Here are the custom rules we use....
Table Talk
The table talk rule is one of the worst written rules I have ever seen in a game. It is not only ill defined, but the wording is so loose that anyone can basically play around it.. This leads many people to ignore it completely and miss out on the true greatness of this game. This rule vastly improves this game.
The idea of this tweak is to bring the table talk rule back. Why is this good?
Well Co-Op games suffer from a syndrome I call "follow the leader", this is when one player basically plays the entire game and directs other other players. This rule prevents this from happening. You can see this in action on most CoTR YouTube vids (though they are doing a video so they can be excused (almost) as they need a narator in a way. One player is playing and the other is basically a card drawing robot. Most co-op games have this problem where if you have a forceful personality at the table it can in a way become a solo game where other players all play as one. This is not co-op in my eyes. People working together is co-op... not one person commanding others.
Also it brings back into the game one of the greatest things about deck building games, the surprise and wow factor of seeing combos go off. Now you partner can swoop in and do power moves that impress and leave stories that you remember for years.
It also adds a trust element to the game. You need to trust in your partner and they need to trust in you.. this fits the theme of this game perfectly. Relinquishing control is hard for people, anyone done that exercise were you fall backwards and are caught by your wife? Well, do it if you having and you will most likely feel a small rush.. as no matter how much you trust natural instinct to be on control kind of fights you... this feeling is now in the game. When things work it feels great.
You learn each others tactics. While the first few games might be a bit wonky, as time goes by you get a deeper understanding of how the other person plays. You become a true team where you can predict and anticipate your partner and this leads to better decisions on the battle field. Our group can nearly work as one. This leads to becoming much better players.
Rules
1) You may not talk about any card in your hand or deck, card counts in your deck, or deck abilities and combos.
2) You may not discuss any card name, effect or use any trick to make it clear what card you are talking about.
3) All visible cards can be discussed
Examples of Legal Table Talk
"You take those two mobs, I'll optionally engage this one. Why don't you defend with that dude, and then I'll help attack back with my range guy here... " etc etc
"Lets quest with these 3 here"
"Why not tap your UC now"
Examples of Illegal Talk
I think a wizard might turn up for a while and help us on this one.
If you defend with that guy you will not need to worry about the damage.
When Revealed
The revision to the When Revealed rules was a huge mistake. This brings is back to how it was originally.
When Revealed triggers as the card is moved to the staging area form any deck zone. Discard or Encounter deck. Drawing form encounter deck in ANY way, or form the discard pile in ANY way triggers when revealed, guarded, doomed and other keywords.
Character Commit Timing
All characters of all players commit at the same instant in time at response speed. This allows forced and response effects to occur as normal but this slight tweak means all players commit at once.. meaning the commit step of the quest phase is a simultaneous phase for all players. After all players are commuted.. they leave as a group to quest.. at the one instant.
Also there is no action window at the end of the commit step. The commit itself is the last thing before the game over and is a game interrupt (like the quest cards). So nothing can ever be chosen to happen before it.
Winning the Game
You can not win the game if there are still monsters in the staging area. You still play as normal but only ever add monsters equalling player count minus 1. Extra monsters drawn are discarded and not replaced. All other game rules continue. Once all monsters are dead the quest card can fully resolve.
So in a two player game you still reveal 2 cards a turn, but if you draw a monster and the 2nd is a monster it is discarded. Solo all mosters are discarded..
It always bugs us and leaves a feeling the quest is not done. Squeaking though a quest with a billion things ourt just feels wrong to us. This rule adds hardly any dificulty but gives the quests a feeling of reslution.
Deck Building / Uniques
Multiplayer hands are considered as a single deck, No hand may contain the same unique cards as the other hands. You can still have 3 of each in the hand.. but not the same named card among ALL the named hands.
So for example, in a 4 player game you can only have 3 gandalfs total among all 4 decks.
Once Per Game
This effect is limited to the deck.. (remeber multiplayer is considred a single deck). As well as limited to all copies of the card in the deck.
You can not move Agagorn around the table gaining threat reduction on each player, as the once per game effects that card for the entire game and all players. Landroval's effect can only be triggered once.
Card Resolution
- As much of a card must resolve as it can.
- It always resolves in order
- Failer of pats of the card do not effect the rest of the card unless the effects are linked in the sentence with a conjunction, and only then if the conjunction dose not refrence the start of the sentence.
- All full stops denote a new reolution "step" in the card that is isolated form any failes of other parts of the card.
- Non targeted effects can NEVER fail (all monsters gain +1 Will in staging area.. even if no monsters this still occours.. it just has no effect)
Blah blah AND blah is a linking. So if either fails the other can still occour.
Blah Blah THEN blah - If the 1st part fails THEN the 2nd part fails.. as in "I dropped the plates then they broke" If the plates are not dropped, they can not break.
Blah blah THEN Blah. Blah-d-blah. If Blah Blah fails, THEN also fails, but Blah-d-blah resolves.
Next, Last and First Player
All these terms apply to solo play. The solo player is simultaneously the 1st, last and next players anything that targets 1st, last or next targets the solo player at ALL times.
Also mechanically this means that "behind the scenes" the 1st player marker is considered to be transferring each round.
Edited by booored