Flash forward to the futuristic gaming-paradise of 2011 and deck building has become a genre in it's own right. What happens when Magic's meta game gets its "meta" appendix removed, the fantasy gets more grimdark, and all of a sudden it's a race to see who can stop the end of the world? Thunderstone!
A World of Adventure. And diseases. |
And Thunderstone is a race: two to five players see themselves cast into the role of leader of a party of adventures, though you never fight yourself. The party, and all its equipment, is contained in your deck, and it starts out absolutely shit: some terrible Militia, barely strong enough to hold a tiny dagger, and a small assortment of "helpful" items. But, my friend, it does not stay like this for long. Each turn you can choose to do one of three things: buy a card from the village to add to your deck, have a fight in the dungeon, or rest.
You can fight monsters in the far back, but they require more light to battle without penalty! |
An early hand. 5/6th's of it is an embarrassment to heroes everywhere. |
A late-game hand. Still a few starting cards rattling around regrettably. |
You can stick to just fighting the toughest monsters to keep your deck fast, but you may have a long wait for a killer hand. Or do you take victories where you can get them, at the risk of drawing monster cards when you needed results? You'll also want XP (also obtained by killing monsters) to get better heroes, so that you can kill the strongest monsters, but how low do you set your standards at any given time? Once again, it all comes down to managing your deck size, weighing the short-term loss in potency with the game-winning VP and current need for XP. And of course, if the dungeon deck is nearing its end, it may be best to grab what you can, because there may not be time left before you'd reshuffle those monsters back in anyway!
Hydra will ensure you do not leave the battle unscathed, while Lich Lord is just a dick. |
Recommended for: seekers of hour-long adventure, owners of small tables, and the sworn enemies of dice.
COMPARISON CORNER: DOMINION
Think back to when you were a child: did you want to one day, if you worked really hard, be able to buy a nice plot of land? Or did you want to slay a Lich, who with his dying breath cursed you to death, only to then deflect the curse with your magical life-saving sword? If you answered the former, you should probably look at Dominion before Thunderstone. Also you were a pretty boring kid.
Dominion is the original deck building game, and it has had praise and awards and money heaped upon it, and for good reason. It's elegant, to be sure: a simple rule system with a vast, emergent complexity emanate forth from the interplay of its never-the-same-twice card pool like Platonic forms. It's a beautifully designed game, but it's not a beautiful game, sadly. It never quite comes alive, laden as it is with drab nobles and inconsistent artwork. It also has serious turn-length issues, where one player can take three minutes comboing action cards and re-shuffling until he draws his ENTIRE DECK, and the next guy just has a handful of money. Thunderstone is the opposite. It's a little simpler, yet paradoxically has more rules, but it's so full of flavor, beautiful artwork, and it just overflows with tropes. Both have their merits and ultimately are both worth your money, but the theme, group appeal, and higher production values of Thunderstone put it over the top.
I've been looking for a deck-building game such as this for ages and while I had heard of this game before now, I had no way of judging whether it was what I was looking for or not. Thanks!
ReplyDeleteThanks, glad I could help! One thing to know is you should start with the Dragonspire standalone set, which is what you see in the pictures. It comes with a lot of improvements over the original game, and has enough space in the box to fit all of the previous sets combined.
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