Ok, this is my official "non-official" rules for epic play which I have been playtesting. I used Conflict at Carrock, Journey Down Anduin and Shadow and Flame as my test quests for working on these rules. So there is definitely room for more playtesting, but I wanted to share them and allow each of you an opportunity to try it and decide if you like it or if you feel it is crap.
I'm a simple man, and I like simple rules so everything is standard rules (by the book with the following exceptions)
1) You may start the game with any number of heroes you like in groups of three. For my playtesting, I was using 12 heroes.
2) For purposes of "X" on encounter cards or for determining the number of encounter card draws or number of players; X = Number of heroes divided by three.
This means, with a 12 hero starting hand, X = 4 (which would be equivalent to a 4 player game)
3) Use only one threat tracker. Threat is added once per round just like normal rules. Starting threat is equal to (Sum of all threat on all heroes) divided by number of heroes) * 3. In other words, it is (Sum * 3/N)
For example, if you had 6 heroes, you add up all threat and you get 60. 60/6 = 10. 10* 3 = 30. So your starting threat would be 30.
4) Minimum deck = 50 cards.
5) Money earned per round is equal to 3 for every 50 cards you have in your starting deck. So if you only use 50 cards, you only get 3 resources. If you use a 100 card deck, you get 6 resources. You may assign them to whichever hero you wish and can not earn more resources than game rules allow.
6) Card draw is similar. You may draw one card per turn for every 50 cards you have in your deck. If you have a 100 card deck, you draw two cards per round.
It may be obvious for most, but I will point out that you can have an imbalance of money and cards if you start with too small of a deck but its your game and these aren't official rules so have at thee.
Some scenario specific playbalancing suggestions:
Due to the epic nature of encounter card draws, there are cards which damage all heroes committed to the quest, etc. A variant I recommend is that healing may interrupt and be performed at any time during the encounter phase (i.e. even after applying damage but before a character dies). This is simply to counterbalance the design of cards which were clearly not designed to be used this way…and if you are drawing 6-8 encounter cards each turn, this damage adds up quickly.
Also, any card which asks you to add threat based on # of exhausted or unexhausted characters should have said threat divided by "X" or you will likely lose the very first time you draw that treachery card.
That is it.
I played Journey down teh Anduin with 18 heroes quite successfully. The only two issues it presented was that my starting deck was rather large (300 cards) and you need a large table. But man oh man, I was drawing 7 encounter cards at a time and having some awesome battles. I'm quite happy with this solution so far…obviously there are specific treachery cards in specific quests which I may not have thought of or may need "discernment" in regards to how to apply them…but I hope you enjoy the suggestion and happy gaming!