I guess my first instinct with this is that cards limiting supply is "stupid" and I don't like it... but that may just be my bias showing based on the rules I played when I was younger.
It sounded to me like it was widely popular in modern day to dispense with this rule (not that this changes anything at my own table, except to keep in mind new players might feel like that's how it should be), and while I didn't really question it at the time, the ADK seems to be where the "official sanction" for jettisoning the rule came from. Sounds great. But I also got the sense that some people were open to the idea of letting cards limit supply. There's a certain novelty for me in trying to play that way, and seeing that it was intended in the 1st & 2nd EU editions (and the Japanese edition, which had no ADK or any official expansions of any kind) was interesting. I wouldn't mind trying to play that way. I see it as forcing a limit on the loadout combinations possible in a standard hero party (no new heroes in the old editions under EU rules, except maybe the Dwarf Trollslayer from that White Dwarf article whose weapon usage was limited; not looking at the Amiga game heroes either).
Forcing the heroes to negotiate who gets what piece of equipment is kind of cool. The NA/Brazilian rules get potentially "infinite" (gold isn't infinite, but you get what I mean) equipment, but you also have the selling back mechanic. Not being able to sell back equipment means a hero who doesn't want something may be more apt to give it away to a teammate I suppose, but the overall supply doesn't change, despite the anomalies with the extra Spear. When such anomalies occur of course, it's up to Morcar/Zargon to just resolve it, and that's an easy fix. A clever GM could just have the hero find something else besides a Spear that someone already has, rather than try to start a rules argument or conflict between the player characters (unless he wants that!).
It makes sense to me that in the original intentions (without resorting to the "update" from the Adventure Design Kit or any later editions), that if you lose a weapon for any reason (and no other hero has it), then it will become available again the next time you go shopping. I was formerly thinking, well, you could argue that maybe the "Armory" is only selling one copy of each thing (unless it's 1st edition then they have more than one shield, helmet) and that is always what they sell between quests, regardless of what people have... but if you go that route, you've already abandoned the "cards limit supply" in some fashion because you're writing down potential extra ones onto character sheets.
The regular sheets really aren't designed to have enough room for all that extra stuff. There's no real official mechanic limiting how much you can carry. The Adventure Design Kit is an attempt to move you away from the card limiting supply rule, to be more like the NA edition. The new character sheets give you plenty of room to write all that stuff down. Not that you particularly need twenty broadswords, but at the very least, you could equip three heroes identically (and the Wizard hopefully gets the magic items, or until then in the 2nd edition at least he has some better armor options for his gold). There's no selling back equipment in the EU rules, so theoretically you could end up with lots of equipment. Generally though I agree, finding equipment is rarer in the EU books. The spear is "consumable" in the sense that it can be lost, but there's no requirement it be thrown (it's better to hang onto it, at least until you get a better one!). And Rust is rare (and only occurs in WOM).








= one hit
= one hit & pushback
= cancels one hit





