by Kasuya
3. No repeat locations. Just discard and not replace any locations already cleared, in staging, or currently active. This makes thematic sense as well.
4. Allow sentinels to block with others.
5. Allow Ranged to attack staged enemies at -1.
4. Allow sentinels to block with others.
5. Allow Ranged to attack staged enemies at -1.
I totally agree with those 3 variants. They just make a LOT of sense to me.
You know, the greatest problem with the solo game is that you might draw too much locations on the staging area, which means a simple "game over", as you may not be able to pass through the crescent threat power of the staging area and, if you can't do that, you cant finish exploring the active location (and by consequence, the quest, so the game stay stuck). That's a kind of "bug" on the game that really doesn't makes sense.
Furthermore, it seems not fair at all having abilities such as "ranged" and "sentinel" being simply useless at a solo game (some allies are more expensive than others equally powerful just because they are "ranged", for example).
I didn't like the other variant rules stated (the 1 and 2 ones). They're more drastic tweaks.
have you tried allowing yourself to atack first if you optionally engage an enemy? that makes it a touch easier, and it also fits quite well flavour-wise, because why should the enemy still be allowed to attack first if you chose to engage it?
I like this tweak, it really makes more sense.
I'm gonna try this four tweaks in my next game, and I'll put here my impressions.