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Author Topic: Thunderstone: Dragonspire  (Read 167 times)
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Talismanic (Mark)
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« on: February 13, 2011, 11:03:55 AM »



The Doomgate is open, and Doom has been released into the world! The forces of destruction stalk the lands, destroying all they touch. There is but one dim flicker of hope: the Thunderstones, scattered at the dawn of time. Two lie hidden deep within the Dragonspire.

Will your heroes be the first to reach them?

Dragonspire is a stand-alone expansion to Thunderstone. The cards within can be played with any or all of the past Thunderstone sets, or can be used by themselves as a fully playable set. Dragonspire adds a fresh crew of new heroes, along with new spells, villagers, and weapons all ready to help your stand against the darkness. They will be needed, for within new terrors have awakened: bloodthirsty undead, blistering elementals, wrathful dragons, and mighty giants! Dragonspire also includes brand-new dungeon settings, campaign rules, and an entirely new way to face Doom alone!

    * New Dungeon Board
    * Over 500 cards with all-new art
    * New plastic XP tokens
    * Eleven new heroes and seven new monsters, plus new village
       cards

Check out the rules at:

http://www.alderac.com/thunderstone/files/2011/02/TS4_rules_for_web.pdf
x--------------------------------------------------x


One good thing is that they have redone the Randomizers to have a different back from the other cards. Also, certain terms used in the game have been standardized, with further clarification in the rulebook. However, there are no new mechanics, but more than enough new cards to make the game fresh and expand the old game to new highs of deckbuilding dungeon crawling.
« Last Edit: February 13, 2011, 11:12:55 AM by Talismanic (Mark) » Logged

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Talismanic (Mark)
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« Reply #1 on: February 13, 2011, 11:09:44 AM »

PARTIAL SPOILER LIST (from BGG)

Here's a partial spoiler list. Contains all village cards, settings, and Thunderstones. Missing about half of the heroes and monsters and all of the treasure.

Heroes:

Belzur Curate – level 1 Cleric, cost 5, str 4. Magic attack +1. Dungeon: Draw 1 card. Village: Destroy 1 disease to gain 2 gold.
Cabal Astrologer level 1 – Wizard, cost 7, str 3. Magic attack +1. Magic attack +1 more for each spell you reveal.
Chulian Rat level 1 – Thief, cost 5, +1 light, +1 gold, Str 4. Attack +1.
Evoker Pyroclast level 3, Archer/Wizard – cost 11, str 6, VP 2. Attack +4 against rank 2 or higher. Dungeon: Destroy 1 XP for Magic Attack +4 and light +3.
Flame Hero level 3, Fighter/Wizard – Cost 12, +2 light, VP 1, str 6. Attack +3. Additional magic attack +2 for each light you have above light penalties. Spoils: Buy a light item.
Gorinth Miser level 3, Wizard – Cost 11, +1 gold, VP 2, Str 5. Magic attack +1 for each card you reveal with a gold value (including this one). Dungeon: Destroy one card without a gold value and draw 2 cards.
Half-Orc Marauder: Fighter-Thief, cost 10, str 5, gold 1, Attack +2, Dungeon: Destroy a Food to gain Attack +2, and force each other Player to discard 1 card.
Half-Orc Dervish level 3 – Fighter/Thief, cost 13, str 6, gold 2, VP 2. Attack +3. Dungeon: Destroy an item to gain attack +2 and force every other player to discard a card. Dungeon: Discard a card to gain attack +2.
Phalanx Footman – Level 1, Fighter, cost 5, str 5, Attack +2, additional attack +1 and strength +1 for each other Phalanx you reveal. Requires 6 experience to level up.
Phalanx Officer – Level 2, Fighter, cost 13, str 7. Attack +4. Village/Dungeon: Draw a card for each other Phalanx you reveal. Worth 1 point.
Stoneguard Tanker level 3, Fighter, cost 13, str 8, VP 2. Attack +6. Additional attack +4 if a weapon is equipped. Additional attack +1 per mercenary revealed. Spoils: Put aside all revealed mercenaries, after refilling your hand, add those mercenaries to your new hand.
Terakian Templar: Fighter-Cleric, cost 13, str 5, 2 VPs, 1 light, Attack +4, Dungeon: Discard a Disease or Villager to draw 2 cards and gain an additional Attack +2. Spoils: Buy a Villager.
Veteran Warrior level 1, Fighter, cost 8, str 6, attack +3
Veteran Berserker level 2, Fighter, cost 11, str 7, Attack +4, Dungeon: Destroy a hero to gain attack +2
Veteran Reaver level 3, Fighter, cost 13, str 8, Attack +5, Dungeon: Destroy a hero for an additional attack +4. Spoils: Gain 1 experience. Worth 2 VP. Costs 5 experience to level up.
Veteran Warmonger level 4, Fighter, str 10, cost 18, Attack +6, additional attack +10 if you reveal only level 3 or higher heroes from your hand. Spoils: Gain 2 exp. Worth 4 VP.

Monsters
Giants-
Fire Giant – Giant – 5 HP, 2 Gold, 2 VP, 1 XP. Battle: Destroy 1 hero with the lowest strength. * Dungeon: One hero gains +3 strength.
Frost Giant – Giant, 7 HP, 2 Gold, 5 VP, 2 XP. Battle – Destroy 2 heroes with strength 5 or less. Destroy 1 weapon with the lowest weight.
Mountain Giant– Giant, 6 HP, 2 gold, 3 VP, 1 XP. Battle: Destroy 1 hero with the lowest strength.
Titan – Giant – 9 HP, 2 gold, 6 VP, 3 XP. Battle: Destroy all but the two strongest heroes and all but the heaviest weapon.
Hydra Dragons-
Hydra – Hydra Dragon – 10 HP, 3 gold, 7 VPs, 3 XP. Breach: Each player discards from the top of their deck until a hero is revealed, then destroys that hero. Battle: Each player reveals two heroes from their hand or reveals a hand containing fewer. Each player destroys their hero with the highest strength.
Wind Fury: Hydra Dragon, 7 HP, 3 Gold, 5 VPs, 2 XP, Double strength unless the active player reveals 5 gold. Breach: remove 2 cards from the top of each village stack which has a top card with a Gold value of 3 or greater.
Water Wraith – Hydra Dragon, 6 HP, 2 gold, 4 VP, 1 XP. Battle: Destroy 1 weapon.
Dark Enchanted-
Medusa – Dark Enchanted, 7 HP, 3 Gold, 5 VP, 2 XP, Battle: Destroy 1 hero without an edged weapon before determining your attack total. At the end of battle destroy all remaining heroes without edged weapons.
Orc Humanoid-
Shadow Killer – Orc/Humanoid, 5 HP, 2 Gold, 2 VP, 1 XP. Battle: Destroy 1 mercenary.
Orc Warlord – Orc/Humanoid, 8 HP, 2 Gold, 5 VP, 2 XP. Cannot be damaged by unequipped heroes.
Standard Bearer – Orc/Humanoid, 4 HP, 2 gold, 1 VP, 1 XP. *Attack +1 against humanoids.
Undead Lich
Lich Lord – Undead/Lich, 8 HP, 3 Gold, 8 VP, 3 XP. Immune to magic attack. Battle: All heroes suffer strength -4 and attack -1.
Deathbringer – Undead/Lich, 6 HP, 2 Gold, 4 VP, 2 XP. Immune to magic attack. Battle destroy 1 spell.
Tomb Haunt – Undead/Lich, 5 HP, 2 Gold, 2 VP, 1 XP. Immune to magic attack. Gain 1 disease.
Undead/Plague
Plaguebearer – Undead/Plague, 5 HP, 1 Gold, 3 VP, 2 XP. Global Effect: Whenever a monster is defeated, the player who defeated it gains 1 disease. Battle: Gain 1 disease.
Hungry Dead – Undead/Plague, 7 HP, 1 Gold, 4 VP, 2 XP. Battle: Destroy 1 non-disease card for each disease you revealed. Gain 1 disease.
Walking Scourge – Undead/Plague, 9 HP, 1 Gold, 6 VP?, 2 or 3 XP? Breach: All players gain 1 disease. Battle: Gain 2 diseases. Each other player gains 1 disease.
Bandits-
Thug – Bandit/Humanoid, 7 HP, 3 Gold, 2 experience, 3 VP. Cannot be defeated unless 4 or more heroes are present.
Guardians-
Guardian of Torment – Guardian, 14 HP, 1 Gold, 6 VP, 3 XP, Global: Battle effects for monsters are repeated an additional time while this guardian is in rank 0. Breach: move this guardian to rank 0.

Settings:

Grimhold: At the end of any turn where a player does not go to the dungeon, move the Rank 1 monster to Rank 3, shifting the other Monsters forward.
Dreadwatch – At the end of any battle the active player gains 1 disease.
Regian Cove – All destroyed cards (other than dungeon deck cards) are returned to the village instead. Heroes return to their stack in the appropriate spot.
Barrowsdale – Monsters do not generate gold.
Feayn Swamp – There are no light penalties. Whenever a player goes to the dungeon, that player must destroy a card at the end of battle.
Dragonspire – Play with 4 monster classes. The player going last divides the classes into groups of 2 and decides where to put dungeon features. Shuffle 1 Thunderstone into the bottom 5 cards of each dungeon. The game ends when both Thunderstones have been cleared.
Doomgate – Play with an additional monster class.

Village:

Bluefire Staff – Blunt Weapon/Magic – Cost 3, +2 Gold, Requires 0 Str. Magic Attack +1. Dungeon: If Bluefire Staff is equipped to a Cleric or Wizard, you may reuse a spell you have already used this turn. If you do, that spell is destroyed at the end of the turn.
Burnt Offering – Spell – Cost 7. Village/Dungeon: Destroy 1 card from your hand. When you refill your hand this turn, draw 1 additional card.
Chieftain's Drum – Item/Magic – Cost 3 - +2 Gold. Village/Dungeon: Name Monster, Hero, or Village and discard the top card of your deck. If you named correctly, draw 2 cards.
Frost Bolt – Spell – Cost 7 – Magic attack +3
Frost Giant Axe – Edged Weapon – Cost 8 – Requires 6 str – worth 3 gold. Attack +4. Dungeon: If you reveal a hand with no heroes that have 6 or more strength, draw a card. If it is a hero, that hero gains +3 strength.
Guardian Blade – Edged Weapon – Cost 5, +2 gold, requires 5 str. Attack +3. If the equipped hero would be destroyed, he is discarded instead.
Guide – Villager/Mercenary, Cost 4, worth 2 gold, +2 light. Village: You may buy an additional card.
Quartermaster – Villager/Mercenary, Cost 4, worth 1 gold. Dungeon draw 3 cards, discard any that match cards already in your hand. Village: Discard any number of heroes, draw 1 card for each hero discarded.
Polymorph – Spell – Cost 3. Dungeon: Look at the top card of the dungeon deck, if it is a monster you may swap it with one of the monsters in the hall. Draw a card.
Recurve Bow – Weapon/Bow – Cost 6, +3 Gold, Requires 5 str. Attack +2 against rank 2 or higher. Additional attack +1 against rank 2 or higher for each level of this hero.
Scout – Village/Mercenary – Cost 3- Village: Draw 3 cards. Place three cards from your hand on top of your deck. Dungeon: Rearrange the top 3 cards of the dungeon deck in any order.
Silverstorm – Spell – Cost 5. Magic attack +1 for every gold revealed (rounded down).
Skullbreaker – Weapon/Blunt – Cost 4 - +2 gold, requires 3 str. Attack +2. Dungeon: If you defeated a monster this turn, put this card on top of your deck.
Soul Gem – Item/Light – Cost 5, +2 gold. Dungeon: +1 Light for each level of your highest level hero.
Spoiled Food – Item/Food- Cost 2, +1 gold. Dungeon: Each hero gains attack +1 and strength +3. At the end of battle, destroy 1 attacking hero.
Thunder Ring – Item/Light/Magic- Cost 3, +1 gold, +1 light. Dungeon: Draw 1 card. Choose an opposing player to discard the top card of their deck. If it is a hero, gain +2 magic attack.
Toryn Gauntlet: Weapon, Magic, Cost 5, Req Str 2, Gold 3, Magic Attack +2, Strength +2, The equipped Hero may equip an additional weapon.
Trader – Village/Mercenary – Cost 4. Village: Destroy 1 non-hero card in your hand and gain a copy of a card costing up to 2 more than the card you destroyed. Dungeon: Draw 1 card, if it is a monster draw another card.

Thunderstones

Stone of Scorn: 1 VP, Worth an additional 4VPs at the end of the game if each other player has more Monster cards than you.
Stone of Terror: 0 VP, Dungeon: Draw 2 cards. Gain 2 VP for each other Thunderstone you have at the end of the game.
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"God put me on this Earth to accomplish a certain number of things; right now, I'm so far behind, I'll never die."
                    --The famous Anonymous

Ava Fontaine: We have enough. You can stop now. Yuri Orlov: It's not about the money. Ava: What is it about? Yuri: I'm good at it.
xtriker
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« Reply #2 on: February 14, 2011, 03:45:26 PM »

hey just to let everyone know.

Gaming Library has secured allocation of stocks for this and is available already for pre-order!

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