OK, here are the HTML versions of all cards from the 3 different versions. Thanks Kurgan. Could you please take a better picture of the screen? I can hardly read it, and it is parts of the rules (the traps).
1st Edition:
https://heroscribe.github.io/heroscribe/cards.html?e=1st2nd Edition:
https://heroscribe.github.io/heroscribe/cards.html?e=2ndUS Edition:
https://heroscribe.github.io/heroscribe/cards.html?e=USMonsters, equipment and quest treasure are identical between 1st and 2nd Edition, except that there are no Bracers and Cloak of Protection in 1st Edition.
3 Spells differ between the versions:
Courage
1st: This spell may be cast on any one player. That player may then throw two extra dice the next time he attacks. The spell is then discarded.
2nd: This spell may be cast on any one player. That player may then throw two extra dice each time he attacks, until the spell is broken. The spell is broken when there are no more monsters visible to that player. The spell is then discarded.
Sleep
1st: This spell will put one monster or player to sleep. They may try to defend themselves by rolling one die per Mind point. If they manage to roll a shield they are unaffected. Once put to sleep they must roll a six at the start of their turn before they can move again.
2nd: This spell will put one monster or player to sleep. He may try to defend himself by rolling one die per Mind point. If he rolls a shield he is unaffected. Once asleep he may not defend if attacked. He will awake if he rolls a six at the start of his turn, or if attacked.
Rock Skin
1st: This spell may be cast on any one player. That player may then throw two extra combat dice the next time he defends. The spell is then discarded.
2nd: This spell may be cast on any one player. That player may then throw two extra combat dice in defence, until the spell is broken. The spell is broken when that player is wounded. The spell is then discarded.
The wandering monster card has a slightly different text and misses the "return to treasure pile" instruction in 1st Edition:
1st: As you are busy searching a monster stalks up on you and attacks. The Evil Wizard player should place the wandering monster, shown in the Quest Book, for this adventure in any square next to you. The monster attacks immediately.
2nd: As you are busy searching, a monster stalks up on you and attacks. The Evil Wizard player may place the wandering monster shown in the Quest Book for this adventure in any square next to you. The monster attacks immediately. Return this card to the treasure pile.
Trap! cards miss the the "return to treasure pile" instruction in 1st Edition. The Trap! with the pit trap doesn't close automatically in 1st Edition:
1st: The stone beneath your foot begins to give way and all too late you realize it is a trap. You fall into a pit and lose one Body point. You may climb out and move as normal on your next turn.
2nd: The stone beneath your foot begins to give way and all too late you realize it is a trap. You fall into a pit and lose one Body point. You may climb out and move as normal on your next turn. The pit then closes. Return this card to the treasure pile.
Cards with a gold value miss the "return to treasure pile" instruction in 2nd Edition.
1st: A meagre haul of just 10 gold coins is found in the pocket of a smelly, worn jerkin. Record the money on the back of your character sheet and return this card to the treasure pile.
2nd: A meagre haul of just 10 gold coins is found in the pocket of a smelly, worn jerkin. Record the money on the back of your character sheet.
Regarding the changes of the spells:
Sleep: I guess the players complained that the EWP rolled defense for the sleeping monster, so they added the "no defense" rule. Waking up if attacked leaves uncertain if the monster also wakes up on a missed attack. I guess so, else the rule would be pointless because the 1BP monster would be dead anyway. Maybe wake up on attack was introduced to prevent PvP: The wizard puts the barbarian to sleep and the punches him to death while he keeps sleeping.
Rock Skin: 1st Edition was very weak. A one time bonus of 2 defense dice in average only prevents 0.67 damage, and only if the monster has a good hit. The EWP might also decide to let a weak monster attack first in order to waste the player's defense bonus, then attack with the strong monster. So this is a buff to make this spell efficient.
Courage: Again, the one time attack bonus is quite weak. It slightly increases your chances of killing a 1BP monster, but you need careful planning to make it work. Also, if the wizard goes last he would rather have a weak attack now than a very strong attack on the buffed player's turn. So they changed it into something much better, which in most situations gives 2 or 3 attacks with +2. But in "Return of the Witch Lord" there are some quests with all undead at once, so the courageous hero gets the bonus for all of them. It also introduces line of sight discussions. So this fix is a bit questionable in my opinion.
Regarding the changes on the treasure cards, you have to check the changes in the rules in parallel. The rules about treasure cards have the following differences:
1st Edition:
Treasure Cards
Some of the treasure cards are of gold or jewels. The character who finds one of these should record the value of his character sheet and return the card to the bottom of the treasure card stack.
Some treasure cards show potions. You can either use such a card immediately (returning the card to the bottom of the stack), or keep it and use it later at any time. Return the card to the bottom of the stack as soon as it is used.
The other treasure cards show traps or wandering monsters. These cards should be read out and the instructions followed immediately.
2nd Edition:
Treasure cards
Some of the treasure cards are of gold or jewels. The character player who finds one of these should record the value of the treasure on his character sheet. The card is then discarded. It is not returned to the treasure card pile.
Other treasure cards show traps or wandering monsters. These cards should be read out and the instructions followed immediately. Trap cards and wandering monster cards are returned to the treasure card pile. The treasure card pile is then shuffled before another treasure card is taken.
In first edition the "good" treasure cards are returned to the treasure card stack when they are found or used. The potion cards say to discard them after use, while the rules say to return them. Discarding is not defined by the rules, so in 1st Edition discarding a treasure card probably means returning it.
In 2nd Edition discarding is defined as something different than returning. The rules say to discard cards with gold value when found, and the potion cards say to discard after use. So the good cards don't return to the treasure deck.
1st Edition says nothing about shuffling the cards before drawing, only that when setting up the game, "The shuffled treasure cards should be placed, faced down, within reach of the player characters." In this case it doesn't matter if a card is returned to the treasure pile or discarded. The card would only come up again if the players performed 25 searches. Maybe the hint on the good cards to return or discard them was just meant to prevent players from keeping the cards between games and to make sure the treasure deck is complete in the next round. Players would not want to keep Nothing, Traps and Monsters, so it would not be necessary to remind players to return them.
In 2nd Edition the treasure card pile is shuffled before another treasure card is taken. With this rule it becomes relevant if a card is returned or not. With only the bad cards returning the search becomes more and more dangerous. This is a significant rule change, and it only works if the good cards don't return to the deck, and if the bad cards do return. So they changed the texts on all treasure cards. Good cards are discarded (not returned), bad cards, instead of saying nothing what do do with them, are to be returned. Unfortunately they forgot to edit the Nothing card. Maybe this happened because they adapted this rule from the US edition, where you don't have a Nothing card.
The last change is about the pit trap Trap! card. Maybe in 1st Edition you were supposed to put a pit trap tile under the searching hero. Since the card would only come up once during a quest, you would not run out of pit trap tiles. Well you could in theory, because you have 4 pit trap tiles and some quests (Melar's Maze, Fire Mage and Bastion of Chaos) use 4 pit traps. But with the new shuffling rules this could cause real problems with only 4 pit trap tiles.