of your Campaigns over time, recording how many games the Campaign was, the final score, and most importantly, the winner's name.

The log has space for each game to record PLAYERS, WIN/LOSS and DATE.

Most Notable Moments

A blank page for recording the most notable moments of your Campaign.

FAQ

If my Light total is reduced after I start moving through the Dungeon, such as from a Monster who discards my Item, does it reduce where I may travel in the Dungeon? Does it reduce the amount of Light I have for Spoils effects?

Once your Light total has been produced and you begin moving, having your Light reduced will not affect that movement.

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

If I have a Hero for just the turn (e.g., Mirror Image) and it gets leveled up or down, what happens?

You would level it up or down as normal and then return the newly leveled Hero, where and when appropriate.

If True Seeing is used to look at the top card of a Monster deck, what happens if it is a Guardian Key?

Set the Guardian Key aside and continue drawing the top card of the Monster deck until a Monster is found. Shuffle the revealed Key back into the Monster deck at the end of the turn.

If I choose not to use Abyssal Temple's Spoils ability can I stay in the Abyssal Temple, or do I have to place my Champion in the [0] room?

You may stay at the Abyssal Temple.

If I spend gold on a card, ability, etc., do I still "have" that gold for the purposes of effects like Moonblades' trait?

Yes, Moonblades does not care whether or not you have spent the gold.

The Dungeon ability on Tempest requires a Fighter and Rogue. Can I use a dual class Hero that has both classes or do I need to use separate Heroes?

You can use a dual class Hero.

The Fire Giant requires you to destroy Spells until you have the same number of Spells and Wizards. What happens if I have more Wizards than Spells?

You do not need to destroy any Spells.

87Your Fighters and Rogues have both keywords. You permanently have +1 HP.
98DUNGEON — Gain 1 Weapon or 1 Level II Hero from the Village and draw it into your hand.