JasonMCM wrote:So this is my variation on the Evil Wizard deck. Let me know what you think (if you want to)
The changes required for Chaos Counters
Remove the Hazard! and Wandering Monster cards from the Treasure deck and replace them with the new nothing cards
Replacing random draw negative cards with random draw negative counters works.
JasonMCM wrote:How to draw Chaos CountersIf there are no monsters on the board at the start of the Evil Wizard's turn, draw one Chaos Counter
If a Hero searches for anything, draw one Chaos Counter
If during a treasure search a nothing card is drawn it will instruct the Evil Wizard to draw an additional amount of Chaos Counters
I agree that some sort of active threat would be desirable to counter Hero behavior that slows the game pace and makes for static Quests. No-brainer searches are only countered by the original Treasure deck. Also, unlimited movement turns without penalty encourages Heroes to slow the game and stack outside of closed doors. This weakens the effect of random movement rolls which were intended as a kind of initiative system, where late joiners attack later in a combat.
On the other hand, negative events can create a catch-22. A certain amount of trap and secret door searching is needed in a Quest in order to finish a Quest efficiently. If Heroes are punished for these searches, they will then avoid them and fall prey to more trap damage and miss secret doors. Hero deaths will increase as time is lost backtracking to find those missed secret doors, which creates even more negative events and adds to game length.
Since Quests usually fail to telegraph when to search for secret doors and traps, Heroes should be expected to make those searches fairly often. Unless you are willing to add tip-off clues in the Notes section, I'd go without drawing a Chaos Counter for searches. Also, treasure searches already contain Chaos Counters, so a second penalty is redundant. Most searching will be done while no monsters are on the board, so I'd say that penalty will provide enough pressure to reduce door stacking and unlikely searches. My cost suggestions a reduced below to reflect removing Chaos Counter draws for searches.
JasonMCM wrote:What can the Evil Wizard spend Chaos Counters on?
Spear Trap
Cost: 2 CC
When: Play only when a Hero moves into a square.
Effect: The moving hero triggers an exceptionally well hidden spear trap. Roll a white combat die, if a skull is rolled the hero takes 1 Body Point of damage and his turn is over. If a shield is rolled the Hero's turn continues.
I'd lower the cost to 1 CC, as it is kind of equal to one attack of a Wandering Monster which is sometimes defended. Like Sjeng and Goblin King, I'm not in favor of allowing Zargon to place it directly onto a Hero who has no choice in avoiding it. It's too easy to kill a particular Hero with this tactic, as your Dwarf nearly demonstrated. I'd only allow it to be played on Zargon's turn, on an unoccupied square that hasn't been searched for traps.
JasonMCM wrote:Pit Trap
Cost: 3 CC
When: Play only when a Hero moves into a square.
Effect: The moving hero triggers an exceptionally well hidden pit trap. Place a pit trap tile on the board under the hero. The Hero takes 1 Body Point of damage and his turn is over. He may climb out using the regular rules on his next turn.
Everything mentioned about the Spear trap goes for the Pit Trap, but I'd cost this one at 2 CC since it can automatically do damage if not discovered.
JasonMCM wrote:Wandering Monsters
Cost: 1 CC per monster placed on the board + 1 CC per BP of monsters placed on the board
When: Any time during the Evil Wizard's turn
Effect: Place 1 monster at the end of a hallway or outside of a doorway to a room that a Hero is in. Place other monsters adjacent to that monster. You may place as many monsters as you have Chaos Counters to afford. You may place any monster that is on the quest map in the quest book other than special monsters and the gargoyle.
Reduce the cost to 1 CC per BP of monster placed on the board.
The end of a hallway can be a dead end. To me, this doesn't make sense for a Wandering Monster placement. I'd reword that part to "Place one monster at the end of an open hallway..." or "Place one monster just around a corner...." To keep in the spirit of an immediately seen Wandering Monster, I'd also reword the doorway part to "...outside of an open doorway."
Allowing the number of monsters to be set by Chaos Counters may be too deadly. Increasing monsters beyond the ability of the Heroes to quickly remove them magnifies their damage beyond their numbers; they will get extra attacks that otherwise would have been denied through one-turn elimination. I'd limit placement to one per Zargon turn, requiring that player to keep the Wandering Monsters out of combat until reinforcements arrive.
JasonMCM wrote:Ambush
Cost: 2 CC per monster place on the board + 2 CC per BP of monster placed on the board
When: Any time during a Hero's turn
Effect: Place 1 or more monsters on the board adjacent to the active Hero. They may attack immediately. You may place as many monsters as you have Chaos Counters to afford. You may place any monster that is on the quest map in the quest book other than special monsters and the gargoyle.
Reduce the cost to 2 CC per BP of monster placed on the board. Everything mentioned about Wandering Monster numbers applies to Ambush. Only the when and where are different.
JasonMCM wrote:Encroaching Chaos
Cost: 3 CC
When: Any time a die is rolled
Effect: Change the result of one die to the result of your choice. You may spend Chaos Counters in this way multiple times in a single roll as long as a different die is changed each time.
Reduce the cost to 1 CC. Take out changing the die to a result of your choice--this is Chaos we're talking about. Replace it with a reroll. This should feel more thematic and fun.
JasonMCM wrote:Chaotic Restoration
Cost: 2 CC + 1 CC per BP restored
When: Any time a Monster is not a full Body Points
Effect: A monster that is not at full Body Points is restored to full.
Change the cost to 2 CC per BP restored. I'm not sure if it's a good idea to extend the life of monsters. That prolongs the game without adding anything new. For bosses I'd provide other means in the Notes. Better to stick with Wandering Monsters and Ambushes, I think.
JasonMCM wrote:The Nothing CardsThe 10 nothing cards are as follows
2 x Nothing: Despite your best efforts you find nothing.
3 x Nothing: Despite your best efforts you find nothing. The Evil Wizard draws one additional Chaos Counter.
3 x Nothing: Despite your best efforts you find nothing. The Evil Wizard draws two additional Chaos Counters.
1 x Nothing: Despite your best efforts you find nothing. The Evil Wizard draws three additional Chaos Counters.
1 x Nothing: Despite your best efforts you find nothing. The Evil Wizard draws four additional Chaos Counters.
Please let me know what you think of this.

Works for me.
On the whole, your system promises to add a lot more tension and drama--well conceived!