Ahh, I forgot the other variant we always run with-
We do not include parasitic tentacles, and allow players to use buy an upgrade off of another player whenever you roll 3 claws against them.
That's the big incentive for attacking in our games: taking their stuff.
We really liked the whole "rolling a set of 3" thing and hated parasitic tentancles, so that ended up being a great fix for us.
Our full variants would be:
We end up with a huge purchase pool which when wiped goes back to 3 cards. We have varied how much VP gets drained, but we definitely didn't like the "last man still standing while everyone else gets back up" thing. It wasn't satisfying. So sticking with play to 20 VP felt best.
We do not include parasitic tentacles, and allow players to use buy an upgrade off of another player whenever you roll 3 claws against them.
That's the big incentive for attacking in our games: taking their stuff.
We really liked the whole "rolling a set of 3" thing and hated parasitic tentancles, so that ended up being a great fix for us.
Our full variants would be:
3xCLAWS = can buy an upgrade off an enemy (+1 buy per extra claw)
3xENERGY = add another card to purchase pool (+1 card per extra energy)
3xHEART = draw one evolution card and keep it (draw +1 card per extra heart, but still only keep 1)
KO a monster = Drain *up to 3* VP from KO'd monster
When KO'd = Miss 1 turn, reset health and discard all upgrades
Play to 20 VP
3xENERGY = add another card to purchase pool (+1 card per extra energy)
3xHEART = draw one evolution card and keep it (draw +1 card per extra heart, but still only keep 1)
KO a monster = Drain *up to 3* VP from KO'd monster
When KO'd = Miss 1 turn, reset health and discard all upgrades
Play to 20 VP
We end up with a huge purchase pool which when wiped goes back to 3 cards. We have varied how much VP gets drained, but we definitely didn't like the "last man still standing while everyone else gets back up" thing. It wasn't satisfying. So sticking with play to 20 VP felt best.