The topic of my post is about the dilution of small expansion mechanics, that happens when you integrate them fully into the whole game. Playing these expansions the 'wandering exhibit' style is different of course - the problem only arises in normal games. From what I've concluded, half of the ex-packs solves this through permanent elements:
- Curse of the Dark Pharaoh: Ancient whispers marker is always there, so you can access exhibit items anytime you want. The 4/4 benefit/detriment cards are also integrated in Miskatonic Horror.
- Lurker at the Treshold: The new gates and relationships are part of the game. No problem there.
The other two boxes however, have their main elements come out mostly through their specific heralds, or encounter cards:
- King in Yellow: You need the herald to make terror track interesting. Act cards are integrated, even the dilution is solved with MH.
- Black Goat of the Woods: Corruption will barely ever happen unless you're playing with the Goat, or get 'lucky' and draw a related encounter and join the cult.
I'm looking for your oppinion on how to integrate the blight and corruption mechanics into the game. What I had in mind is to add a blight/doom token every time the terror level rises by two, unless the Tattered King is in town. Corruptions are somewhat trickier and I had several ideas, but I only kept three of them. First one would be gaining a corruption each time an investigator defeats a hexagon monster, or a 3+ toughness one alternatively. Second solution would give you a corruption after closing a gate. The third way would be through dark pacts, so only when you play the Lurker, but I think it's completely logical. Pacts and corruption come together, right? ;-)