I tend to follow by the rules, but sometimes the way they, as well as the cards and spaces, are worded that sometimes make one unsure.
Bludgeon's point about discarding/ditching now gives me the opinion that if an encounter says you MUST ditch/discard followers, bad ones are included, but if it's a case of you MAY, they stay with you.
One way is to agree on what to do in susch scenarios.
But the important tthing is to have fun.
Me and my friend have an all expansions anniversary sesh on or around 5th November.
Our house rules include:
If using the Dragon Tower as an extra region, we use an Alternate ending creature on the core board Crown of Command
Using the Nether Realm Gauntlet ending rules
Using all four Harbinger omen decks
For the Cataclysm, we'll most likely put this into play when either the last Harbinger omen has been discarded, or one player defeats the Dragon King. Everything on the table is put away except the characters and their strength, craft, gold, objects etc.
Now got my own copy.
Having a look, I think I'll keep this as a stand-alone rather than keeping it mixed in with the other expansions in terms of storage.
Will keep the character and alternate endings with the others.
One thing I noticed is the Portal of Power space where you add 2 to your dice rolls if you have an unfulfilled Warlock Quest.
Sort of resolves the terrained Warlock Cave conundrum, or any Warlock Quests impossible to fulfill (which once happened during a core game only sesh), as I reckon this would be a good house rule.
Me and a friend also had our butts kicked.
We used the Armageddon Omen deck and it got to a point where my character got killed, and we were on the last omen.
We agreed that my friend would be the winner rather than carrying on.
I reckon players would have a better chance if other regions, and/or the Dragon expansion, were used.
Me and my friend have had several gaming seshes with all expansions and have our own views/ideas.
Reaper: The main highlight were the extra adventure and spell cards, and the Reaper added some extra tension ("Please, not a 1!")
Dungeon: Rather challenging unless your levels are high, although defeating the Lord of Darkness with high strength/craft makes the Middle and Inner Regions and Warlock Quests obsolete, and if taking on a Dragon King or boss type alternate ending, it's auto-win!
Frostmarch: Mostly just extra cards but more variety in types of Warlock Quests. The introduction of Alternate Endings introduces some variety, as my friend is not fond of the standard Command Spell.
Highland: An easier version of the Dungeon. The Eagle King's rewards aren't impressive (compared to cards from later expansions) but you can gain fortune if you defeat the Eagle King and have picked up a lot of Trinkets that could be traded in for gold at the City, which you can use to purchase items from the City Expansion.
Sacred Pool: Quest Rewards give extra incentive to complete extra Warlock Quests although these have been hardly drawn at our games. This expansion does give extra balance to neutral characters (objects they can only use, characters can turn neutral).
Dragon: My friend's personal favourite and adds extra variety, as well as changing the gameplay. On average, a game with this expansion adds an extra hour of playing time. Purchased a dice bag for the tokens, and some of the extra rules can easily be forgotten (reminding each other to draw tokens, and remembering any scales we gain can cancel Dragon Rage). The Dragon Inner Region is preferred over the Tower, but either side results in the loss of the Black Knight's head!
Blood Moon: Has a Hallowe'en feel (the irony is that I received this on October 31st and first used this on the same day). Time Card can be challenging, especially at Night. Lycanthropy is considered beneficial at Night but it can be a double-edged sword (killed if you encouter the Peasant Mob). The Werewolf is not as dangerous as the Reaper (no instant kill) and similar to the Reaper's "You!" (as per the rulesheet), we sometimes go "Woof."
City: Interesting expansion that works well if using the Highland, turning the trinkets into Gold, which is vital to benefit from the items up for sale, but the cards can be deadly if you are on your basic levels. Did notice that the Rogues Guild/Guildmaster space is no use for the Knight and Dark Cultist (who can't change alignment). Only issue is that you have to land on the City Gates to be able to claim bounty. Also, if one is sent to jail, I tend to say "Do not pass Go. Do not collect Gold."
Nether Realm: First observations were the material of the cards being different and that it can only be used if one of the expansion's alternate endings was used. I like the Gauntlet and we use this as a house rule for the Inner Region, usually when playing with all expansions around the game's anniversary. Some of the cards are evil as at least two of them can result in an instant kill (unless you're the Assassin and not on the Crown of Command)
Firelands: If this expansion's cards are in close proximity to each other, rather than being sparsely apart, in the Adventure deck, the game will be more difficult but can be rewarding. The Terrain mechanic could make getting to the Crown of Command a bit easier and the Ifrit cards allow you to exchange them for either Strength or Craft. Some enemies are too powerful especially when starting with a new character, and the Fireland tokens can make choice of spaces to land on more limited. The Old Man of the Sea card is probably the most evil, especially if you have no strength or craft counters.
Woodland: Makes good use of the light and dark fate that affects the outcome of some cards. When gaining/replenishing/setting up fate, I use light for good, dark for evil and an equal amount of both for neutral, unless instructed. Sounds more logical for light/dark bound (similar to the light and dark side of the Force) but only using light fate to reroll your own die rolls can be challenging. Character tokens and how they are used can be a bit complicated (my friend once reckoned the Spider Queen's tokens are more of a help than a hindrance to others).
Deep Realms: Had a couple of games with this and provides an interesting challenge, especially with the Tunnel cards, but it can be an easier (or free) way to get the rewards at the end. Not too sure about bridge cards getting shuffled back in, despite some cards saying they will remain on the board (maybe a future expansion that allows them to be moved to other region spaces?) and my friend overthinking with regards to being able to press on on th bridge despite losing to enemies (yes, you can press on!). Only gripe is that it creates less space for my character's play area (my friend prefers playing on the Sentinel side).
In summary, each expansion is good, and challenging, in their own rights but the most recent ones have introduced new game mechanics that can be overwhelming and can be a struggle to remember.
I think I can safely say that the Dragon is my friend's favourite, mostly due to the extra rules and extra variety from three decks.
But for me, I would say the Reaper as that expansion's cards didn't have to rely on a specific theme and could easily blend in with the core game (even though the character cards' artwork looked different) as well as the Reaper adding a bit of tension (1=instant death).
Had my first game with the Deep Realms recently.
The Realms cards don't fully fit the gap between the Dungeon and City, leaving a space between the two cards or spaces between the Realms and the two Regions.
Apart from that, quite enjoyed it.
As per the rulesheet:
"A character cannot use special abilities or effects to ignore or avoid encountering Traps, unless the special ability or effect specifically states that it is effective against Traps."
At the risk of sounding like a plonker, is there any way to upload photos on here from an iphone?
I like to take photos of the board before and after our sesh.
If needed, I can upload them on my facebook page and copy and paste the weblinks.