actually we do play with it.
but in a completely different way of the original tiring mechanic..
what we did is first take out the dragon kings, tokens and all adventure cards that depends solely on the dragon king/tokens.
then we shuffled the rest of three decks together. in this situation, you only know the color of the first card (it makes it more interesting).
I like that idea. We used to play with Dragon but highly modified. We tried few things but always something was off. And turns out it was the scales on the board. Somehow they don't feel right cluttering the board.
So the next time we play, I'm gonna try a mix of house rules I tried with some new ones:
- Like you propose, I'll mix all dragon cards into a single deck.
- When you land in middle region on a space with instructions to draw cards, first card you draw is from the dragon deck. That means that on most spaces you simply draw 1 dragon card, but in Oasis you draw 1 dragon and 1 adventure, and in Hidden Valey you draw 1 dragon and 2 adventure cards.
- Dragon scales are still in the game, but never go onto the board. Simply put them aside and whenever you kill an enemy from the dragon deck, gain 1 scale of corresponding color.
RULES WE ALREADY PLAYTESTED
- Dragon scales don't improve fighting skills. Instead, they can be spent in two ways;
--- A) spend one scale to protect yourself from dragon rage (this is the same as in original game) OR
--- B) spend one scale at the beginning of your turn and choose another player in the same region. That player suffers dragon rage of corresponding dragon lord. (this rule proved to be much fun )
- Once a player uses dragon scale in any way, it goes to its dragon lord.
- A dragon lord can have any number of scales, and the one with most scales is current king. At the end of game, if someone fights with the lord, the dragon adds +1 to its combat effectiveness for each scale on him.
- Inner realm from the original game and the dragon tower are two separate realms. You can choose which way you want to end the game. Your options are:
--- A) Go through the Portal of power into inner realm and get to the center, where you randomly draw from alternative endings cards, OR
--- B) Go thought the Chasm into the dragon tower. At the end you fight dragon king.
We also play with a bunch of other rules, but not many and they don't alter the game in any drastic way. For the sake of completion, they are:
- We use all expansions but play without the reaper figure (werewolf is enough)
- If you get into highland or dungeon, you can't turn back. You literally have to go one direction until the end. (this made those regions much more exciting)
- To advance Strenght or Craft by 1, you need a number of trophy points equal to your current S/C plus 1.
- At Crags and in Forest, if you roll 4 or 5, you draw 1 adventure card.
- If you finish a warlock's quest, you claim reward immediately and don't teleport to Warlock's Cave. The reward is a reward card, and a talisman if you don't already have it.
- We removed some cards from adventure deck, dragon decks, and spells. From adventure and spell decks we took out some cards that were in multiple copeis (like some gold bags, talismans, axe, mountain trails etc.). From dragon decks we took out cards that make no sense with our house rules.