Sooooo...
I really like this expansion: since it does not add any special Mythos-card-triggered effect (like King in Yellow did), it is easy to add it to any game without messing it up (I usually remove 22 base-game Mythos cards and then add the 22 new ones, so that I won't even know which rumors/headlines/else are going to happen).
But, as many of you already noticede, this expansion is, rule-speaking, quite a mess.
Since I am not going to wait for any FAQ or errata, here is how we home-ruled it. All the following has already been tested and proved challenging, funny and balanced enough:
1) Bound Ally pact: When you gain a bound Ally, put a Power token on it. you may only spend or discard that token by discarding that Ally. Should the Ally be discarded, you still keep the "Bound Ally" card (so you can't get another).
Behind the curtains: this makes players always-or-so having at least one power token which, as you know, is often a "dangerous gift". This makes the pact quite dangerous, thus balancing the heavy ally benefit.
2) Blood pacts /Souls Pacts: you may only have one of each (as the game already says), BUT you must choose only one of the two listed effects when you get the card. The "you may spend a Power token as either 1 clue or 1 sanity" always applies.
This fixes things up pretty much in my group's opinion.
Also, we like removing one random Reckoning card, so that we can't be sure whether a single effect is going to take place or not.
Hope you enjoy ![]()