by Weltenreiter
Oh yeah on topic. Apart from above non-understanding, I'm pretty happy with these rules.3 hex distance between home realms should pretty much eliminate the need to redo a map for procedural reasons ever. We had that happen occasionally. (May still end up canceling one that ends up too idiotically imbalanced, but thats basically a table concession to second player, not procedural)
Having runes all over the place seems quite interesting (and improves/promotes conflict some as well as the hero guild title). Gotta see the timing in action for full implications on setup strategy, but with first player placing runes first, he should be able to nerf any position with a blank that second player ended up managing to make too good.
Moving Heroes with mobcon and unit support rules integrates them a bit more, pretty welcome (unit support seems it may end up being more thematic than mechanically decisive, but thats still welcome). The added mobility in particular should help making questing less of a side activity.
Hex units being rout absorbers by always adding strength boosts them a bit. I feel they could use it. As a bonus, it doesnt even break with certain Banners developments (which are careful to spell out their unit upgrade makes the unit count as hex for fate draw only)
7 years, default Road to Victory (plus the scattered instead of starting runes) overall seem nice. Old game end tended to be abrupt. Kind of like baseline epic without the irritating open runes portion. May add a tad much playtime? Will see.
Particularly pleased that card text changes are minimal, and almost none (1 card) on "hidden" cards (ambush only). Keeping game components (especially hidden/private ones) intuitive and "correct" is important to me, having to do post-it-under-sleeve surgery to dozens of cards would've been aggravating.
Maybe more comments after nerd years eve session, which just got Runewars put on the agenda (Thanks for getting this out in time FFG