House Rules
This is a list of rules that we use as additional modifications to the standard set of rules.
Battle Objectives
- Draw three cards, choose two, but only score one of them at the end of the game. (Why: some of the battle cards are really difficult to achieve, and a few are impossible in some situations. Having a choice means that you should be able to get at least one to be done.)
- Decide at the start of the game, after Battle Objectives have been decided, whether you wish reveal your battle goals to the rest of the group. (Why: This is a co-operative game. Sometimes people are not aware of your needs. For example, being the first to open a door.)
Summons
- If a Summoned Creature has movement but no focus, it is up to the summoner to direct it’s movement, or it will move towards it’s summoner. (Why: A summons can actively block a scenario from being completed. eg. Having all actives in a single room.)
- Summoned creatures can be used to achieve the summoner’s battle objectives. (Why: Summons are at the behest of the Summoner, they should be directed as requested.)
Items
- A Character may sell surplus items back to the City Supply or to other Characters at the going rate (half price rounded down). (Why: Seriously? Why wouldn’t you? This is a co-op game after all. If you can’t use an item, but another could, why wouldn’t you trade it?)
- You can sell an item you find in a chest to another character for half its price. This must be done immediately after the scenario. (Why: See above.)
New Characters
- A New Character may optionally start at Level 1 instead of at the City’s Prosperity level. If the player chooses to do so, they earn double XP for each game until they reach the Prosperity level and then earn XP as normal. (Why: This allows a player to get used to a new character and get more experience with that character’s quirks.)
- New Characters always start with the full gold level of 15x(Prosperity+1) and with applicable Perks from previous retirements. (Why: Why penalise a player?)
Personal Quests
- Players who have previously retired a character may draw three Personal Quest cards for their new character and choose amongst them. (Why: The player has actually achieved something. They need more choice to follow on. Also some personal goals may be blocked or not applicable due to previous unlocks.)
Retirement
- A character without a Personal Quest may be retired once they reach Level 10 (585 XP). Upon retirement, a Random Side Scenario and Random Item Design card are drawn and all rewards for retirement are applied. (Why: See above about Personal Quests. Sometimes unlocks make the quests worthless. There needs to be a goal for each character.)
- A Retiring character can sell off all their items, either to the City Supply or to other players. They may NOT use this money to enhance cards, but the resulting value is then combined with their XP as a “Score” for the Hall of Fame. (Why: An overall scoring mechanism makes a legacy game more worthwhile. It has no impact on the game anyway.)
Cards
- If you have advantage, a null (not a curse) counts as -2. (Why: You have advantage. It should not result in a failed attack.)
- If you have disadvantage a critical (not a bless) counts as +2. (Why: You have disadvantage. It should not be an all powerful attack.)
- Don’t shuffle in your re-shuffle cards. If you drew your null, reshuffle all cards except your null and keep your null in the discard pile. This means your crit will be the cause of the next reshuffle (at which point your null will go back in and only the crit stays out). If you happened to have drawn both, just shuffle both back in. (Why: Pulling 5 null’s back to back is very disheartening. Likewise pulling 5 crits one after the other is overpowered.)
Potions
- You can use a stamina potion after your turn ends. (Why: This is just plain common sense. If you go early you can still be hit and taken out of the game by the time your next turn arrives, when you have an unused potion available.)
Perks
- In lieu of gaining a perk when you level up or complete a triad of checkmarks, you can instead opt to gain 15 gold. (Why: Sometimes money is more useful than gaining perks.)
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