Deepwood Defenders and The Guardian Keys

Nature’s Wrath brings Guardian Keys into the game like never before. Normally, the keys serve as the “timer” for games of Thunderstone Quest, triggering the endgame for players. They still do that of course, but in Nature’s Wrath, they go a bit beyond.
 
First off, your cards will actually start to “key off” of the keys in new ways. Finding them may make Monsters more or less difficult to defeat. Village cards may be triggered in different ways by their presence. Even your heroes may discover new powers with the Guardian keys.
Regardless, each key now comes with an ongoing bonus to players once it’s been found that will help players continue their quest to stop Kar’Nomal. But you’ll also have to be wary because for the first time, the Guardian Keys you don’t find are just as important as those you do. Whichever keys the players don’t find by the end of the game are instead found by the Guardian. And each key has a “flipped” text box that works against the players during their final turn instead.

Rotten Roots introduces another great way to use Guardian Keys that is slightly different. As with Nature’s Wrath, each key comes with a new text box that becomes available to all players as soon as it is found. In Rotten Roots, these aren’t ongoing bonuses though, but powerful one-time abilities that can help players capitalize on a great opportunity to get ahead. However, if you manage to get to the end of the game without using these abilities,  each key found will instead grant players a handful of bonus Victory Points, creating a fun and interesting new choice for players to make.

All of these new Guardian Keys can be used with any Guardian or Dungeon setup, creating fun new opportunities to revisit your favorite baddies from Thunderstone Quest past.

But the new mechanics don’t stop there! Rotten Roots takes place inside an ancient treant! So our heroes will need to shrink down to a small enough size to get to the “root” of the problems plaguing Ashbrow. To reflect this mechanically, players in this Dungeon will need to discard cards from their hand in order to reach deeper levels of the Dungeon. And the deeper you go, the fewer cards you’ll be able to carry with you, presenting a new challenge to both deck-building and turn management.

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