RulesPal
Chat
Rulebook
Thunderstone Quest: Total Eclipse of the Sun thumbnail

Thunderstone Quest: Total Eclipse of the Sun

Expansion for Thunderstone Quest

Thunderstone Quest: Total Eclipse of the Sun Rulebook

Table of Contents

Table of Contents

  • Unpacking the Box
  • Prestige Class Boards
    • Arcane Order
  • Heroes
  • Guardians
    • Guardian of the Sun
  • Questbook
    • Quest 2: Total Eclipse of the Sun — Quest Card List
  • Into the Forest
  • Hostile Takeover
  • A Queen's Burden
  • FAQ

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 2 Total Eclipse of the Sun, 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 Total Eclipse of the Sun, to be used in Epic Mode
  • 1 Total Eclipse of the Sun 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 ([1-Rank arrow]) in your Prestige Class (1) or potentially 2 Ranks ([2-Rank arrows]) at once (2). The Rank numbers (3) are to the right of the cost. These Ranks cost XP ([XP crystal]) 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 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. Some abilities start with an italicized descriptive word, such as Teleport (6). This descriptive word will be referenced at other Ranks, increasing its power (7).

Arcane Order

The Arcane Order Prestige Class board uses the following training requirements and Rank powers.

Training (gaining Ranks):

  • [1-Rank arrow]: Defeat 1 level I+ Monster with a WIZARD or SPELL.
  • [1-Rank arrow] or [2-Rank arrows]: Defeat 1 level III+ Monster with 3+ combined WIZARDS and/or SPELLS.
  • (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 printed Rank number is given first; the XP cost is the value in the crystal in the board's left-hand column beside that Rank, read top to bottom):

  • Rank 1 (cost 0 XP): When you gain this Rank, gain 1 ARCANE or CHAOS SPELL from the Marketplace.
  • Rank 2 (cost 1 XP): When you gain this Rank, you may level up 1 WIZARD for –3 XP.
  • Rank 3 (cost 2 XP): Teleport: If you have a WIZARD and a SPELL, place your Champion in a level III room. This is not movement. (DUNGEON)
  • Rank 4 (cost 3 XP): This Prestige Class is worth 6 XP (when the game ends).
  • Rank 5 (cost 5 XP): When you gain this Rank, gain the LEGENDARY SPELL Meteor Shower.
  • Rank 6 (cost 6 XP): When you gain this Rank, you may destroy 1 card or, if you have a SPELL, up to 2 cards.
  • Rank 7 (cost 7 XP): You may Teleport to level III rooms. This Prestige Class is instead worth 3 XP per Rank you have.
  • Rank 8 (cost 8 XP): Put 1 WIZARD and/or 1 SPELL on top of your deck. (VILLAGE OR SPOILS)
  • Rank 9 (cost 9 XP): When you gain this Rank, gain 1 level III WIZARD from the box. Put it on top of your deck.

Editor's note: the XP cost values are read from the crystal figures in the board's left-hand column, which show 0, 1, 2, 3, 5, 6, 7, 8 and 9 from top to bottom, one per Rank. The figures are read from the board image, not from printed text, so check them against the physical board before relying on them.

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 level VII Guardians, giving the Champions a cooperative challenge to overcome in order to save the Village and claim victory. The level VII Guardian for the Total Eclipse of the Sun Quest is included for use when playing the Barricades Mode expansion.

Guardian of the Sun

This brainless automaton is not necessarily trying to destroy the Village as the other Guardians are; that is just an unfortunate side effect. Rather, the Guardian of the Sun has been programmed to protect its domain from intruders, and if you come into its domain, it will grind you into dust. While not as high damaging as the other Guardians (either to you or the Village), the Guardian of the Sun destroys cards in your deck turn after turn until you have nothing left with which to fight.

Difficulty: [three difficulty icons]

Card abilities (printed on the Guardian card; the card's icon-only symbols are described in square brackets):

  • When revealed: deal 1 [damage icon] (directly) to each Village Location with 2 or fewer [damage icon].
  • Grind [purple and blue symbols]: You may destroy 1 card. Add 2 [gold icon] unless you destroyed the card at random, or add 3 [gold icon] if you did not destroy a card.
  • Grind the Hero [red symbol]: Add 1 [gold icon]. Gain 1 [icon]. Destroy 1 WEAPON or 1 HERO.
  • Malfunction [green symbol]: Draw 1 card. Add 1 [damage icon].
  • Opportunity Grind [yellow symbol]: You may destroy 1 card.
  • Player-count scaling: If there are 2+ Champions in the game, Guardian of the Sun has +1 [icon] for each [gold icon] in the Monster Horde. At the end of each turn, all Champions here destroy 1 card at random and place their Champions in the [shield icon] room.

Editor's note: the Guardian card is an image. Its strength, threat-level and village-damage values are printed on the card itself and are not transcribed here. The bracketed icon descriptions are the editor's own shorthand for symbols that have no printed name in the rulebook text; check them against the card before relying on them.

Questbook

Quest 2: Total Eclipse of the Sun — Quest Card List

Heroes

  • 15x Avania
  • 15x Brimstone
  • 15x Ehrlingal
  • 15x Felin
  • 15x Gendarme
  • 15x Sephilest

Items

  • 8x Elven Ring
  • 8x Headband of Intellect
  • 8x Strength Gauntlets
  • 8x Wand of Light

Spells

  • 8x Arcane Touch
  • 8x Consecration
  • 8x Lightning Bolt
  • 8x Nature's Fury

Weapons

  • 8x Longbow
  • 8x Longsword
  • 8x Punching Dagger
  • 8x Quarterstaff

Monsters

  • 10x Twisted Creatures: 2x Dire Bat, 2x Dire Bear, 2x Dire Eagle, 2x Dire Rat, 2x Dire Wolf
  • 10x Woodland Sprites: 2x Brownie, 2x Dryad, 2x Nixie, 2x Pixie, 2x Satyr
  • 10x Corrupted Elves: 2x Elven Guard, 2x Elven Lord, 2x Elven Scout, 2x Elven Soldier, 2x Elven Sorcerer
  • 10x Foundational Keepers: 2x Air Ogre, 2x Darkness Ogre, 2x Earth Ogre, 2x Fire Ogre, 2x Water Ogre
  • 10x Corrupted Centaurs: 2x Chiron, 2x Diosphos, 2x Foloi, 2x Gyros, 2x Polkan
  • 10x Treefolk: 2x Birch Walker, 2x Elm Elder, 2x Fir Giant, 2x Oak Strider, 2x Willow Herder

Guardian

  • Guardian of the Sun

Other

  • 6x Guardian Guides
  • 24x Paper Dividers
  • 24x Plastic Dividers
  • 24x Randomizers

Legendary

  • 1x Meteor Shower

Dungeon Rooms

  • Fairy Meadow
  • Ominous-looking Road
  • Hollow Tree
  • Tree House
  • Elven Outpost
  • Elven Ruins

Treasures

  • 1x Sun of the Forest
  • 2x Treasure Cache

Prestige Class

  • 1x Arcane Order

Into the Forest

The scenario's narrative text is flavour and is omitted. Card list:

Adventure Card List

  • Heroes: Ehrlingal, Felin, Gendarme, Sephilest
  • Items: Elven Ring, Wand of Light
  • Spells: Arcane Touch, Lightning Bolt, Nature's Fury
  • Weapons: Punching Dagger, Quarterstaff, Shortbow (Found in Quest 1: A Mirror in the Dark)
  • Room Tiles: Fairy Meadow, Ominous-looking Road, Tree House, Hollow Tree, Elven Outpost, Elven Ruins, Guardian of the Sun's Lair
  • Monsters: Twisted Creatures, Foundational Keepers, Corrupted Centaurs
  • Guardian: Guardian of the Sun

Hostile Takeover

The scenario's narrative text is flavour and is omitted. Card list:

Adventure Card List

  • Heroes: Avania, Brimstone, Ehrlingal, Felin
  • Items: Headband of Intellect, Gem of Healing (Found in Quest 1: A Mirror in the Dark), Strength Gauntlets
  • Spells: Consecration, Lightning Bolt
  • Weapons: Longbow, Longsword, Punching Dagger
  • Room Tiles: Fairy Meadow, Ominous-looking Road, Tree House, Hollow Tree, Elven Outpost, Elven Ruins, Guardian of the Sun's Lair
  • Monsters: Twisted Creatures, Corrupted Elves, Treefolk
  • Guardian: Guardian of the Sun

A Queen's Burden

The scenario's narrative text is flavour and is omitted. Card list:

Adventure Card List

  • Heroes: Avania, Brimstone, Gendarme, Sephilest
  • Items: Tome of Knowledge (Found in Quest 1: A Mirror in the Dark), Wand of Light
  • Spells: Arcane Touch, Consecration, Nature's Fury
  • Weapons: Longsword, Quarterstaff, Shortbow (Found in Quest 1: A Mirror in the Dark)
  • Room Tiles: Fairy Meadow, Ominous-looking Road, Tree House, Hollow Tree, Elven Outpost, Elven Ruins, Guardian of the Sun's Lair
  • Monsters: Woodland Sprites, Corrupted Elves, Corrupted Centaurs
  • Guardian: Guardian of the Sun

FAQ

Do Ogre abilities trigger during setup?

No, Ogre abilities do not. The same goes for other abilities that trigger "when revealed" or "when they enter the Dungeon."

If I have a Punching Dagger and a Starter Dagger on a Hero with 2 Attack, how much Attack do I have?

You would have +6 Attack: 2 from the Hero, +1 from the Starter Dagger and +3 from the Punching Dagger.

How does Felin work?

Felin is a special Cleric Wizard that can transform into different animals. On your turn, you may choose 1 of these 2 forms to assume, though as abilities are optional, you may choose to not transform at all.

If I use Arcane Touch and do not have any Wizards, how much Magic Attack does the Spell give me?

You gain 1 [Magic Attack icon].

Can I use the Prestige Class Arcane Order's Teleport ability if I used a Lantern to enter the Dungeon?

Yes, it is not movement. You cannot move out of the room you Teleport into.