Thunderstone and Thunderstone Advance, Board Game Review

Thunderstone is a deck-building game by Mike Elliott, posted in 2009, one 12 months after Dominion hit the market, creating a mania with the introduction of a hot combo of game mechanics: deck building and card drafting. In games using these technicians, players choose cards from a common pool outlined on the table, and try to slowly but surely built the best deck of cards with which they will get the most success points. The theme of such games could differ but the key idea remains the same. With this review we will look at 2 games, the original Thunderstone released in 2009 and the new Thunderstone Advance, a new better implementation of the original game. Acmarket Apk

Game Summary

In Thunderstone, you are definitely the head of a heroic get together of adventurers arriving at Barrowsdale, near Grimhold Dungeon where first Thunderstone, an artifact of evil influence, is kept. You seek to find the Thunderstone but in so that it will do so, you have to fight powerful monsters that guard the dungeon. You must develop a deck of cards, composed of adventurers, weaponry, magic spells, food and other items. 

Before starting the game, you have to setup 3 different kind of decks. Keep in mind that in each game of Thunderstone you will not be using all greeting cards available in the game but everytime the playing cards you use will change:

Dungeon deck: There are main different classes of enemies. You choose 3 or more classes at unique, take all monsters that belong to these classes and shuffle them to form the dungeon deck. Shuffle the special Thunderstone credit card with underneath 10 playing cards of the Dungeon deck. Now you are prepared to fill the hall which is the area where you fight the monsters, put next to the Dungeon deck. There are 3 ranks of monsters in the Hall Area. The card farthest from the Dungeon deck is get ranking 1 and normally the one best is rank 3. These types of ranks are populated with monsters from the Dungeon deck. The rank of each monster, is associated with a specific amount of Light penalty, deducted from the heroes harm power. This factor of the game tries to simulate a real situation in a dungeon, where the farther you progress into it, the less light there is, suppressing one to properly see the monsters, thus bringing down the power of your attack. Each point of light penalty subtracts 2 points of power from your attack. Monsters put in rank 1, give a light penalty of just one (thus strike -2), monsters in ranking 2 give 2 items of light penalty (thus attack -4) and people in rank 3 give 3 points of light fee (thus attack -6).
Small town deck. The village deck contains Heroes, Magic periods, weapons and various items. Those are chosen at random each time you play, using randomizer cards, just as monster is chosen. However there are 4 basic card types that will always be present in the village: Militia, Torch, Iron Ration and Dagger. In each game you will choose 4 different Heroes and main different Village cards to populate the village along with Basic cards. Most these cards populate the village. Each time you choose to visit the village otherwise you action, you can buy one of them.
Starting Deck. Every player is dealt six Militia (6 Regulars in Thunderstone Advance), 2 daggers (Longspears in Thunderstone Advance), 2 iron rations (Thunderstone Shards in Thunderstone Advance) and 2 torches. This kind of is your starting deck which you will slowly but surely grow, filling it with cards from the town and monsters you wipe out. You shuffle your deck and place it face down in front of you. Draw the top 6 cards of your deck and you are ready for adventure.
In your turn, you can choose to do one of the next actions:

Visit the village: The cards you have you are possessing, give you a certain amount of coins. You can use this precious metal to buy cards from the village as you see appropriate. In reality that’s what you will mainly do in your starting turns, as you wil probably not be strong enough to strike monsters in the lounge.
Enter the dungeon: Every single hero has an harm power, indicated on the card. The combined harm power of all the heroes in your palm is your total available capacity to defeat things. Moreover some cards, like the torch, give you light, thus reducing or even eliminating light fines. If you are strong enough to defeat a monster in the Corridor, taking into account light penalties, you can your dungeon, equip your game characters with weapons if available, cast spells and beat a monster. Each huge, when defeated, awards you with a certain amount of victory points and some experience points that can be used to level up your characters.
Rest. By choosing this option, you can snooze and may destroy one card from your chances. It goes to the destroyed cards pile, not to the discarded heap.

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