"...from my cold, dead hands!" - Artifacts and Rust
(TL;DR version: "Artifacts make the Armory useless as a gold sink and Rust useless as a EWP control tool. Discuss.")
Longer version:
People like finding shiny new toys to play with. It is no different in Hero Quest. Give a Barbarian a sword and you arm him for a day - or until he runs afoul of your Rust Fimirs. Let him get his hands on a +2 Longsword of Slaying Everything Except Squid artifact weapon, however, and you arm him for life.
According to the original text, the Chaos Spell Rust has no effect on Artifacts, a clause which is well and good on its face. Heroes hate it when Morcar/Zargon takes away their toys, especially unique, difficult/impossible to replace Artifacts. Since most artifacts are better than the equivalent standard equipment pieces from the armory, M/Z's best play with an equipment-destroying effect such as Rust will almost always be to ruin such a thing - except, of course, for the fact that he can't. The card itself says so.
The problem with this protection clause comes when your Heroes gird themselves with the shiniest relics they can find, to the exclusion of mundane arms and armor. Not only does the Armory became entirely pointless as a place for the Heroes to spend their gold, but M/Z loses the use of one of his most powerful tools: the ability to regulate the Heroes' progression with a few steps back from time to time. Now, I do think it's important to keep the fear of God (or of Chaos, to be more on-point with the flavor) instilled in the Heroes. But if M/Z can blow up all the artifacts the Heroes find, is there really much point in finding them in the first place?
For those of you who like to outfit the Heroes with a lot of Artifacts, does this ever present any problems?
(Footnote: While I have a set of about 60 or so artifacts in AlterQuest, only a small number of them overlap with the types of items the Heroes can outright buy, so the above problems remain theoretical in my house, at least for now.)
Longer version:
People like finding shiny new toys to play with. It is no different in Hero Quest. Give a Barbarian a sword and you arm him for a day - or until he runs afoul of your Rust Fimirs. Let him get his hands on a +2 Longsword of Slaying Everything Except Squid artifact weapon, however, and you arm him for life.
According to the original text, the Chaos Spell Rust has no effect on Artifacts, a clause which is well and good on its face. Heroes hate it when Morcar/Zargon takes away their toys, especially unique, difficult/impossible to replace Artifacts. Since most artifacts are better than the equivalent standard equipment pieces from the armory, M/Z's best play with an equipment-destroying effect such as Rust will almost always be to ruin such a thing - except, of course, for the fact that he can't. The card itself says so.
The problem with this protection clause comes when your Heroes gird themselves with the shiniest relics they can find, to the exclusion of mundane arms and armor. Not only does the Armory became entirely pointless as a place for the Heroes to spend their gold, but M/Z loses the use of one of his most powerful tools: the ability to regulate the Heroes' progression with a few steps back from time to time. Now, I do think it's important to keep the fear of God (or of Chaos, to be more on-point with the flavor) instilled in the Heroes. But if M/Z can blow up all the artifacts the Heroes find, is there really much point in finding them in the first place?
For those of you who like to outfit the Heroes with a lot of Artifacts, does this ever present any problems?
(Footnote: While I have a set of about 60 or so artifacts in AlterQuest, only a small number of them overlap with the types of items the Heroes can outright buy, so the above problems remain theoretical in my house, at least for now.)



