This is hardly a derail here at Ye Olde Inn. We are actually still talking about board games on page 5. I actually think that's some kind of record!
Anyways...
SDE originally used an "Adventure Tracker" to time certain events in the game. You moved a token along a board every time any damage was dealt. Eventually this would trigger the mini-boss and finally the actual boss.
In addition all damage dealt by heroes moved a second token on another track that would trigger loot at certain intervals.
Mechanically this worked really really great, but it was admittedly rather cumbersome to actually use.
Finally, the Dark Consul player were allowed to move all his units each round. Again it worked great mechanically, but it was a pain to actually remember which of the many units had actually been activated.
Then along came Forgotten King with a whole new ruleset that promised to "streamline" the game.
The adventure tracker was tossed. Instead the events became tied up to the destruction of spawnpoints. This meant that the heroes had zero interest in destroying the spawnpoints or even press forward, but rather hang back and grind for loot.
The consul only moves 4 points worth of creatures each turn. This means a lot of creatures will just stand around unused most of the time as you obviously prefer to just activate the strongest ones over and over. If everyone got a go, it made sense for a group to contain several weak units. Getting to attack with weak units is better than nothing. But now it's more like, attack with your strong units or spend the turn spawning those strong units. It's never an option to attack with weak units.
In addition, a whole lot of extra rules were added like adventure cards with traps and creeps, special keys, coins and actions that complicated something as simple as opening a chest.
Long story short... the "streamlining" meant the game got more complex and took even longer to play. Even the smallest game with 3 heroes easily takes 4 hours. The first 2 will probably be spent on the first tile.
Apparently there's now yet another iteration of the rules on the way in addition with "Legends" on it's way.
SPM is kinda getting the reputation of being great miniature designers/producers, but poor game designers - a sentiment I'm frankly getting behind more and more.
But who knows? Hopefully Legends and the new ruleset will be the things to blow us all away.