by Dasrak
Anyone think combining the cards and or dungeon guardians would pose a problem? It would just mean theres a chance that there might be 2 gauntlets of ogre power in action, and the realm events wouldn't be one shots.
Probably not a big deal. I wouldn't like getting hit by a back-to-back rain of colorless fire, but that's really the worst case I can think of.
[Q]I was also thinking of placing a limit on heroes and dragons - once one is killed, it is removed from play and can't just be recycled by buying him again. If you defeat an enemy fighter or wizard, you take the figure into your hand and it counts towards your victory points.[/Q]
That's way too high a penalty for losing fighters or wizards. Capturing a capital is worth 5 points, Why should defeating a stack that happened to contain five fighters (10 gold - less than single turn's worth of reinforcements) be worth that much? In my view, the only use for fighters or wizards would be dungeon-crawling under these rules. It's just not worth giving the opponents VP to risk them in combat, and losing a big stack of them would likely be game-ending.
I personally wouldn't even consider putting a VP reward on killing dragons, much less the cheaper pieces.
With 2 sets, I have 12 fighters and 12 wizards per faction, which would seem enough to be able to lose some, but make them that much more precious....
For a short game that'll be a very tight limit. It's completely insufficient for a medium or longer games. Fighters are the best pieces to bulk up on in the first few turns (great at attack, great at defense, great at sea, great at treasure-hunting; when your strategy isn't yet determined, why the heck are you picking anything else!?), so I'd imagine they'd all be in play by the end of turn 2 at the latest.
This actually could have the effect of making treasure-hunting much too powerful. The thing is, the fighter is the cheapest piece that has a movement of 2. It's a critical part of any offensive force, since footsoldiers can't be brought up to the front-lines fast enough (with that slow move-speed 1) and monsters are too expensive to assign as casualties (with that 3-GP cost). Making fighters non-viable as offensive fodder pieces makes attacking entrenched locations substantially harder. Wizards have a similar role in defending convoys of warships against storm elements, making naval approaches more difficult.
If defending becomes much easier, then the strategy of turtling until you amass enough VP from artifacts to win the game might become much too powerful.