Monday, August 27, 2012

Thunderstone: The Best XP Cards

This is my second look at Thunderstone cards from a utility perspective. My first look was posted as an analysis of cards that offer an Additional Buy. For this analysis I wanted to take a closer look at cards that grant more XP.
XP is one of the resources in Thunderstone we all wish we could get more of. XP translates into more powerful heroes and eventually we can convert XP into VP by leveling our heroes to 3 (in most cases). It is also the most expensive resource.
Think of it this way. There are four key resources in the game. Gold, Attack, Light, and XP. To get Light you spend Gold and a turn. To get Attack you spend Gold and a turn. To get XP you spend Gold and a turn for Attack and then Attack and a turn for XP.
As a visualization: Gold + turn --> Attack + turn --> XP. From this simple illustration you should see why spending XP to upgrade Militia to a hero is not efficient.
Since its harder to get than other resources then it would behoove us to find ways to get it quicker and cheaper within the game economy.
The following is my evaluation of the usefulness of XP granting cards in Thunderstone. The evaluation is based primarily on the ability of the card to grant XP and do so repeatedly over the course of the game.

Poor Additional XP Cards

Tavern Brawl [wote]
Cost 4.
VILLAGE: Discard one Hero and choose another player. Draw and discard cards from the chosen player's deck until a Hero is revealed. If your Hero's Strength is higher, destroy the opponent's hero and gain 1XP.
VILLAGE: Destroy this card and one Hero. All other players discard two cards from their hands
This is a terrible way to gain experience. You're betting that you have higher strength heroes than your opponent does, in a game where you are drafting from the same card pool. If an Outlands is on the table you can bet your opponent is buying them too.
Far too conditional to be a reliable source of XP.

Mediocre Additional XP Cards

Now we get into the Heroes that produce XP. I rank these as mediocre ways to attain XP mainly because you must get them to Level 3 which takes time. This means less time in the game for their XP generation to make a big impact. In addition all players are in competition for the Level 3 versions, of which most Heroes only ever have two copies available.

Veteran [ds] – (Fighter) – Cost 8
Level 1: STR 6. Attack +3
Level 2: STR 7. Attack +4.
DUNGEON: Destroy a Hero for an additional Attack +2
Level 3: STR 8. Attack +5.
DUNGEON: Destroy a Hero for an additional Attack +4.
SPOILS: Gain 1XP
Level 4: STR 10. Attack +6.
Additional Attack +10 if you reveal only level 3 or higher heroes.
SPOILS: Gain 2 XP
Veteran by himself is a pretty good card. Its nice to have a Hero that generates unmodified Attack +3 out of the gate. Even better to have one that thins out Militia and can later grant XP. I just don't consider them a fast, reliable XP source.

Feayn [ts] – (Fighter / Archer) – Cost 7
Level 1: STR 4. Attack +2. Light 1. Cannot attack Rank 1.
Level 2. STR 5. Attack +3. Light 1. Cannot attack Rank 1.
Level 3. STR 6. Attack +4. Light 2. Cannot attack Rank 1.
Gain +1 XP if you defeat a monster in Rank 3
I have a love / hate relationship with the Feayn. When Thunderstone first came out I used him quite often as a Light source and XP source. He did work really well in that regard, when my opponent wasn't busy chasing the same strategy. The Feayn's inability to attack Rank 1 is an annoyance at times. Also forcing you to attack only Rank 3 to get XP is limiting.

Thornwood [tws] – (Archer) – Cost 6
Level 1: STR 4. Attack +1.
Additional Attack +1 for each Rank of the monster being attacked
Level 2: STR 5. Attack +2.
Additional Attack +1 for each Rank of the monster being attacked. Light +1 against Rank 3 only.
Level 3: STR 6. Attack +3.
Additional Attack +2 for each Rank of the monster being attacked.
Gain 1 XP if you defeat a Monster in Rank 3.
A Feayn cousin, Thornwood suffers the same problem Feayn does. Namely you have to take out Rank 3 to get XP. It assumes you can take out whatever is in Rank 3 and that what is in Rank 3 is the best monster on the table to take.

Good Additional XP Cards

Grognard [hod]
Cost 4. Gold 2. VP 1.
Gain 2 XP when purchased.
If you are the active player and you trigger a trap, choose another player to suffer the trap's effects.
I like the design of this card. You can just buy XP in the Village at the price of 2 Gold per XP. That is a great price. Grognard adds 2 Gold to your hand so trips to the Village are not a waste. Unfortunately you want to be rid of him when you go to the Dungeon, VP and all. You can only do this by resting or finding another card that lets you discard him. I would not buy many of these without another source of card destruction on the table.

Drill Sergeant [tws]
Cost 4.
VILLAGE: Draw 1 card (maximum 5) for each 2XP you have.
DUNGEON: Destroy a Militia to draw 2 cards and gain 1XP.
Drill Sergeant is a good card, a really good card. He helps get pesky Militia out of your deck and then turns them into cards and XP to boot. When you go to the Village you can use that XP to trigger additional card draws. This is a good card design but once you've chewed through all your Militia he is then stuck in your deck not contributing much to your Dungeon runs. Like Grognard I would not buy many of him without another source of card destruction on the table. Given the choice between the two I prefer the Drill Sergeant.

Great Additional XP Cards

These XP granting cards are the ones I feel are the best in the game. I doubt you will be too surprised by the lineup.

Bluefire [hod] – (Cleric / Wizard) – Cost 4
Level 1: STR 2. Magic Attack +1. DUNGEON: Gain 1 XP.
Level 2: STR 3. Magic Attack +2. DUNGEON: Gain 2 XP.
Level 3: STR 4. Magic Attack +3.
DUNGEON: Level up one Hero (paying all costs), add the new Hero to your hand.
Bluefire is one of the best because he offers an unconditional source of XP. You simply take him to the Dungeon and he gives it to you. No discards or other prerequisites. Get him to Level 2 as quickly as possible. At Level 2 he gets to Strength 3 allowing him to handle Hatchets and other light weapons. If you see a board with low Weight weapons or Strength augmenting cards (Runespawn) buy him because he will synergize better.

Sage [wote]
Cost 4.
VILLAGE: Destroy one card. If it is not a Hero, gain 1 XP.
VILLAGE: Destroy this card. Gain 1 Gold for each Hero revealed from hand.
I have to read this one carefully to appreciate it. It says destroy one card. You can turn any non-Hero card into XP. This means junk like Diseases, Daggers, Torches, and Iron Rations can be converted. He can get rid of Grognards and Drill Sergeants when they've outlived their use. He can also destroy himself, making room for other cards. I cannot think of a situation when you should not buy a couple Sages when they show on the board. His ability to convert anything firmly sets his position as one of the best. But the ultimate title goes to...

Trainer [ts]
Cost 4.
VILLAGE: Destroy one Militia to gain 2 XP.
VILLAGE: Destroy this card to gain 2 Gold.
No surprise here I suppose. When you do the math you see that the 6 Militia dealt at the start of the game are now 12XP you can farm out of your Deck. Trainer solves two problems for you in one action. Then when she's burned through Militia she respectfully leaves your deck so you have room for combat cards. When Trainer is on the table you need to buy her quickly, likely over any other choice on the board.

No comments:

Post a Comment