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Thunderstone Quest Kickstarter: Aftermath

Sat, 03/25/2017 - 19:15


After yesterday’s Grand Finale we’re all recovering and catching our breath!

Some things that are important for everyone to know:

1: We will get the details of the Pledge Manager finalized as quickly as we can. Look for an email about the Pledge Manager in 6 to 8 weeks via the email address you registered with Kickstarter when you set up your Kickstarter account.

2: We won’t be monitoring the Comments thread regularly from now own. If you have a question or a comment please direct it to the Thunderstone Facebook group:

or send us an email at [email protected]

We’ll poke our heads in the Comments channel about once a week to see if there is anyone who doesn’t understand the above and is still asking questions.

3: Refunds and matters related to payment will start getting processed next week if requested. Please email [email protected] if you need help with things related to your pledge.

4: If you credit card failed to charge for some reason Kickstarter will try it a few more times before they give up. If you still haven’t been able to arrange payment by the time the Pledge Manager opens we will attempt to help you on that platform. That will also be a way to use PayPal (probably although there are issues with PayPal and Kickstarters we need to investigate).

5: If you are a retailer or are interested in the AEG Kick It Here program please email [email protected] for more information about carrying Thunderstone Quest in your store.

Thanks again for a tremendous finish!

— The AEG Thunderstone Quest Team

Categories: Company News

Thunderstone Quest Kickstarter: Day Thirty Two 2nd Post

Sat, 03/25/2017 - 19:14
Thunderstone Quest Kickstarter Success

Thank you for supporting us on our first Kickstarter. It has been a fun month launching and running this campaign and with your help it has exceeded our expectations.

The campaign is just the beginning and after a long weekend of sleep we will excitedly jump into the next phase of the process. As we noted in an earlier update, one of the great things about launching a game via Kickstarter is that we get to go on the journey together. We plan to make that journey as fun and informative as possible.

Next week we will be outlining those next phases and talking to you about how we will keep you updated on the progress of your copy of Thunderstone Quest.

Until then we hope you have a great weekend of gaming planned.


— John Zinser & The AEG Team

Categories: Company News

Thunderstone Quest Kickstarter: Day Thirty Two

Sat, 03/25/2017 - 19:12
A Grand Finale Rushes to the Climax

After the Dark Spirits and the Gnawers in the Dark came the Heartless. Golems animated by ancient magic and automata given life by energies unknown, huge and brutal they trod over all who would not give way.

Then came the Fury of the Elements as the very stuff of the cosmos was given malevolent purpose and enormous power. The heroes watched in awe as earth, air, fire, water and the Thunder and Lightning themselves dominated the battlefield.

But then fear was truly felt when the skies parted and the Dragons Unleashed descended on the world. Five ancient serpents rampaged through the lands bringing death and destruction in their wake.

None thought worse could come but then the very gates of Hell itself were thrown open and the Legion of Pain came to the world of mortal men. Demonic figures wreathed in fire and shadow, legendary masters of the underworld who sought not just obedience but to rip the very souls of the living free and cast them down into the Pit from whence none ever returned!

Who will stand against the The Unholy Guardian?

These waves of monsters were faced by brave heroes. Men and women born of legend and empowered by fate. They brought with them powerful magic spells, enchanted weapons and artifacts of power. With their help the day would not be lost. Stand now with these mythic figures and fight, fight against all who try to bring darkness and despair to the world.  It is time for you to wield THE POWER OF THE THUNDERSTONES!

We are moments away from welcoming the 5,000th Backer to the Campaign and we are nearly finished with the Grand Finale!

Thanks to all who joined us on this incredible journey!

— The AEG Thunderstone Team

Categories: Company News

Thunderstone Quest Kickstarter: Day Thirty

Thu, 03/23/2017 - 01:09
Dark Spirits and the Gnawers in the Dark

We are a third of the way into A Grande Finale and we have progressed through the beginning part of the adventure.

The first stirrings of evil were the Dark Spirits. Risen from the grave, empowered with eldritch energy, and determined to destroy all within their reach. We saw five horrific spectres – led by the Tormentor.

But this terrible new threat drew a powerful divine presence from the desolation. Regian has arrived. He bore the King’s Sword. He could draw upon the power of the storm. And, he was warded by the power of Nature itself.


Nature’s Amulet is the 9th Stretch Goal and it will be achieved soon!

What will come after the Dark Spirits? Bright eyes in the darkness. The crunch of old bone. The stench of carrion. They are known as the Gnawers in the Dark. Gnolls – hideous doglike humanoids who skulk in the shadows and strike without warning, feasting on the souls of the weak and unprotected.

Here is a sneak peek at Stretch Goal 10!

Now is the time to back Thunderstone Quest and follow the reveal of the Grand Finale as we race towards the end of the campaign. Follow along with the discussion on the Comments thread!

— The AEG Team

Categories: Company News

Thunderstone Quest Kickstarter: Day Twenty Nine

Tue, 03/21/2017 - 19:30

Backers, we have reached the time of the campaign when the pace begins to accelerate into the final days. As more and more people sign up to receive their Rewards the volume of pledges will rise quickly.

This campaign has wildly exceeded our expectations. Before we began we had a plan to use the Stretch Goals we had built for Total Eclipse of the Sun through the last day. But the pace of pledges was so high that we decided to accelerate the schedule and give you more content than we had originally planned.

Our team of designers have been working on a special surprise and we’re able to reveal it today. For the Finale of the Thunderstone Quest Kickstarter we’re undertaking …

The Quest for the Quest!

The team has been able to outline, create and begin testing the 5th Quest for Thunderstone Quest which to honor the campaign will be titled A Grand Finale. We are going to release the cards in this Quest as a series of Stretch Goals between now and the end of the campaign.

This will be a complete 243 card Quest just like the other four already in the Campaign. It will have 3 Dungeon Tiles (instead of 6). It will use artwork from previous releases in the Thunderstone line. The cards will be mechanically new, but you will see some familiar faces, some benign and welcome, others that have haunted your dreams, since the first Thunderstone was discovered!.

Tracking the Grand Finale

We are going to close the Dungeon for the Stretch Goals already released in the campaign and start a new tracking graphic just for the Finale. You will note that the graphics for the Explorer and Champion Rewards have been updated to reflect the inclusion of The Total Eclipse of the Sun. Nothing has changed regarding the inclusion of the Stretch Goal content – both Rewards still include all the Stretch Goals in the Campaign, both those already unlocked and those that will be unlocked during the Finale.

A Grand Finale is going to be comprised of over 50 Stretch Goals. We are setting up the Quest for the Quest with individual cards as goals so that we can generate maximum momentum as we go into the final hours of the campaign. Being able to keep up a pace of regularly hitting and revealing new goals will keep the campaign fun as we head into the final stretch.

A Grand Finale Stretch Goals will be tracked in their own graphic which will appear at the top of the Campaign page. The graphic for both Rewards will show a numerical indication of each Stretch Goal as it is added to the Reward packages but we’re not going to replicate the graphics twice like we did for the earlier Stretch Goals and Champion Reward. That will make it easier for us to keep updating the page in near real-time and streamline our process for pushing information out about new Stretch Goals.

Thank You For Your Support!

A Grand Finale has been made possible by your generous contributions to the Campaign. We are incredibly pleased that due to the amount of money we have raised we’re able to add this extra content to your Rewards. Without you, none of this would be possible.

Now it is time to get ready. Terrible forces of Evil stir in the land. Legendary heroes gather. At the Grand Finale your sword, your spells and your faith will be all that stands between the green and verdant lands and the homes of the common folk and an onslaught of monsters and nightmares!

Categories: Company News

Thunderstone Quest Kickstarter: Day Twenty Five Part Two

Tue, 03/21/2017 - 04:45

We are making available a First Look Print & Play for Thunderstone Quest. Click this link to access the Drop Box folder containing the files.

The Print & Play is not final, not finalized, subject to change, and not complete. It represents enough of the Thunderstone Quest rules, cards and components to let you play the game, see how the game differs from classic Thunderstone and Thunderstone Advance, and get a sense for the kinds of components we’ll be producing for the Kickstarter Rewards.

There are 6 files in this folder. You will need to download each file, and print it out then cut & prepare the components as necessary to play.

Because a significant amount of questions and answers about rules could clog the Comments channel and make it hard for us to monitor it for questions about the Campaign, we ask that you please take questions about the Print & Play rules to our Facebook Page where we’ll be able to more effectively answer them. If you post rules questions to the Comment thread they won’t be answered. We’d appreciate it if you would “Like” our Facebook Page while you’re there!

We hope you have as much fun playing Thunderstone Quest as we have had making it!

Categories: Company News

Thunderstone Quest Kickstarter: Day Twenty Five

Tue, 03/21/2017 - 04:44

Today we updated the Campaign with our 2nd Add-On, Premium Sleeves!

We are providing these Sleeves (which use the same plastic that we used for the Mystic Vale sleeves) in packs of 500 for $15. You can order as many packs as you wish but you must be at least an Adventurer Level Backer to order.

You will need 4 Packs (2,000 Sleeves) to sleeve all the playable cards in the Champion Reward plus Epic Add-on. You will need 2 Packs (1,000 Sleeves) for the Adventurer Add-On.

How to Use Add-Ons:

Kickstarter does not directly support Add-Ons. They are not a formal part of the Kickstarter system.

Calculate the total amount of your Reward plus all the Add-Ons, and alter your Pledge to that total. For example if you wanted the Champion Reward, the Epic Add-On and 4 Packs of Sleeves, you would manually adjust your Pledge to $190 ($100 + $30 + $15 x 4).

When the Kickstarter ends you will be sent a link to a Pledge Manager. The Pledge Manager is a 3rd party tool that we will use to manage your Pledge. In that tool you will be able to allocate the extra funds you pledged to the Add-Ons you wish to include with your shipment. The link to that Pledge Manager will be sent to the email address you have associated with your Kickstarter Account so be sure that address is current and being monitored. (If you are reading this in an Update Email from Kickstarter, the link will go to the address that received this Update).

If you have any questions about this Add-On, or Add-Ons in general, please post to the Comments channel and we will do our best to respond quickly!

Categories: Company News

Thunderstone Quest Kickstarter: Day Twenty Four

Tue, 03/21/2017 - 04:43

Backers today we posted a How to Play Thunderstone video that we recorded during the AEG Summit last week. It’s a little rough but quite serviceable.

You will hear Mark and John talk about a Print & Play version of the game. We will have that posted to the Campaign soon – it is in final editing and review!

If you have any questions about the rules and systems you see in the video please feel free to raise them on the Comments channel on the Campaign page and our crack team of Thunderstone experts will attempt to provide illumination!

We have also achieved the Yellow Knight Stretch Goal at $360k! A new Stretch Goal will be posted later this afternoon.

Sadly we have some news for our Brazilian backers that is not good. After consultation with several of the shipping companies that we’re consulting with to handle fulfillment we’ve added Brazil to the list of countries we’re not going to be able to ship to. This is due to the fact that shipments into Brazil cannot be reliably delivered. If matters improve before we begin shipments we will be certain to update the community.

Remember that you can cancel your pledge at any time before the campaign ends inside Kickstarter.

Categories: Company News

Thunderstone Quest Kickstarter: Day Twenty

Tue, 03/21/2017 - 04:41

The final confrontation in Thunderstone Quest is with the Guardian.

The three Monster decks in the Dungeon have six Keys hidden within them. When the fourth key is revealed from a Monster deck the Guardian appears in the Wilderness. Once the Guardian has appeared each player has the opportunity to either attack the Guardian or have one last visit to the Dungeon and then the game ends.

In the final turn each player performs their normal card draw and draws an additional four cards and then discards down to their current hand size. This means that on the final turn each player has the opportunity to get a great starting hand to defeat the Guardian.

The Guardian is not removed when defeated by a player.  If a player beats the Guardian that player will be amply rewarded. But the rewards for the Guardian scale, based on how successful the player is.  Each player has an opportunity to earn those rewards independent of the others. Players are not compelled to fight the Guardian.  After a player has assessed their final draw they can choose to take a final Dungeon turn instead of confronting the Guardian.

Each Quest comes with three versions of the Guardian, each of slightly different difficulty, meaning that different Adventures within the Quest have a scaling challenge.

Once each player has either fought the Guardian or taken a final turn in the Dungeon the game ends and Victory Points are totaled to determine the winner.

We think the appearance of the Guardian provides a dramatic conclusion to the game. Players are building their decks to attempt Side Quests and to achieve Guild Quests but the biggest rewards come from defeating the Guardian which provides an excellent comeback mechanic and increases the suspense about who will win when the Victory Points are finally tallied.

— Mark Wootton

Thunderstone Quest Project Lead

Categories: Company News

Thunderstone Quest Kickstarter: Day Nineteen

Tue, 03/21/2017 - 04:40

With the revelation of the 23rd Stretch Goal, the Dungeon Room tiles, we confirmed the Backer theory from the Comments channel that the card-based Stretch Goals so far add up to a whole new Quest, Total Eclipse of the Sun!

(Graphics and packaging are not final and subject to change)

So what constitutes a Quest? A Quest is comprised of:

  • 6 Heroes
  • 6 Monsters
  • 12 Support Items
  • Dungeon Tiles
  • Treasure
  • A Guardian

We have developed several Adventures for each of the 4 Quests in the Champion Reward (and the 2 in the Adventurer Reward, of course). Each Adventure is a list of Village and Dungeon cards that you use as your initial setup for a game of Thunderstone Quest. Of course you can design your own Quests (and Adventures) by selecting your own set of cards, or you can make a randomized game (using the provided Randomizer) cards. All the components from all the Quests can be combined as you wish just as in Classic Thunderstone. We are thinking about ways to link all the Quests together with some elements of persistence between Adventures and the developers have some really interesting ideas!

(For those who are wondering, YES! all the unlocked Stretch Goal cards will also automatically appear in the Epic Thunderstone Add-On at no additional cost.)

When you combine the Side Quests and Guild Quests to the mix we think there’s an incredible amount of replay value in Thunderstone Quest!

Not every Quest will have 6 unique Dungeon Room tiles, although the 4 Quests in the Champion Reward do. And future Quests might have different ratios of card types, or different numbers of cards in a type. But generally speaking a Quest is approximately 240 cards of the types listed above and a selection of Dungeon Room tiles.

You can probably guess what the next unrevealed Stretch Goal will be. Our team originally designed the Kickstarter to end with the next unrevealed Stretch Goal if we hit our optimistic target for pledge levels. But the demand has been so much greater than we hoped that we simply cannot stop the momentum.

The Thunderstone Quest Developers have been burning the midnight oil and today at the Summit they presented their plans to keep up the tempo.  We have added some additional interim Stretch Goals that we’ll be revealing in the next 10 days, and those will lead into The Finale, the final 4 days of the Campaign for which we have prepared a really exciting finish!

— The AEG Thunderstone Team

Categories: Company News

Thunderstone Quest Kickstarter: Day Seventeen

Tue, 03/21/2017 - 04:39

Today at the summit we are going to do a thorough review of all the Quest content for the Kickstarter. Our goal is a playthrough of each Quest. At this point we aren’t concerned with fundamental game rules (because we like ’em!) but we want to be comfortable that the Quest cards themselves have matured to a near-finished point. There may still be some word templating work to be done but the concept of the card and its mechanical attributes should be close to final.

The developers are also working on finalizing a “First Look” version of the rules. These won’t be final but they will be close to final in terms of how they work. The editors and grammarians will still be working to ensure the rules are clear and consistent and that polishing starts when the developers turn over the final rules system. But we will be able to share the First Look rules with you before the polishing work is completed.  We don’t have an ETA for the delivery of the First Look rules but it will be soon.

The combination of a group consensus that the Quests are in good shape and the rules are ready for First Look is a major milestone and objective of the Summit and we are feeling pretty confident we are on track to meet those goals.

We are also planning on producing some “How to Play” video at the same time.  We are hopeful we can get useable video and clean audio and have something good enough to share perhaps as early as next week.

— The AEG Team

Categories: Company News

Thunderstone Quest Kickstarter: Day Sixteen

Tue, 03/21/2017 - 04:38

In addition to an optional Side Quest you will also have the option to take a Guild Quest at the start of the game. There are Guild Quests for each of the four main Classes (Fighter, Rogue, Wizard, Cleric).


Guild Quests are public (not hidden) and they are designed to give you extra Experience  Points for doing the thing your favored Guild does best. For example a Fighter Guild Quest might be “If you defeat a monster with a Fighter using a Weapon you receive a bonus XP.”  All players could have the same Guild Quest or they could all be different, or any combination in-between.

The objective of Guild Quests is to provide structure for players as they learn to play the game, and to let expert players maximize their deck strategies. They are a fun, lightweight addition that adds a little extra spice to the Thunderstone Quest experience.

Categories: Company News

Thunderstone Quest Kickstarter: Day Fifteen

Tue, 03/07/2017 - 20:40

All of AEG has gathered in Southern California for our bi-annual company summit.

We have rented a beautiful house overlooking the Pacific with enough bedrooms to accommodate our whole crew. Since we work virtually its a special treat to get together in the same physical space.

We are all spending the week playing our games in development and talking about the strategy for marketing and support for our 2017 schedule. We are as you can imagine playing a tremendous amount of Thunderstone.

Last night we played a great round of Thunderstone that incorporated several of the new rules systems that the team is finalizing. We will also be playing most of the Quests and Stretch Goal contents as a group so we’ll all be familiar with the contents we’re going to be delivering to our backers after the campaign ends.

It was awesome to see how much the game has evolved in the past several months since GenCon. It has reached the objectives we set for it in terms of fun and depth. We are looking forward to sharing even more of the rules and the game components with you soon.

— The Whole AEG Team

Categories: Company News

Thunderstone Quest Kickstarter: Day Thirteen

Sun, 03/05/2017 - 20:47
Token Appreciation

Thunderstone Quest like most deckbuilding games has an interesting strategic challenge.

There is a certain point where you do not wish to add more cards to your deck. You have your deck humming and doing what it should be doing, the last thing you want to do is add more cards to it and clog it up. So what do you do with your sweet, sweet gold if you do not wish to purchase any cards?

Thunderstone Quest answer: Buy tokens!

(This illustration has nothing to do with Tokens, but it looks cool!)

Tokens are one-time effects that you buy and hold until they are needed. These tend to be smaller effects, such as producing a little bit of light. Effects that maybe you would not want to clog your deck with, but could prove crucial in getting the edge you need to win.

We have also added mechanics to the game so that some heroes and monsters have interactions with tokens.

Tokens for purchase are something we have never explored in Thunderstone before. The colored Thunderstone experience tokens released in Thunderstone Advance were popular, but were very dependent on the luck of the draw, so we wanted to take that idea and make it into a more tactical part of the game. Adding cards to your deck is great for powerful effects, such as attack bonuses which you will always want. But what about small effects, such as a little more Skill to wield a weapon? Or perhaps being a little shy on the gold needed for this turn? That’s where tokens come in, and they have added some great experiences and strategies in Thunderstone Quest. Exploring this territory has opened design space in unexpected ways, and we are excited to share it with you.

So, let’s look at a couple of tokens that we have in the game. Let’s look at the light token first. This costs 3 gold, and can be discarded to create a point of light. With light equalling movement points in Thunderstone Quest, and with the better monsters to attack lying deeper in the dungeon investing in a light token or two early is a key tactical part of the game. Often the third level rooms will have a cost of 2 light to move into them, so having tokens around for when you get the best turns with strong hands is important. The healing potion token is also a vital part of game play. Clerics are a key part of wound management, and wounds are the element that most hampers your deck from working effectively, but you cannot always rely on them being around at the right time. Investing 4 gold into a potion token, to discard to heal a wound on a later village or dungeon turn is a very worthwhile investment as the game progresses, and perhaps allows you to not have to rely too heavily on the cleric in your party all the time. After all what well-prepared adventurer sallies forth without their healing potion?

We began the campaign with cardboard “chits” for tokens but your support unlocked our 6th Stretch Goal and upgraded the tokens to painted wood playing pieces. The graphics you see on the Campaign are just placeholders. Our 3D modelers will be working with our suppliers to finalize actual designs once the campaign is finished and we’re preparing to take Thunderstone Quest into production.

— Bryan Reese

Thunderstone Lead Developer

Categories: Company News

Thunderstone Quest Kickstarter: Day Eleven

Sun, 03/05/2017 - 20:10
What is your Quest?

When figuring out what we wanted to do for this new version of Thunderstone for added coolness, we were delighted and amused to notice that we had never explored the concept of Side Quests before. Thunderstone is the premier, dungeon-crawling deck-builder out there, it needs Side Quests that the players can undertake!

Early in the process we decided that individual Side Quests for each player were a perfect fit. Side Quests are like hidden objectives that players choose. At the start of the game after the village and dungeon have been set up, each player is dealt a selection of quests from which they must choose one for the game. Players keep these secret until it is time to reveal them.

Some Side Quests involve finding powerful cursed heroes, while others are quests for legendary artifacts which, once recovered, go into your deck and assist you in the game — but be careful: these legendary heroes and artifacts can be a double-edged sword. These quests will involve you accomplishing an in-game task like, “Defeat a level 2 or higher monster with 2 or more wounds present.”

Other Side Quests focus your strategy on using specific cards in the Village. These will usually have some end of game condition to meet, like “At the end of the game reveal a deck with at least as many spells as it has heroes” and will be worth additional victory points.

Side Quests are just that; optional quests to do on the side. They can completely change how you play your game of Thunderstone, or can be entirely ignored if the player instead wishes to focus their energy on the main quest; killing monsters and powering up.

— Bryan Reese

Thunderstone Lead Developer

Categories: Company News

Thunderstone Quest Kickstarter: Day Ten

Sun, 03/05/2017 - 20:08
Rodents of Unusual Size (ROUS)

In previous Updates we talked about Monsters and about the Dungeon.

Today we are going to focus on a feature of the game that brings those two things together – the Wilderness.

In Thunderstone Quest, like most deckbuilding games, your starting cards are not going to be good enough to fuel a deck to victory. You will obviously need to buy some extra cards, but the other thing that really helps is if there is some way to improve the cards in your starting deck.

(Art and game mechanics not final and subject to change)

The Wilderness is a room that exists in every Quest at the start of the Dungeon. In this room is a low level monster, with just 4 health, the Giant Rat. The Giant Rat itself gives you no experience points, but the Wilderness has a Spoils reward that allows you to level up one of your starting deck heroes for no experience point cost (a Spoils reward is something that happens when you successfully defeat a monster). When you earn these Spoils, you level up an Adventurer from your hand (the lowest level starting Hero that begins play in your deck) by removing it from the game and replacing it with a Level 1 Hero from the Village at no cost. The Level 1 Hero goes into your discard pile to be drawn and used in a future turn.

This makes a trip into the Wilderness a very worthwhile early game strategy in order to improve on your starting Heroes. It is a sort of training adventure that really only benefits those starting Heroes. Your level 1 and higher Heroes will not really benefit from the Wilderness much, they need to graduate on to more challenging monsters in order to get the experience they need to keep getting better, but you may, from time to time, find innovative ways to get benefit from a trip to the Wilderness, based on cards that you have gained during the game.

Alternately you can avoid the Wilderness and take your chances in the Dungeon proper, relying on luck or strategy to let you defeat monsters and win XP with your starting Adventurers, leveling them up while your party is in the Village as in classic Thunderstone. The Wilderness route is quicker, but the rewards of the dungeon are greater. Sometimes you may return from the Dungeon with wealth and XP, other times you may return with little to show but Wounds.

You can only level up one Adventurer per turn in the Wilderness but you can stay in the Wilderness for as many turns as you like. And multiple players can be in the Wilderness at the same time, each reducing the ROUS population on their turns.

Of course the ideal early game is when you have the opportunity to go to the village and visit the Wilderness, and there are ways to do that – a strategic discussion for a future Update!

— Mark Wootton

Thunderstone Quest Project Lead

Categories: Company News

Thunderstone Quest Kickstarter: Day Nine

Thu, 03/02/2017 - 01:05
Behind the Scenes with Hero Development

Our current stretch goal is one of our more colorful heroes and we thought it would be a good time to talk about character development in Thunderstone Quest.

There is a running in joke in the game industry: Everyone wants to tell you about their character but nobody wants to listen to anyone talk about a character. The kernel of truth in the joke is that usually there’s something interesting and fun about how every character evolves and comes alive, but sometimes it is hard to explain without a lot of backstory and exposition.

There is a lot of hard work, effort, and joy that go into creating and building up a character both when gamers make them and when publishers make them. Let us tell you about some of our characters!

When we sat down to start the world building process for Thunderstone Quest we decided that we wanted our heroes to reflect a wide and diverse world. Don’t worry: if you are looking for powerful Dwarf warriors, heroic Paladins, or clever Elves we have them, but we are also making heroes with non-traditional archetypes.

Here are some of the unique heroes you will have the chance to draft and build decks around in Thunderstone Quest

A Triton Cleric.

This half Orc Wizard is literally prepared for anything

What could be better than a Cleric sent directly from the Heavens?

And my personal favorite an undead warrior returned to avenge his own death!

As the campaign progresses you’ll learn more about the heroes of Thunderstone Quest and their backstory. We promise not to bore you with tales of their exploits!

— John Zinser

CEO, Alderac Entertainment Group

Categories: Company News

Thunderstone Quest Kickstarter: Day Eight

Tue, 02/28/2017 - 23:42
Make Room! Make Room!

One of the coolest new features of Thunderstone Quest is the increase of options in the Dungeon. A standard Dungeon is a three by two grid of rooms, with two rooms at each level (level1, 2 and 3). This means that there are six monsters revealed at all times.

Light is required to navigate the Dungeon. Each room has a light requirement expressed in “Darkness” that must be met to enter the room (even if you are just passing through the room). And each point of Light you need is “used up” to enter that room.

For example, if a level 1 room had a Darkness of zero, the adjacent level 2 room had a Darkness of one, and the level 3 room adjacent to that had a Darkness of two, a player would need three points of Light to move from the entrance right to the deepest part of the Dungeon.

However, if you end the turn in the Dungeon, you begin your next turn (and move) from the same room that you finished the previous turn. So, in the example above, if you only had one point of Light you can only move as far as the level 2 room. But if on the next turn you had two or more light you would then be able to move to the adjacent level 3 room with its Darkness of 2. In this example the Darkness of each room appears in the upper right corner of the tile.

(Dungeon Tile graphics and mechanics not final)

Unlike previous versions of Thunderstone, Light now forms a hard cap on the monsters you can face; no longer can you simply make up for Light with additional attack values. Now you have to build your deck with Light in mind.

Each room also provides challenges and rewards that supplement the challenges and rewards of the monster; some rooms may give the monster a small health boost, or cause an additional wound, for example. Generally the deeper rooms make the monster slightly riskier to face, but at the same time boost the reward that you get in some way.

For example, a room might say, “Heroes have -1 skill” meaning that using a weapon in this room is slightly harder. But the room may have a Spoils ability of “Buy a weapon or spell” to compensate you for the extra effort. Spoils are abilities that you can use after defeating a monster. In this case you would gain an additional reward for defeating the monster in this room despite the penalty, which allowed you to buy a weapon or spell from the Village to add to your deck without having to return to the Village first.

After you are finished playing a pre-designed Quest and you want to play with your own Quest design and your own Dungeons, you can mix-and-match components from your whole Thunderstone Quest collection to see how different room combinations interact with monster groups that have not appeared in those rooms before, giving you a wide variety of replay options, and new challenges each time you play.

— Mark Wootton

Thunderstone Quest Project Lead

Categories: Company News

Thunderstone Quest Kickstarter: Day Seven

Mon, 02/27/2017 - 20:22
Our Kickstarter Arc

Congratulations we are through the first weekend and you are officially one of Thunderstone Quest’s early adopters.

Although this is our first Kickstarter we have backed quite a few ourselves and we love the process of introducing a game through this medium. It is like telling an exciting story in three parts.

The Launch Phase: which officially ended this weekend is like a coming out party. Your friends and folks who believe in you and the project from the start (that’s you guys — thanks again!) show up and have a big party get things started.

The Plot Thickens: the middle part of the campaign is all about character and plot development. The pace slows down but we get to listen to our customers and talk about our hopes and expectations for the final push. (More on this below)

The Grand Finale: A race to the finish line with lots of cool items being added to the campaign as it ends.

As We Tell Our Tale

Thunderstone Quest is a card game and most of the Stretch Goals we’ve planned for the campaign add additional cards to the Rewards. Our rough goal is to feature new cards in two-thirds of the Stretch Goals and components and component upgrades in one-third.

  • We’ve achieved 13 card-centric Stretch Goals, which have added approximately 212 additional cards to the Rewards
  • We’ve achieved 2 component-centric Stretch Goals, which have upgraded the tokens and added the first set of plastic figures
  • Our current Stretch Goal as of this Update is written is a component Stretch Goal adding +1 additional plastic figure

In addition to cards and figures there are also lots of board game elements in the product so a number of the stretch goals are focused on adding and upgrading those components.

In the next three weeks the campaign pace will be lower than speed of the Launch and the Finale. During this period important things are happening as we raise awareness and introduce more details about the game rules, mechanics, components, and looks at cards and components. We’re expanding the amount of information available to backers as we move toward the finale. In addition to the daily upward climb from new backers many potential backers will be starting to consider the campaign and some will be clicking “Remind Me” to be notified as the Finale begins.

Our current strategy for the Finale is heavily focused on card Stretch Goals so we may have a slightly different ratio than our target after the next couple of weeks but we think we’ll end the campaign very close to the target ratio once the Stretch Goals in the Finale are revealed and achieved (we hope!).

Even though you may be seeing more component Stretch Goals than card Stretch Goals for a period of this portion of the campaign, we remain committed to adding cards to the Rewards as we progress through the campaign. Many of the backers have expressed a concern about not turning this into a component-centric campaign, and we agree completely.


The thing about working at a game company is that if you are not careful the work part of making games can become your focus and sometimes you can forget to have fun. AEG is dedicated to having fun so we are always watching for ways to make what we do fun for us and fun for our customers.

For us the highlight from last week was the comments from fans about the Meeple story and The +1 votes to save the Yellow Meeple on the Forums. It made us laugh and was a ton of bonus fun for us. We’ve adopted Yellow as our campaign mascot!

We are not done with the Yellow Meeple. You’ll see a lot more about him as the campaign unfolds and we’re watching to see how the community takes the fun of this and runs with it as well.

As an added bonus our team is going to be scouring the internet for sightings or stories about the yellow Meeple and we will randomly be giving AEG games to some of you out there having fun, entertaining us, and as a small bonus helping spread the word about Thunderstone Quest and how much fun the campaign is.

Thank you again for early adopting. We hope to give you and exciting and enjoyable campaign as an early adopter of our baby.

— John Zinser

CEO, Alderac Entertainment Group

Categories: Company News

Thunderstone Quest Kickstarter: Day Five

Sat, 02/25/2017 - 22:12
Of Monstrous Things

We talked last time about the heroes that will be joining you on your quest. Let’s talk this time about the things that stand between you and victory. The monsters!

Monsters come in groups, and each group has a level. This represents how difficult they are to defeat and how much experience you gain for defeating them. In Thunderstone Quest the Dungeon has three levels, with each level comprised of its own rooms. The level one monsters are in the most accessible rooms and the fearsome level three monsters are in the deepest parts of the Dungeon.

Level 3 Monsters from A Mirror in the Dark


As the game progresses you are trying to improve the quality of your deck in order to have both the Light to get to the deepest parts of the Dungeon, as well as the attack values to defeat the denizens that live there.

The way to beat a monster is to have an attack value amongst your heroes, spells and their various bits of gear that is at least as high as the health of the monster you are facing. But health isn’t everything. Monsters also have abilities.

Usually the lower level monsters will do things that will either be a minor annoyance when you fight them, or even worse they have been sent out to impede your progress to the tougher second and third level monsters (Kobolds are especially annoying when it comes to this!).

The second and third level monsters will have more health, but they may also have traits and abilities that protect them in some way. They may require you to have magical attack, they may have some degree of innate resistance to magic, or to physical attack. The toughest monsters are also the ones who have abilities that happen ”before the battle” these guys do things that can change the result of the combat before it happens. Others may still be nasty but their effect is only a parting shot after the battle.

We made the decision to add dice to the system. Adding dice has allowed us to design a small element of chance to encounters with the monsters, and whilst not every monster group uses dice, those that do gain a touch of uncertainty to the outcome.

One of my favorites is: “Before the battle, roll 2d6. Discard a weapon card for each 5 or 6 rolled.” There are range of other similar abilities similar to this mechanic. They are designed to make each encounter more than a pre-calculated pre-determined fight but not so random that you cannot plan a winning strategy.

You will think to yourself: It’s a juicy target, but I really need that sword equipped to win, I just need to not roll badly… Plus I always roll better when I have the yellow meeple.

Monster groups represent some sort of collective theme within the stories of Thunderstone Quest – it might Kobolds, it might be Ogres or even Servitors of Fire. Each group will tend to have abilities that reflect what they do as a type of challenge. Each group is 10 monsters strong. Except the Guardians.

The Guardians are the bosses of the Dungeon. The ultimate bad guy that appears at the climactic conclusion of the day. Guardians are released once a number of Keys have been discovered in the Dungeon decks. Once the Guardian has been released each player gets one turn to take on the Guardian Monster (they don’t have to, they can continue to defeat other monsters, but if you can defeat the Guardian the rewards are big).

Each Quest is designed with six monster groups, two of each level, so as you work your way through the Quests not only will you see a lot of different themes with each scenario, you will also see how much replay value comes from the way the different monsters behave when you play with random set ups.

Thanks for keeping up the amazing support of the campaign! Let all your friends know about this Update and remind them that the more stretch goals we hit the better the Rewards become for every backer!

— Mark Wootton

Thunderstone Quest Project Lead

Categories: Company News