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Thunderstone Advance: Towers of Ruin» Forums » Variants

Subject: "Tactics" action rss

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Eric Selander
United States
Ooltewah
Tennessee
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I'm combining Resting and Preparing into one action that I've called Tactics. So, this allows you to optionally destroy a card plus discard any number of cards, placing the rest on your deck for your next turn. But, the hook is you must visit the dungeon on your next turn. This really conveys the theme of readying a fighting party to attack the dungeon. There is great decision-making in this, plus it adds excitement to the draw of those next couple new cards that could make or break the mission. Combine this with a penalty (losing XP or gaining a curse) for losing a battle, and you've got meaningful tension. This is in contrast to all those normal turns that involve no risk/tension/mystery because there you first calculate whether you'll win or lose before choosing whether or not to go to the dungeon. Plus it really speeds up deck progression, which translates into more fun and shorter games. Optionally, combine this with a "Trophy Room" variant I've seen in these forums (which lets you set aside a monster card for end-of-game scoring when you do Tactics). Plus, I use Light and Darkness dice.
 
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K.Y. Wong
Singapore
Gardens by the Bay
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Combining Rest & Prepare is a good idea but imo Plan is a better name for this. Will try this next time I play.
 
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