I just finished a game with the Lurker herald, and I agree with most people here that this thing really is more of a guardian than a herald. I like the idea of the herald and the idea of the pacts, but in our games it just isn't dangerous. No one had any pacts until the end of the game, when clues become scarce. Then they trash their stamina/sanity, gain the power and seal.
So what house rules for this herald is everyone using? From what I read, I'm going to try these:
1. Elder signs don't prevent a reckoning card from being drawn. Draw one as if a gate had opened. (Maybe even 2 on an elder sign)
2. Draw two corruption cards if you use power. (Someone mentioned this in a past post).
3. I have no idea if this would work, but maybe the idea that in a game with the Lurker, no clues start on the board and no clues appear during the Mythos. That might force people to draw pacts to get the power and then play with the consequences.
thoughts?
