ConclusionI don't know if it is just me, but I did not find the Armband of Ice in the quest book. It is bitterly needed!
In this "try for balancing", I put it where I think it would fit well.
Quest 1 - 3:
Barbara wants to become a hero, but for the first three quest she thankfully accepts the eager help offered by a band of ragged mercenaries.
For quest 1 and 2 you need 3 Halberdiers, for the third one 5.
As we don't want to stuff Barbara with too many freebies, I am a fan of Admirals Idea to give Barbara a Mercmix before she starts.
So, my proposed changes in the Frozen horror quests:
Quest 1: "Four mercenaries offer their help, one of each kind. Make good use of them!"
Quest 2: "Make sure to refill the Mercenary losses. They're more important than the next Axe." (but then let Barbara do what she wants)
Put the Armband of ice into the empty treasure chest; add 150 gold
Quest 3: "Be sure to take Mercenaries along your quest!"
Quest 4: A recommendation before the introduction text:
"This quest is best played with a Group having 4-Dice equipment and a Scout"
Note D: This chest has a trap with an explosive device. If a Hero searches for treasure before the trap is disarmed, all Heroes in the room lose 2 BP. The chest contains 600 Gold Coins
and the Armband of Ice (see new artifact card).
Quest 5: A recommendation before the introduction text:
"This quest is best played with a Group having 4-Dice equipment and at least two mercenaries"
Note F: The first Hero to search for treasure in this room finds
2 Potion of Warmth (see new cards) and 2 Potions of Healing. Each potion of healing restores up to 4 lost Body Points.
Quest 6: No changes, but a recommendation before the introduction text:
"This quest is best played with a Group having 4-Dice equipment"
Quest 7: No changes, but a recommendation before the introduction text:
"This quest is best played with a Group having 4-Dice equipment and at least one mercenary"
Quest 8: No changes, but a recommendation before the introduction text:
"This quest is best played with a Group having 4-Dice equipment and a minimum of 4 mercenaries"
(though I am thinking of putting one potion of healing more? Any ideas, anybody?)
Quest 9-10: No changes, but a recommendation before the introduction text:
"This quest is best played with a Group having 4-Dice equipment and a minimum of 4 mercenaries"
Rule changes:Following
proposals from wallydubbs thread:
Yeti bug mitigation:
1. Change the phrase "This hug inflicts 2 Body Points of damage to the Hero at the start of each subsequent Zargon turn" to "This hug inflicts 1 Body Point of damage to the Hero at the start of each subsequent Zargon turn"
2. Change the phrase "The Hero cannot defend against this attack, nor can he take any actions":
"The Hero cannot defend against this attack. He can only attack back with a dagger."
or maybe
"The Hero cannot defend against this attack nor take any action. As an action, they can try to break the Yeti Hug by rolling one white die per BP. If a Walrus shows up, they're free."
For my personal use, I would change one or two things more. (Slippery Ice Crevasse, I am looking at you).
If it is just about debugging and making it playable with the official version, I would stop here.