These are all good tips. Thanks.
On the balance issue:
Would giving an extra XP point to the OL notwithstanding the Rumor card quest result resolved the unbalance issue or would it unbalance things furthermore?
I am a little wary about giving the Overlord too much XP, as that can result in the OL being able to achieve card combinations which might be too strong. This is similar to why the heroes aren't given too much XP either, as play balance has not been tested in situations where the heroes were given access to their entire skill tree. It was a mistake of Lair of the Wyrm to provide an XP reward in its final quest, a mistake they have since rectified in future expansions.
Hehe, I figured Whitewing would have a dissenting view on this! I don't think he chimes in when we do happen to agree ;-)
Threat isn't nearly as valuable a resource as gold and shop card draws are. The overlord always has to weigh the pros/cons of threat and fortune. An awesome sword is just an awesome sword.
Also no matter how hard you try to limit the search tokens, they are still going to come away with a few. This is especially true if the quest goes south for them and they decide to ditch the objective and devote all their resources to acquiring treasure. If you have ever been on the receiving end of your critical lieutenant being wiped out in a single turn by the many powerful weapons in the game, you'll know how important every single shop card draw is in swaying the balance of power.
And don't forget that there are travel cards that force the Overlord to play their rumor quests! You do not have as much control over if/when they are played as you think you do.
Ultimately though, I think the best advice is to experiment. Try out the rumors as is, and see if you agree with Whitewing. I know I'm not alone on the board in viewing rumors as bad for Overlords, so try out the variant too and see if you enjoy that.
Yeah, I don't usually reply unless there's a new point to be raised. If I agree with what people have said, I usually just remain silent.
The bit about a new sword being great is true, but I think you undervalue the potency of threat well used.
I very commonly play a rumor card down the instant I win a quest and then force it to be played immediately, because I know that rumor is going to be exceedingly difficult given the hero makeup. I'm pretty much always correct about that, and often can limit them to very low amounts of treasure, and sometimes none. The relic reward I get is nice, but more importantly, I get 1 threat per hero killed, 1 for playing the rumor card, and 2 more for winning the quest.
It's entirely up to you to decide if it's worth playing it, but I want to point out that if you make the houserules that chamy suggests, you are going to heavily imbalance rumor quests in favor of the overlord. The heroes essentially get no reward out of it at all unless they win (and you can decide whether they're allowed to try it, meaning you'll never let them unless you know they probably can't win it), and you still get rewards as normal.
There's only one travel card that forces you to play a rumor card, and you can play the rumor quest that most heavily favors you. Even when it goes down, you still get a threat out of it.
And for the record, I pretty much always play overlord.
Edited by Whitewing