by SPBTooL
I taught Thunderstone advance to my 8 year old daughter this weekend. She grasped the rules well. It was cool to see it click for her, just when first starting to loose interest, when she finally got hands that could kill monsters and level up heroes. We didn't Finnish the game to the end of the dungeon deck as the one big issue Thunderstone has is its playtime.Has anyone tried any different ways to create a shorter game that doesn't destroy the feeling of leveling and advancement? I'm afraid that simply making a simpler and/or shorter dungeon would break the sense of progression.
Ideas that have come to mind:
You can level up to a level 1 hero with 2 regulars without XP. This would boost up your deck for monsters without killing the gold value and thins your deck for more action.
Simply replace regulars with heroes or the writ.
Add 2 copies of the writ to the starter deck. You are given the use of regulars already. So why wouldn't the king have given you a writ or two also?
A simpler smaller dungeon works better than I would think?Part of the problem is that I don't think only doing one of these will shorten the game enough for my daughter and the others in my group that like it but find it to long. My favorite part of Thunderstone is the decks feeling of progression and I don't want to loose that.