Have played a handful of games of the new edition and the reaper expansion and have found the Reaper to be lacking in terms of adding anything in the game. Perhaps if we played with more players this would change (been only playing with the wife), but at the moment the current rules for the Reaper makes him (it?) inconsequential to the game. So I've seen some house rules posted here and thought it might be a good idea to institute some of our own.
From this thread: http://new.fantasyfl...t=21931&efpag=2 Gentlegamer has suggested using a black die (d6) to roll with your movement die and if the black die rolls a '1' the Reaper moves. This is a great idea as was discussed in the thread it always gives the Reaper a chance to move even when situations prevent you from rolling to move.
In that light, I'm thinking of instituting these house rules (in addition to the normal rules for the Reaper) to give more bite (and hopefully more fun) to the Reaper:
1) The Black Die (courtesy of Gentlegamer): a black die is rolled in addition to rolling (or not rolling) for movement. This will dictate whether the Reaper acts or not after your turn.
2) On a roll of '1' on the black die, the Reaper moves as per the normal rules (for flavor, use the black die!); On a roll of '6', the Reaper teleports to any space that you choose.
3) If a player lands their character on a space with the Reaper on it during their movement, the character loses 1 life.
Now #3 has also been discussed in another thread somewhere I just couldn't locate it any more, but it was some else's idea (to give credit where due). Initially we had wanted to make the Reaper move more and our little house rule made it move on a 1 or 2 instead of just a 1, but the rules above I think would make for interesting interactions with the Reaper.
I'm hoping to try these tonight.