This variant allows for more of a sense of exploration. I think it adds some flavor, and mystery, as well as making the game a little harder in a good way. After a few plays, I really enjoy playing it this way. Try it and let me know what you think.
SEARCH THE MUSEUM
During setup, arrange the six Adventure cards in 2 columns of 3 rows height FACEDOWN with the Entrance on the bottom adjacent to both of the bottom 2 Adventure cards. Investigators start at the entrance.
At the start of a player's turn, they may move their Investigator 1 adjacent space for free. Each adventure card is considered 1 space. A player may not move diagonally. The Entrance is considered to be adjacent to BOTH of the bottom 2 Adventure cards. If a facedown adventure card is moved onto, it is turned faceup and any Terror effects happen once immediately (but not At Midnight effects, even if it's midnght).
After a player has used their free move, they may spend 1 Clue token ONCE to move 1 more space.
After a player has used their free move (and possibly a Clue move), or declined to move, they may do one (only one) of the following 4 things:
1) end their turn (moving to the Advance the Clock step).
2) attempt to Resolve the Adventure they are on.
3) "Receive First Aid" following the same menu as on the Entrance card. (They rest or take medicine.)
4) "Search the Lost and Found" following the same menu as on the Entrance card. (They loot the room)
NOTE: Options 3 and 4 are NOT available if there are any monsters present on the Adventure card that the Active player's Investigator is currently on.
NOTE: Options 3 and 4 are still always available at the Entrance along with the ability to "Buy a Souvenir."
When an Adventure card is successfully resolved, any Investigators currently on it are moved to an adjacent space of the players' choice (multiple Investigators can be moved to the same or separate spaces). If facedown Adventure cards are moved onto this way, they ARE turned faceup. Then, the resolved Adventure is removed and a new Adventure card is placed FACEDOWN in its place.
When an Other World adventure appears, set it FACEDOWN adjacent to the space which the Active player is currently on. If there is already an Other World adventure adjacent to that space or the Active player is at the Entrance, set the new Other World adventure adjacent to any other regular adventure card. (In the rare case that there are already Other World adventures adjacent to all 6 regular Adventure cards, new Other World adventures cannot appear.)
When a monster appears, it must be added to a faceup Adventure card. If there are none, the monster doesn't appear.