Quiarcus wrote:

This looks pretty interesting: I like the expanded Lifebringer role for controlling the overall group level, though I'm not entirely sure I like the idea of having to identify items before being able to use their BAMs/Diamonds, especially as it draws from the same resource used to resurrect the heroes (by the way, maybe I missed it but I couldn't see how many lifebringer tokens you're meant to start with, I'm probably just missing it somewhere).


I also like the idea of the Massive Darkness posing a more persistent threat, with a constant stream of enemies entering the board when it's too quiet. My only trouble with it is that it is a separate deck that has the potential to never be drawn from - thus reducing the variety of enemies that the heroes have left to face. Drawing two cards per hero will completely exhaust a Guard stack in a 5 or 6 player game as the base game only includes 10 for each level. Perhaps just drawing a guard card from the deck equal to the highest levelled hero on the board, or 1 guard and one lesser roaming monster for levels 1 - 3, and 1 guard and 1 greater roaming monster for levels 4 - 6?


Either way, thank you for the time and effort you must have put into this. I'm in the middle of a campaign using the standard rules at the moment, but will try these out in the next campaign I start.