I realize there are quite a few of these but many of them are very intrusive in terms of rules alterations. I wanted to come up with something a bit more passive, something that offers some hope to having a good single player experience and the ability to actually succeed without going the two hand round. What I came up with below, was hoping to get some feedback from more experienced players. I have done about 4 games now and so far it seems to be working pretty well, most quests are still tough as hell but I'm finding that I can last a bit longer at least and sort of see the light.
DECK CONSTRUCTION
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Players use up to 4 Hero's Instead of 3 (see Leader special rule)
GAME SETUP
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Draw 8 Cards at the start of the first round, choose 6 cards and shuffle the unchosen cards back into the players deck or take a mulligan, drawing 6 cards as per normal rules.
SPECIAL RULES
Leader
The leader is a special 4th character that is added to the group of heroes. The Leader functions as a normal hero in every way except for the following special rules.
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After selecting a leader, select another hero with the lowest threat cost in the group. Add that characters threat cost with your leaders cost together and divide it by 2. Add this threat cost to the other 2 hero threat costs to get your total threat cost for your group
Leader Threat Cost + Lowest Threat Cost Hero / 2 + Other Hero Threat Cost = Starting Threat
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When your leader dies, you automatically lose and fail the quest.
Special Abilities
Some special abilities are only useful in multiplayer games, as such these are the solo variant rules.
Ranged
Ranged characters do not exhaust when attacking the first time in a combat phase.
Sentinel
Sentinel characters do not exhaust when defending the first time in a combat phase.