by wallydubbs » Thursday November 1st, 2018 9:37am
The first time I playtested the game with my brother and cousins they were highly put off by the fact that there are almost just as many good treasure cards as there are bad ones.
Thanks to drathe posting the expansion cards for KK, RotWL, WoM and FH I picked through them, discarding potion of charm and warmth (until later quests) and upgraded the Treasure deck to 40 cards as opposed to the original 24. The chances of getting good now outweigh the bad: 23 good, 16 bad, 1 Nothing. We played the original with the expansion spell to pick from (from WoM and MotM).
When playing the Great Citidel in Keller's Keep the Wizard had spells of Detection; after the 4 heroes cleared out the hallway of about 12 greenskins and finally entering the locked door and the Barbarian just cleared out the Skeletons, the Wizard had preemptively cast Treasure Hoard on himself. He walks in, using his movement, and searches for Treasure finding gold, a potion of speed and setting off a Magical trap. As the Wizard was the last at the end of the round the Magical Trap was set to go off, both Wizard and Barbarian were down to 2 body points, so rolled 3 skulls, killing them.
However, realizing the peril his friends were in, the Elf cast Flashback spell, letting the Wizard replay his turn. Although it was my turn and past the Wizard, I bent the rules a bit and let it slide, as they had already been through so much I really didn't want them to die (Great Citidel is insanely hard). So all 3 cards returned to the top of the deck and the Wizard held off from searching until everyone could safely clear the room.
It was a close one, but really fun.