Thunderstone and Thunderstone Advance, Board Game Review

Thunderstone and Thunderstone Advance, Board Game Review

Thunderstone is a deck-building game by Mike Elliott, distributed in 2009, one year after Dominion hit the market, making a craze with the presentation of a hot mix of game mechanics: deck building and card drafting. In games utilizing these mechanics, players pick cards from a typical pool spread out on the table, and attempt to bit by bit constructed the best deck of cards with which they will procure the most triumph focuses. The subject of such games might vary however the principal thought continues as before. With this survey we will see 2 games, the first Thunderstone delivered in 2009 and the new Thunderstone Advance, which is another better execution of the first game.


Game Overview


In Thunderstone, you are the head of a courageous party of swashbucklers showing up at Barrowsdale, close to Grimhold Dungeon where the main , a curio of malicious power, is kept. You try to find the Thunderstone yet to do as such, you need to fight strong beasts that watch the prison. You should construct a deck of cards, comprising of travelers, weapons, enchantment spells, food and different things.


Prior to starting the game, you need to arrangement 3 distinct sort of decks. Recall that in each round of Thunderstone you will not be utilizing all cards accessible in the game yet each time the cards you use will be unique:


Prison deck: There are 8 unique classes of beasts. You pick at least 3 classes aimlessly, take all beasts having a place with these classes and mix them to shape the prison deck. Mix the extraordinary Thunderstone card with the last 10 cards of the Dungeon deck. Presently you are prepared to populate the corridor which is the region where you battle the beasts, set close to the Dungeon deck. There are 3 positions of beasts in the Hall Area. The card farthest from the Dungeon deck is rank 1 and the one nearest is rank 3. These positions are populated with beasts from the Dungeon deck. The position of every beast, is related with a particular measure of Light punishment, deducted from the legends assault power. This component of the game attempts to reenact what is happening in a prison, where the farther you advance into it, the less light there is, restraining you to see the beasts, consequently bringing down the force of your assault appropriately. Each mark of light punishment deducts 2 places of force from your assault. Beasts put in rank 1, give a light punishment of 1 (in this manner assault – 2), beasts in rank 2 give 2 places of light punishment (subsequently assault – 4) and those in rank 3 give 3 marks of light punishment (consequently assault – 6).

Town deck. The town deck comprises of Heroes, Magic spells, weapons and different things. Those are picked arbitrarily each time you play, utilizing randomizer cards, similarly as beast classes are picked. Anyway there are 4 fundamental card types that will constantly be available in the town: Militia, Torch, Iron Ration and Dagger. In each game you will pick 4 unique Heroes and 8 distinct Village cards to populate the town alongside Basic cards. This large number of cards populate the town. Each time you decide to visit the town as your activity, you can get one of them.

Beginning Deck. Every player is managed 6 Militia (6 Regulars in Thunderstone Advance), 2 knifes (Longspears in Thunderstone Advance), 2 iron proportions (Thunderstone Shards in Thunderstone Advance) and 2 lights. This is your beginning deck which you will steadily develop, filling it with cards from the town and beasts you rout. You mix your deck and spot it face down before you. Draw the best 6 cards of your deck and you are prepared for experience.

On your turn, you can decide to do one of the accompanying activities:


Visit the town: The cards you have in your grasp, give you a specific measure of gold coins. You can utilize this gold to purchase cards from the town as you see fitting. As a matter of fact that is what you will fundamentally do in your initial not many turns, as you wil most likely not be sufficiently able to go after beasts in the lobby.

Enter the prison: Each legend has an assault power, demonstrated on the card. The consolidated assault force of the multitude of legends in your grasp is your absolute accessible ability to overcome beasts. Besides a few cards, similar to the light, give you light, subsequently decreasing or in any event, disposing of light punishments. In the event that you are sufficiently able to overcome a beast in the Hall, considering light punishments, you can enter the prison, outfit your legends with weapons if accessible, cast spells and rout a beast. Every beast, when crushed, grants you with a specific measure of triumph focuses and some experience focuses which you can use to step up your legends.

Rest. By picking this choice, you can rest and may annihilate one card from your hand. It goes to the obliterated cards heap, not to the disposed of heap.

Toward the finish of your turn, you dispose of all cards in your grasp to the dispose of heap and draw six new cards. At the point when your deck is exhausted, mix all cards from the disposed of heap to frame your new draw heap.


The game closures when a player gathers the Thunderstone (by overcoming a beast in Rank 1 in this manner making the Thunderstone move to that open position) or it enters Rank 1 on the grounds that a beast wasn’t crushed. Players count up triumph focuses from cards they have gathered all through the game. The player with the most triumph focuses is the champ.


In 2012, another refreshed adaptation of Thunderstone was delivered: Thunderstone Advance. The primary arrangement of the new rendition is classified “Pinnacles of Ruin”. Cards from unique Thunderstone and Thunderstone Advance can be combined as one. Here are the main new elements of Thunderstone Advance:


Changed phrasing: Light punishment is presently called Darkness. Respond is another capacity that empowers players to act during different players turns. Strike is another impact that happens when beasts are first uncovered in the Dungeon Hall.

Thunderstone: The Thunderstone card has been supplanted by the Thunderstone carrier. Presently the game finishes when a player overcomes the Thunderstone carrier or he gets away from the Dungeon Hall (arrives at Rank 1).

Game board: Thunderstone advance accompanies a twofold sided board that fills an excess. The game board assists with arranging cards better as there are spaces on it to put beasts and town cards. Furthermore it gives a more adjusted arrangement, by deciding a particular number of each card type to be utilized in the game. There are 4 spaces for weapons, 3 openings for things and 3 spaces for spells. During arrangement town randomizer cards will be uncovered and matching piles of town cards will be put on the proper space. In the event that all spaces of the uncovered randomizer card type have been filled, another randomizer card is uncovered. The different sides of the game board accommodate beginner and high level play. The beginner side is designated “wild side”. murkiness rules are simpler and there are 4 spaces for beasts in the Dungeon Hall. High level side is classified “prison side” with exemplary dimness rules and 3 positions.

Beasts: Monsters currently have levels. During arrangement, one beast bunch from each level (1,2 and 3) is decided arbitrarily to populate the Dungeon Hall. This way beasts have adjusted power and strange arrangements for example of most beasts being overwhelmed are kept away from.

New activity: Apart from visiting the town, the prison or resting now players have the choice to get ready for their next round, by putting as many cards they like from their hand on top of their deck and disposing of the rest.

New card types: Familiars are new unique cards that can be acquired in the wake of overcoming a beast. Every single one of them has at least one distinct capacities that require a specific measure of XP focuses to be utilized. Every player can have just a single recognizable during the game, set face up before him. Curses have supplanted nonexclusive Disease cards.

Better designs

New beginning cards: Militia has been supplanted with Regulars who are stepped up simpler and when outfitted with a Polearm, while in the Dungeon, you might draw a card. Iron Rations have been supplanted with Thunderstone Shards and Daggers with Longspears.

Initial feelings:


After opening the case of Thunderstone, you see various cards and some xp tokens. Craftsmanship on the cards is delightful and nitty gritty. And afterward comes the troublesome undertaking of perusing the guidelines. Albeit the rulebook is elegantly composed, there is such a lot of data in it that one necessities a chance to retain it and put it into utilization, particularly assuming that you never played a comparable game, similar to Dominion. However, regardless of whether you have, Thunderstone gives progressed mechanics along broad wording and may right away deter you from playing it. Obviously things improve on the off chance that there is somebody able to clear up the fundamentals for you, this way removing the weight to peruse all the 24-page manual.Thunderstone Advance establishes a superior first connection by giving a board (it’s likewise a twofold sided one), which helps you to simpler engage in the game and grasp what’s going on. There are openings attracted on the board for beasts the Dungeon Hall as well as town cards and everything appears to be better coordinated and gamer cordial. The two-sided board fills in as a manner for both beginner and high level players to partake in the game insight. Whenever you arrive at the reason behind grasping how the game functions, interactivity is smooth and you will before long wind up extremely drawn in and caught by the subject, endeavoring to track down the right mixes of cards to construct a working, and ideally winning, deck!




The parts of Thunderstone are just cards and some xp tokens. Cards have lovely and painstakingly planned work of art. In Thunderstone Advance, things improve. There is likewise a gameboard, which gives a feeling of association and cards are updated with more assortment in colors, much more point by point illustrations and all the more clear card design. (Thunderstone: 7/10, Thunderstone Advance: 8/10)


Ongoing interaction:


Interactivity is fascinating and gets you truly involved. The game mechanics are all around thought, mixing the topic with game activities and capacities. I think utilizing the light/dimness component is a truly splendid one similar to the

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