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.