Cult of the Rune - house rules ideas?

By aratus1, in Runebound

Hi all,

After playing Cult of the Rune a few times I felt that the expansion could benefit from extra rules, to expand the story and the depth of the expansion. I felt the end game was a bit of a let down (ie playing until one player reaches a certain amount of VP or 18 events and encounters had been revealed), and felt there was no real heroic resolution or dread finale. I play cooperativelly with my partner so the VP race was an issue (not a big one). I also love Encounters and Events, which are not part of the game. But apart from all that, I felt the expansion has a great theme and also has potential.

So I started thinking of house rules, like liberating corrupted towns, with a random system of generating the towns cult leader, skill tests in locating them, a reward for freeing the town, because if all the undefeated counters are allocated to corrupted towns the game is over. This house rule actually improved the game, so much so that I'm curious to know if there are any other players who have made their own house rules for this expansion, and what are they?

sounds ok... i did not play this one yet, but rules should be worked out a bit more i think.

I can post the rules I have, if anyone is interested, just not sure how to on this forum - was considering placing them on BGG site.

And here is a link to the house rules "Liberating corrupted towns" - http://www.boardgamegeek.com/thread/377084

Are there any other players who use house rules for this expansion??