by Stexe
Volt26 wrote:
2nd) Buy phase
Powerups can be bought before rolling dice or right after the last roll but not while you roll the dice. (maybe this was already in the rules, I'm not sure anymore because I stopped looking in this poorly written rules book)
I think the actual rules state that you buy cards after you roll dice, don't see a problem with this variant or the drafting one (more cards are good, although some card combinations could be pretty strong if only you have the option of buying it). We've tried 4 cards instead of 3 just to open it up a bit more, but our group isn't usually a fan of house rules.
Volt26 wrote:
3rd) Energy in tokyo
When you go in Tokyo, forget all about stars. Now you get 1 energy cube each time an opponent begins his turn while you are in Tokyo (also applies if this is the turn of the other monster in Tokyo for 5-6 players games).
This simple rule change is the one that solved it all for us. NOW you get a valid reason to stay 1 more turn in there even if you have only 4hp left!
Why? Well.. Imagine you really want to buy that 7 energy card at the beginning of your turn but you have only 5 cubes. Get in tokyo, get hit a few times for the next 2 players' turns and get out when you achieved your objective, knowing you might be near dead but at least you'll be able to buy that super-powerful card you want so much.
Not sure about this one. So you get energy for EACH opponent? That means in a 5 player game you'd rack up 4 energy and 2 stars? Or just 4 energy? Seems like a LOT of energy -- especially for cards like Wings (one of the most broke cards imo) that let you dodge attacks for a couple of energy. I mean, this would give the first player a HUGE advantage. Why wouldn't the first person who gets in want to stay the entire round in Tokyo? Extremely unlikely that they will be killed by 1 time around the table and that energy bonus would snowball them to an easy victory.