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Subject: More Spoiler Information - Now Complete! rss

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Bobby Warren
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Is anyone willing to provide more spoiler info on the cards? Here is what I have so far. (This feels just like my CCG days!)

[edit: Zedsdead filled in the missing info below. Scroll down to see the complete spoilers seperated by type.]

Traps

Poison Gas Trap (x ??)
Type: Trap - Common
Card Text: Each player gains 1 Disease unless they reveal a Cleric or a Thief from their hands.
Destroy this trap then refill the hall.

The Cage (x ??)
Type: Trap - Common
Card Text: Place The Cage aside with one Hero and refill the hall. If a player defeats a monster, destroy the Cage. That player places the hero in his discard pile.

Rolling Boulder (x ??)
Type: Trap - Death
Card Text: Each player, starting with the player on your left, flips a card from the top of their deck onto his discard pile. Continue until three Heroes have been revealed. Destroy the revealed Heroes.
Destroy this Trap and refill the Hall.

Pit Trap (x ??)
Type: Trap - Death
Card Text: Each player reveals one Hero, or reveals a hand containing none. If a player reveals a Hero that is not a thief, that player destroys that Hero.
Destroy this Trap and refill the Hall.

Delirium Poison (x ??)
Type: Trap - (Common?)
Card Text: –

Village Cards

Ambrosia
Type: Item - Food - Magic
Cost: ??; Gold Value: ??; Weight: n/a
Light: ??; VPs: ??
Text:

Amulet of Power
Type: Item - Light - Magic
Cost: ??; Gold Value: ??; Weight: n/a
Light: ??; VPs: ??
Text:

Blacksmith
Type: Villager
Cost: 3; Gold Value: 0; Weight: n/a
Light: 0; VPs: –
Text: Village: Draw 1 card. You may buy one additional card if you buy a Weapon.
Village: Destroy this card to gain 2 gold. Place one Hero from your hand on top of your deck.

Claymore
Type: Weapon - Edged
Cost: ??; Gold Value: ??; Weight: ??
Light: ??; VPs: ??
Text:

Creeping Death
Type: Spell
Cost: 9; Gold Value: 0; Weight: n/a
Light: 0; VPs: –
Text: Dungeon: Destroy one Monster card worth 1, 2, or 3 Victory Points from any Dungeon rank. Refill the Hall. Each other player gains one Disease card.

Cursed Mace
Type: Weapon - Blunt
Cost: 5; Gold Value: 0; Weight: 5
Light: 0; VPs: –
Text: Attack +6
Gain one Disease when equipped.

Foresight Elixir
Type: Spell
Cost: ??; Gold Value: ??; Weight: n/a
Light: ??; VPs: ??
Text:

Illusory Blade
Type: Spell
Cost: 3; Gold Value: 0; Weight: 0
Light: 0; VPs: –
Text: Dungeon: Draw any one Weapon from the Village and equip it to a Hero meeting the Strength requirement. Destroy the Weapon after the battle.

Magi Staff
Type: Weapon - Blunt - Magic
Cost: ??; Gold Value: ??; Weight: n/a
Light: ??; VPs: ??
Text:

Magic Missile
Type: Spell
Cost: 6; Gold Value: 0; Weight: n/a
Light: 0; VPs: –
Text: Magic Attack +4
Rank 1 only.

Sage
Type: Villager
Cost: 4; Gold Value: 0; Weight: n/a
Light: 0; VPs: –
Text: Village: Destroy one card. If it is not a Hero, gain 1 XP.
Village: Destroy this card. Gain 1 Gold for each Hero revealed from your hand.

Short Bow
Type: Weapon - Bow
Cost: 5; Gold Value: 3; Weight: 4
Light: 0; VPs: –
Text: Attack +3 in ranks 2 or 3 only.
Dungeon: Attack +2 when equipped by an Archer.

Tavern Brawl
Type: Villager
Cost: 4; Gold Value: 0; Weight: n/a
Light: 0; VPs: –
Text: Village: Discard one Hero and choose another player. Draw and discard cards from the chosen player's deck until a Hero is revealed. If your Hero's strength is higher, destroy the opponent's Hero and gain 1 XP.
Village: Destroy this card and one Hero. All other players discard two cards from their hands.

Tax Collector
Type: Villager
Cost: ??; Gold Value: ??; Weight: n/a
Light: ??; VPs: ??
Text:

Heroes

Blind Neophyte
Type: Fighter - Cleric
Level: 1; Cost: 6; Strength: 4
Gold Value: 0; Light: 0
XP to Level: 2; VP: 0
Text: Attack +2
Repeat Dungeon: Destroy one Light Item to gain Magic Attack +3.

Blind Monk
Type: Fighter - Cleric
Level: 2; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: 3; VP: ??
Text:

Blind Grandmaster
Type: Fighter - Cleric
Level: 3; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: –; VP: ??
Text:

Diin ?????
Type: Wizard
Level: 1; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: ; VP: ??
Text:

Diin Beguiler
Type: Wizard
Level: 2; Cost: 6; Strength: 3
Gold Value: 0; Light: 0
XP to Level: 3; VP: 0
Text: Magic Attack +2
Dungeon: One Militia becomes a duplicate of any Hero in your hand.

Diin Enchanter
Type: Wizard
Level: 3; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: –; VP: ??
Text:

Divine Chaplain
Type: Cleric
Level: 1; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: ; VP: ??
Text:

Divine Healer
Type: Cleric
Level: 2; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: 3; VP: ??
Text:

Divine Prophet
Type: Cleric
Level: 3; Cost: 11; Strength: 6
Gold Value: 0; Light: 0
XP to Level: –; VP: 2
Text: Attack +3
Village/Dungeon: Destroy one Disease card to draw 2 cards.
Village/Dungeon: Draw 2 cards for each Monster card revealed from your hand.

Gangland Thug
Type: Thief
Level: 1; Cost: 6; Strength: 4
Gold Value: 0; Light: 0
XP to Level: 2; VP: 0
Text: Attack +1
Village: Gain +1 gold for ever other Hero revealed from your hand.

Gangland Heavy
Type: Thief
Level: 2; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: 3; VP: ??
Text:

Gangland Crook
Type: Thief
Level: 3; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: –; VP: ??
Text:

Gohlen Trapper
Type: Fighter
Level: 1; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: ; VP: ??
Text:

Gohlen Tracker
Type: Fighter
Level: 2; Cost: 9; Strength: 4
Gold Value: 0; Light: 0
XP to Level: 3; VP: 0
Text: Attack +4
Dungeon: Attack +3 if you reveal a Monster card from your hand.

Gohlen Hunter
Type: Fighter
Level: 3; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: –; VP: ??
Text:

Runespawn Siren
Type: Thief - Wizard
Level: 1; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: 2; VP: ??
Text:

Runespawn Witch
Type: Thief - Wizard
Level: 2; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: 3; VP: ??
Text:

Runespawn ?????
Type: Thief - Wizard
Level: 3; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: –; VP: ??
Text:

Toryn Gladiator
Type: Fighter
Level: 1; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: 2; VP: ??
Text:

Toryn ?????
Type: Fighter
Level: 2; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: 3; VP: ??
Text:

Toryn ?????
Type: Fighter
Level: 3; Cost: ??; Strength: ??
Gold Value: ??; Light: ??
XP to Level: –; VP: ??
Text:

Monsters

Air Wrath (x ??)
Type: Elemental - Nature
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Earth Wrath (x ??)
Type: Elemental - Nature
Defense: 7; XP: 2; VP: 7
Gold Value: 1; Light:
Card Text: Magic Attack required.
Battle: Half damage unless an Elemental is revealed from your hand.

Fire Wrath (x ??)
Type: Elemental - Nature
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Thunder Wrath (x ??)
Type: Elemental - Nature
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Water Wrath (x ??)
Type: Elemental - Nature
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Blood Torment (x ??)
Type: Elemental - Pain
Defense: 9; XP: 3; VP: 8
Gold Value: 3; Light:
Card Text: Breach: Each player reveals and discards the five cards from their decks. Each player destroys one revealed card with a Victory Point value.
Battle: Each player reveals their hands and destroys one revealed Monster card.

Lava Torment (x ??)
Type: Elemental - Pain
Defense: 7; XP: 2; VP: 6
Gold Value: 2; Light:
Card Text: Breach: Each player reveals and discards the top five cards from their decks. Each player destroys one revealed Level 1 Hero.

Shadow Torment (x ??)
Type: Elemental - Pain
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Smoke Torment (x ??)
Type: Elemental - Pain
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Steam Torment (x ??)
Type: Elemental - Pain
Defense: 6; XP: 1; VP: 6
Gold Value: 1; Light:
Card Text: Global Effect: Monsters must be defeated to be removed from the Dungeon Hall.
[*]Attack +1[/b]

????? Golem (x ??)
Type: Golem
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

????? Golem (x ??)
Type: Golem
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Bronze Golem (x ??)
Type: Golem
Defense: 5; XP: 1; VP: 3
Gold Value: 2; Light:
Card Text: Battle: Heroes with a Strenght less than 4 cannot attack.

Clay Golem (x ??)
Type: Golem
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Iron Golem (x ??)
Type: Golem
Defense: 9; XP: 3; VP: 6
Gold Value: 2; Light:
Card Text: Half Magic Attack.
Heroes with Strength less than 7 cannot attack.

Horde (x ??)
Type: Horde - Humanoid
Defense: 3; XP: 1; VP: *
Gold Value: 1; Light:
Card Text: Each Horde is worth a number of Victory Points equal to the number of Horde in your Party Deck (including this one) at the end of the game.

Horde (x ??)
Type: Horde - Humanoid
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Horde (x ??)
Type: Horde - Humanoid
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Horde (x ??)
Type: Horde - Humanoid
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

Horde (x ??)
Type: Horde - Humanoid
Defense: ??; XP: ??; VP: ??
Gold Value: ??; Light:
Card Text: ?????

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Bess A.
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Re: More Spoiler Information
I don't have it in front of me, but I can tell you that for the Horde cards the defense value increases one for each card/level starting at 3 and going up to at least 11, I think. The VP and card text is the same for each (copy of the defense 3 guy you have listed). But I don't remember about the gold value.

I believe the Divine Healer (level 2) gets a power boost for each Disease or Monster trophy revealed.

The rolling boulder trap is an absolute royal pain, btw, that is some majorly destructive stuff in a 2-player game! You can lose 3 heroes by yourself if you're unlucky.

I'll try to post more later when I can check my cards.
 
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Bobby Warren
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Re: More Spoiler Information
Cool, thanks!
 
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Re: More Spoiler Information
Traps

Poison Gas Trap (x 2)
Type: Trap - Dire
Card Text: Each player gains 1 Disease unless they reveal a Cleric or a Thief from their hands.
Destroy this trap then refill the hall.

The Cage (x 2)
Type: Trap - Dire
Card Text: Place The Cage aside with one Hero and refill the hall. If a player defeats a monster, destroy the Cage. That player places the hero in his discard pile.

Rolling Boulder (x 3)
Type: Trap - Death
Card Text: Each player, starting with the player on your left, flips a card from the top of their deck onto his discard pile. Continue until three Heroes have been revealed. Destroy the revealed Heroes.
Destroy this Trap and refill the Hall.

Pit Trap (x 3)
Type: Trap - Death
Card Text: Each player reveals one Hero, or reveals a hand containing none. If a player reveals a Hero that is not a thief, that player destroys that Hero.
Destroy this Trap and refill the Hall.

Delirium Poison (x 2)
Type: Trap - Dire
Card Text: All other players reveal their hand and destroy all revealed Spells. Destroy the Trap and refill the Hall.

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Re: More Spoiler Information
Village Cards

Ambrosia
Type: Item - Food - Magic
Cost: 6; Gold Value: 2; Weight: n/a
Light: - VPs: 2
Text: Dungeon: All Heroes gain Strength +2 and Attack +1. If a Hero would be Destroyed during the battle, discard it instead.

Amulet of Power
Type: Item - Light - Magic
Cost: 5; Gold Value: 1; Weight: n/a
Light: 2; VPs: -
Text: Dungeon: Each Hero gains Str +3.

Blacksmith
Type: Villager
Cost: 3; Gold Value: 0; Weight: n/a
Light: 0; VPs: –
Text: Village: Draw 1 card. You may buy one additional card if you buy a Weapon.
Village: Destroy this card to gain 2 gold. Place one Hero from your hand on top of your deck.

Claymore
Type: Weapon - Edged
Cost: 7; Gold Value: 3; Weight: 8!
Light: -; VPs: -
Text: Attack +5
Dungeon: Before refillingg the Dungeon, move one Monster worth 1-2 VP from the Hall into your discard pile. Do not collect XP from this Monster.

Creeping Death
Type: Spell
Cost: 11; Gold Value: 0; Weight: n/a
Light: 0; VPs: –
Dungeon: All other players gain one Disease card. Reduce the Health of each Monster in the Dungeon Hall by 2. If this would reduce a Monster's Health to 0, place it in your discard pile and refill the Hall.

Cursed Mace
Type: Weapon - Blunt
Cost: 5; Gold Value: 0; Weight: 5
Light: 0; VPs: –
Text: Attack +6
Gain one Disease when equipped.

Foresight Elixir
Type: Spell
Cost: 6; Gold Value: 2; Weight: n/a
Light: -; VPs: -
Text: You may reveal this card at any time to avoid the effects of a Trap.
Dungeon: Look at the top three cards of the Dungeon. Return them in any order. Draw 2 cards.

Illusory Blade
Type: Spell
Cost: 3; Gold Value: 0; Weight: 0
Light: 0; VPs: –
Text: Dungeon: Draw any one Weapon from the Village and equip it to a Hero meeting the Strength requirement. Destroy the Weapon after the battle.

Magi Staff
Type: Weapon - Blunt - Magic
Cost: 4; Gold Value: 2; Weight: 3
Light: -; VPs: -
Text: Magic Attack +1
Dungeon: Destroy the Magi Staff to move one Monster from any rank to the bottom of the deck. Refill the Hall. Draw one card.

Magic Missile
Type: Spell
Cost: 6; Gold Value: 0; Weight: n/a
Light: 0; VPs: –
Text: Magic Attack +4
Rank 1 only.

Sage
Type: Villager
Cost: 4; Gold Value: 0; Weight: n/a
Light: 0; VPs: –
Text: Village: Destroy one card. If it is not a Hero, gain 1 XP.
Village: Destroy this card. Gain 1 Gold for each Hero revealed from your hand.

Short Bow
Type: Weapon - Bow
Cost: 5; Gold Value: 3; Weight: 4
Light: 0; VPs: –
Text: Attack +3 in ranks 2 or 3 only.
Dungeon: Attack +2 when equipped by an Archer.

Tavern Brawl
Type: Villager
Cost: 4; Gold Value: 0; Weight: n/a
Light: 0; VPs: –
Text: Village: Discard one Hero and choose another player. Draw and discard cards from the chosen player's deck until a Hero is revealed. If your Hero's strength is higher, destroy the opponent's Hero and gain 1 XP.
Village: Destroy this card and one Hero. All other players discard two cards from their hands.

Tax Collector
Type: Villager
Cost: 5; Gold Value: *; Weight: n/a
Light: -; VPs: -
Text: Village: Gain 1 gold for each player.
Village: Destroy this card. All other players discard one card with a gold value or reveal a hand containing none. Gain gold equal to the the sum of the discarded cards.


[Edited to fix the text of Creeping Death. And Magi Staff.]
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Heroes

Blind Neophyte
Type: Fighter - Cleric
Level: 1; Cost: 6; Strength: 4
Gold Value: 0; Light: 0
XP to Level: 2; VP: 0
Text: Attack +2
Repeat Dungeon: Destroy one Light Item to gain Magic Attack +3.

Blind Monk
Type: Fighter - Cleric
Level: 2; Cost: 9; Strength: 4
Gold Value: -; Light: -
XP to Level: 3; VP: -
Text: Attack +3 Repeat Dungeon: Destroy one Light Item to gain Magic Attack +4.

Blind Grandmaster
Type: Fighter - Cleric
Level: 3; Cost: 12; Strength: 5
Gold Value: -; Light: -
XP to Level: –; VP: 3
Text: Attack +3. Ignore all Light Penalties. Magic Attack +3 if no Light Items are revealed.

Diin Illusionist
Type: Wizard
Level: 1; Cost: 5; Strength: 3
Gold Value: -; Light: -
XP to Level: 2; VP: -
Text: Magic Attack +2

Diin Beguiler
Type: Wizard
Level: 2; Cost: 8; Strength: 3
Gold Value: 0; Light: 0
XP to Level: 3; VP: 0
Text: Magic Attack +2
Dungeon: One Militia duplicates all abilities of one other Hero in your hand.

Diin Enchanter
Type: Wizard
Level: 3; Cost: 11; Strength: 4
Gold Value: -; Light: -
XP to Level: –; VP: 2
Text: Magic Attack +3 Dungeon: Discard one Militia to draw the top Hero from any Village stack. That Hero joins the battle. Destroy the Hero at the end of the battle.

Divine Healer
Type: Cleric
Level: 1; Cost: 5; Strength: 4
Gold Value: -; Light: -
XP to Level: 2; VP: -
Text: Attack +1 Village/Dungeon: Destroy one Disease card to draw one card.

Divine Chaplain
Type: Cleric
Level: 2; Cost: 8; Strength: 5
Gold Value: -; Light: -
XP to Level: 3; VP: -
Text: Attack +2 Dungeon: Gain Attack +1 for each Disease or Monster card revealed. Village/Dungeon: Draw one card.

Divine Prophet
Type: Cleric
Level: 3; Cost: 11; Strength: 6
Gold Value: 0; Light: 0
XP to Level: –; VP: 2
Text: Attack +3
Village/Dungeon: Destroy one Disease card to draw 2 cards.
Village/Dungeon: Draw 2 cards for each Monster card revealed from your hand.

Gangland Thug
Type: Thief
Level: 1; Cost: 6; Strength: 4
Gold Value: 0; Light: 0
XP to Level: 2; VP: 0
Text: Attack +1
Village: Gain +1 gold for ever other Hero revealed from your hand.

Gangland Heavy
Type: Thief
Level: 2; Cost: 9; Strength: 4
Gold Value: 1; Light: -
XP to Level: 3; VP: -
Text: Attack +2 Village: Gain +1 gold for every other Hero revealed from your hand. Dungeon: All other players discard one card with a gold value or reveal a hand containing none.

Gangland Crook
Type: Thief
Level: 3; Cost: 11; Strength: 5
Gold Value: 1; Light: -
XP to Level: –; VP: 1
Text: Attack +3 Dungeon: Additional Attack +4 if your revealed cards' gold value totals five or more.

Gohlen Trapper
Type: Fighter
Level: 1; Cost: 7; Strength: 5
Gold Value: -; Light: -
XP to Level: 2 ; VP: -
Text: Attack +2 Dungeon: Attack +2 if you reveal a Monster card from your hand.

Gohlen Tracker
Type: Fighter
Level: 2; Cost: 10; Strength: 6
Gold Value: 0; Light: 0
XP to Level: 3; VP: 0
Text: Attack +3
Dungeon: Attack +3 if you reveal a Monster card from your hand.

Gohlen Hunter
Type: Fighter
Level: 3; Cost: 13; Strength: 6
Gold Value: -; Light: -
XP to Level: –; VP: 1
Text: Attack +4 Dungeon: Each player discards one Monster card or reveals a hand containing none. If you defeat a Monster this turn, you may place one of the discarded Monsters (worth up to 5VP) into your discard pile if its type matches the Monster you defeated.

Runespawn Adept
Type: Thief - Wizard
Level: 1; Cost: 7; Strength: 5
Gold Value: -; Light: -
XP to Level: 2; VP: -
Text: Magic Attack +2 Dungeon: All other Heroes gain Strength +2

Runespawn Siren
Type: Thief - Wizard
Level: 2; Cost: 10; Strength: 6
Gold Value: -; Light: -
XP to Level: 3; VP: -
Text: Magic Attack +3 Dungeon: All other Heroes gain Strength +3. Dungeon: All other players discard one card.

Runespawn Witch
Type: Thief - Wizard
Level: 3; Cost: 13; Strength: 8
Gold Value: -; Light: -
XP to Level: –; VP: 2
Text: Magic Attack +3 Dungeon: All other Heroes gain Str +4. Dungeon: All other players discard one card. Runespawn Witch gains Magic Attack +2 unless at least one Spell was discarded.

Toryn Scrapper
Type: Fighter
Level: 1; Cost: 7; Strength: 7
Gold Value: -; Light: -
XP to Level: 2; VP: -
Text: Attack +2 This Hero may equip any number of Weapons.

Toryn Duelist
Type: Fighter
Level: 2; Cost: 9; Strength: 8
Gold Value: -; Light: -
XP to Level: 3; VP: -
Text: Attack +3 This Hero may equip any number of Weapons.

Toryn Gladiator
Type: Fighter
Level: 3; Cost: 12; Strength: 9
Gold Value: -; Light: -
XP to Level: –; VP: 2
Text: Attack +4 This Hero may equip any number of Weapons. Dungeon: Each player discards one Weapon or reveals a hand containing none. You may equip one discarded Weapon to this Hero, returning it to its owner after the battle.

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Re: More Spoiler Information
Monsters

Air Wrath (x 2)
Type: Elemental - Nature
Defense: 5 XP: 1 VP: 2
Gold Value: 1 Light:
Card Text: Cannot be attacked if a Spell was used this turn.

Earth Wrath (x 2)
Type: Elemental - Nature
Defense: 7; XP: 2; VP: 7
Gold Value: 1; Light:
Card Text: Magic Attack required.
Battle: Half damage unless an Elemental is revealed from your hand.

Fire Wrath (x 2)
Type: Elemental - Nature
Defense: 6 XP: 2 VP: 4
Gold Value: 1 Light: 1
Card Text: Immune to Spells. Immune to unequipped Heroes.

Thunder Wrath (x 2)
Type: Elemental - Nature
Defense: 9 XP: 3 VP: 8
Gold Value: 1 Light:
Card Text: Cannot be attacked if a Spell is activated. Cannot be attacked if a Weapon is equipped. Battle: At end of battle, shuffle your hand and reveal a card at random. If it is not an Elemental, destroy it.

Water Wrath (x 2)
Type: Elemental - Nature
Defense: 5 XP: 1 VP: 5
Gold Value: 1 Light:
Card Text: Light Penalties cannot be reduced. Battle: All Heroes without equipped Weapons or Magic Attack are destroyed.



Blood Torment (x 1)
Type: Elemental - Pain
Defense: 9; XP: 3; VP: 8
Gold Value: 3; Light:
Card Text: Breach: Each player reveals and discards the five cards from their decks. Each player destroys one revealed card with a Victory Point value (if any).
Battle: Each player reveals their hands and destroys one revealed Monster card.

Lava Torment (x 2)
Type: Elemental - Pain
Defense: 7; XP: 2; VP: 5
Gold Value: 2; Light:
Card Text: Breach: Each player reveals and discards the top five cards from their decks. Each player destroys one revealed Level 1 Hero(if any).

Shadow Torment (x 2)
Type: Elemental - Pain
Defense: 7 XP: 2 VP: 6
Gold Value: 2 Light:
Card Text: Magic Attack Only Breach: Each player reveals and discards the top five cards from their decks. Each player destroys one revealed Level 2 Hero (if any).

Smoke Torment (x 2)
Type: Elemental - Pain
Defense: 6 XP: 1 VP: 4
Gold Value: 1 Light:
Card Text: Magic Attack Only Breach: Each player reveals and discards the top five cards from their decks. Each player destroys one revealed Militia (if any).

Steam Torment (x 3)
Type: Elemental - Pain
Defense: 6; XP: 1; VP: 3
Gold Value: 1; Light:
Card Text: Global Effect: Monsters must be defeated to leave the Dungeon Hall.
[*]Attack +1[/b]



Colossus (x 1)
Type: Golem
Defense: 10 XP: 3 VP: 8
Gold Value: 2 Light:
Card Text: Immune to Magic Attack. Heroes with Strength less than 8 cannot attack.

[uStone Golem[/u] (x 2)
Type: Golem
Defense: 8 XP: 2 VP: 5
Gold Value: 2 Light:
Card Text: Heroes with Str less than 6 cannot attack.

Bronze Golem (x 3)
Type: Golem
Defense: 5; XP: 1; VP: 3
Gold Value: 2; Light:
Card Text: Heroes with a Strenght less than 4 cannot attack.

Clay Golem (x 3)
Type: Golem
Defense: 6 XP: 2 VP: 4
Gold Value: 2 Light:
Card Text: Heroes with Str less than 5 cannot attack. * Dungeon: One Hero gains Str +2

Iron Golem (x 1)
Type: Golem
Defense: 9; XP: 3; VP: 6
Gold Value: 2; Light:
Card Text: Half Magic Attack.
Heroes with Strength less than 7 cannot attack.



Horde (x 10)
Type: Horde - Humanoid
Defense: 3-12 in increments of one; XP: 1; VP: *
Gold Value: 1; Light:
Card Text: Each Horde is worth a number of Victory Points equal to the number of Horde in your Party Deck (including this one) at the end of the game.

The Horde are all identical except for the increasing defense.
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Re: More Spoiler Information
Almost forgot this guy.

Dark Champion (x 1)
Type: Doomknight Guardian
Defense: 12 XP: 3 VP: 4
Gold Value: 1 Light:
Card Text: Cannot be removed from the Dungeon Hall unless defeated.
Breach: Move the Dark Champion to Rank 0. Each turn that the Dark Champion remains in Rank 0, the active player must destroy one card from his hand at the end of his turn.


This does not go in the Doomknight deck; it's a Dungeon Feature, like traps, that occasionally gets added to the Dungeon deck.
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Re: More Spoiler Information
Yeah, the Death Traps really have an impact. In a 3p game, 2 of us finished with only 2 heroes each. zombie And that was a looong game with plenty of buying and leveling.


polycrafty wrote:
I don't have it in front of me, but I can tell you that for the Horde cards the defense value increases one for each card/level starting at 3 and going up to at least 11, I think. The VP and card text is the same for each (copy of the defense 3 guy you have listed). But I don't remember about the gold value.

I believe the Divine Healer (level 2) gets a power boost for each Disease or Monster trophy revealed.

The rolling boulder trap is an absolute royal pain, btw, that is some majorly destructive stuff in a 2-player game! You can lose 3 heroes by yourself if you're unlucky.

I'll try to post more later when I can check my cards.
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Re: More Spoiler Information
Thank you, Zedsdead!

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. .
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Zedsdead wrote:
Almost forgot this guy.

Dark Champion (x 1)
Type: Doomknight Guardian
Defense: 12 XP: 3 VP: 4
Gold Value: 1 Light:
Card Text: Cannot be removed from the Dungeon Hall unless defeated.
Breach: Move the Dark Champion to Rank 0. Each turn that the Dark Champion remains in Rank 0, the active player must destroy one card from his hand at the end of his turn.


This does not go in the Doomknight deck; it's a Dungeon Feature, like traps, that occasionally gets added to the Dungeon deck.


I had him from one of the card releases and forgot to add him since he has his on sheet on my spreadsheet (which he now shares with the Death Sentinel promo). I was going to add him last night, but you had already done all the great work before I could.

Thanks!
 
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Zedsdead wrote:
Village Cards

Illusory Blade
Type: Spell
Cost: 3; Gold Value: 0; Weight: 0
Light: 0; VPs: –
Text: Dungeon: Draw any one Weapon from the Village and equip it to a Hero meeting the Strength requirement. Destroy the Weapon after the battle.



If a couple of players start using this spell, the village will soon run out of weapons, and then Illusory Blade will be a useless filler in the deck. Also probably there wouldn't be much bought weapons in the decks. Hence, weaponless heroes.
 
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I am really looking forward to the expansion, and overall it looks good, but I do have some concerns about mechanics issues. The Diin heroes and Illusory Blade are going to completely kill 5 player games, where some heroes and weapons were already difficult to acquire. Also, some of the Golems pretty much require fighters, or combos with strength boosters. I guess this wouldn't be such a big issue, but strength is otherwise a pretty useless statistic. If these monsters come up randomly without fighters, it is going to be a pretty painful game.
 
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Bobby4th wrote:
Thank you, Zedsdead!

. .


My pleasure. Thanks for templating the entire set so that I was able to just fill in the blanks. And thanks for the whopper tip!
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You're right. Our first game came up with Golems vs all Clerics and Thieves. Took FOREVER. But still loads o' fun.

In the two games I've played with Illusory Blade, it never stopped being useful (if not always dominating). I never bought more than one for my deck, though I can see having two if I'm playing heavy Toryn. Worst case, it fetched a dagger for a stray Militia.

Kaacee wrote:
I am really looking forward to the expansion, and overall it looks good, but I do have some concerns about mechanics issues. The Diin heroes and Illusory Blade are going to completely kill 5 player games, where some heroes and weapons were already difficult to acquire. Also, some of the Golems pretty much require fighters, or combos with strength boosters. I guess this wouldn't be such a big issue, but strength is otherwise a pretty useless statistic. If these monsters come up randomly without fighters, it is going to be a pretty painful game.
 
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how do you keep track of the hordes defense level to know what it's current strength is?
 
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Chrisxny wrote:
how do you keep track of the hordes defense level to know what it's current strength is?

From the rules:

Quote:
If you turned over the Horde Monster Randomizer card, you will need to build a separate Horde Deck (see “The Horde” on page 7).

And...

Quote:
The Horde are a special breed of Monster card which grows stronger and stronger the more often you fight them. The Horde has two card types: the first are the placeholder cards, which have a “0” for all game stats and no card text. If the Horde is being used in the game, all the placeholder cards are shuffled into the Dungeon Deck like normal Monster cards.

The other cards are used to create a separate Horde Deck. Arrange these cards face up in order of Health, from 3 to 12 — with the 3 on top of the deck and the 12 on the bottom. Do not shuffle the Horde Deck. Place the Horde Deck next to the Dungeon Hall.
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