This document provides an overview of variants to the Epic Thunderstone board game designed by Richard Launius and further modified by other designers including Tom Vasel and Yoki Erdtman. It summarizes the key changes made to components like the dungeon deck, hero decks, weapons decks, and new actions. Variants include adjusting card distributions and types, adding new village actions, and optional rules around traps, treasures, and end conditions. The variants are described to customize and adjust the Epic Thunderstone experience for different group sizes and expansion content.
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Thunderstone Epic Variants v1-1
This document provides an overview of variants to the Epic Thunderstone board game designed by Richard Launius and further modified by other designers including Tom Vasel and Yoki Erdtman. It summarizes the key changes made to components like the dungeon deck, hero decks, weapons decks, and new actions. Variants include adjusting card distributions and types, adding new village actions, and optional rules around traps, treasures, and end conditions. The variants are described to customize and adjust the Epic Thunderstone experience for different group sizes and expansion content.
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Credit for the original Epic Thunderstone variant goes to noted game designer Richard Launius.
Document version 1.1, by Yoki.
Epic Thunderstone This is a Thunderstone rules variant by noted game designer Richard Launius. He comments that as more Thunderstone sets are released, he reduces the number of each type of card included in the decks to ensure more variety. This variant is evangelized and tweaked by Tom Vasel as noted below. Further variants and modifications by Yoki Erdtman and others are also listed. Monsters & Dungeon Features (1 Dungeon Deck, Row #1): Richard Launius Original: Shuffle all Monster, Siege, and Dungeon Feature cards together. Deal out 10 Cards per player into the Dungeon Deck. Do not use Hordes, or Swarm cards. Lastly add 1 or more Thunderstones to the bottom 10 cards and shuffle them. Tom Vasels Variant: Sort the Monster and Siege cards into three decks, sorted by XP. Shuffle 1 Guardian, 1 Thunderstone, and 7 x XP3-4 Monsters together and put in the Dungeon pile. Shuffle three more XP3- 4 Monsters and put on top of the Dungeon, then add a shuffled stack of 10 x XP2 Monsters, and lastly top it off with a shuffled stack of 10 x XP1 Monsters. All the monsters are randomly selected. Add Dungeon Features (Traps, and Treasures), Horde, and/or Swarm as desired. Yoki Erdtmans Variant #1: Use 4 x XP1 Monsters, 3 x XP2 Monsters, and 3 x XP3-4 Monsters per player. You may also add one Trap and/or Treasure per player to any or all of the three levels of the Dungeon. Yoki Erdtmans Variant #2: Use the rules as written and the randomizer cards to create the Dungeon Deck. This helps lend an overall strategic choice to the players based on the types of cards they know to be in the Dungeon Deck. This leads to an RPG adventure style feel as you tackle a particular dungeon, and even more so if you use the Setting cards. Yoki Erdtmans XP Variant: Instead of, or in addition to, the modified Rest action listed under New Actions, grant 1 extra XP per monster defeated in Battle. This is trying to improve the speed of the game, as you can no longer purchase Level 2+ Heroes with Gold and therefore require more XP in the games economy. Heroes Deck(s) (4-5 stacks, Row #2): Richard Launius Original: Shuffle together all Level 1 Heroes and cut them into 4 stacks. Heroes can only level up through XP; you may never recruit Level 2+ Heroes by purchasing them with Gold. 4 Stacks
Tom Vasels Variant: Same as Richard Launius version. 4 Stacks
Yoki Erdtmans Variant: Sort all the Heroes by Trait and put each in its own stack, for a total of 5 stacks; i.e. Archer, Cleric, Fighter, Thief, and Wizard. Multi-class characters go in the stack for the keyword listed first, or if youd like put half in one stack and half in the other, or lastly you just put them in the pile that contains least cards. 5 Decks, 1 Stack each Spells & Magic Items Deck (2 Stacks, Row #2): Richard Launius Original: Shuffle all the Spell, and magic item (Trait: Item Magic) cards together and cut them into 2 Village stacks. 2 Stacks Tom Vasels Variant: Same as Richard Launius version. 2 Stacks Yoki Erdtmans Variant: Put the Spells in 2 stacks, and all Item Magic, and Weapon Magic in 1. 3 Stacks Credit for the original Epic Thunderstone variant goes to noted game designer Richard Launius. Document version 1.1, by Yoki. Weapons Deck (2-3 Stacks, Row #3): Richard Launius Original: Shuffle all Weapons cards (including Trait: Magic), except for the starting Dagger cards, and cut them into 2 Village stacks (3 if you are using multiple expansions). 2 Stacks Tom Vasels Variant: Use three Weapon shop stacks for more variety. 3 Stacks Yoki Erdtmans Variant: Sort the weapons by type and use three stacks, 1 each for Blunt, Bow, and Edged Weapon cards. Cards of the type Weapon Magic, but lacking another trait go in the Spells & Magic Items Deck instead. 3 Stacks Villagers Deck (2-3 Stacks, Row #3): Richard Launius Original: Shuffle all Villager, including Villager Mercenary, cards and cut them into 2 Village stacks. 2 Stacks Tom Vasels Variant: Same as Richard Launius version. 2-3 Stacks Yoki Erdtmans Variant: Put the Villager cards in 1 stack and the Villagers Mercenary cards in a 2 nd . 2 Stacks Food Deck (1 Stack, Row #3): Richard Launius Original: Shuffle all Item Food cards (i.e. any card with the Food Trait), except for the starting Iron Rations, and put them in 1 Village stack. Tom Vasels Variant: Same as Richard Launius version. Yoki Erdtmans Variant: Same as Richard Launius version. Light Deck (1 Stack, Row #3): Richard Launius Original: Shuffle all Item Light cards (i.e. any card with the Light Trait), except the starting Torch, and put them in 1 Village stack. Tom Vasels Variant: Same as Richard Launius version. Yoki Erdtmans Variant: Same as Richard Launius version. Starting Cards (5-6 Stacks, Row #4): Richard Launius Original: Put the starting cards, Militia, Torch, Iron Rations, Dagger, and Diseases in 5 Village stacks. 5 Stacks Tom Vasels Variant: Same as Richard Launius version. 5 Stacks Yoki Erdtmans Variant: The Elite Militia (Militia Hero) cards go in a 6 th stack to the left of the regular Militia. 6 Stacks New Actions: Richard Launius Original: Discard Top Offer (Village Action) When visiting the Village, you may discard the top card from any location, before taking any other action. Note: Tom and Yoki both play with Richards Discard Top Offer (Village Action) variant. Tom Vasels Variant: Market Variety (Village Action) If the same card is showing on top of any two Village stacks, then discard all of them (only use this action when playing with multiple expansions). Note: Yoki also plays with Toms Market Variety (Village Action) variant. Yoki Erdtmans Variant: Rest & Recuperation When selecting to Rest, instead of visiting the Dungeon or Village, you not only Destroy one card, but also gain 2XP. This helps mitigate the slow- down of gameplay due to no longer being able to purchase level 2+ Heroes. Credit for the original Epic Thunderstone variant goes to noted game designer Richard Launius. Document version 1.1, by Yoki. Other Thunderstone Variants Thunderstone Guardians (Influenced by Skylar and Mark Roberts) Dont add a Thunderstone to the Dungeon Deck, but use three (or more) Guardians and award a random Thunderstone to the player who defeats a Guardian in Battle. If a player gains both the 1 st and 2 nd Thunderstone, they may choose to end the game at the end of their turn, and you add up VP as normal to determine the winner. If a player wins three Thunderstones they automatically and immediately win the game (regardless of VP totals). Otherwise the game ends when the last Guardian has been defeated. Traps & Treasures Deck (Influenced by Ricky C) Create a deck containing all the Trap and Treasure cards shuffled together. Whenever an XP2+ Monster is defeated in Battle draw a random card from the Traps & Treasures Deck and resolve it as normal. However, if you have Destroyed a card in the Battle, then that Destroyed card is no longer of any help in disarming a Trap. A perhaps milder variant would be to draw a card from the Trap & Treasures Deck prior to resolving the combat, and resolving a potential Trap before fighting commences, but a Treasure is still not gained until after the Battle has been won (if you lose put the Treasure card on the bottom of the Traps & Treasures Deck). Why the Heck Would We Run Away After Kicking Your Ass? Disregard the rule that states that cause Monsters not defeated to retreat into the dungeon (i.e. putting moving the card to the bottom of the Dungeon Deck) if you lose a Battle, as thematically it sounds like some very wimpy monsters! How about moving them to Rank 1 instead (if not there already)? Perhaps better yet, apply the Shame of Defeat variant below The Shame of Defeat! Each time you lose a Battle you suffer a negative one VP. Use an appropriately shameful token to represent each -1VP loss. Bill Hs FUDGE Battles Roll 4dFUDGE when in a Battle, granting from -4 to +4 to your Attack value. Stephen Schaefers and Rickard Erikssons Modified Game Setup X = the number of players. X Monster types or Dungeon Features in the Dungeon Deck X+1 Hero stacks in the Village (X+1)x2 Village Cards Shuffle the Thunderstone into the bottom 3X cards (bottom 30%) This scales the game down for 2-player games so that you don't have a wealth of Heroes, and it makes the game a little quicker and more cutthroat. 20+ monsters are a lot of points between 2 players. It also scales the game up for 4 or 5-player games, alleviating two scarcities in large games: number of Heroes and number of Monsters.