So, I liked the exploration tokens, but it think they extended and complicated the heroes turns. I'm still up in the air if it is worth while to play with them. I like having them as alternatives though. I think I'll leave them out the next couple of games. I would only add this rule among players with one or two games under their belt and who grasped the rules.
Epic, is the way to go, for my group. I think that 6 rune stones can be fairly easy to protect . Only needing to get four allows this to end sometimes quite quickly. (My last 4 player game i won with only one battle against another player towards the end of year 3.(I was sad to see very few of the stronger units out)) I also think the fact that having the runes revealed adds pressure and makes it more clear who is in the lead even though it is easy to figure out. Also, because people will tend to put the runes into their home land, it makes it more appealing to invade a homeland.
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Here are some very important links the official rulings, and a compilation of answered questions by forum member sigma zero. (print these out and keep them in your box)
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now, here are some homebrew rules i have seen/made-up;
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HomeBrew--
REGARDING RUNES
Semi-epic, play to 7, but start with 2. (Essentially increase the rune stones needed by 1)
Epicly-epic, get one, play to 8.
(you can add or subtract the false rune/hidden rune rule if you like, though it may cause you to run out of runes)
REGARDING DIPLOMACY
Here is the thread where user Dark elf offers an alternative way for diplomacy. It is very well thought out, is logically beautiful, And in my opinion deserves to be in the expansion rulebook as an alternate.
So, what do you guys have to add? (I was going to check the bgg forums but they are down)