Thunderstone is a deck-building game by Mike Elliott, printed in 2009, one 12 months after Dominion hit the market, creating a craze 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 presented on the table, and try to slowly but surely built the best deck of cards with which they will find 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, the industry new increased implementation of the original game. WWE SuperCard Hack
In Thunderstone, you are definitely the innovator of a heroic get together of adventurers arriving at Barrowsdale, near Grimhold Dungeon in which the first Thunderstone, an artifact of evil influence, is kept. You seek to find the Thunderstone but in in an attempt to do so, you have to fight powerful monsters that guard the dungeon. You must develop a deck of cards, including adventurers, guns, magic spells, food and other items.
Before starting the game, you have to setup 3 different kind of decks. Bear in mind that in each game of Thunderstone you will not be using all credit cards available in the game but everytime the greeting cards you use changes:
Dungeon deck: There are eight different classes of creatures. You choose 3 or more classes at arbitrary, take all monsters that belong to these classes and shuffle them to form the dungeon deck. Shuffle the special Thunderstone cards with the base 10 playing cards of the Dungeon deck. Now you will be ready 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 ranking 1 and the main 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 aspect of the game tries to simulate a real situation in a dungeon, where the farther you progress into it, the less light there is, curbing one to properly see the monsters, thus cutting 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 list 2 give 2 items of light penalty (thus attack -4) and people in rank 3 give 3 points of light fee (thus attack -6).
Community deck. The village deck involves Heroes, Magic periods, weapons and various items. Those are chosen aimlessly 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. Every 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 little by little 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.
With your turn, you can choose to do one of the subsequent actions:
Visit the village: The cards you have you are having, give you a certain amount of numismatic coins. You can use this precious metal to buy cards from the village as you see appropriate. In truth that’s what you will mainly do in your starting turns, as you wil probably not be strong enough to strike monsters in the corridor.
Enter the dungeon: Every single hero has an harm power, indicated on the card. The combined harm power of all the heroes in your hands is your total available capacity to defeat things. Moreover some cards, like the torch, give you light, thus reducing or even eliminating light fees and penalties. If you are strong enough to defeat a monster in the Area, taking into account light penalties, you can your dungeon, equip your characters with weapons if available, cast spells and beat a monster. Each creature, when defeated, awards you with a certain amount of victory points and some experience points that can be used to level up your characters.