Make Room! Make Room!
One of the coolest new features of Thunderstone Quest is the increase of options in the Dungeon. A standard Dungeon is a three by two grid of rooms, with two rooms at each level (level1, 2 and 3). This means that there are six monsters revealed at all times.
Light is required to navigate the Dungeon. Each room has a light requirement expressed in “Darkness” that must be met to enter the room (even if you are just passing through the room). And each point of Light you need is “used up” to enter that room.
For example, if a level 1 room had a Darkness of zero, the adjacent level 2 room had a Darkness of one, and the level 3 room adjacent to that had a Darkness of two, a player would need three points of Light to move from the entrance right to the deepest part of the Dungeon.
However, if you end the turn in the Dungeon, you begin your next turn (and move) from the same room that you finished the previous turn. So, in the example above, if you only had one point of Light you can only move as far as the level 2 room. But if on the next turn you had two or more light you would then be able to move to the adjacent level 3 room with its Darkness of 2. In this example the Darkness of each room appears in the upper right corner of the tile.
(Dungeon Tile graphics and mechanics not final)
Unlike previous versions of Thunderstone, Light now forms a hard cap on the monsters you can face; no longer can you simply make up for Light with additional attack values. Now you have to build your deck with Light in mind.
Each room also provides challenges and rewards that supplement the challenges and rewards of the monster; some rooms may give the monster a small health boost, or cause an additional wound, for example. Generally the deeper rooms make the monster slightly riskier to face, but at the same time boost the reward that you get in some way.
For example, a room might say, “Heroes have -1 skill” meaning that using a weapon in this room is slightly harder. But the room may have a Spoils ability of “Buy a weapon or spell” to compensate you for the extra effort. Spoils are abilities that you can use after defeating a monster. In this case you would gain an additional reward for defeating the monster in this room despite the penalty, which allowed you to buy a weapon or spell from the Village to add to your deck without having to return to the Village first.
After you are finished playing a pre-designed Quest and you want to play with your own Quest design and your own Dungeons, you can mix-and-match components from your whole Thunderstone Quest collection to see how different room combinations interact with monster groups that have not appeared in those rooms before, giving you a wide variety of replay options, and new challenges each time you play.
— Mark Wootton
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