Board game reviews, strategy tips & session reports
Stats:
No. of players: 1-5
Amount of time to play: 45-60 min
Age requirements: 12+
Set-up time: 5-10 minutes
Thunderstone Advance upgrades the Thunderstone franchise. The original is a good game but Thunderstone advance takes it to the next level.
The basic game play of Thunderstone Advance is the same as the original. You are still trying to outfit a group of adventurers to kill monsters in the dungeon. Each monster is worth victory points and at the end of the game if you have the most points, you win. If you want a more detailed description read my review of the original Thunderstone. This article is going to highlight the major changes and differences that Thunderstone Advance introduces to the game.
Thunderstone Advance comes with a double-sided board. One side of the board represents the dungeon and the other the wilderness. Light penalties in the wilderness are reduced and there are four slots for monsters. The board is marked with slots for heroes, weapons, spells and villagers. These slots help organize and keep your random set-up from getting too random.
The cards have a new layout and have borders that are colored coded by their type. Red are monsters, blue are heroes and green are village cards. There is a larger area for the text as well. The randomizer cards have their card text (they used to be blank) and are clearly labeled.
Starting decks are new too. Thunderstone Shards replace Iron rations and grant you strength and an extra XP when you defeat a monster. Regulars replace Militia and Long Spears replace Daggers. These two work well together. A Regular using a pole arm (like a Long Spear) draws a card in the dungeon. Regulars also only cost 2XP to level instead of 3 like Militia.
Curses replace diseases in the new set and are a bit easier to get rid of. They also are more varied in their negative effects.
The new threat in Thunderstone Advance, are the Thunderstone Bearers and these baddies are tough. The game ends when they are slain or if they reach Rank 1 and flee the dungeon. The monsters in the dungeon are given a level. This helps avoid facing too many powerful (or weak) monsters in a game.
You may now prepare on your turn. This action allows you to return any cards you like to the top of your deck and then discard the rest. This allows you to get a new hand when you need just another card or two to finish of a monster.
When you finish off your first monster, you may choose the top Familiar. Familiars help you in both the dungeon and the village depending on the number of XP you have. The more you have, the more they help. Once used, they go to your discard place. They are placed in front of you once you draw them again.
There are also some small tweaks to the wording of rules and the terminology. This streamlines the play experience and eliminates some confusion. All this and it is backward compatible too. All your old cards are playable with the new set.
Thunderstone Advance is exactly that, an advance of the old game. There have been a lot of small changes that have created a game that is very similar to the original but better. Overall the game is less clunky and there is more room for strategic thinking in it.
The Regulars allowing a card draw when using a pole arm is excellent. Militia cards were pretty useless, but the Regular is easy to level and with a pole arm can make a questionable trip to the dungeon a successful one.
Being able to prepare is great too. It really takes some of the randomness out of the game. You miss a turn, but if you can land a big monster it is totally worth it.
The familiars add a nice element that can help you once you’ve killed a few monsters. They aren’t game-breaking, but are fun without adding new or complicated rules.
Speaking of rules these rules are the best Thunderstone rules to date. They contain clear examples and are much easier to follow than past iterations. The quick start guide helps new players pick up the basic game play in minutes. The art is excellent and the new card layout is more user-friendly too.
The board helps you create the village and reminds you of light penalties. The labeled randomizers can help you create a balanced dungeon without having to pull out extra cards. I never understood why this was not done before.
Thunderstone Advance is not perfect. You still may get a tough monster in Rank 1 and have to hit the village before someone is able or willing to attack it. This can slow the game down and make it drag a bit longer than it should.
If you like the original game, try Thunderstone Advance. If you like deck-building games, try Thunderstone Advance. If you like fantasy themed games, try Thunderstone Advance. In case I am not being clear you should try Thunderstone Advance. You won’t be sorry it is challenging, thematic and fun.
Score and synopsis: (Click here for an explanation of these review categories.)
Strategy 4 out of 6
Luck 4 out of 6
Player Interaction 2 out of 6
Replay Value 5 out of 6
Complexity 4 out of 6
Fun 5 out of 6
Overall 5 out of 6
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