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Thunderstone Quest: Raging Seas

Expansion for Thunderstone Quest

Thunderstone Quest: Raging Seas Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Unpacking the Box
  • Prestige Class Boards
  • Heroes
  • Guardians
    • Captain Susan Ferring
  • Voyaging
    • Voyage Setup
    • Movement
    • End of Dungeon Phase
    • End of Turn Phase
    • Shuffle Voyages
    • Voyaging in Barricades Mode
    • Voyage Clarifications
  • New Starter Cards
  • Boarding Parties
    • Boarding Parties in Barricades Mode
    • Boarding Parties Example
  • Lexicon
  • FAQ
  • How Many Levels Have You Cleared?
  • Questbook
    • Quest 14: Raging Seas Quest Card List
    • Gettin' Under Way: Adventure Card List
    • Barnacle Crushers: Adventure Card List
    • The Winds Are Shiftin': Adventure Card List

Introduction

Raging Seas 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 13.

Unpacking the Box

This box should include the following components. If it does not, please visit our website at 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 14 Raging Seas; the full contents are featured in the Questbook (see pages 14-15)
  • 1 Copy of each Monster, Hero, Ally, Item, Spell, and Weapon from Raging Seas, to be used in Epic Mode
  • 1 Raging Seas 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 (up-arrow) in your Prestige Class (1) or potentially 2 Ranks (two up-arrows) at once (2). The Rank numbers (3) are to the right of the [white feather icon] cost. These Ranks cost [white feather icon] 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 [white feather icon] cost of each Rank you gain. If the listed [white feather icon] 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.

Heroes

Legendary 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 Legendary 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 Legendary Heroes at the bottom of their respective Hero stacks, below the 2 Legendary Heroes. Only play with 1 copy of each Hero. While not in use, store the Legendary Heroes in the box with their respective level 1-3 Heroes.

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

Note: in the source, the Legendary marker is a white shield icon; it is rendered here as the word "Legendary".

Guardians

The Barricades Mode expansion introduced Guardians, giving the Champions a cooperative challenge to overcome in order to save the Village and claim victory. The Guardian for the Raging Seas Quest is included for use when playing the Barricades Mode expansion.

Captain Susan Ferring

Difficulty: three crown icons.

Card: Captain Susan Ferring, Guardian, Threat Level VII. The card's abilities and Threat Level track are shown on the card image in the source; see the printed card.

Voyaging

Voyages are a new card type and allow you to move around the Dungeon instead of using the normal rules. Champions are not delving into dark hideouts, but venturing on the high seas, so Light does not play its normal role. The Dungeon Rooms in Raging Seas have a Light requirement for random setups, but you will move around by voyaging when playing with the new Home Port Wilderness tile.

The anatomy of a Voyage card is:

  1. Complete. This section requires you to have things like an amount of gold or certain Heroes for example. If you have the requirement, the card is considered complete. Some Voyage cards give you a bonus if you are able to complete them.
  2. Incomplete. If you do not have the requirement listed in the Complete section, you must suffer the penalty listed in this section. If you have the requirement listed in the Complete section, the Incomplete section is ignored.

Example card: "Bursting with Swag." Complete: Have 4 gold. Incomplete: You cannot gain rewards from Monsters or Dungeon Rooms (escape).

Voyage Setup

Replace the regular Wilderness tile with the new Home Port Wilderness tile.

Shuffle the deck of 25 Voyage cards and place it face down on the tile.

Movement

After you produce Light during step 3 of the Dungeon Phase, choose how many Voyage cards you will draw, to a maximum of 4. You may choose to draw 0 Voyage cards if you want to remain in the Wilderness at Home Port.

After you have drawn all of the Voyage cards you wish, flip them face up. You must resolve all of the Voyage cards that you drew to determine if they are complete or incomplete. You may resolve Voyage cards in any order; you are not required to resolve cards in the order they were drawn. When you complete a Voyage card, rotate it 90 degrees as a reminder.

After you have resolved all of your voyages, you may move into a number of Dungeon Rooms up to the number of Voyage cards that you drew: it doesn't matter how many voyages you completed or how much Light you have. If you drew 3 Voyage cards for example, you could move into 3 rooms even if all of your voyages were incomplete and you had 0 Light.

End of Dungeon Phase

When you end your Dungeon Phase, you must place your Champion in the Home Port Wilderness tile, regardless of what room you're in.

End of Turn Phase

When you end your turn, place all of your complete and incomplete Voyage cards in a face up discard pile next to the Voyage deck.

Shuffle Voyages

There is 1 Shuffle card in the Voyage deck. When you draw the Shuffle card, place it along with all of the discarded Voyage cards into the Voyage deck. Shuffle the Voyage deck and continue drawing cards.

Voyaging in Barricades Mode

The Voyage deck works the same in Barricades Mode as it does in a competitive game. When in a Party, each Champion draws and resolves Voyage cards as normal. However, Champions in a Party can combine the number of Voyage cards they drew for movement, to a maximum of 4. This works just like how Champions can combine Light when moving during normal Barricades Mode. Champions in a Party still resolve their own Voyage cards individually. Any bonus or penalty if a Voyage card is complete or incomplete only affects the Champion who drew it.

Voyage Clarifications

Drawn Voyage cards are placed in your play area and are not considered to be in your hand.

Bonuses and penalties for complete and incomplete voyages last until the end of the turn.

You may draw up to 4 Voyage cards in the Dungeon even if you cannot move out of the Home Port Wilderness tile, due to having a Boarding Party Monster for example.

You may choose to draw up to 4 Voyage cards for movement in the Dungeon. Some Monster and Guardian abilities require you to draw additional Voyage cards. You must draw the required Voyage cards even if you already drew a maximum of 4 voyages for movement.

When you complete a voyage, it remains complete for the entire turn, even if you no longer have its requirement later during the turn.

If a voyage is incomplete, it remains incomplete for the entire turn, even if you have its requirement later during the turn.

New Starter Cards

Raging Seas introduces a new Starter card called a Sextant. These cards replace the Lanterns in your starting deck in the normal setup and Barricades Mode. On turns when you draw a Sextant, it can help you complete Voyage cards by using Light.

Boarding Parties

As you venture on the high seas, you may encounter pirate fleets capable of swarming your ship with assailants. These Monsters feature the Boarding Party keyword (1) and a pirate flag icon (2).

When you defeat a Monster with the Boarding Party keyword, resolve all After Battle abilities, gain any Wounds, gain rewards, and use Spoil abilities as normal. However, instead of destroying the defeated Monster, you must move it to your play area.

While you have a Boarding Party in your play area, you may choose to battle it in the Home Port Wilderness tile during your Dungeon Phase. When you take a Dungeon Phase in Home Port, you may battle 1 of your Boarding Parties, the level 0 Monster (i.e., Giant Rat), or the Guardian if it has been revealed.

If you take a Dungeon Phase and have a Boarding Party in your play area, you cannot move past Home Port into other Dungeon Rooms.

If you have a Boarding Party in your play area, you may take a Village Phase as normal but some Monsters increase the cost to buy cards and Gear tokens.

When you defeat a Boarding Party in your play area, resolve all After Battle abilities, gain any Wounds, gain rewards, and use Spoil abilities as normal, and then place the defeated Monster in the destroyed pile.

Boarding Party Monsters in your play area are not considered to be in your hand.

Example card: "Cook," a level II Boarding Party Monster (Queen's Crew, Humanoid). Its text: "If this Monster is in your play area, all cards and Gear tokens cost +1 [white feather icon]." After Battle: "Gain 1 [icon] if you have 3 [icon]."

Boarding Parties in Barricades Mode

If 2 or more Champions are in a Party and defeat a Boarding Party in the Dungeon, the players must choose which Champion in the Party takes the Monster and places it in their play area.

All Champions in a Party may battle a Boarding Party in 1 Party member's play area if they are in the Home Port Wilderness tile.

Boarding Parties Example

Defeated Monsters that have the Boarding Party keyword are not destroyed, but instead moved to your play area.

  • During the Dungeon Phase you cannot move past Home Port into other Dungeon Rooms while a Boarding Party is present in your play area.
  • You may take a Village Phase as normal but some Boarding Parties increase the cost to buy cards and Gear tokens.

While you have a Boarding Party in your play area, you may choose to battle the Monster in the Home Port Wilderness tile during your Dungeon Phase.

Lexicon

Boarding Party. When you defeat a Monster with the Boarding Party keyword the first time, move it to your play area. You may battle the Boarding Party a second time when you are in the Home Port Wilderness tile. You cannot move past Home Port into other Dungeon Rooms if you have a Boarding Party in your play area. When you defeat a Monster with the Boarding Party keyword the second time, it is destroyed after resolving the battle.

Borrow. The opposite of lend, borrowing a card allows a Champion to receive a card from another source for 1 turn. If the borrowed card has not been destroyed, return it to the original source when the turn ends. If it was leveled up, return the new version.

Lend. Lending a card allows a Champion to give a card to another Champion for 1 turn. If the lent card has not been destroyed, return it to the original Champion when the turn ends. If it was leveled up, return the new version.

Static. Cards with the Static keyword are not discarded when the turn ends. Static cards in play do not count against the number of cards you draw when the turn ends.

FAQ

Q: When playing Barricades Mode, does the Party's combined Light increase Steele Gargkson's Attack, or is only my Light used for his ability?

A: While Light is combined in a Party for the purposes of movement, only your Light is used for the purpose of increasing Steele Gargkson's Attack.

Q: If you have a Boarding Party Monster in your play area, can you use an ability that allows you to place your Champion in a Dungeon Room even if the ability is not considered movement?

A: No. Boarding Party Monsters in your play area are not in any specific location in the Dungeon; they're on your ship! Regardless of where you might be able to go, the Boarding Party will still be with you. You'll need to defeat or find a way to remove the Boarding Party before moving past the Home Port Wilderness tile.

Q: If you use multiple Spyglass in a single turn, do you add the revealed cards to the same group of cards next to your deck? Can the card you draw from the second Spyglass be one revealed by the first?

A: Using a second Spyglass will place the revealed cards in the same "pool" next to your deck, making that pool larger for the turn. However, the ability specifies that the card drawn by the Spyglass's ability comes from the cards revealed by that card. So you must draw a card from the second batch for the second Spyglass, but the remaining cards enter the same pool of cards as the first.

Q: Do cards that get revealed using a Spyglass still trigger their effects?

A: The "pool" of cards revealed from your deck are not considered to be in your hand or in play. Cards in the pool are considered to be in your deck, so effects like "when revealed" and "when discarded" and the Static keyword do not apply. For example, if the Spyglass reveals a Stowaway, you do not discard all of your [icon] cards. If an ability draws or discards a card from the pool, it triggers any effects as normal. If an ability requires you to shuffle your deck, any cards in the pool must be shuffled into your deck as well.

Q: When I play Adaltrude Stickyfingers, can I choose another Champion that does not have any Wounds to heal?

A: Yes.

Q: What happens if I have Adaltrude Stickyfingers and the Champion I chose does not have any cards with Gold Production to Lend?

A: Choose another Champion to Lend you a card. If no other Champions have a card with Gold Production to Lend you, look at another Champion's hand and they must Lend you 1 card of your choice.

Q: What happens if I have Adaltrude Stickyfingers during the last turn of the game and the other Champions do not have any cards with Gold Production to lend?

A: For the sake of fairness, all other Champions should draw a hand based on their current HP so they have a card to lend you.

Q: How do you determine a random Hero stack for Castaway Island?

A: Players should agree which method of randomization to use at the start of the game.

When playing normal Thunderstone Quest, place the 4 Hero Randomizers for that game next to the Dungeon Room. Whenever you need to determine a random Hero stack, shuffle the Randomizers face down and have another player draw 1 at random.

You can also determine a Hero stack by rolling a die instead of using Randomizers. Roll a die until you get a value of 1 to 4 (reroll 5 and 6 values). Starting with the leftmost stack for a 1 value, continue counting to the right, ending with the rightmost stack for a 4 value.

Q: After rolling a die, can you use Nimiane's ability to decrease a 1 value to 0 or increase a 6 value into 7?

A: No.

Q: After you discard a Weapon and use Nimiane's ability to immediately draw the Weapon, can any Hero wield it if possible or can it only be wielded by Nimiane?

A: Any of your Heroes can wield the Weapon if they have enough Skill.

Q: Are the Hungry Croc and Stowaway considered Curses?

A: No. Curses are a specific card type that is only used when battling certain Guardians. A card with the Cursed keyword just indicates that it may activate potential harm to its owner.

How Many Levels Have You Cleared?

This page is a tracking checklist for the Guardian levels. Check off each level as it is cleared:

  • Level IV
  • Level V
  • Level VI
  • Level VII (Captain Susan Ferring)

Questbook

Flavour fiction at the start of each Adventure is omitted; the rules, setup and card text are transcribed.

Quest 14: Raging Seas Quest Card List

Heroes

  • 15x Adaltrude Stickyfingers
  • 15x Gurgelion
  • 15x Josephine Morgan
  • 15x Nimiane
  • 15x Steele Gargkson
  • 15x Taegen "The Fox" Glynfir

Items/Allies

  • 8x Stowaway
  • 8x Bottle of Rum
  • 8x Hidden Stash
  • 8x Ship in a Bottle
  • 8x Spyglass

Spells

  • 8x Swab the Deck
  • 8x The Black Spot
  • 8x Whirlpool

Weapons

  • 8x Cutlass
  • 8x Épée
  • 8x Mast Mangler
  • 8x Trident

Monsters, Level I

  • 10x Brigands: 2x Bloody Pirate, 2x Buccaneer, 2x Cutthroat, 2x Dark Order Initiate, 2x Freebooter

House of Klubba (10x)

  • 1x Klubba Frindal
  • 2x Klubba Herun
  • 3x Klubba Rutha
  • 1x Klubba Skarvif
  • 3x Klubba Skuldr

Monsters, Level II

  • 10x Murderous Mermaids: 2x Algarum, 2x Anguillae, 2x Austusor, 2x Corallapus, 2x Halipleumon
  • 10x Queen's Crew: 2x Bosun, 1x Cook, 2x Gunner, 1x Quartermaster, 4x Seaman

Monsters, Level III

  • 10x Ghost Ship: 10x Spectral Sailor
  • 10x Sea Creatures: 2x Alien Leviathan, 2x Coral Golem, 2x Giant Crab, 2x Kraken, 2x Sharktopus

Guardian

  • Captain Susan Ferring (levels IV, V, VI and VII)

Legendaries

  • 1x Hungry Croc
  • 1x New Leather Boots
  • 1x Petros, the Child Pirate

Treasures

  • 1x Albatross
  • 1x Magic Compass
  • 1x Rumble

Side Quests

  • 1x Bad Influence
  • 1x Find the Lost Island
  • 1x Tastes Like Chicken

Starter Cards

  • 12x Sextant

Dungeon Rooms

  • Klubba Island
  • Pirate's Cove
  • Castaway Island
  • Shipwreck Island
  • Ghost Ship
  • The Great Reef

Voyages

  • 1x A Hearty Crew
  • 1x A Pricey Venture
  • 1x All Hands!
  • 1x Blessed Hull
  • 1x Bursting with Swag
  • 1x Captain on Deck!
  • 1x Charged and Ready
  • 1x Chart a Course
  • 1x Fill for the Coffer
  • 1x Findin' Yer Sea Legs
  • 1x Fire in the Hole!
  • 1x From the Four Corners
  • 1x Hornswogglers
  • 1x Intimidation
  • 1x Just Setting Off
  • 1x Man o' War
  • 1x Old Salt
  • 1x On Yer Way
  • 1x Put the Wind behind Ye!
  • 1x Rough Waters
  • 1x Swashbuckler
  • 1x Takin' on Passengers
  • 1x Well-Supplied
  • 1x Wooden Appendage
  • 1x Shuffle

Prestige Class

  • 1x Corsair

Other

  • 6x Guardian Guides
  • 26x Paper Dividers
  • 26x Plastic Dividers
  • 24x Randomizers
  • 1x Wilderness tile

Gettin' Under Way: Adventure Card List

Heroes

  • Adaltrude Stickyfingers
  • Gurgelion
  • Steele Gargkson
  • Taegen "The Fox" Glynfir

Items/Allies

  • Ship in a Bottle
  • Spyglass
  • Stowaway

Weapons

  • Cutlass
  • Shortbow (found in Quest 1: A Mirror in the Dark)

Spells

  • Fireball (found in Quest 1: A Mirror in the Dark)
  • The Black Spot
  • Whirlpool

Guardian

  • Captain Susan Ferring

Monsters

  • House of Klubba
  • Murderous Mermaids
  • Ghost Ship

Room Tiles

  • Klubba Island
  • Pirate's Cove
  • Shipwreck Island
  • Castaway Island
  • The Great Reef
  • Ghost Ship
  • Captain Susan Ferring's Lair

Barnacle Crushers: Adventure Card List

Heroes

  • Gurgelion
  • Josephine Morgan
  • Nimiane
  • Taegen "The Fox" Glynfir

Items

  • Bottle of Rum
  • Hidden Stash

Weapons

  • Cutlass
  • Mast Mangler
  • Trident

Spells

  • Fireball (found in Quest 1: A Mirror in the Dark)
  • The Black Spot
  • Whirlpool

Monsters

  • House of Klubba
  • Queen's Crew
  • Sea Creatures

Guardian

  • Captain Susan Ferring

Room Tiles

  • Klubba Island
  • Pirate's Cove
  • Shipwreck Island
  • Castaway Island
  • The Great Reef
  • Ghost Ship
  • Captain Susan Ferring's Lair

The Winds Are Shiftin': Adventure Card List

Heroes

  • Adaltrude Stickyfingers
  • Josephine Morgan
  • Nimiane
  • Steele Gargkson

Items/Allies

  • Bottle of Rum
  • Spyglass
  • Stowaway

Weapons

  • Épée
  • Trident

Spells

  • Magic Missile (found in Quest 1: A Mirror in the Dark)
  • Swab the Deck
  • Whirlpool

Monsters

  • Brigands
  • Queen's Crew
  • Ghost Ship

Guardian

  • Captain Susan Ferring

Room Tiles

  • Klubba Island
  • Pirate's Cove
  • Shipwreck Island
  • Castaway Island
  • The Great Reef
  • Ghost Ship
  • Captain Susan Ferring's Lair

Captain Susan Ferring's Lair (Threat Level IV) has three abilities printed on the card, named Shanghaied, Holdin' the Booty, and Scourge of the Seas. The card's small setup text and ability wording are not legible enough in the source scan to transcribe reliably; the printed card is authoritative for them.

Note on icons: the white feather-shaped cost icon used on the Prestige Class board and the Cook card is not named anywhere in this rulebook's text, so it is shown as [white feather icon] rather than given a name. Other icons in brackets are described in the same way.