This variant implements a very simple idea to improve the strategic aspect of the game.
You need to split the deck into two parts (I used different coloured sleeves to do this), one with the movement cards, the other with the attack and equipment cards. The handful of special cards are split between the two on a thematic basis (Box Canyon, Theft, Fate, Changed Road Sign, Sabotage in the "combat" deck, the others in the "movement" deck).
During setup, players receive four "movement" cards and three "combat" cards. When drawing cards, the player announces how he splits his draw between the two decks, then draws. All random draws (random events, attack resolution, checks, etc.) are done against the "combat" deck. The time indicators (every third deck indicating night time) are based on the "movement" deck only.
I've found this adds a little strategy to player decisions, and prevents players from being stuck too long with bad hands.
Addendum: You'll need to roll for the random events on a uniform probability table: either half-deck is skewed otherwise. Another simple solution to this problem is to use a marker (say a damage marker) to indicate from which deck the next random draw resolution card should come: as draws are made, this hops from one deck to the other, so random events (and all other draws such as exit draws and checks) will come as often from one deck as from the other.
Last edited Sat Dec 29, 2012 5:34 am (Total Number of Edits: 2)