The problem is that players gamble the entire game on the common 1st level ruin near the starting capital:
- the benefit of searching it in the first or second turn is huge for the early expansion (items and XP=skills prevent unit losses, at a time that few units are around; possibly money to get the next hero that can expand)
- loosing the one and only hero is equally devastating
However, since the chances of loosing the hero are around ~15%, one cannot afford to not take this gamble. Thus, the entire game rests pretty much on this gamble: ~85% good exansion, ~15% of pretty much loosing the game.
So I am wondering about possible ways to soften this "all or nothing"-gamble in the early turns:
- Only allow 2nd level heroes to search 1st level ruins (i.e. ruin level n requires hero level n+1), so no player can gamble early on. Meh.
- Heroes don't die right away, but get something pretty bad instead. It ought to hurt, but I don't know what. Maybe the permanent loss of strength, lore or movement points; maybe some negative XP? Meh.
- Ruins only open up after a certain turn number. Meh.
I think the level restriction would be unpopular (I don't like the existing restrictions already). The problem with the second is repeated searching - this could be fixed in two ways: heroes loosing all move when searching, and requiring 1 move point to search, or alternatively, that heroes eventually die once the reduced score goes below a threshold (i.e. 3-4 losses = dead). The third seems unnatural and getting the right number for each map would be a pain.