We've made a few changes to One Deck Dungeon for its second printing, marked on the packaging (on the back of the box, below the intro paragraph) and rules as version 1.5.
Based on feedback from adventurers, we were able to make some changes in the rulebook to make things more clear. More information is presented in the first half of the rulebook. PDF of the v1.5 rules.
Part of the streamlining of the rules involved clearer terminology.
The heroes each had a skill that was referred to as her "heroic skill", but it was a little confusing whether that meant just the top one on the hero card. We've renamed them to Heroic Feats, and made the scroll blue to clearly differentiate. In addition, there is now a clear phase for when to use them during encounters: "Heroic Feat". In addition, the Archer's heroic feat was slightly too weak, so it's been changed:
Gain a die:
Previously, many skills instructed you to "Add STR 6". This was interpereted by many to mean you could add 6 pips to your various yellow dice. Instead, we've reworded all skills to say "Gain a STR 6" instead. You'll see that change reflected in the balance changes below.
Included now as part of the Campaign Mode rules in the v1.5 rulebook, challenge tiers allow players to nudge the difficulty of the game to be easier or harder to fit their desired playstyle. Harder Challenge Tiers will result in more checkmarks for the campaign sheet.
With the magical power of hindsignt, and of course 10,000 players worth of data, we made a few changes to cards. Nothing drastic, but they should smooth out the difficulty curve of the game to where we want it to be.
Each experience level now requires one less XP -- from 7/9/11 to 6/8/10. This should make starting with a 2XP encounter less bad, and also make Level 4 more attainable.
Reduced mana cost from 3 to 2, to make it a little easier to use early. It can now also be used on perils.
Limited to five dice affected. While cute, changing all your dice to 6s with Consistency and Chaotic Aura was kinda broken.
Added the option to increase a die by 1. This makes it a little more flexible and interesting.
Changed it so that Brute Force changes any 5s, not just STR 5s, to 6s. Very nice against the Yeti.
Remade slightly to prevent rules mayhem. The spirit remains the same.
Moved one time icon from its skill to the 6 challenge box. This will give players a small amount of flexibility.
Moved one damage icon from floor 2 to floor 3, and into an armor box. This should make partial fails on perils a little less crushing. An outright fail is just as bad (actually slightly worse!). Also, we changed the way Freezing Winds works to be more clear. Now it depends solely on the consequences of the combat, and not on time spent during the encounter for skills or effects. This was a frequent source of confusion.
Similar changes to the Yeti's Cavern for perils and including a parallel change to clarify Blade Storm.
Again, moving one damage off the non-armor 6. In this case, it makes the dungeon a hair more difficult early, and easier later.
The Yeti would like to apologize for all the crushing defeats. He has humbly agreed to reduce two of his challenge boxes and invites you warmly to his cold dungeon.
The Lich is less kind about it, but also has reduced challenge boxes slightly. Also, we clarified the ability, which may have been my most ungood wording of the entire set.