We play by the main game rules. But we have made a couple of changes to certain cards.
1. The sleep spell now has a roll factor: 1/2 sleep for one turn 3/4 two turns 5/6 three turns or roll one die and sleep for that many turns. We flip-flop on which, both are interesting and can put someone powerful and ruthless or in the CoC out for a few rounds of breathing space or time to catch up to in CoC.
2. Earthquake effects the LAND not just the region you're in. Most effective at getting rid of all the crap that has trashed draw card spaces. If you can roll properly. Decided to do this when early in the game the Witch, Shrine, and Magic Portal were drawn as the first cards on the Hidden Valley space with closed shop and curfew already in the discard pile.
3.Horse Thief takes everybodies mules, horse and cart, warhorse and we include the UNICORN. If you're a Horse Thief, we think that a unicorn would be the ultimate horse to steal. The Black Unicorn is an enemy/follower and is given an attribute of Craft 7. The Horse Thief is an event without any attribute. So, we deem it as Craft 0. The Black Unicorn will win. The Horse Thief knows this and will not try and steal it.
Being that the first sentence of Horse Thief is "A Horse Thief is roaming the LAND." At first it was misunderstood and we were having it take everybodies stuff. But then someone realized the next line "If YOU have a mule etc.." Hey! What can you say? These things can be intrepruted many different ways. This rule was first created to replace toned down Raiders, but then figured we could just change that card to. Hence:
4. Radiers card is converted back to stealing OBJECTS and gold. Combined with Horse Thief these two rules are very detremental and can change the balance of power and distribution of objects radically.
Depending on when they are pulled.
5.Being turned into a Toad teleports you back to your starting location. At the bottom of the toad card its START is same as characters This again was a misunderstanding of the meaning and only until yesterday was it clarified that that is not what happens. But we like the ruling anyways. It is very effective of getting someone out of the CoC and down for the count for quite sometime, especially if there aren't any talisman's left. And, of course they have to roll a 1. Twice if they have fate. Using the random spell for this to take place. But it does happen.
As stated these are simple changes. But they have made for very interesting games of power shifting that even the unlikeliest of characters has won. Including ones that have died and pulled new characters. Give them try and see what you think. 


