This is just the way we play, take it for what it's worth. You probably won't think it's very much since I'm part of those crazy people who play with all expansions at once, but here it goes anyways.
1. Cold Spring Glen is an aquatic location. Has made a few monsters move into Dunwich, though they were killed before moving into a rift, and makes Silas even cooler.
2. Exhibit Items can be purchased at the Library, spending $6 to draw two and keep one. We just wanted to make these items more accessible even though no one has yet to go purchase any yet.
3. Corruption cards are drawn any time you beat a Dark Young, regardless of whether the Black Goat is the Herald or not. This has both lost and won me a game. Not to mention it seems once we started playing this rule, we started drawing Dark Young form the monster cup on every other gate opening. We also considered having you drawn for the Dark Druid and the Child of the Goat but thought that would then not add very much to when you actually did play with the Black Goat Herald. So maybe just the Dark Young and the Dark Druid.
4. When an open rift moves on it's off-color, pop a monster out and raise the terror level. When it moves on it's appropriate color, pop a monster out, raise the terror level, add a Dunwich Horror token and a Deep One Rising token. We considered having the appropriate color add a doom token but there already seems a lot of ways to speed up the Ancient One's awakening so we decided to go with just more in-game mayhem. I also think that along with all the other things, we should add a random rift progress marker placed at the first players discretion.
5. When a monster surge occurs roll a die. On a 4-6 the surge happens as normal. On a 1-3, flip over a random, unused rift progress marker and open a gate at that location (spanw monsters, add a doom token, all as if a gate has opened as normal). The only time you don't roll for this is when you draw the Mythos card with the headline "A monster surge occurs." When entering gates in Kingsport or closing them during the Arkham Encounter phase, that does not count as your encounter to remove or flip over a rift progress marker already on the board. We considered not having these gates count toward the gate limit and not being able to seal them, but figured the previous was a better option. Yes, I know according to Lurker you cannot seal a gate unless in an unstable location, but we bend that here since it is so rare, if ever, that you can get a gate opened in a stable location and that was more meant for the moving gates in the streets.
Anyways, that is just some of the rules we've implemented. Love 'em, hate 'em, have no opinion about 'em, I don't really care. Well, except for the opinion part. I'd like to know if anyone has tried these same things, something similar, nothing similar, just think we're stupid for playing this way, or just basic observations and/or comments.
