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Subject: Pokemon Variant + 2 tiered halls rss

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Yusuke Hasegawa
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Pokemon
This variant is for people who thought the Monster cards in your deck were boring and for people who thought Thunderstone needed more player interaction. We thought this really worked because a big appeal of Thunderstone is single cards having multiple uses (Dungeon, Village, and now Attack). We call this pokemon because you are using the monsters you slay to fight for you.

The basic premise: When another player declares a monster to attack, you can add on a battle effect of a monster card in your hand by spending xp. The battle effects that are added as an attack are applied immediately and can result in the attack failing. The battle effects that are already present on the original monster are calculated afterward.

The requirement to play a monster attack card is to have the monster card in your hand when the other player declares an attack. The cost of the attack is the amount of xp you gain from destroying the monster.

Example: Players Alice, Bob

On Alices' turn she heads to the Dungeon with a party of Lorigg Thief(attack+1, 4 strength, light+1) equipped with a shortsword (attack+4, 4 weight) and a militia(attack +1) and Lightston Gem(light +3).

Result: Alice has a combined attack total of attack + 6 and light + 4.

Alice declares to attack a Wraith(6 toughness, Battleestroy one militia) at rank 2 in the dungeon. She reveals just enough cards to win the battle, or else it fails. Normally she would kill it.

At this point, Bob spends 1xp to attack with Haunt(Battle: One Hero cannot attack). Since this battle effect was played as an attack, it is resolved immediately. Since Alice already declared her target, she cannot change after Bob played his attack. Alice must choose to not attack with the Militia or Lorigg Theif (unless she had some other hero in her party), Alice chooses to not attack with militia, lowering her attack to +5. This is not enough to kill the wraith, so the attack fails. Now the Battle effect on the wraith(Destroy one Militia) is resolved and the Militia is destroyed. Since the attack failed, it is scarred away. The haunt that bob used to attack goes into his discard pile and Bob starts his next turn with 5 cards. If Alice turned out to have another hero in her party that turn or another way to make the attack succeed with the cards she hasn't revealed yet, she must then reveal the rest of her hand to show there are no diseases and slay the monster.

This has been played a couple times with 2 players and we feel it makes the game ALOT more fun. Not sure if it's quite balanced, but since the bigger battle effects are on monsters that give you more xp, it would require more xp to attack with them and that seems to keep things in check.

Some interesting effects of this variant:
Can be played without changing the wording on the cards.
Battles are more exciting as you are never quite sure if it will succeed.
The 3 random monsters types you get become VERY important. Each games becomes so much more unique.
It gives the attacking player a choice if it's worth spending xp to potentially deny the other player VP, XP, and an attack of their own.
Players must now choose if they want to use XP for levels or attacks.
Extra XP left over at the end of the game is usable for something.
Doesn't make the Thunderstone at rank 3 a stalemate because you could let the other person try to take it and deny the fight.

Notable Battle effects with this variant:
Magic Attack Required: completely denies an attack if there are no magic attacks.
All Heroes suffer Strength -4. Any Heroes with strength 0 or less are Destroyed.: completely wipes out militia parties. Also weaker level 1 heroes and wizards tend to be very vulnerable. The strength deduction makes heroes drop weapons. Can be countered with FOOD. Which is interesting because I've found food(except feast) to be useless otherwise.
Gain one Disease.: We've been playing as this effect when played as an attack puts a disease into the opponents hand and is resolved on the spot. Effectively lowering their total attack and padding their deck. Double sided sword in a village with clerics.
Light -1. Cannot be attacked if a light penalty persists.: The blinkdog ability. This instantly fails the attack if the -1 creates a light penalty. Can be countered with more light.

2 Tiered halls
This variant makes the dungeon a little more predictable and adds more strategy when choosing a target. This mechanic is totally ripped off from PowerGrid and works very well with pokemon variant because the chance of a failed attack increases.

The dungeon is played with 6 ranks. Tier one consists of the first 3 ranks and are the same as the original rules. Tier two consists of ranks 4~6 and cannot be attacked because it's way too dark and scary. Basically a future dungeon with monsters that are coming up and a current dungeon with monsters that you can attack. Monsters are not sorted by strength. New monsters are added to rank 6 and pushes everyone forward.

When an attack on a monster fails, instead of going to the bottom of the deck to never be seen again, they flee to rank 6; which is still visible and will be attack-able again when it reaches rank 3.

Abilities that re-arrange the hall can re-arrange rank 1~6 in any way they want.

Effects of this variant:
You can see the Thunderstone or Big monsters coming earlier and can plan for it.
Games take longer because a monster that was scarred away will come back soon.

We might let only archers attack tier 2, or non-archers with half damage. Although rank 4~6 the light penalty gets pretty huge, with better light sources it's not rare to have more than 3 light in your hand.
Maybe we can put the Thunderstone somewhere in the middle, after it's revealed rank 4~6 can be attacked.

Any suggestions or comments appreciated.
 
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Matt Carter
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We also had the idea of a tiered dungeon but ours has three tiers. The second and third tiers can be entered if you have at least one hero of the corresponding level. Haven't tried it yet but I like the idea.
 
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Yusuke Hasegawa
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mc3dkid wrote:
We also had the idea of a tiered dungeon but ours has three tiers. The second and third tiers can be entered if you have at least one hero of the corresponding level. Haven't tried it yet but I like the idea.


What would be the light penalties for the tiers?
 
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Matt Carter
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I had been thinking that each tier would have the same light penalties. Having progressively harder light penalties would probably make a third tier impossible. Also the main reason that we started thinking about a multi-tiered approach was to make more monster choices. Some players were really annoyed when a monster they were gunning for got defeated before they got their chance. Having ridiculous light penalties kinda negates the whole idea.
 
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Matt Carter
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I had been thinking that each tier would have the same light penalties. Having progressively harder light penalties would probably make a third tier impossible. Also the main reason that we started thinking about a multi-tiered approach was to make more monster choices. Some players were really annoyed when a monster they were gunning for got defeated before they got their chance. Having ridiculous light penalties kinda negates the whole idea.
 
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