Monday, April 2, 2012

Thunderstone Advance Towers Of Ruin

Thunderstone Advance Towers Of Ruin

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Product Feature

  • Takes about an hour to play
  • For 1-5 players
  • Standalone game
  • Non-collectible deck building card game

Product Description

Thunderstone Advance features all-new art, brand new cards, and completely revised rules, all designed to help games run faster. New mechanics include allied familiars, and villainous Thunderstone Bearers! And, for the first time, Thunderstone Advance features a storyline, allowing deeper immersion into the game.Thunderstone Advance is designed to be compatible with existing Thunderstone cards, but requires no previous knowledge to play. Thunderstone Advance is the perfect starting point for new players, and a serious level up for experienced players.

Thunderstone Advance Towers Of Ruin Review

I purchased this game after having purchased Thunderspire. I was wondering if the game would be sufficiently different from its predecessor. I have heard that this is a vast improvement over the original game, but I wondered if the game would be a quantum leap over more recent expansions to Thunderstone.

The answer, after having played a game with my wife is a "yes."

The major differences are attempts to streamline and balance the game's random set-up. There are slots for various categories of cards on a new board that encompasses the entire set-up for the game (both village and dungeon). These slots on the board seek to balance out the kinds of cards you will draw. For example, there are 3 slots for weapons. Once these three slots are filled, you ignore further weapon randomizers in favor of other kinds of cards, ensuring that you have a variety of cards to purchase from the village to build your deck.

Another welcome addition is the ranking of monsters by levels one through three, which allows you to scale the difficulty of your game up or down depending on the level of monsters that you select (1 is easier, 3 is harder).

Food has been replaced with thunderstone shards, but I found myself wanting to get rid of the thunderstone shards just as much as I did the food; the only upside to them is that they give you an extra experience point for killing a monster and are worth a victory point at the end of the game if you endure them. I did get rid of mine.

Vastly improved are your starting fighters and weapons, such that I went into the dungeon to try to kill a monster on the first turn of the game rather than waiting many turns till I had managed to get rid of the starting fighters.

Perhaps my favorite change is the "prepare" option. If you draw a bad hand, you can salvage the useful cards and put them on top of your deck and then discard the rest of the undesirable cards and end your turn. This lets you attempt to craft your ideal hand, and further lends to the feel that the deck is yours to customize.

Finally, the addition of familiars is a fun mechanic; familiars can be won once per game as a reward for defeating a monster; the card lets you gain certain advantages during play--whether in the dungeon or the village.

Returning to the board, it is important to know that the board has two sides: wilderness and dungeon.

The light penalties for the Wilderness are lower (-1 through -4 attack), and there are four levels to the Wilderness "dungeon hall." This will make it easier to kill enemies more quickly, and thus expedite the game.

It took my wife and I just shy of two hours to complete the game on the "dungeon" side; I would recommend the "wilderness" to newer players because the mechanics seem simpler and I would not be surprised, even as a more experienced player, if the wilderness did not come to dominate the way I play the game. I'd imagine that the 45 minute play time advertised on the box would come from that play option rather than the dungeon.

Final word: I found the game familiar in its feel and play style as someone who has played Thunderstone before. There was enough new content for me to justify purchasing the game, and I am excited to see where the developers take Thunderstone next, having successfully addressed many people's complaints and criticisms of the series of games. Accentuating the RPG elements by adding story scenarios is a nice touch for the series, but doesn't seem too important to me. I might care if this were some sort of campaign where I kept cards from game to game per scenario rules, but I suppose the opportunity to immerse oneself in a fantasy world is part of the draw of Thunderstone over a more mundane backdrop like that of Dominion. Buy Thunderstone Advance and enjoy. Whether you're an old hand or a newcomer, it has its charms.

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