On 2/7/2020 at 1:36 PM, Hyperjayman said:What confuses me the most is jeremmyj621 seems to think the rules are written with tournament/competitive play in mind.....despite the game being casual solo/co-op.
It is a solo/co-op game, but I'm sure somebody will host a tournament (if it hasn't been done already) to see which team can survive the longest, or assign a point system to see who can acquire the most points.
Anyway, I've been tweaking my "I'm too young to die" mode (thank you sverigesson for the name!). I've been looking for a balance that makes the game easier for one or two players, yet is still challenging. IMO the standard rules are too challenging for one or two players. Here are the tweaks I've come up with: 1) In a solo game, when the first phase villain is defeated, the hero heals all damage (since the villain essentially does the same), and all threat is removed from the main scheme, but not any side schemes. 2) For a two player game, I use the standard rules except that villain hit points aren't adjusted per player. When the first phase villain is defeated, heroes do not heal damage and no threat is removed from the main scheme. 3) For three or four players, I use all standard rules.