Hey guys, so I have noticed there are some cool tiles or abilities that were either un-balanced or un-used and I didn't like that. Below are a few of my proposed house rules for RtL and SoB. Some of these can apply to the base game, however they were designed in light of the fact that RtL and SoB didn't incorporate some of the cooler tiles from some of the other expansions. I also decided to implement these because I feel that the balance of the game with feats has shifted slightly and I feel this tips it back.
Sharr the Brightwing:
When Sharr ends her turn on a hero, they lose one lingering effect of their choice other than a curse or frost.
(This rule was picked up somewhere else, I modified it a little bit to my liking)
Bane Spiders: Crawl, Bane Spiders may ignore up to two spaces of obstacles that block movement.
Rolling Stone:
Allowed in the advanced campaign.
(I never understood when they ruled to take it out, so far it hasn't ever put a hamper on the heroes in my experience giving me a total of 1 kill across most of my games. My house rule is simple... let it be played)
Lava Beetles:
When a lava beetle is killed, place one lava token where it was killed. Ignore this ability during over sea encounters.
(I also heard this one mentioned on the forum, and I liked it, simple not hard to implement)
Shades:
When a shade is killed, roll a power die, if a surge, place one fog token where it was killed.
(Fog doesn't block movement so this couldn't exactly be abused, also the surge roll prevents it from occuring too often as fog is a nice tile. also this can be applied to deep elves if you don't have Tombs of Ice)
Golems:
When a golem is killed, place mud tokens where it was killed, using up to four mud tokens. Ignore this ability during over sea encounters.
(Mud really doesn't show up much in SoB or RtL, and it only slows the heroes down a bit, which Golems are often used for anyway, I feel they both work well in tandem)
Dark Priests:
When an attack made deals damage to a hero, roll a power die, if a surge, place one corrupted ground token benieth the hero, ignoring the threat gain for this token until the next round.
(Corrupted ground is one of the coolest tiles in my opinion, however ARE they are very strong, so I feel rolling for a surge balances it out slightly. Also I feel the corrupted space's effect works in synergy with Dark Priests' abilities.)
And, since we will be seeing lots more floor tiles due to these changes, I was thinking of modifying the Invlnerability potion to help with that. I have heard of a few house rules for them that usually involved scaling armor with campaign level, but that was too much, and from what I understand, even that change would throw the balance of the game.
Invulnerability Potion:
Drinking an invulnerability potion protects the drinker from the next 2 corrupted, mud, ice, or lava token's triggered effects.
(I am in favor of a change like this for Invulnerability pots vs armor scaling for sure, and I hope that this potion's change will add more value to Aurim, and the Alchemist skill.)
Let me know what you guys think of these changes. Like I said, these tiles just don't get much use in the advanced campaign and I would love to see them around much more, and I feel that with the use of Feat cards, these changes won't throw off the balance of power.
Also, I just felt like I should include my Printable Familiar reference sheet I made. It was based off someone elses previous work, but was just updated with all the new rules, as well as the new familiars from Sea of Blood. This sheet includes Sharr the Brightwing with my house rule.