Thunderstone Quest: Ripples in Time
Thunderstone Quest: Ripples in Time Rulebook
Table of Contents
Table of Contents
Introduction
Ripples in Time 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.
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 5 Ripples in Time, 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 Ripples in Time, to be used in Epic Mode.
- 1 Ripples in Time 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 (one Rank arrow icon) in your Prestige Class (1) or potentially 2 Ranks (two Rank arrow icons) at once (2). The Rank numbers (3) are to the right of the cost. These Ranks cost a resource 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 cost of each Rank you gain. If the listed 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). Some abilities start with an italicized descriptive word, such as Necromancy (6). This descriptive word will be referenced at other Ranks, increasing its power (7).
Necromancer (example board, page 4)
Training section (top of board):
- 1 Rank: Defeat 1 Monster with a Defense shield icon and a "+" that deals you a Wound.
- Or 2 Ranks: Defeat 1 Monster with a Defense shield icon and a "+" with a Hero that was in a Destroyed Pile this turn.
- Once per turn, after you complete 1 of the above, pay the cost listed below for each of the 1 or 2 new Ranks gained (or nothing is gained).
Ranks (the board reads from Rank 1 upward):
- Rank 1 (Village or Dungeon): Necromancy: Discard 1 Hero to draw 1 Hero from a Destroyed Pile. Place it in the Village when the turn ends.
- Rank 2 (Dungeon): Gain 1 [resource icon] and destroy 1 Hero in the Village to draw 1 card.
- Rank 3: Heroes from your Necromancy ability have +1 [resource icon], and, if you have 4 or fewer HP, +1 [resource icon].
- Rank 4: This Prestige Class is worth 6 [victory icon] (when the game ends).
- Rank 5: When using your Necromancy ability, you may gain 2 [resource icon] to draw 1 extra Hero.
- Rank 7: Your Necromancy ability may now also draw [Defense shield icon] Heroes.
- Rank 8: This Prestige Class is instead worth 3 [victory icon] per Rank you have.
- Rank 9: Ignore 3 [resource icon] when calculating HP at the end of the turn.
- Rank 11: Heroes from your Necromancy ability have the [keyword: "Stoic" as best read] keyword and are permanently yours (not placed in the Village).
The Rank costs and some small icons on this scan are not legible; check the printed board for the exact icons and cost values.
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 these 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 new Heroes at the bottom of their respective Hero stacks, below the 2 Heroes. Only play with 1 copy of each Hero. While not in use, store the new Heroes in the box with their respective level 1-3 Heroes.
You can level your new Heroes into the higher-level 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, giving the Champions a cooperative challenge to overcome in order to save the Village and claim victory. The Guardian for the Ripples in Time Quest is included for use when playing the Barricades Mode expansion.
Death Sentinel
Leader of the Doomknights, the Death Sentinel learns your skill and how to counter it. It strikes you hard and never relents. It is an intelligent, ruthless killing machine, never stopping until its enemies are terminated.
Difficulty: two crown icons.
The Death Sentinel's Lair card (Threat Level 1 to 3, with the Doomknights, Advance!, Doomknights, Strike!, and Loot the Bodies abilities and a setup note about advancing the Threat token and flipping the Lair when no spaces remain) is printed on pages 5 and 11 of the source. Its small text is not legible on the scan and is not transcribed here; use the printed card.
Questbook
Quest 5: Ripples in Time. The Questbook contains the Quest card list, the Aftermath Part I and Part II adventure card lists, the Campaign Log, the level-tracking sheet, and the FAQ.
Quest Card List
Heroes
- 15x Aird
- 15x Arcanian
- 15x Dunardic
- 15x Regian
- 15x Terakian
- 15x Veris
Items
- 8x Amulet of Power
- 8x Lightstone Gem
- 8x Nature's Amulet
- 8x Ring of Spell Storing
Spells
- 8x Creeping Death
- 8x Frost Bolt
- 8x Mind Control
- 8x Summon Storm
Weapons
- 8x Cursed Mace
- 8x King's Sword
- 8x Longspear
- 8x Magi Staff
Monsters (level I)
- 10x Doomknights: 2x Doom General, 2x Doom Necromancer, 2x Doom Sorcerer, 2x Doom Tormentor, 2x Doom Warrior
Monsters (level II)
- 10x Gnoll Raiders: 2x Cur Cur, 2x Gnoll Alpha, 2x Gnoll Hunter, 2x Gnoll Marauder, 2x Gnoll Scavenger
- 10x Minions of Chaos: 2x Hell Hound, 2x Lightning Demon, 2x Pain Demon, 2x Succubus, 2x Unholy Demon
- 10x Torments: 2x Fire Torment, 2x Lightning Torment, 2x Smoke Torment, 2x Thunder Torment, 2x Water Torment
Monsters (level III)
- 10x Ancient Protectors: 2x Bronze Golem, 2x Clay Golem, 2x Colossus, 2x Iron Golem, 2x Stone Golem
- 10x Ancient Wyrms: 2x Ebon Fume, 2x Mythlurian, 2x Skaladak, 2x Smokeplume, 2x Uyril Unending
Guardian: Death Sentinel (four shield icons)
Treasures
- 1x Axe of the Giants
- 1x Lightbringer
Prestige Class
- 1x Necromancer
Other
- 6x Guardian Guides
- 24x Paper Dividers
- 24x Plastic Dividers
- 24x Randomizers
Dungeon Rooms
- Gate Cavern (shield icon)
- Dangerous Passageway (shield icon)
- Fire Chasm (shield icon)
Aftermath Part I: Adventure Card List
The Aftermath narrative that precedes the card list is story text and is omitted.
Heroes: Aird, Arcanian, Dunardic, Regian
Items: Lightstone Gem, Nature's Amulet
Weapons: Cursed Mace, Longspear, Magi Staff
Spells: Creeping Death, Frost Bolt, Mind Control
Monsters: Doomknights, Torments, Ancient Wyrms
Guardian: Death Sentinel
Room Tiles (found in Quest 1: A Mirror in the Dark): Gate Cavern, Mine, Crypt, Dangerous Passageway, Fire Chasm, Vault
Death Sentinel's Lair (Threat Level and room cards on the list; see the Guardians section above for the Lair's abilities).
Aftermath Part II: Adventure Card List
The Aftermath narrative that precedes the card list is story text and is omitted.
Heroes: Aird, Dunardic, Terakian, Veris
Items: Amulet of Power, Ring of Spell Storing
Spells: Creeping Death, Mind Control, Summon Storm
Weapons: King's Sword, Longspear, Magi Staff
Monsters: Gnoll Raiders, Minions of Chaos, Ancient Protectors
Guardian: Death Sentinel
Room Tiles (found in Quest 1: A Mirror in the Dark): Gate Cavern, Mine, Crypt, Dangerous Passageway, Fire Chasm, Vault
Death Sentinel's Lair
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 Campaign Log is a blank record sheet with rows for Players, Win/Loss, and Date.
How Many Levels Have You Cleared?
A tracking sheet with check boxes for Death Sentinel levels IV, V, VI, and VII.
FAQ
For the Necromancer Prestige Class, where are the destroyed piles?
There are many destroyed piles in each game. Each time a card is destroyed, such as by Heroes being leveled up or by Monsters, it goes into a destroyed pile. It is from here the Necromancer finds its little buddies. The resurrected Heroes return to their corresponding Village stack at the end of the turn (not to the destroyed pile). This is usually a stack in the Guilds' Quarter, but it could require shuffling them into the Treasure deck.
If I resolve my Heroic Opportunity on a Guardian die roll other than the trophy face (e.g., by using an ability), will that trigger Opportunity Attacks from Guardians (e.g., Death Sentinel)?
No. Guardian Opportunity Attacks only trigger specifically when the trophy face of a die is rolled.
If I have a Hero for just the turn (e.g., Aird) 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.
When can I use Arcanian's ability to modify dice?
You may modify dice after each time dice are rolled during the turn. For example, you may modify dice after rolling for a Spell and after rolling for a Monster during the same turn.
You may modify dice to avoid rolling doubles.
If you have multiple copies of Arcanian in play, you may use each card for each dice roll.
How do I exchange Monsters with Mind Control?
Choose a Monster in a Dungeon Room and move it into a room with another Monster that has the same level. Then move the Monster that was already in the room to the newly vacated room.