1) Equipment: "A hero may change equipment at any point except during combat." Is that accurate? I thought I saw someone say that equipment is only changed at the start of the active players turn. Or can an Assistant quickly change equipment before jumping into combat?
2) Experience Tracer: You mention how to gain experience, by killing a monster, but you don't describe how to use/spend experience. You could add something like "Increase the Experience Tracker number by one for the active player (and assistants) each time a monster is killed."
3) SETUP: In step one, maybe after the sentence "and the monster dice in
the black bag." Add in parenthesis or a quick note. Magic dice are
white and do not get added to the black Monster bag. **A big assumption
on my part when I first tried the game was that all white dice were
monsters. You can imagine my confusion when the topic of spells came
up. :) **
4) SETUP: You do not mention the Experience Tracker die. I suggest adding it to step two. "Each player begins with one Experience Tracker die set to 1 and one Hero Level die."
5) PLAYER TURN - 3. COMBAT: I would suggest clarifying the entry below from the ABILITIES section and adding it early on in PLAYER TURN - 3. COMBAT.
After the first sentence- "The first inactive player (not in combat) to the active players left controls and rolls the dice for the monster, with the exception during a two player game. In a two player game, the non active players will roll and use abilities for the monster, even if assisting the active hero."
"The monster’s abilities are controlled by the first player to the active player’s left who is NOT in combat.
In a two-player game, it is possible that no player qualifies to control the monster. In this case,
the monster automatically uses abilities in a way that is most likely to result in victory. In case
of dispute, the inactive player makes any final decisions."
6) I suggest putting the results of combat into a new section.
"Begin your turn by reaching into the monster bag and grabbing a random die. Roll the die into the play area for all players to see."
What we need is a more elegant solution.
What we need is a more elegant solution.If the cost of creating the custom die is in the creation of an entire die (rather than a single side), there'd be no extra cost to add in the heal icon to the bottom of the treasure icon on the slime dice. Why not then add the little heart to the potion side??