There have been a lot of suggestions to making Gloomy better, so I wanted to try to throw my two-cents in. Mind you, this is a hodgepodge of some of the suggestions I liked, plus one excellent idea from Envisioner. I just wanted to try to formalize it in this manner to be conducive to discussion :)
The main difference here is that Gloomweaver is not a target. Kind of a major change, but I would love to hear what you guys think.
Gloomweaver is not a target.
Original Side:
Set up:
- Place all zombies in the villain trash
- shuffle the villain deck and reveal cards until H cultists are found. Put all cultists in play, returning all other cards to the deck.
- Search the deck for Ophidia. Put it in play.
At the start of the Villain turn, if there are 3 relics in play, flip Gloomy's character card.
At the start of the villain turn, if there are 3 or more cultists in play, destroy 2 cultists and search the villain deck for a relic.
At the start of the villain turn, if there are 3 relics in the villain trash, remove Gloomweaver, Ophidia, and all villain relics from play.
At the start of the villain turn, destroy a zombie card, and if you do, shuffle the villain trash and reveal cards until a Cultist is revealed. Put it into play.
Whenever a cultist is destroyed, search the villain trash for a zombie and put it into play.
The heroes cannot win the game until there are no cultists left in play.
Flip Side:
When Gloomweaver is flipped to this side, place four counters on it.
At the start of the villain turn, if there are 3 relics in the villain trash, remove Gloomweaver, Ophidia, and all villain relics from play.
At the start of the Villain turn, if Gloomweaver has no counters on it, the heroes lose. Game Over. Otherwise, remove one counter from Gloomweaver.
The heroes cannot win the game until there are no cultists left in play.
Rationale: As Envisioner pointed out, it didn't really make sense for the heroes to attack Gloomy (much less damage it) when it isnt even in this plane of reality. I just sort of imagined its power reaching here, not its corporeal form. Therefore, Gloomy is not a target, whereas the means by which he will reach this plane of existence (and the nexus of his power here on our plane), the relics, would become the primary targets. I added a way by which relics would be easier to come by (at the cost of keeping more cultists in play), as well as getting a relic in play so that we have something to hit immediately. I wanted to give the Cultists a bigger role here, so I made it impossible for the heroes to win while there are any around. The technique then would be to carefully balance the number of cultists in play to get at your relics faster, but at the same time be able to manage the damage, etc. You also shouldn't let Gloomy flip, since once it flips, you have about a three round time limit to destroy everything.
Thematically, the heroes are running after the cult of the Gloom, trying to get to them before they sacrifice their lives to empower their relics. All the while, Gloomy is trying to influence them from beyond the veil, etc etc, as well as ressurecting his followers, first as dried husks, then regenerating them fully (though this would understandably take a longer time) to continue his work. If all three relics are assembled, however, Gloomweaver starts to cross into our world, where he will be unstoppable, giving our heroes just a little bit more time to catch up and destroy those relics. However, just destroying the relics is not enough. The destruction of the relics, as well as the permanent thwarting of their master's plans, would enrage the cultists, and so they would (obviously) continue to try to attack the heroes as long they are around.
Um, it is 2:30am here right now, so I'm not up to my usual standards, so please forgive any errors :)
so. Thoughts?
Edit: fixed the countdown counters (4 counters would give 3 turns), as well as the wording for the countdown.