does any one else feel that it takes to long to feel confident to fight yellow challenges. eventually the doom track will be up to 5 doom counters. But the threat track goes to slow and we lose interest. anyone else use the the variant of exp equall to your level (level= exp counters +1) but then for 2 players should the cap off for number of exp cost be 9. then even if you have 11 exp counters it costs 9. Is that a good cap off. should there be a cap off. Also in this one game i kept getting knocked out. i lost all my items and lost 9 gold then 5 gold then 3 gold in almost a row. I use standard knockout rules. Do all of you guys use the standard knockout. i kept thinking that not losing gold would have people getting to 20 or more easily. And not losing items makes a lack of item variety. And not losing highest cost item means theres no more point of escape tests. Should i just leave regular knockout rules and learn to deal with it.
So do i continue this level up exp with capoff 9, should i use doom track, but use threat track for solo. Also should i use travel hazards. Do you guys use travel hazards.maybe i should use it in solo and the punishment for not being able to get on an adventure counter is to miss your turn. or just use travel hazards. Should i use travel hazards in adventure varaint decks. And for sceptor of kyros do you think its a good idea to replace the red jewel spots with blue adventure counters. help is appreciated